Fri Sep 4 21:37:06 2009
[dgd]
Silenus@Dead Souls Dev: lima is quite neat in some ways it has alot of interesting ideas in it for sure.
Fri Sep 4 21:37:21 2009
[dgd]
Sorressean@Falcon: I liked lima, it was just a bit rough starting out with it
Fri Sep 4 21:37:24 2009
[dgd]
Aidil@Way of the Force: gurbalib will support a generic way to define verbs for objects, but currently it doesn't.
Fri Sep 4 21:37:48 2009
[dgd]
Sorressean@Falcon nods. it's all good, I'll just write my own implamentation.
Fri Sep 4 21:37:50 2009
[dgd]
Silenus@Dead Souls Dev: obviously lima hasnt been updated in some time too
Fri Sep 4 21:38:24 2009
[dgd]
Sorressean@Falcon: that will allow builders to make their own weapons rather than defining a global verb for every new tech that might be a possibility.
Fri Sep 4 21:39:08 2009
[dgd]
Silenus@Dead Souls Dev: one idea quix for "custom verbs" and maybe this is what nullinfinite is doing is to make sure somehow that the verb in question only applies to the object in question
Fri Sep 4 21:39:10 2009
[dgd]
Aidil@Way of the Force: well, another solution for that might be to provide domains with their own verbs dir.
Fri Sep 4 21:39:44 2009
[dgd]
Silenus@Dead Souls Dev: rather than like add action where you get conflicts if multiple things register the same "verb" in the same room.
Fri Sep 4 21:39:46 2009
[dgd]
Quixadhal@Bloodlines: Yes, but if you aren't very careful to mimic the way verbs work anyways, you'll end up with builder A making an axe that has "hack" and "chop", and builder B making a sword that does "hack" and "slash", and be right back at the gussing which verb this "crystal meth dagger" is supposed to use.
Fri Sep 4 21:40:10 2009
[dgd]
Sorressean@Falcon: hrm. that would possibly work too, I think. though woudln't you have to be associated with that domain somehow?
Fri Sep 4 21:41:49 2009
[dgd]
Silenus@Dead Souls Dev: the advantage of course on the flip side is you can have tailored actions and syntax
Fri Sep 4 21:42:07 2009
[dgd]
Silenus@Dead Souls Dev: and maybe have the admins regulate what is ok usage and what is not.
Fri Sep 4 21:43:15 2009
[dgd]
Aidil@Way of the Force: well, at least gurbalib is supposed to leave the choice on having such functionality to the admin of a mud, and as said, is supposed to support local verbs for rooms and objects.
Fri Sep 4 21:44:21 2009
[dgd]
Aidil@Way of the Force: if it is a good idea to use that.. I think Sorressean is making a case for a game in which it would help, personally.. I don't want it on my mud, but thats probably a matter of what you want your game to be.
Fri Sep 4 21:45:06 2009
[dgd]
Aidil@Way of the Force: rather, I opted for having a general verb for using 'combat tech', that takes the actual tech as an argument.
Fri Sep 4 21:45:40 2009
[dgd]
Silenus@Dead Souls Dev: well one idea is to have some sort of interrogate command to see which verbs an object responds to
Fri Sep 4 21:45:54 2009
[dgd]
Silenus@Dead Souls Dev: but thats all for the admin to decide i suppose
Fri Sep 4 21:45:57 2009
[dgd]
Quixadhal@Bloodlines: I do like the idea of checking the verbs directory of the domain the object/room/npc/etc belongs to. That would allow you to override a global verb, but only where you have permission to do so.
Fri Sep 4 21:46:29 2009
[dgd]
Silenus@Dead Souls Dev: i dont really like the idea of overrides too much but maybe it's just me
Fri Sep 4 21:47:09 2009
[dgd]
Aidil@Way of the Force: and overrides.. the parser can drop the override if no grammer rules for the local/domain verb are matched.
Fri Sep 4 21:48:40 2009
[dgd]
Quixadhal@Bloodlines: I wouldn't use it very often myself, but it could be handy for things like alternative environments where you need "up" or "down" to parse differently than the norm.
Fri Sep 4 21:48:44 2009
[dgd]
Silenus@Dead Souls Dev: i suspect there might be legit usages for it though.
Fri Sep 4 21:48:47 2009
[dgd]
Aidil@Way of the Force: heh, you can't replace the existing rules anyway, so in implementation it will always be extending the rules.
Fri Sep 4 21:49:15 2009
[dgd]
Silenus@Dead Souls Dev: it's just i remember on NM some ppl would make these wierd rooms
Fri Sep 4 21:49:41 2009
[dgd]
Aidil@Way of the Force: replacing the existing global rules for a verb would cause the global verb to not work when it is supposed to work, so well...
Fri Sep 4 21:50:14 2009
[dgd]
Aidil@Way of the Force: but I don't think anyone suggested doing that.
Fri Sep 4 21:50:33 2009
[dgd]
Silenus@Dead Souls Dev: i figure the library should have custom parsing but no overrides of verbs
Fri Sep 4 21:50:37 2009
[dgd]
Aidil@Way of the Force: override as in: when the correct conditions are met, and only then, the locally defined verb will be used.
