Tue Sep 22 19:34:12 2009
[dgd]
Aidil@Way of the Force: Ah well. Just returned from Vienna.. 11 hours by train.. so guess I won't be doing much for tonight. :)
Tue Sep 22 19:36:11 2009
[dgd]
Sorressean@Falcon: thanks for the specs. how do I change those? is it in a file somewhere?
Tue Sep 22 19:36:55 2009
[dgd]
Sorressean@Falcon: I'll keep track of that and go do that. didn't know that's what the issue was
Tue Sep 22 19:37:56 2009
[dgd]
Aidil@Way of the Force: while there are ways to crash gurbalib for sure, virtually all cases where that happens are either configuration related, or bugs.
Tue Sep 22 19:39:08 2009
[dgd]
Aidil@Way of the Force: there is no way to tell for me without knowing what is loaded on your mud, but, to name one thing, because of it collecting channel history and needing space for that.
Tue Sep 22 19:39:21 2009
[dgd]
Aidil@Way of the Force: there are a gazillion other things along those lines.
Tue Sep 22 19:40:14 2009
[dgd]
Aidil@Way of the Force: generally, the defaults are just big enough to load all example rooms and put a few npcs in each of them.
Tue Sep 22 19:40:39 2009
[dgd]
Sorressean@Falcon: was the swap size that I got anything important? or can I make it bigger when I get more objects loaded
Tue Sep 22 19:40:43 2009
[dgd]
Aidil@Way of the Force: ie, the defaults used by the install script should change.
Tue Sep 22 19:41:17 2009
[dgd]
Aidil@Way of the Force: you can make it bigger. the info Thingol sent you is quite reasonable for a small to medium sized mud.
Tue Sep 22 19:41:30 2009
[dgd]
Thingol@the Void: You might consider standard enlarging those in the net distribution? Including that lovely patch to increase objs to 4 bilion.
Tue Sep 22 19:41:49 2009
[dgd]
Aidil@Way of the Force: also, you can look at the status command, and see how many swap sectors are in use.
Tue Sep 22 19:42:40 2009
[dgd]
Aidil@Way of the Force: hmm. it may be a good idea for gurbalib, but I don't think I should use a wildly different configuration for the net package.
Tue Sep 22 19:43:12 2009
[dgd]
Sorressean@Falcon: swap object/1m and swap objects/5m, what's that mean? and yeah. this will increase my working set, no?
Tue Sep 22 19:43:51 2009
[dgd]
Aidil@Way of the Force: yes it will. and no, swap objects/min etc tell you how intensively it is being used, not how much data is in it.
Tue Sep 22 19:44:28 2009
[dgd]
Aidil@Way of the Force: that tells you how many swap sectors are being used.
Tue Sep 22 19:44:44 2009
[dgd]
Aidil@Way of the Force: compare with swapsize on the line directly above it.
Tue Sep 22 19:45:38 2009
[dgd]
Aidil@Way of the Force: increasing the number of objects allowed does increase memory use per object also.
Tue Sep 22 19:46:31 2009
[dgd]
Aidil@Way of the Force: and it increases the size of the preallocated object table.
Tue Sep 22 19:46:44 2009
[dgd]
Sorressean@Falcon: I can see it increasing object table size, but size of *every* object?
Tue Sep 22 19:47:25 2009
[dgd]
Aidil@Way of the Force: every object inherits at least the auto object, among other things. The indices in the object table used for that will increase in size.
Tue Sep 22 19:47:38 2009
[dgd]
Sorressean@Falcon: hrm. the static and dynamic are just the memory the driver allocates? I'm going to assume that's bytes, so I'll be allocating like 600 kb.
Tue Sep 22 19:47:50 2009
[dgd]
Aidil@Way of the Force: every variable of the type object will need to be able to store larger indices.
Tue Sep 22 19:48:14 2009
[dgd]
Sorressean@Falcon: o. that sorta makes sense. shouldn't be to big though. just a bit, no?
Tue Sep 22 19:48:43 2009
[dgd]
Aidil@Way of the Force: indeed, the increase is not very big usually.
Tue Sep 22 19:49:31 2009
[dgd]
Aidil@Way of the Force: I also have a patch (I think Thingol has it as well) that allows increasing the max array size to 2 billion.
Tue Sep 22 19:50:22 2009
[dgd]
Aidil@Way of the Force: it does have its uses, but usually the penalty for it is a bit too big. its not really something for general use.
Tue Sep 22 19:50:25 2009
[dgd]
Sorressean@Falcon: so, boosting my object count to say 8192 or 4096 wouldn't be that big of an issue, no?
