Tuesday, 2007-03-06

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mithrohowdy nas01:13
mithrostupid h key01:13
mithrohowdy nash01:13
nashheyo01:13
nashFixed my issue last night...01:13
nasha big round of screenshots waiting for upload ;-)01:14
mithrowhy not upload them then!?01:19
nashCause I need to update the list of images in the index.html file01:20
mithrowhy not have a directly listing? I think you just like teasing me01:22
nashLook now01:22
jothamhaha01:24
nashNote the envelope in teh corner too ;-)01:24
nashmithro: Happy now?01:26
mithronash: now you need to do 2 ai verse :)01:27
nashmithro: Probably tonight.01:27
nashDefinitly on the weekend01:28
mithrocool01:28
nashNeed to start fixing some of the other issues soon01:28
nashSmith is really good by himself (and he will seriously annoy a human player) but he will never win a game (except by the biggest chance)01:29
nashmithro: Remeber how I keep complaining about no way of being notified of destroyed objects ;-)01:33
nashHence smith doesn;t handle that... So I need the client to work around that01:33
mithroi'm guessing he is currently just sending 1 frigate at each place?01:41
mithrowhich will be clobbered by the planet01:44
nashAnd then some01:46
nashBUt yes01:46
nashA rather one-sided battle01:46
nashNever tries again because the system doesn't know the ship has been deleted01:46
nashSo one of hte things I need to do is get it to notice teh lose of the ship and plan appropriately - like sending some battleships there first01:47
mithronash: why can't you see the disappearing IDs?01:47
nashBecause there is no event for a destroyed object01:48
nashI need to poll them01:48
nashDiscover they are no more.01:49
nashI try not to update the entire universe for no reason01:49
mithrono event for new objects too?01:49
mithroget_obj_ids will return all the ids in the universe01:51
mithroi thought you loop would be like the following01:51
mithrofor id in get_obj_ids:01:51
mithro  if id in universe and modtime > universe[id].modtime: get_object(id)01:52
mithro   else: create_event01:52
mithro for universe.ids():01:53
mithro if notupdated: destroy_event01:53
nashI don't maintain state across the get_obj_ids01:53
nashSo basically I get all object IDs then deal with them - either triggering updte events or new object events for the higher level01:54
nashSo I don't have an implicit way of discovering destroyed objects.01:55
nashI need to add a mark and sweep basically01:56
nashWhich I didn't really want to do01:56
nashOtherwise a lazy GC to go check for objects that haven't been updated for a while01:56
nashI can also do some clever things like look for objects I know have been deleted01:57
nash(If X colonises Y, X is probably gone)01:57
mithronash: you don't story a copy of the universe locally?01:57
nashAll the time01:58
nashIf I didn't store a copy I wou;dn't have a problem01:59
nashProblem is discovering item in my cache is no longer valud01:59
nashAn easy fix is to delete all my objects each turn and re-download01:59
nashI need to download a complete list of IDs, and then search my list of objects to see waht is missing02:01
nashWhich I think is icky02:01
nashIt's even worse as it breaks feature 0x1000 if it is present - as you have to get teh whole object list anyway02:05
nashWhat makes it worse, is since the getobjectids list is not in any order, I need to search through my order N list to look up things in the size M getobjid list - giving the whole alg a rather ugly O(N^2) time02:07
nashSo basically - Destroying an object should update it's mod time, and should set a 'delted' flag.  Else there needs to be some other way of getting such info.02:08
nashO(N^2) on the client is pants02:08
nashOther alternatives is a clean and sweep - but in that case I need the whole damn list again anyway02:11
nashNo matter what it is pants.02:11
nashmithro: ANyway - I'm going to lunch02:14
nashTalk to you soon02:14
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mithronash: tpserver-cpp doesn't support the ordered ids03:08
nashEven if it did - you can't take advantage of the fact.03:09
nashIt's a pointless option03:11
nashYou need to be able to do GetDeletedObjects03:17
mithroif you have a list of the ids in the universe (from previous turn), and you can get the current list of ids, you can then download the differences03:42
nashBut the downloaded list is not in a guaranteed order... So direct comparison is O(n^2) - blerg :-(  And I still have to get a list of everything in the universe03:55
nashWhich is stupid. The server knows what disappeared - it can gen that list03:55
nashI'm not denying you can't do it - it's just you have to do it using brute force methods04:05
nashBest possible search is O(nlogn).04:09
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mithrowelp, heading of now06:30
mithrosee ya!06:30
nashbye06:38
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* nash waves08:15
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nashheyop llnz09:30
llnzhi nash09:30
nashsorry - about to have dinner09:31
llnzhi JLP09:45
JLPllnz: ahoy09:45
mithrohowdy people10:09
JLPmithro: ahoy10:10
mithroJLP: sup?10:10
JLPmithro: well i've taken myself a bit of free time today, no uni, no translation10:11
mithroJLP: what you been up to? go to the beach?10:12
JLPmithro: i don't know yet, got up just about an hour ago, i'll probably go for a long walk later today10:14
mithroJLP: ahh - I thought you where talking in the past tense10:14
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CIA-20Lee Begg <[email protected]> * tpserver-cpp/tpserver/ (console.cpp console.cpp console.cpp): (log message trimmed)10:41
CIA-20Added status command to console:10:41
CIA-20 Gives a nice run down of the stats and status of the server and game. Done at10:41
CIA-20 mithro's request.10:41
CIA-20 Gives the following for my running server.10:41
CIA-20 tpserver-cpp> status10:41
CIA-20 Server: tpserver-cpp10:41
llnzVersion: 0.4.110:41
llnzPersistence available: yes10:41
llnzRuleset Loaded: yes10:41
llnzRuleset Name: MiniSec10:42
llnzRuleset Version: 0.210:42
llnzGame Loaded: yes10:42
llnzGame Started: yes10:42
llnzTime to next turn: 59210:42
llnzTurn number: 685810:42
llnzNetwork Started: yes10:42
llnz(just to complete the message)10:42
mithrollnz: cool10:47
mithroso much to do, so little time10:52
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llnzlater all12:02
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