Fri Sep 4 21:51:57 2009
[dgd]
Aidil@Way of the Force: it would still allow for the NM rooms you so hate tho :)
Fri Sep 4 21:52:17 2009
[dgd]
Silenus@Dead Souls Dev: well its ok if they worked properly but often they were a bit buggy :P
Fri Sep 4 21:52:46 2009
[dgd]
Aidil@Way of the Force: action stealing in order to try to give feedback usually fails with add_actions
Fri Sep 4 21:53:34 2009
[dgd]
Aidil@Way of the Force: since grammar defines which implementation will be used, verbs shouldn't suffer from that problem directly.
Fri Sep 4 21:54:07 2009
[dgd]
Aidil@Way of the Force: but, I'm sure messing it up is quite possible still :)
Fri Sep 4 21:55:33 2009
[dgd]
Aidil@Way of the Force: at any rate, Sorressean, you may want to take a look at the room code for a way to add 'commands', and implement a similar thing in the weapon inherit. That would be a quick way to get your idea working.
Sat Sep 5 17:48:52 2009
[dgd]
Silenus@Dead Souls Dev: think the MP stuff is still in a separate experimental "branch"
Sat Sep 5 17:48:58 2009
[dgd]
Aidil@Way of the Force: nah. single processor version.. Thingol found a nice crasher on cygwin, which I managed to reproduce on other platforms (in more extreme conditions)
Sat Sep 5 17:50:38 2009
[dgd]
Aidil@Way of the Force: on cygwin it also results in a corrupt stack, which made the issue a bit nasty to debug :)
Sat Sep 5 17:51:49 2009
[dgd]
Aidil@Way of the Force: fun thing was that from reading the code I was able to pinpoint the exact place where it occured, which I could later confirm on bsd :)
Sat Sep 5 17:52:06 2009
[dgd]
Raudhrskal@Dead Souls Dev: I'd rather guess that a program's memory map is laid differently on WinNT and <whatever-flavor-of-unix-was-used>
Sat Sep 5 17:58:45 2009
[dgd]
Silenus@Dead Souls Dev: i think i am going to go back and be an academic *hides*
Sat Sep 5 18:01:51 2009
[dgd]
Silenus@Dead Souls Dev: dunno get the impression i might be too old to do IT starting out at 30 something.
Sat Sep 5 18:02:35 2009
[dgd]
Silenus@Dead Souls Dev: so i might go hide among the books some more :D
Sat Sep 5 18:02:58 2009
[dgd]
Kalinash@Fire and Ice: nah, my dad didn't get into it until just before he retired and now does it freelance
Sat Sep 5 18:04:28 2009
[dgd]
Silenus@Dead Souls Dev: i guess Hong Kong isnt really a happening place for IT either
Sat Sep 5 18:06:50 2009
[dgd]
Silenus@Dead Souls Dev: basically IT = bank support here or if you are good i suppose you do hedge funds.
Sat Sep 5 18:10:17 2009
[dgd]
Silenus@Dead Souls Dev: mainland has more interesting stuff but I am not sure with the legal system the way it is if i would be comfortable living up there :/
Sat Sep 5 18:13:43 2009
[dgd]
Silenus@Dead Souls Dev: ppl get tossed in jail bc someone knows someone and they dont like you.
Mon Sep 7 20:15:10 2009
[dgd]
Subversion@Way of the Force: Aidil committed revision 44 to svn://wotf.org/dgd-devel-net : Imported dgd 1.3.6 from vendor branch
Mon Sep 7 20:17:17 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 327 to svn://wotf.org/gurbalib : Imported dgd 1.3.6 from vendor branch
Mon Sep 7 21:19:36 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 328 to svn://wotf.org/gurbalib : Oops, wrong versions of src/config.c and src/config.h, resulting in a too big value for MAX_STRING_LENGTH (fixed)
Tue Sep 8 18:40:21 2009
[dgd]
Silenus@Dead Souls Dev: bah :-). I had some sashimi i suppose thats an ok substitute.
Tue Sep 8 18:45:43 2009
[dgd]
Aidil@GurbaDev2: for the price of a cheap, bad jw, you can get very decent single malts.. waste of money.
Tue Sep 8 18:46:21 2009
[dgd]
Kalinash@Fire and Ice: although i wouldn't pour out a bottle of blue label if it was given to me
Tue Sep 8 18:46:44 2009
[dgd]
Aidil@GurbaDev2: had a bit of a mail discussion with Shentino.. :) at times that temporary kills my sarcasm detectors.. :)
Tue Sep 8 18:47:03 2009
[dgd]
Aidil@GurbaDev2: blue label is ok, as long as you don't have to pay for it.
Tue Sep 8 18:47:48 2009
[dgd]
Aidil@GurbaDev2: btw, Sil, many kinds of tea combine very well with whisky.