Tue Sep 22 19:50:28 2009
[dgd]
Thingol@the Void: I do, only used the object expansion though. max array is still 4000
Tue Sep 22 19:51:12 2009
[dgd]
Sorressean@Falcon: well, I guess I'll hit that when it happens. maybe when I understand what all these do better it'll make sense for me to do it.
Tue Sep 22 19:51:19 2009
[dgd]
Aidil@Way of the Force: ah, as long as you stay below 65536 objects, the increase in memory use will be very difficult to notice.
Tue Sep 22 19:53:00 2009
[dgd]
Aidil@Way of the Force: the object table and indices are scaled for 65535 objects by default, even if you use a smaller number in the config file.
Tue Sep 22 19:54:23 2009
[dgd]
Aidil@Way of the Force: with regards to the max array size, I mostly made that patch for an object database experiment.
Tue Sep 22 19:54:52 2009
[dgd]
Sorressean@Falcon: well, thanks for the help, both of you. sorry for all the questions. I don't get what a lot of this means, but... I'll set it and hope I can move on with lpc coding life. maybe I'll get the driver internals sometime, but that's a ways off I think
Tue Sep 22 19:55:29 2009
[dgd]
Aidil@Way of the Force: someone should write down all the answers and write a FAQ :)
Tue Sep 22 19:55:47 2009
[dgd]
Sorressean@Falcon: that'd be cool. brb, going to restart with the new values
Tue Sep 22 19:56:06 2009
[dgd]
Aidil@Way of the Force: I'm going to go eat and drink something and then probably catch some sleep.
Tue Sep 22 19:57:29 2009
[dgd]
Thingol@the Void: Will be heading to St Tropez in June, already looking forward to it.
Tue Sep 22 19:58:26 2009
[dgd]
Thingol@the Void: rented a house (no internet, shudder) for 2 weeks, yay. But, I head some good things about Austria.
Tue Sep 22 20:00:52 2009
[dgd]
Sorressean@Falcon: Static mem allocated : 16492536 Static mem in use : 15826120
Tue Sep 22 20:02:28 2009
[dgd]
Thingol@the Void: Figure that, haven't even started building either :)
Tue Sep 22 20:02:44 2009
[dgd]
Sorressean@Falcon: well, yeah. but 15 out of 16 mil when it was way lower before is... od, no?
Tue Sep 22 20:03:55 2009
[dgd]
Sorressean@Falcon: before my static mem used was about 1/3 of the allocated.
Tue Sep 22 20:04:42 2009
[dgd]
Thingol@the Void: I guess it needs that for the milion objects max. Only guessing though.
Tue Sep 22 20:05:14 2009
[dgd]
Sorressean@Falcon: set object table size to 65535. maybe that is what the issue is. hopefully I don't need more memory or anything. :p
Tue Sep 22 20:05:35 2009
[dgd]
Aidil@Way of the Force: uhm, Kal, we have high speed trains here in Europe, which, unlike the ones in the USA, actually travel at speeds way over 160 miles/hour.
Tue Sep 22 20:06:02 2009
[dgd]
Aidil@Way of the Force: and that probably reduces static memory use indeed, Soressean
Tue Sep 22 20:06:24 2009
[dgd]
Aidil@Way of the Force: sure, and no continuous road for driving that fast, so go away with your useless junk comments :)
Tue Sep 22 20:06:40 2009
[dgd]
Kalinash@Fire and Ice: I see you've been reinvigorated by your vacation! :)
Tue Sep 22 20:06:43 2009
[dgd]
Sorressean@Falcon: do I need more static mem allocated if it's that close? or is the table the only thing that that's used for. was just trying to watch the memory. I only have like 330 mb available in memory on this server.
Tue Sep 22 20:07:28 2009
[dgd]
Sorressean@Falcon: didn't want it to end up swapping out other stuff too if it needed more memory.
Tue Sep 22 20:07:35 2009
[dgd]
Aidil@Way of the Force: static memory is used for various things, but shouldn't increase normally.
Tue Sep 22 20:08:12 2009
[dgd]
Aidil@Way of the Force: typically, WOTF has around 13mb allocated, 12mb in use.
Tue Sep 22 20:08:35 2009
[dgd]
Sorressean@Falcon: I'm going to assume that is in bytes? which would mean I was on the same mark
Tue Sep 22 20:09:25 2009
[dgd]
Aidil@Way of the Force: dynamic memory is something you may want to keep an eye on.
Tue Sep 22 20:09:34 2009
[dgd]
Sorressean@Falcon: anything else really pressing for internals that I need to worry about atm? anything good/bad for speed and that?
Tue Sep 22 20:10:11 2009
[dgd]
Aidil@Way of the Force: cache size is pretty relevant for performance when having many concurrent users.
