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llnz | StupidIncarnate: ? | 00:13 |
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StupidIncarnate | do you know why the image/media urls do not come with the image types attached to them? | 00:16 |
llnz | ahh... :-) | 00:21 |
llnz | http://www.thousandparsec.net/wiki/Media.gz | 00:21 |
tpb | Title: Media.gz - Thousand Parsec Wiki (at www.thousandparsec.net) | 00:21 |
llnz | Agon: you might want to read that too | 00:22 |
StupidIncarnate | oh right, it has it all in the txt file | 00:24 |
StupidIncarnate | why is it in an archive though? | 00:25 |
llnz | StupidIncarnate: because the file is quite long and repeative | 00:26 |
StupidIncarnate | it's only 2.5k?b | 00:26 |
llnz | currently | 00:27 |
llnz | oh, and make sure you get the right one | 00:27 |
llnz | which you did | 00:28 |
StupidIncarnate | I just wonder because if I do use that, I'll have to have the client unarchive the thing every time the player gets the list of objects, which is every turn | 00:29 |
StupidIncarnate | though I suppose I could have it check locally for it, and if not there unzip for later use | 00:30 |
llnz | webclient? | 00:30 |
StupidIncarnate | ya | 00:30 |
llnz | just pick the correct media on the webserver for the client, and have the client get the media file directly | 00:30 |
llnz | just download the media(-new).gz file once, load it into a database and once a day refresh it | 00:31 |
StupidIncarnate | database? | 00:31 |
llnz | webapp local data storage, then | 00:32 |
StupidIncarnate | oh, I guess I could put it in the session var. Have to check how much that can hold | 00:32 |
StupidIncarnate | ok | 00:32 |
llnz | media.gz is not per-user | 00:32 |
llnz | could all users share it? | 00:33 |
StupidIncarnate | it'd have to save the file to the server | 00:33 |
StupidIncarnate | where the client is stored | 00:33 |
StupidIncarnate | i suppose it could do that and check the date when the file was created, and if it's a day old redl it | 00:33 |
tansell-laptop | you should just check the last modification date | 00:35 |
tansell-laptop | most languages can read a gz file fine | 00:36 |
tansell-laptop | Epyon, ping? | 00:36 |
StupidIncarnate | k | 00:36 |
Agon | oh thank you llnz, explains something, but why is there a mediaString send with each object which has a icon or media? | 00:36 |
llnz | because they can be different | 00:38 |
StupidIncarnate | oh tansell, while you're here, found some image urls that the server sends that are not on the svn.thousandparsec image server | 00:38 |
StupidIncarnate | err, that's not what i mean | 00:40 |
StupidIncarnate | the server associates the same icon image to universe and galaxy as it does with system | 00:41 |
StupidIncarnate | the old tpweb client was using different image icons and they're kind of nice in terms of differentiating the object types. Could you put them on the svn.thousandparsec image server? | 00:42 |
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llnz | bbl | 05:10 |
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bisc | tansell: ping | 05:49 |
tansell | bisc, pong | 06:36 |
bisc | tansell: a quick question first. Is that true that current game and current player are the first ones in corresponding lists (first in network.connection.games(), second in cache.players)? | 06:37 |
alanp | hmm | 06:38 |
tansell | bisc, that doesn't sound right | 06:38 |
bisc | tansell: strange. Some code in winMain.py:398 checks if owner == self.application.cache.players[0].id | 06:39 |
tansell | player with the id 0 is the current player | 06:40 |
tansell | but cache.players is a dictionary right? | 06:40 |
bisc | tansell: oh yeah, missed this thing. Thought it's a list. | 06:40 |
bisc | tansell: and what about games? It's a dict too? | 06:41 |
tansell | no idea | 06:41 |
tansell | but probably | 06:41 |
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bisc | tansell: okay. Another question: how to correctly find the current server URL (and some other info). Couldn't find any "Server" object in libtpproto, and the "Game" object has only version of server. | 06:43 |
tansell | why do you need it? | 06:43 |
bisc | tansell: I'm working on "who am i" window. Thought it's good to show which server we are connected to. Theoretically, I can look this up in ConnectTo window, but that's a hack. | 06:45 |
bisc | tansell: also, I'd enjoy your review of my open issues (except 53001). | 07:20 |
tansell | you should use the connection class to get the server information | 07:20 |
bisc | tansell: I don't see any existing methods for that. There are games(), get_orders(), get_objects(), etc. Will probably need to implement something like "get_server_url"? | 07:36 |
tansell | see how the media thread does it | 07:38 |
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bisc | tansell: interesting idea. Have seen something like that in media download code, but can't find it now... | 07:50 |
bisc | tansell: the server url is passed to Media constructor when ConnectTo method of MediaThread is called. I can possibly add an event for that and catch it from my window ... ? | 07:59 |
tansell | maybe look at what calls the connectto method? | 08:00 |
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bisc | tansell: it's called from network thread's connectto, which is called from Okay button press handler in winConnect. | 08:05 |
null_000 | morning all | 08:05 |
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llnz | hi Epyon | 10:25 |
tansell | Epyon, ping? | 10:30 |
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StupidIncarnate | whyz? | 10:32 |
llnz | because it was becoming necessary | 10:32 |
StupidIncarnate | for work? | 10:32 |
llnz | i won't be updating it too often | 10:33 |
llnz | for possible future work | 10:33 |
StupidIncarnate | ah | 10:33 |
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llnz | Epyon: progress blog post please, and ping me here about 2030 UTC if you can | 11:16 |
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llnz | hi Agon | 11:20 |
llnz | i was just looking at parsek, i don't think you are going to be able to use the icons on the starmap itself | 11:21 |
llnz | too many objects close together | 11:21 |
llnz | anyway... | 11:22 |
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llnz | later all | 11:22 |
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llnz | morning all | 20:01 |
llnz | Epyon: ping | 20:01 |
ezod | hey lln | 20:02 |
ezod | z | 20:02 |
ezod | glew: ping | 20:02 |
llnz | hi ezod | 20:09 |
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glew | ezod: pong | 22:53 |
ezod | hey | 22:53 |
ezod | i was just wondering if you have a better idea about commit style? | 22:54 |
ezod | i know i never sent an email, i figured i'd just catch you here | 22:54 |
glew | yeah, I think i have a better understanding, Just the first few commits were while i was still modeling off the persistence class | 22:55 |
glew | but i've passed that point so i can commit more functional changes | 22:55 |
ezod | yeah typically it gets easier when you have an established base and you're adding smaller unitary bits or making smaller changes | 22:57 |
ezod | just try to be descriptive in your commit messages and don't be afraid to make lots of commits | 22:57 |
glew | ok | 22:58 |
llnz | glew: where is the repo? | 23:16 |
glew | llnz: its on github | 23:17 |
glew | its a fork of tpserver-cpp | 23:17 |
glew | could you help me setup the mysql persistence module so i can test and compare it with sqlite | 23:18 |
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llnz | glew: what's you username on github? | 23:38 |
glew | llnz: glew | 23:40 |
llnz | cool, looking now | 23:41 |
llnz | looks like you are doing ok | 23:47 |
llnz | what do you need help with for the mysql persistence? | 23:48 |
glew | well i know that you can specify in config files to use mysqlpersistence | 23:48 |
glew | but when i looked in my install directory there are no persistence modules tehre | 23:49 |
llnz | do you have the mysql development libraries and headers installed? | 23:56 |
llnz | does configure correction detect them? | 23:56 |
glew | i don't think i do, should i just look them up in synaptic | 23:56 |
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