Tue Sep 8 18:48:27 2009
[dgd]
Silenus@Dead Souls Dev: well I occasionally drink sake but it's quite unusual for me
Tue Sep 8 19:10:34 2009
[dgd]
Aidil@GurbaDev2: and on another note.. where you are, Silenus, you are relatively close to that other, far less known source of really good whisky.
Tue Sep 8 19:11:06 2009
[dgd]
Aidil@GurbaDev2: which sadly enough mostly produces for its own internal market.
Tue Sep 8 19:12:11 2009
[dgd]
Silenus@Dead Souls Dev: I probably should learn my liquor even though I barely drink :P.
Tue Sep 8 19:16:30 2009
[dgd]
Aidil@GurbaDev2: heh. that is a good question, I mostly recognize the bottles :P
Tue Sep 8 19:18:03 2009
[dgd]
Aidil@GurbaDev2: with regards to thai beer, you want 'Chang', or as its at times called 'elephant beer'.
Tue Sep 8 19:20:15 2009
[dgd]
Aidil@GurbaDev2: here you can only get singha usually.. closest shop selling chang is about 6 hours travel from here, and they do not always have it :P
Tue Sep 8 19:24:42 2009
[dgd]
Aidil@GurbaDev2: not for us, but you got disconnected, and your mud didn't connect to an alternative router either, so I suppose it was an issue with your connection or isp.
Tue Sep 8 19:25:08 2009
[dgd]
Sorressean@Falcon: no idea. I was connected still, could've just been a connection issue I guess
Tue Sep 8 19:25:25 2009
[dgd]
Sorressean@Falcon: I'm connected to a remote server, so... I'll blame connection out. :p
Tue Sep 8 19:25:50 2009
[dgd]
Aidil@GurbaDev2: 19:21:44 <I3> yatmim@*wpr: Falcon connected from 74.207.247.55 using the I3 version 3 protocol
Tue Sep 8 19:27:02 2009
[dgd]
Aidil@GurbaDev2: gurbalib logs that kind of info in the logs/imud file.
Tue Sep 8 19:27:56 2009
[dgd]
Aidil@GurbaDev2: but in this case, because I also run one of the intermud 3 routers, it is the router that sends me that info.
Tue Sep 8 19:28:55 2009
[dgd]
Aidil@GurbaDev2: there are 4, 3 of them using the intermud 3 protocol, and one acting as a bridge for imc2 clients.
Tue Sep 8 19:28:56 2009
[dgd]
Raudhrskal@Dead Souls Dev: Three, but one of them is in process of being decomissioned.
Tue Sep 8 19:29:20 2009
[dgd]
Sorressean@Falcon: trixy or whatever still running them? I think it was trixy... not sure.
Tue Sep 8 19:29:46 2009
[dgd]
Aidil@GurbaDev2: and you are right about *yatmim being gone soonish (within certain definitions of soonish)
Tue Sep 8 19:30:04 2009
[dgd]
Sorressean@Falcon: nods. there was someone else there a wihle back working on im3 stuff.
Tue Sep 8 19:30:10 2009
[dgd]
Aidil@GurbaDev2: tricky writes stuff about the i3 protocol, and code that can use it.
Tue Sep 8 19:30:25 2009
[dgd]
Sorressean@Falcon: tricky. there was someone else with an x... or maybe my memory is failing. no idea
Tue Sep 8 19:31:08 2009
[dgd]
Raudhrskal@Dead Souls Dev: *yatmim *i4 and *dalet are Crat's, *wpr is Aidil's.
Tue Sep 8 19:31:44 2009
[dgd]
Aidil@GurbaDev2: all those routers are interconnected, and make up one big network.
Tue Sep 8 19:32:20 2009
[dgd]
Sorressean@Falcon: I seen there was a discworld channel, didn't see how to add them though
Tue Sep 8 19:32:39 2009
[dgd]
Aidil@GurbaDev2: ie, Dead Souls Dev is connected to *i4 (I guess).. you are connected to *wpr. :)
Tue Sep 8 19:33:00 2009
[dgd]
Raudhrskal@Dead Souls Dev: oh, there's no x in Arren nor in Deathblade neither... :)
Tue Sep 8 19:33:55 2009
[dgd]
Aidil@GurbaDev2: then, you have to map the local channel to an intermud channel with chan <localname> /imud <imudname>
Tue Sep 8 19:34:35 2009
[dgd]
Aidil@GurbaDev2: so, the local name does not have to be the same as the channel name on intermud 3, tho usually it is a good idea to keep those names the same.
Tue Sep 8 19:35:21 2009
[dgd]
Raudhrskal@Dead Souls Dev: tho 'dwchat' for 'discworld-chat' and 'gwiz' or 'intercre' for imud_code are quite popular aliases...
Tue Sep 8 19:36:28 2009
[dgd]
Raudhrskal@Dead Souls Dev: Especially since somebody allocated the latter on the i3 side...
Tue Sep 8 19:37:47 2009
[dgd]
Raudhrskal@Dead Souls Dev: Not sure, but adding a list of reserved channel names to the router code sounds like a good idea...