Tue Sep 22 20:11:01 2009
[dgd]
Aidil@Way of the Force: ah well :) sorry, couldn't resist responding to Kal :) back to my drink and food idea :)
Tue Sep 22 20:11:34 2009
[dgd]
Sorressean@Falcon: lol. peace. and thanks. I'll keep track of that. should be ok for now.
Tue Sep 22 20:14:08 2009
[dgd]
Aidil@Way of the Force: I'll keep in mind that I'll have to add some mechanism to warn admins when they run low on static/dynamic memory or swap sectors, before dgd decides it ran out of them :)
Tue Sep 22 20:15:02 2009
[dgd]
Sorressean@Falcon: cool*. o, and yeah. like, um wb. :p I sorta forgot you were absent. :d
Tue Sep 22 20:15:19 2009
[dgd]
Sorressean@Falcon: well, I remembered it, but forgot while asking all my driver related questions, anyway
Tue Sep 22 20:20:43 2009
[dgd]
Sorressean@Falcon: was thinking it might be useful after a state dump. so like every hour or so.
Tue Sep 22 20:21:10 2009
[dgd]
Aidil@Way of the Force: all you need is doing the state dump, it will force a swap out.
Tue Sep 22 20:21:28 2009
[dgd]
Aidil@Way of the Force: it is actually a large part of doing the state dump.
Tue Sep 22 20:22:02 2009
[dgd]
Sorressean@Falcon: cool cool. I was just looking at the driver. was trying to figure out what would be needed to make players load with their weapons and things.
Tue Sep 22 20:22:57 2009
[dgd]
Aidil@Way of the Force: you need to handle logoff/logon differently for that. its a bit too involved to explain now, but if you have time later this week I'll try to explain what exactly needs to happen for it.
Tue Sep 22 20:23:41 2009
[dgd]
Sorressean@Falcon: was just thinking about setting up some sort of rental or something so that their gear would be stored. actually, hrm. I think I have a solution.
Tue Sep 22 20:24:07 2009
[dgd]
Sorressean@Falcon: when they log, I could serialize their objects to a file. load that file when they log back on. would need to play with serialization, but...
Tue Sep 22 20:25:01 2009
[dgd]
Aidil@Way of the Force: when player logs off, you store their entire player object in a special location without ever desting it.
Tue Sep 22 20:25:09 2009
[dgd]
Sorressean@Falcon: kk. 'll just let you explain it later sometime. :p
Tue Sep 22 20:25:31 2009
[dgd]
Aidil@Way of the Force: when logging on, you move it to wherever the player should login, and mark it as online.
Tue Sep 22 20:25:54 2009
[dgd]
Aidil@Way of the Force: practise is a bit more complicated, more about that later.
Tue Sep 22 20:26:07 2009
[dgd]
Sorressean@Falcon: nods. I can wait until you have time this week and bug you. because the theory brings up a ton of questions.
Tue Sep 22 20:26:26 2009
[dgd]
Aidil@Way of the Force: hence.. practise is a bit more complicated :)
Tue Sep 22 20:26:46 2009
[dgd]
Sorressean@Falcon: haha, yeah. makes sense. didn't see that message until after I sent mine.
Tue Sep 22 20:26:49 2009
[dgd]
Aidil@Way of the Force: been using that method on way of the force for years tho :)
Tue Sep 22 20:26:59 2009
[dgd]
Aidil@Way of the Force: it actually returns you to where you logged off also.
Tue Sep 22 20:34:11 2009
[dgd]
Sorressean@Falcon: ooo. I've got a bunch of patches to send to you, too. will have to do that at some point
Tue Sep 22 20:46:19 2009
[dgd]
Sorressean@Falcon: ok. I'm going to send you the patches, Aidil. some of it was just my tweaking, but before I made more of those I sent some other stuff that you might like to include. nothing huge, just minimal, moving stuff from user to player that should've been in player. it compiles and works fine for me, so...
Tue Sep 22 20:59:08 2009
[dgd]
Aidil@Way of the Force: will take a look at that later, Sorressean. It might fit in quite well with the stuff I should be working on :)
Tue Sep 22 20:59:26 2009
[dgd]
Sorressean@Falcon: I need to figure out how to send attachments on the mac
Tue Sep 22 20:59:49 2009
[dgd]
Sorressean@Falcon: I could always just send the patches line by line over the chan, but that might get me screamed at. :p
Tue Sep 22 21:04:57 2009
[dgd]
Aidil@Way of the Force: hmm, on another note, I think DGD 1.3.7 (with or without network patches) uses a bit more memory then previous versions.
Tue Sep 22 21:11:14 2009
[dgd]
Aidil@Way of the Force: the reason is that the kfun table (which contains upto 256 entries) has grown with 4 bytes/kfun.
Tue Sep 22 21:11:43 2009
[dgd]
Sorressean@Falcon: kfuns take memory per object? sounds like bad management
Tue Sep 22 21:11:49 2009
[dgd]
Aidil@Way of the Force: well.. if you really have a lot of rooms, cloned rooms might be something to consider :)
Tue Sep 22 21:12:39 2009
[dgd]
Aidil@Way of the Force: yep. make some room with reasonable defaults, clone it, and call functions in it to configure it.
Tue Sep 22 21:13:05 2009
[dgd]
Sorressean@Falcon: o. but you'd have to configure every room by hand.
Tue Sep 22 21:13:10 2009
[dgd]
Aidil@Way of the Force: I'll probably be integrating the grid system Thingol wrote, which makes use of that.
Tue Sep 22 21:13:26 2009
[dgd]
Aidil@Way of the Force: you also create a daemon for managing metadata to configure each room.
Tue Sep 22 21:14:09 2009
[dgd]
Aidil@Way of the Force: that way you can for example use an ascii map, or some other file format that describes a whole bunch of rooms.
Tue Sep 22 21:14:23 2009
[dgd]
Aidil@Way of the Force: oh, it is used by many libs and muds, it works extremely well.
Tue Sep 22 21:15:08 2009
[dgd]
Aidil@Way of the Force: there are things it can't do (rooms needing special functionality that is not common to all rooms mostly), and there are well known workarounds for those :)
Tue Sep 22 21:15:51 2009
[dgd]
Sorressean@Falcon: could just give it a list of commands with functions. mapping sorta
Tue Sep 22 21:15:54 2009
[dgd]
Aidil@Way of the Force: problem for you would probably be using ascii maps.
Tue Sep 22 21:16:08 2009
[dgd]
Aidil@Way of the Force: and indeed that is the way to get around that.
Tue Sep 22 21:16:14 2009
[dgd]
Sorressean@Falcon: yeah. I haven't figured out how those work to map them out really.
Tue Sep 22 21:16:20 2009
[dgd]
Aidil@Way of the Force: you may even want to look at the serialize stuff.
Tue Sep 22 21:17:10 2009
[dgd]
Sorressean@Falcon: you have to provide the object file for the exit to point to with the current exits. are those altered somehow?
Tue Sep 22 21:17:13 2009
[dgd]
Aidil@Way of the Force: by the daemon containing data for exits for each room it knows about?
Tue Sep 22 21:18:26 2009
[dgd]
Aidil@Way of the Force: you 'hijack' that functionality to redirect to your daemon and make it provide the right info, or you store that in the room itself when cloned and hijack the exit handling to return the proper info.
Tue Sep 22 21:19:14 2009
[dgd]
Sorressean@Falcon: would do something like store a mapping of exit:short_name then when I call build_area I could add the exit easily enough.
Tue Sep 22 21:19:34 2009
[dgd]
Thingol@the Void dev: When I hear you 2 talk, I'm amazed I actually coded it. Only understood 5% of the lingo
Tue Sep 22 21:19:47 2009
[dgd]
Aidil@Way of the Force: on way of the force I solve it in a somewhat different way, find_object() is handled by the lib there to allow for virtual objects.
Tue Sep 22 21:20:19 2009
[dgd]
Aidil@Way of the Force: well, from what I have seen, you seem to have a fair bit of practical coding experience and seen enough.. :)
Tue Sep 22 21:20:32 2009
[dgd]
Sorressean@Falcon: yeah. I'm not sure how I'd manage that. my solutions are hackish and short-term, kind of limited by my knowledge of techs used in other libs and such.
Tue Sep 22 21:20:42 2009
[dgd]
Aidil@Way of the Force: if you say you know little about coding theory, I believe you, but those would be your words :)
Tue Sep 22 21:21:29 2009
[dgd]
Thingol@the Void dev: I play the flute but don't understand the notes.
Tue Sep 22 21:23:37 2009
[dgd]
Aidil@Way of the Force: with regards to gurbalib.. theres a fair bit of dgd specific things in it.. but it tries to be similar to typical lpmud libs, so often the solutions found in those work, at times with some coaxing :)
Tue Sep 22 21:24:14 2009
[dgd]
Sorressean@Falcon: makes sense, I just don't know enough about how other ideas work to make it a solution. actually, hows this sound?
Tue Sep 22 21:25:14 2009
[dgd]
Sorressean@Falcon: so I create an object called "area" or something. store room meta-data in that, then load each object into the daemon so then when I link say the mountains with the planes if those were areas that needed to be linked, I could easily use a call to the demon to get an exit for the object.