Tue Sep 8 19:38:44 2009
[dgd]
Aidil@GurbaDev2: well, we'd have to extend the irn protocol with a way to sync those lists, which typically means requiring a way to establish authority for each entry in the list.
Tue Sep 8 19:39:58 2009
[dgd]
Raudhrskal@Dead Souls Dev: I propose IATP (Inter-Admin Talk Protocol) as a method of editing the list.
Tue Sep 8 19:49:10 2009
[dgd]
Aidil@GurbaDev2: dono.. but it seems both cratylus and me can be unavailable for a few days every so often :)
Mon Sep 14 22:18:41 2009
[dgd]
Aidil@Way of the Force: whee :) Thingol has written a grid system for gurbalib. Will review it once I have more time (somewhere next week) to see if it is suitable as a plugin or integrated part of the lib.
Wed Sep 16 19:20:05 2009
[dgd]
Sorressean@Falcon: I'm slowly working my way through this. working on vamping the combat system to do what I want. fun times.
Wed Sep 16 19:23:31 2009
[dgd]
Aidil@GurbaDev2: I'm somewhat uninspired at the moment.. need a vacation.
Wed Sep 16 19:23:54 2009
[dgd]
Sorressean@Falcon: heh, I noticed no updates. and that's good. I'll get out the bull whip when you get back.
Wed Sep 16 19:24:02 2009
[dgd]
Aidil@GurbaDev2: will be away for a couple of days, but will be back next week wednesday.
Wed Sep 16 19:24:24 2009
[dgd]
Sorressean@Falcon: is there any minimal stuff a newer person could work on that's on the todo list? I don't mind helping out and I figure it would give you time to work on the rest
Wed Sep 16 19:24:52 2009
[dgd]
Aidil@GurbaDev2: well, for one, the example area could use some improvements :)
Wed Sep 16 19:25:54 2009
[dgd]
Sorressean@Falcon: in terms of building? I should warn you, my building is littered with lots of "you" which is bad building. Drives me nuts reading my own descs
Wed Sep 16 19:42:58 2009
[dgd]
Sorressean@Falcon: um. I have a couple questions... if you don't mind?
Wed Sep 16 19:43:28 2009
[dgd]
Aidil@GurbaDev2: well, the question is not if we mind questions, but if we will answer them :)
Wed Sep 16 19:44:14 2009
[dgd]
Sorressean@Falcon: well, two things regarding spawning and desting of objects. I would like to set a mob to spawn in a room after he dies. I am going to sort of randomize the mob, but that's another story. How does the mob spawn again? is that already handled somewhere?
Wed Sep 16 19:44:34 2009
[dgd]
Sorressean@Falcon: that and I noticed players drop things when they quit. can I make things dest after a while after dropped, and make players load with items they had before?
Wed Sep 16 19:45:50 2009
[dgd]
Aidil@GurbaDev2: first is handled by the event_reset function, I think in container.c, you could use it to look how to do that yourself if reset doesn't work for what you want.
Wed Sep 16 19:46:36 2009
[dgd]
Sorressean@Falcon: eq desting? or players loading with what they have
Wed Sep 16 19:46:51 2009
[dgd]
Aidil@GurbaDev2: when I finally manage to finish my meddling with user.c and the networking code, you can have players login with the stuff they had before quit, however: that does require you use statedumps and SYS_PERSIST
Wed Sep 16 19:47:19 2009
[dgd]
Sorressean@Falcon nods. I provide the dump file as an argument to the mud, so that won't be a problem
Wed Sep 16 19:47:50 2009
[dgd]
Sorressean@Falcon: Is there some sort of event that is triggered when something is dropped? and I'm not seeing docs on reset. I remembered that was in other mudlibs, but I didn't see anything here, so...
Wed Sep 16 19:48:21 2009
[dgd]
Aidil@GurbaDev2: you can dest objects, again, look in container.c for dealing with objects entering an inventory (such as a room). beyond that, if left alone for long enough (a few hours, but you can change that time, see man local_config), the room they are in gets dested with its contents.
Wed Sep 16 19:48:57 2009
[dgd]
Aidil@GurbaDev2: I would have pointed you at the doc if it existed :)
Wed Sep 16 19:49:12 2009
[dgd]
Sorressean@Falcon: it's cool. I was just wondering. didn't realize room inherited container.
Wed Sep 16 19:49:41 2009
[dgd]
Aidil@GurbaDev2: everything in which you can put things, in fact, everything that can 'contain' things, ie, has an inventory, must inherit container.c
Wed Sep 16 19:50:35 2009
[dgd]
Sorressean@Falcon: hrm. maybe I'll code a command to show channel history. and that's cool. makes less to manage really
Wed Sep 16 19:51:12 2009
[dgd]
Aidil@GurbaDev2: your mud has to be online to collect the history tho.
Wed Sep 16 19:51:31 2009
[dgd]
Sorressean@Falcon: nods. seen that. didn't see a command, then realized I could probably look at chan.