Tue Sep 22 21:25:51 2009
[dgd]
Sorressean@Falcon: aerg. that requires that area has already been built though.
Tue Sep 22 21:25:57 2009
[dgd]
Aidil@Way of the Force: since Erland started it, he and after him quite a few others have used it to lean about lib code.
Tue Sep 22 21:26:20 2009
[dgd]
Aidil@Way of the Force: you need some way to create and manage the data for the area.
Tue Sep 22 21:27:31 2009
[dgd]
Sorressean@Falcon: mapping with room_name, and then an array holding the data. will just use defines so I can use like well... just use SHORT_NAME as a field indexer or something. then I could just call build_area(object) to clone those and make them real objects.
Tue Sep 22 21:28:23 2009
[dgd]
Sorressean@Falcon: but the issue is what happens when I define an exit to an object that hasn't been built. I guess I could build the rooms first, then go do a passover and build the exits second.
Tue Sep 22 21:29:18 2009
[dgd]
Aidil@Way of the Force: well, the room object can call the daemon for any exits for which no object is available yet.
Tue Sep 22 21:29:31 2009
[dgd]
Aidil@Way of the Force: there is no need for all rooms to be present all the time.
Tue Sep 22 21:29:58 2009
[dgd]
Sorressean@Falcon: eh? that requires all those objects be built though for an exit to be made?
Tue Sep 22 21:30:05 2009
[dgd]
Aidil@Way of the Force: actually, when done well, you will only have those rooms loaded that contain players or npcs, or objects left there by players or such.
Tue Sep 22 21:30:36 2009
[dgd]
Aidil@Way of the Force: you can do all the exit handling 'just in time', ie, when you actually need the exit to exist.
Tue Sep 22 21:31:24 2009
[dgd]
Aidil@Way of the Force: you'll have to look at the exit code used by /std/room.c and the movement code for that :)
Tue Sep 22 21:32:53 2009
[dgd]
Sorressean@Falcon: o_o. I would have no idea how to do that. my idea would be to load the rooms around that when exits are queried, then do a callout if the room is empty or... something. or... I could put in an access time and run a callout every 10 mins or so
Tue Sep 22 21:33:38 2009
[dgd]
Aidil@Way of the Force: on a typical mudlib, optimizing it to only have those rooms available that actually contain something relevant can be important. On dgd, just cloning everything you'll ever need, and letting the swap mechanism handle the rest is quite feasable.
Tue Sep 22 21:34:31 2009
[dgd]
Aidil@Way of the Force: when a living leaves the room, you do a callout to check if there is anything important in the room still, and if not, remove it.
Thu Sep 24 20:12:01 2009
[dgd]
Aidil@Way of the Force: just so you know, in about an hour, we'll start with hardware maintenance on the server that runs *wpr
Thu Sep 24 20:12:43 2009
[dgd]
Aidil@Way of the Force: intermud.org and Way of the Force will also be down as a result.
Thu Sep 24 20:27:51 2009
[dgd]
Aidil@WOTF Devel: if your i3 client doesn't do so automatically, then yes..
Thu Sep 24 20:28:07 2009
[dgd]
Kalinash@Fire and Ice: it will someday... for now i have a switcher :)
Thu Sep 24 20:29:18 2009
[dgd]
Kalinash@Fire and Ice: stupid .o file ... need to make the server nosave
Fri Sep 25 20:39:30 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 331 to svn://wotf.org/gurbalib : Removed spurious debug message from connection object, added handling of failed data connections to the ftp server
Fri Sep 25 20:44:08 2009
[dgd]
Kalinash@Fire and Ice: You could start an OpenGurba fork that focuses on tight security out of the box.
Fri Sep 25 20:44:23 2009
[dgd]
Kalinash@Fire and Ice: I'll work on NetGurba trying to make it run on every computer known to mankind
Fri Sep 25 20:46:32 2009
[dgd]
Sorressean@Falcon: I don't know enough about security to make it as secure as I'd like it to be. Not lpc stuff, anyway
Fri Sep 25 20:54:50 2009
[dgd]
Aidil@Way of the Force: any kind of file transfer has some inherent security issues related to improper access control.
Fri Sep 25 20:55:20 2009
[dgd]
Aidil@Way of the Force: and if you are using plaintext telnet connections, which you are..
Fri Sep 25 20:55:33 2009
[dgd]
Kalinash@Fire and Ice: you know, you take all the fun out of things :P
Fri Sep 25 20:56:11 2009
[dgd]
Aidil@Way of the Force: then ftp is not exactly making things less secure.
Fri Sep 25 20:56:41 2009
[dgd]
Kalinash@Fire and Ice: can you run the microsoft ftp server on your box for me? ;)
Fri Sep 25 20:56:47 2009
[dgd]
Aidil@Way of the Force: confusing the many permission issues common to some ftp daemons for 'ftp is insecure' is taking it a bit far.
Fri Sep 25 20:57:14 2009
[dgd]
Aidil@Way of the Force: and no, it does not and is not going to support passive mode.
Fri Sep 25 20:59:40 2009
[dgd]
Aidil@Way of the Force: btw, sorressean, as long as you ensure FTP_D isn't loaded from /sys/daemons/init_d, it won't be active.
Fri Sep 25 21:00:36 2009
[dgd]
Aidil@Way of the Force: you could break /daemons/ftp_d.c by adding a line having a syntax error if you want to be really sure that it doesn't get loaded.
Fri Sep 25 21:01:35 2009
[dgd]
Kalinash@Fire and Ice: The original FTP specification is an inherently unsecure method of transferring files because there is no method specified for transferring data in an encrypted fashion.
Fri Sep 25 21:02:01 2009
[dgd]
Aidil@Way of the Force: telnet is inherently insecure because of the exact same reason.
Fri Sep 25 21:02:41 2009
[dgd]
Aidil@Way of the Force: I wish you'd fear talking enough to stop doing that.
Fri Sep 25 21:04:14 2009
[dgd]
Aidil@Way of the Force: anyway, Sorressean, I will at times make changes to the ftp stuff when bugs are found and such :)
Fri Sep 25 21:04:44 2009
[dgd]
Sorressean@Falcon: and this is the 50th dude who wants me to code his dbz mud. :'(
Fri Sep 25 21:05:44 2009
[dgd]
Aidil@Way of the Force: now, if 0.1% of all those dbz mud 'owners' would team up, they might actually get somewhere :P
Fri Sep 25 21:06:01 2009
[dgd]
Sorressean@Falcon: ah well. maybe I'll get a promising invite. the really good muds want you to be playing for 10 years before they give you admin. I'm just interested in coding. I love doing that.
Fri Sep 25 21:06:29 2009
[dgd]
Sorressean@Falcon: no, they wouldn't. most of them are angry script kiddies with to much time and a lack of knowing how to learn c before they actually try coding on a mud that uses the language for it's main base.
Fri Sep 25 21:06:48 2009
[dgd]
Aidil@Way of the Force: most muds however want you to know their world, game and social environment in order to ensure your ideas will fit in with the mud.
Fri Sep 25 21:07:25 2009
[dgd]
Sorressean@Falcon: yeah. there is that, that's kind of why I wanted to start with someone just starting out. I really like the coding aspect of things, more than the gaming. I like adding new things, seeing them blend with everything else.
Fri Sep 25 21:18:20 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 332 to svn://wotf.org/gurbalib : Allow disabling ftp functionality by adding #define DISABLE_FTP to /include/local_config.h
Fri Sep 25 21:19:52 2009
[dgd]
Aidil@Way of the Force: that should address your issue kinda, Sorressean. using that define will disable all ftp related code even when the ftp daemon gets loaded by accident.
Sat Sep 26 15:54:30 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 333 to svn://wotf.org/gurbalib : Added support for player age to the player object (patch by Thingol)
Sat Sep 26 16:18:52 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 334 to svn://wotf.org/gurbalib : Allow configuring default terminal width in /include/local_config.h, fix to message wrapping (patch by Thingol), updated man local_config with some recently added options
Sat Sep 26 16:29:27 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 335 to svn://wotf.org/gurbalib : ansi_d color definition improvements, also makes color parsing a bit faster (patch by Thingol)
Sat Sep 26 16:54:42 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 336 to svn://wotf.org/gurbalib : Make domain and wizard dirs configurable in std.h
Sat Sep 26 19:48:04 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 337 to svn://wotf.org/gurbalib : Moved authentication code out of user/player objects, moved USER_D to a more appropriate location (and added support for authentication), added rmuser command. Added local_config option for disabling anon ftp
Sat Sep 26 19:48:21 2009
[dgd]
Aidil@Way of the Force: you may want to wait a little bit before updating.
Sat Sep 26 19:49:04 2009
[dgd]
Aidil@Way of the Force: it should be ok, but need to check how well the upgrading/conversion code works still.
Sat Sep 26 19:58:19 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 338 to svn://wotf.org/gurbalib : Conversion fix for user_d
Sat Sep 26 19:59:11 2009
[dgd]
Aidil@Way of the Force: was kinda thinking there would be a conversion bug left still.. there it was :)
Sat Sep 26 19:59:48 2009
[dgd]
Aidil@Way of the Force: in a few updates, I'll remove the password out of the player object alltogether.