Wed Sep 16 19:52:02 2009
[dgd]
Aidil@GurbaDev2: see the link to the i3 logs on http://intermud.org/ if you want to see an almost complete history of the channel
Wed Sep 16 19:53:23 2009
[dgd]
Aidil@GurbaDev2: anyway, the idea is that when players quit, their body object won't get destroyed as it is now, but will be moved out of sight so to say.
Wed Sep 16 19:54:09 2009
[dgd]
Silenus@Dead Souls Dev: Aidil does gurba support the lima stuff $N hit$v $O stuff?
Wed Sep 16 19:54:16 2009
[dgd]
Aidil@GurbaDev2: so their inventory will simply persist with their body while they are offline.
Wed Sep 16 19:55:23 2009
[dgd]
Aidil@GurbaDev2: I'm not too familiar with the specifics, but, from the design docs and having seen it being used in various places, I know Fudge basicly cloned that functionality from lima.
Wed Sep 16 19:56:08 2009
[dgd]
Sorressean@Falcon: I take it the do_bla functions are events? is there a list of those somewhere?
Wed Sep 16 19:56:50 2009
[dgd]
Aidil@GurbaDev2: the do_blah things are not exactly events. they are called by the parser.
Wed Sep 16 19:57:19 2009
[dgd]
Aidil@GurbaDev2: and it is not where you should plugin your thing. there is a function that is specifically called when an object enters an inventory iirc.
Wed Sep 16 19:57:39 2009
[dgd]
Aidil@GurbaDev2: the do_* and can_* stuff is documented in the verb parsing documentation
Wed Sep 16 19:57:45 2009
[dgd]
Sorressean@Falcon: yeah. I was just looking at the guild master fighter room thing. there's a do_listen. was trying to figure out how that got called.
Wed Sep 16 19:59:04 2009
[dgd]
Sorressean@Falcon: wow. this is cool. it's got patterns built in already. those should probably be in monster rather than guild_master though.
Wed Sep 16 20:08:21 2009
[dgd]
Sorressean@Falcon: You say: Leave.> Bob hits you for 6 damage. You took 6 damage from bob. Bob says: Sorry to see you go. Bob sighs. Bob hits you for 7 damage. You took 7 damage from bob.
Wed Sep 16 20:23:22 2009
[dgd]
Sorressean@Falcon: weird. why does unarmed skill get checked when you call score?
Wed Sep 16 20:30:30 2009
[dgd]
Aidil@GurbaDev2: but well.. unless combat is a mostly irrelevant part of your game, you'll have to write your own combat system using the one gurbalib has as an example :)
Wed Sep 16 21:36:35 2009
[dgd]
Sorressean@Falcon: sorry for the reboots, was removing the ftp daemon, not sure if it spams people, wanted to make sure it was gone.
Wed Sep 16 21:43:36 2009
[dgd]
Aidil@GurbaDev2: it only spams those who put in efford to be spammed by such things :)
Wed Sep 16 22:02:55 2009
[dgd]
Sorressean@Falcon: ok then. well, should be reboot free for a while now that I've removed this ftp daemon.
Wed Sep 16 23:55:04 2009
[dgd]
Sorressean@Falcon: do we have some sort of interface for logging things?
Wed Sep 16 23:55:14 2009
[dgd]
Sorressean@Falcon: want to log creation and joins and quests and things like that.
Thu Sep 17 00:04:20 2009
[dgd]
Sorressean@Falcon: werd, didn't see that, thanks. Is the level anything important? like in syslog there are like warn, error, critical. Same here?
Thu Sep 17 00:06:28 2009
[dgd]
Aidil@GurbaDev2: same idea. its numeric, defaults to 3, and unless you change LOG_D, below 3 won't be logged. should prolly add a function to set the min loglevel for it.
Thu Sep 17 00:07:37 2009
[dgd]
Aidil@GurbaDev2: will add something a lot more advanced at some point, I have something very similar to a unix syslogd for way of the force (which can log to a unix syslogd if you so desire), but just needed something that worked and didn't conflict with the security system :)
Thu Sep 17 00:08:46 2009
[dgd]
Aidil@GurbaDev2: added to my todo list.. provide a log_file() afun, and adding a way to easily set the min loglevel.
Thu Sep 17 00:09:07 2009
[dgd]
Aidil@GurbaDev2: if you look for something nice and small to add, the log_file afun should be easy to do.
Thu Sep 17 00:10:18 2009
[dgd]
Sorressean@Falcon: is there some method for calling a shell program or something? Or did you just write a driver function to write to syslog.
Thu Sep 17 00:11:05 2009
[dgd]
Aidil@GurbaDev2: nope, there is no way to call a shell, tho you could make an outgoing network connection to say a telnet server or such.
Thu Sep 17 00:11:33 2009
[dgd]
Aidil@GurbaDev2: the syslog service on way of the force uses udp to log to a remote syslogd.
Thu Sep 17 00:11:39 2009
[dgd]
Sorressean@Falcon: hrm. thinking it'd be easier to just write the function into the driver for syslog stuff
Thu Sep 17 00:12:00 2009
[dgd]
Sorressean@Falcon: making a connection every time I want to log sounds kind of rough and insecure.