Sat Sep 26 20:00:24 2009
[dgd]
Aidil@Way of the Force: hmm, and this might break changing your password, will have to test that :)
Sat Sep 26 20:27:47 2009
[dgd]
Aidil@Way of the Force: ok, did some more testing, upgrading (warmboot) should be fine with r338
Sat Sep 26 20:57:44 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 339 to svn://wotf.org/gurbalib : Make heart beat interval configurable in local_config, add security checks to all admin commands, removed obsolete nuke command, fixed player aging
Sat Sep 26 21:45:42 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 340 to svn://wotf.org/gurbalib : Added 'admin' and 'driver_config' manpages
Sat Sep 26 22:31:52 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 341 to svn://wotf.org/gurbalib : Fixed permissions problem during logoff
Sun Sep 27 16:10:55 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 342 to svn://wotf.org/gurbalib : Removed some debug messages from user_d
Mon Sep 28 14:48:27 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 343 to svn://wotf.org/gurbalib : Fix cleanup handling in user_d to ensure objects are removed from the pool before being destructed
Mon Sep 28 21:47:35 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 344 to svn://wotf.org/gurbalib : Added afun override for this_user() to deal with the difference between player and ftp sessions properly, add this_connection() afun, add documentation for both. Fixed a bug in the connection object and in the ftp data object
Mon Sep 28 22:38:16 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 345 to svn://wotf.org/gurbalib : Send an error to the client when an ftp data connection gets closed unexpectedly
Mon Sep 28 23:33:07 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 346 to svn://wotf.org/gurbalib : Fix a runtime error in normalize_path() introduced in r344
Mon Sep 28 23:35:25 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 347 to svn://wotf.org/gurbalib : to the top of that file to enable those messages
Mon Sep 28 23:36:34 2009
[dgd]
Aidil@GurbaDev2: you can enable some debugging info in it that may help debugging network related issues.
Mon Sep 28 23:55:09 2009
[dgd]
Sorressean@Falcon: urm. I'm trying to use a query func from eval. was using query_level, is there a way to write it? return doesn't show me anything that returns ints.
Mon Sep 28 23:55:43 2009
[dgd]
Sorressean@Falcon: o. nvm. apparently it just returns nil on objects that don't have that func, that's weird
Tue Sep 29 00:00:04 2009
[dgd]
Sorressean@Falcon nods, just thought it'd error on a non-existant func. :p
Tue Sep 29 00:08:08 2009
[dgd]
Sorressean@Falcon: we need a func to locate other functions for us. I can't seem to find query_defence. :(
Tue Sep 29 00:09:05 2009
[dgd]
Thingol@Middle-earth: I haven't even looked at the combat system, so I'm little help there.
Tue Sep 29 00:09:31 2009
[dgd]
Sorressean@Falcon: I want to try to implament the room thing at some point, but I'm clueless there
Tue Sep 29 06:53:11 2009
[dgd]
Aidil@Way of the Force: you'll have to use a shell for that, but grep is your friend, Sorressean.
Tue Sep 29 06:53:36 2009
[dgd]
Aidil@Way of the Force: if you know a function exists in some object, but don't know where it is defined exactly..
Tue Sep 29 06:54:41 2009
[dgd]
Aidil@Way of the Force: will tell you what defines a function in a specific object.
Tue Sep 29 10:10:29 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 348 to svn://wotf.org/gurbalib : Replace pool of spare auth objects with a single spare auth object
Wed Sep 30 23:10:11 2009
[dgd]
Aidil@Way of the Force points at Kalinash with one hand, and puts the other to his lips, going: blblblblblblblblblbl.
Wed Sep 30 23:10:50 2009
[dgd]
Aidil@Way of the Force stuffs a sock in Kalinash's mouth after which Kalinash can barely utter the
phrase 'mMmmmRrMmph!'.
Wed Sep 30 23:46:19 2009
[dgd]
Kalinash@Fire and Ice: hah! fooled you! I don't have enough hair to ruffle!
Thu Oct 1 16:47:29 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 349 to svn://wotf.org/gurbalib : Add some restrictions on inheritance, only objects/programs in /kernel and /sys can inherit things from /kernel. Only objects/programs owned by 'system' can inherit things from /sys
Thu Oct 1 20:43:55 2009
[dgd]
Aidil@GurbaDev2: hmm. seems I didn't turn off debugging mode of compiler_d before committing my lastest update.. its a bit spammy..