Thu Sep 17 00:12:28 2009
[dgd]
Aidil@GurbaDev2: but having a way to call a shell from the driver is more insecure.
Thu Sep 17 00:13:23 2009
[dgd]
Sorressean@Falcon: telnet connection means open connection that other people can hit and it's a security hole. shell means you can just access the shell through smaller functions and limit it. But the idea was to just write a log function that would write to syslog, no shell needed
Thu Sep 17 00:13:38 2009
[dgd]
Aidil@GurbaDev2: if you disagree, be my guest to write such a thing of course, but it is not something I am going to discuss.
Thu Sep 17 00:14:26 2009
[dgd]
Aidil@GurbaDev2: but why write such a function into the driver since you can do it in lpc.
Thu Sep 17 00:14:56 2009
[dgd]
Sorressean@Falcon: you can? I can see writing a function, but how would you access syslog? Unless syslog has a /dev node
Thu Sep 17 00:14:59 2009
[dgd]
Aidil@GurbaDev2: you can't use logger or equivalent system calls, but you can log to both local and remote log servers.
Thu Sep 17 00:16:32 2009
[dgd]
Aidil@GurbaDev2: well, then you'll have to write yourself such a thing :)
Thu Sep 17 00:16:52 2009
[dgd]
Aidil@GurbaDev2: because I can assure you that neither dworkin or me are going to.
Thu Sep 17 00:17:17 2009
[dgd]
Sorressean@Falcon: I wasn't asking for free handouts. was just wondering if there was an easier way before I started figuring out how to do it
Thu Sep 17 00:17:22 2009
[dgd]
Aidil@GurbaDev2: what you can do however is use dgd's console output and send that to syslog from the shell that starts the driver.
Thu Sep 17 00:17:56 2009
[dgd]
Aidil@GurbaDev2: I think that is also what Dworkin would suggest for this.
Thu Sep 17 00:18:19 2009
[dgd]
Sorressean@Falcon: I'll play with it. I personally like the log builtin, but I'll look at both methods
Thu Sep 17 00:18:54 2009
[dgd]
Sorressean@Falcon: ok, so I don't scrue something up. do I edit the vanela source? or just the dgd
Thu Sep 17 00:19:29 2009
[dgd]
Aidil@GurbaDev2: on another note, I think syslog can use a unix domain socket. adding support for that is kinda on my todo list for the network package.
Thu Sep 17 00:19:50 2009
[dgd]
Aidil@GurbaDev2: the driver you are running comes from the src subdir.
Thu Sep 17 00:20:13 2009
[dgd]
Aidil@GurbaDev2: the vanilla-src tree is provided for reference and license compliance reasons :)
Thu Sep 17 00:20:27 2009
[dgd]
Sorressean@Falcon: I have other functions I want to write too, so, this is a good start
Thu Sep 17 00:21:18 2009
[dgd]
Aidil@GurbaDev2: I'll have to warn you tho that when patching dgd you are pretty much on your own :)
Thu Sep 17 00:21:41 2009
[dgd]
Sorressean@Falcon: yeah. there are apparently docs, and I can see how other code did it, so I think I'll be ok. I'll just make a backup of my src dir
Thu Sep 17 00:22:14 2009
[dgd]
Sorressean@Falcon: I've been able to make mods to the moo server when I used that, and that's some horrible coding through large chunks of it, so...
Thu Sep 17 00:22:22 2009
[dgd]
Aidil@GurbaDev2: there are some docs on adding builtin functions using the extension interface.
Thu Sep 17 00:25:12 2009
[dgd]
Aidil@GurbaDev2: heh, I never bothered to try to get it working, but been reading through the code. Its quite... exotic :)
Thu Sep 17 00:26:52 2009
[dgd]
Aidil@GurbaDev2: it makes that porting it to modern versions of dgd is basicly an impossible task..
Thu Sep 17 00:30:49 2009
[dgd]
Sorressean@Falcon: still easier than editing the moo server though. at least I have documentation on my side.
Thu Sep 17 00:31:44 2009
[dgd]
Aidil@GurbaDev2: keep one thing in mind tho. the internal lookup table for kfuns (builtin functions) has an 8 bit index.
Thu Sep 17 00:31:57 2009
[dgd]
Aidil@GurbaDev2: so needlessly adding functions is bound to bite you.
Thu Sep 17 00:32:19 2009
[dgd]
Aidil@GurbaDev2: dgd is designed to push anything to the lpc layer that can reasonably be done there.
Thu Sep 17 00:32:54 2009
[dgd]
Sorressean@Falcon: werd. I'm looking at this stuff now, but I don't plan on adding to many functions. I'd like to add pipe creation and write methods and the syslog thing, and that's it I think
Thu Sep 17 00:34:59 2009
[dgd]
Aidil@GurbaDev2: all those should be doable since all you'll need from dgd is one or more string arguments (which you'll have to fetch from the lpc stack) and then calling the system to do the work.
Thu Sep 17 00:35:21 2009
[dgd]
Aidil@GurbaDev2: for the rest you need no meddling with dgd's internals.
Thu Sep 17 00:35:39 2009
[dgd]
Sorressean@Falcon: I love includes that just include other files. I got all excited when I seen kfun.h, figured it was a lookup table or something where I write my prototype and register my func. Instead it was just more includes. :p
Thu Sep 17 00:36:21 2009
[dgd]
Aidil@GurbaDev2: the lookup table is generated. kfun.c is where you'll have to look for all the kfuns.
Thu Sep 17 00:36:54 2009
[dgd]
Sorressean@Falcon: and yeah. think I can just use write_file as an example and dump my kfun there
Thu Sep 17 00:36:59 2009
[dgd]
Aidil@GurbaDev2: its also the easy route to patching in your own things, bypassing the extension interface.
Thu Sep 17 00:37:23 2009
[dgd]
Sorressean@Falcon: in file.c, anyway. I was looking at extensions, but I'm not even sure where to start. Adding funcs in seems way easier.
Thu Sep 17 00:37:26 2009
[dgd]
Aidil@GurbaDev2: but what you want can be done using the official extension interface.
Thu Sep 17 00:39:24 2009
[dgd]
Aidil@GurbaDev2: maybe it is a good idea to make a system() kfun that takes a command as its first argument, so you can easily extend it without having to add more kfuns.
Thu Sep 17 00:40:33 2009
[dgd]
Sorressean@Falcon: that'd be cool too. would present some security issues though wouldn't it? and urm, does kfun.c==table.c?
Thu Sep 17 00:40:49 2009
[dgd]
Aidil@GurbaDev2: the advantage of that is that it is much easier to keep statedumps working when deciding on removing a feature.
Thu Sep 17 00:42:27 2009
[dgd]
Sorressean@Falcon: nods. didn't see a kfun.c, only .h, figured table was it.
Thu Sep 17 00:43:19 2009
[dgd]
Sorressean@Falcon: ah. gotcha. I was thinking I had to add it to the table manually somehow or something. looks like that happens with funcdef, though
Thu Sep 17 00:44:13 2009
[dgd]
Aidil@GurbaDev2: basicly you can do what you suggested earlier and use something like write_file as a template.
Thu Sep 17 00:47:30 2009
[dgd]
Aidil@GurbaDev2: as an aside.. in the toplevel Makefile, you can uncomment the -DDUMP_FUNCS. it adds 2 kfuns that are not actually meant for normal use, and are known to introduce some crashes, but they can give you insight in the bytecode dgd generates from your lpc code, and all symbols and variables and such as dgd knows them internally.
Thu Sep 17 00:47:53 2009
[dgd]
Aidil@GurbaDev2: it will not give that information back as lpc variables, it will dump it to dgd's console.
Thu Sep 17 00:48:25 2009
[dgd]
Sorressean@Falcon: hrm. this looks weird. what's up with the array before every func? the funcdef references it, but if funcdef is defined then the else clause wouldn't get executed which is where the function code is.
Thu Sep 17 00:51:20 2009
[dgd]
Aidil@GurbaDev2: the array defines the properties of the kfun for the lpc layer.
Thu Sep 17 00:53:30 2009
[dgd]
Sorressean@Falcon: like... htere's an if clause for funcdef, then a funcdef, then an else and the array the funcdef references is used. ah well. guess as long as I know the arguments to the array I don't need to know or care why that looks weird if it works
Thu Sep 17 00:54:22 2009
[dgd]
Aidil@GurbaDev2: well, its not that weird really. the code and data defining the kfun is created when compiling for example std.c, the funcdef stuff is used while compiling table.c to build the kfun table.
Thu Sep 17 00:54:39 2009
[dgd]
Aidil@GurbaDev2: and has pointers to all the arrays defining those kfuns for the lpc layer.
Thu Sep 17 00:56:10 2009
[dgd]
Aidil@GurbaDev2: the alternative would have been what you expected, having to define your kfuns somewhere in table.c or such.
Thu Sep 17 00:56:44 2009
[dgd]
Aidil@GurbaDev2: having everything defining one kfun together is a lot nicer imho :)
Thu Sep 17 00:57:08 2009
[dgd]
Sorressean@Falcon: yeah, it looks easier to use. just looks weird looking at it
Thu Sep 17 00:58:06 2009
[dgd]
Aidil@GurbaDev2: but heh. when looking through dgd's code, I've seen many things that looked weird at first glance.
Thu Sep 17 00:58:37 2009
[dgd]
Aidil@GurbaDev2: usually they turn out to have a good reason, usually I can't be bothered to dig enough into them to figure out those reasons tho.
Thu Sep 17 00:59:02 2009
[dgd]
Sorressean@Falcon: heh, yeah. looks like really nice code. better than most I've seen
Thu Sep 17 01:01:27 2009
[dgd]
Aidil@GurbaDev2: for example, the way it goes about executing bytecode seems a fair bit more complex then it needs to be, but this turns out to be what supports one of the more interesting features of dgd, being able to roll back execution.