Thu Oct 1 20:44:40 2009
[dgd]
Aidil@GurbaDev2: well, blaming Kal is the default, want to be a bit more creative then that today.
Thu Oct 1 20:47:17 2009
[dgd]
Kalinash@Fire and Ice: trying to figure how to present the call stack to the scripting environment so that it can actually be used for security purposes
Thu Oct 1 20:47:34 2009
[dgd]
Kalinash@Fire and Ice: it currently doesn't include all the info needed, like the objects in the stack :)
Thu Oct 1 21:12:18 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 350 to svn://wotf.org/gurbalib : moved the rexplode safun into the kernel (and turned it into an afun), added documentation for rexplode, turned off debugging mode in compiler_d
Fri Oct 2 10:34:07 2009
[dgd]
Sorressean@Falcon: just logged in to get some coding done. haven't gotten sleep since like day before yesterday, so I'm sorta tired. finally think I can sleep, though.
Fri Oct 2 11:44:07 2009
[dgd]
Subversion@Way of the Force: Aidil committed Gurbalib revision 351 to svn://wotf.org/gurbalib : Add strcmp and this_program afuns and documentation
Fri Oct 2 18:42:47 2009
[dgd]
Sorressean@Falcon: yeah, I haven't figured out their love for cabbage.
Fri Oct 2 19:15:40 2009
[dgd]
Sorressean@Falcon: that's not a bad thing. I can think of a lot worse to have experience with. :p
Fri Oct 2 20:00:37 2009
[dgd]
Aidil@Way of the Force: very powerful when used by a skilled and force sensitive player.
Fri Oct 2 20:01:19 2009
[dgd]
Aidil@Way of the Force: think the ignore command should work for that, sorressean.
Fri Oct 2 20:01:29 2009
[dgd]
Sorressean@Falcon: awesome. just didn't know if it worked with intermud
Fri Oct 2 20:02:13 2009
[dgd]
Aidil@Way of the Force: if he isn't careful, he'll also go the way of Nafe :P
Fri Oct 2 20:03:01 2009
[dgd]
Cratylus@Dead Souls Dev: yeah my bans kinda auto disable themselves after a while
Fri Oct 2 20:03:54 2009
[dgd]
Sorressean@Falcon: doesn't work. a gag works though. <3 gags! :p {^[dgd] Cratylus@%0] should do it
Fri Oct 2 20:04:12 2009
[dgd]
Cratylus@Dead Souls Dev: this way i dont have to worry about unbanning people after they beg and plead or whatever
Fri Oct 2 20:04:24 2009
[dgd]
Cratylus@Dead Souls Dev: i get to make my point, they get to come back afteri forget about em
Fri Oct 2 20:06:46 2009
[dgd]
Cratylus@Dead Souls Dev: naw router admins are free to ban or not as it suits them individually
Fri Oct 2 20:09:14 2009
[dgd]
Aidil@Way of the Force: according to the spec a channel ban applies across routers :)
Fri Oct 2 20:09:30 2009
[dgd]
Aidil@Way of the Force: I'm pretty sure my router also implements it that way :)
Fri Oct 2 20:09:46 2009
[dgd]
Aidil@Way of the Force: and no, Kal, router bans are per router on purpose.
Fri Oct 2 20:12:21 2009
[dgd]
Kalinash@Fire and Ice: that's good for me, so when i annoy crat enough to get banned i can laugh at him from *wpr
Fri Oct 2 20:13:02 2009
[dgd]
Cratylus@Dead Souls Dev: well like i said, if i did ban you, it would eventually auto unban
Fri Oct 2 20:13:31 2009
[dgd]
Aidil@Way of the Force: and no idea about Crat, but I can ban a mud or user from my router completely, which means you won't be heard at all until it expires.
Fri Oct 2 20:14:10 2009
[dgd]
Kalinash@Fire and Ice: can i make personal, racist attacks on your and your family on free_speech with impunity?
Fri Oct 2 20:14:59 2009
[dgd]
Aidil@Way of the Force: you can, but it would be good to stop offtopic discussions on here :P
Fri Oct 2 20:15:02 2009
[dgd]
Kalinash@Fire and Ice: just because it's allowed doesn't mean you don't care
Fri Oct 2 20:15:04 2009
[dgd]
Cratylus@Dead Souls Dev: like if you start threatening the pres or whatever
Fri Oct 2 20:18:42 2009
[dgd]
Sorressean@Falcon: I've seen yatmim and wpr go down every once in a while, figured it might help. this server is pretty stable, so...
Fri Oct 2 20:18:51 2009
[dgd]
Aidil@Way of the Force: you'll need to either implement one, or use the one that comes with dead souls.
Go to the top | Channel Index