Thu Sep 17 01:01:51 2009
[dgd]
Aidil@GurbaDev2: you may have noticed the warmboot command doing that when something goes wrong while compiling the kernel.
Thu Sep 17 01:04:32 2009
[dgd]
Aidil@GurbaDev2: can't write to files when using that. theres some manpage on it I think in the misc section
Thu Sep 17 01:05:14 2009
[dgd]
Aidil@GurbaDev2: dgd calls it atomic functions. the idea is that they either execute completely without error, or anything they changed will be undone.
Thu Sep 17 01:06:21 2009
[dgd]
Aidil@GurbaDev2: nope. it keeps track of what gets changed, and how it was originally.
Thu Sep 17 01:07:05 2009
[dgd]
Aidil@GurbaDev2: if no errors occur, the changes are 'committed' and the old values forgotten. if an error occurs, the changes are simply discarded.
Thu Sep 17 01:08:08 2009
[dgd]
Aidil@GurbaDev2: the implementation is as a transaction which is either committed (merged) or canceled (rolled back)
Thu Sep 17 01:09:55 2009
[dgd]
Aidil@GurbaDev2: there are a few catches to it. the document about atomic functions prolly mentions the writing to files stuff, there is also something about handling errors.
Thu Sep 17 20:11:38 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 329 to svn://wotf.org/gurbalib : Imported DGD 1.3.7 from vendor branch
Thu Sep 17 20:13:08 2009
[dgd]
Subversion@Way of the Force: Aidil committed revision 45 to svn://wotf.org/dgd-devel-net : Imported dgd 1.3.7 from vendor branch
Thu Sep 17 20:13:18 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 330 to svn://wotf.org/gurbalib : Also include the doc changes for 1.3.7...
Fri Sep 18 21:36:45 2009
[dgd]
Aidil@Way of the Force: whee. free wifi in my hotel room, and no port restrictions.
Fri Sep 18 21:37:53 2009
[dgd]
Aidil@Way of the Force: its still fast enough for my nx desktop session :)
Sat Sep 19 17:26:40 2009
[dgd]
Sorressean@Falcon: logged in 'n' had nay environment. was kind o' whack. 'n' every message function depends on that, so...
Sat Sep 19 17:36:19 2009
[dgd]
Sorressean@Falcon: ok. problem solved. somethin' worth aidil takin' a look at though
Sat Sep 19 17:37:13 2009
[dgd]
Sorressean@Falcon: I'll catch him when he gets back so he can do somethin' t' take care o' it
Sat Sep 19 17:39:45 2009
[dgd]
Sorressean@Falcon: well, with th' promise that I get t' use th' bull whip when I get back
Sat Sep 19 17:40:00 2009
[dgd]
Sorressean@Falcon: hrm. chan seems t' be cuttin' off e fer some reason.
Sat Sep 19 17:41:37 2009
[dgd]
Sorressean@Falcon: someone 'oo has nothin' better t' do with their lives than fuck up channels apparently. sec
Sat Sep 19 17:44:48 2009
[dgd]
Sorressean@Falcon: anyway, thanks fer th' new router. that messed with me a bit. I could understand it, though th' reader had some slight issues. :p
Sat Sep 19 17:46:44 2009
[dgd]
Kalinash@Fire and Ice: ARRRRR, forgot about th' screen reader... i bet it don't have th' pirate speech plug in
Sat Sep 19 17:54:59 2009
[dgd]
Sorressean@Falcon: harr. didn't bother me that much. just mildly irritatin' when yer booty gets mangled. he speaks it ok. Just takes a bit t' figure out what it is. he do need a real pirate voice though, that'd be helarious
Mon Sep 21 22:04:02 2009
[dgd]
Aidil@Way of the Force: rather slow connection.. but tomorrow arounbd this time I'll be back home.
Mon Sep 21 22:04:25 2009
[dgd]
Aidil@Way of the Force: not to mention, rather unreliable connection..
Tue Sep 22 18:36:52 2009
[dgd]
Sorressean@Falcon: I keep getting a out of sectors error and the mud reboots. >_>
Tue Sep 22 18:43:19 2009
[dgd]
Sorressean@Falcon: dgd /hist goes from sep 1 to sep 22 in two messages. we apparently had a quiet three weeks
Tue Sep 22 18:44:01 2009
[dgd]
Sorressean@Falcon: seems to be ok though. kept giving me sector errors, think it was the statefile, so I just tossed it.
Tue Sep 22 18:44:21 2009
[dgd]
Sorressean@Falcon: sorry for intermud spam. it'd reboot like 20 seconds after any connections were made
Tue Sep 22 19:31:41 2009
[dgd]
Aidil@Way of the Force: rather, Serressean, channel history for intermud channels is only recorded when your mud is online, and gets lost when you toss your statedump.
Tue Sep 22 19:32:24 2009
[dgd]
Aidil@Way of the Force: instead of tossing the statedump, you should increase the swapsize in gurba.dgd when it is too small (runs out of sectors)
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