be ready ![19:49:02] * CommitBot ====> satirik committed revision 7267 <====
[19:49:02] * CommitBot Modified:
[19:49:02] <CommitBot> Lobby/TASServer/Battle.java
[19:49:02] <CommitBot> Lobby/TASServer/Bot.java
[19:49:02] <CommitBot> Lobby/TASServer/Client.java
[19:49:03] <CommitBot> Lobby/TASServer/TASServer.java
[19:49:03] * CommitBot Log:
[19:49:03] <CommitBot> * MYBATTLESTATUS, CLIENTBATTLESTATUS and UPDATEBOT commands improved. bytecode removed, every parameter is stored in a var and the battlestatus looks like this : TeamNo+"\t"+AllyNo+"\t"+rdy+"\t"+Mode+"\t"+Handicap+"\t"+Side so you can have as many id/team/side you want
[19:49:03] <CommitBot> not tested yet but it should work
[19:49:03] <CommitBot> .
TASServer update : one int for id team and side !
Moderator: Moderators
TASServer update : one int for id team and side !
Last edited by Satirik on 11 Jun 2009, 02:11, edited 1 time in total.
Re: TASServer update : one int for id team and side !
Hey, while you're forcing a lobby update make it send the hash of the mod archive itself, probably as an additional param.
Re: TASServer update : one int for id team and side !
preferably md5/sha1 of it and not crc while you're at it...
Re: TASServer update : one int for id team and side !
* missing file oO
* TeamNo and AllyNo must both be between 0 and 200 (should be enough)
* Side must be positive
Re: TASServer update : one int for id team and side !
mmmh and the lobby would get that hash by itself , i mean... without unitsync ?lurker wrote:Hey, while you're forcing a lobby update make it send the hash of the mod archive itself, probably as an additional param.
Last edited by Satirik on 11 Jun 2009, 02:13, edited 1 time in total.
Re: TASServer update : one int for id team and side !
tbh "be ready" my ***
Breaking battles for everyone who is not on auto update is not a good idea imo. This needs a soft transition.
Breaking battles for everyone who is not on auto update is not a good idea imo. This needs a soft transition.
Re: TASServer update : one int for id team and side !
no it doesn't need a "soft" transition, as you need latest spring you'll need latest lobby version ...koshi wrote:tbh "be ready" my ***
Breaking battles for everyone who is not on auto update is not a good idea imo. This needs a soft transition.
Re: TASServer update : one int for id team and side !
not really, and no thank you.Satirik wrote:no it doesn't need a "soft" transition, as you need latest spring you'll need latest lobby version ...koshi wrote:tbh "be ready" my ***
Breaking battles for everyone who is not on auto update is not a good idea imo. This needs a soft transition.
Re: TASServer update : one int for id team and side !
IIRC unitsync does make the archive CRC32 available. You're on your own for anything better.
Re: TASServer update : one int for id team and side !
won't touch unitsynclurker wrote:IIRC unitsync does make the archive CRC32 available. You're on your own for anything better.
Re: TASServer update : one int for id team and side !
then do it ... and we won't wait 3more years to let you finish your uberserver ... or stfuaegis wrote:not really, and no thank you.Satirik wrote:no it doesn't need a "soft" transition, as you need latest spring you'll need latest lobby version ...koshi wrote:tbh "be ready" my ***
Breaking battles for everyone who is not on auto update is not a good idea imo. This needs a soft transition.
Re: TASServer update : one int for id team and side !
Code: Select all
{since 0.61}function GetArchiveChecksum(arname: PChar): LongWord; stdcall; external 'UnitSync.dll' name 'GetArchiveChecksum';
{since 0.72}function GetPrimaryModChecksum(index: Integer): LongWord; stdcall; external 'UnitSync.dll' name 'GetPrimaryModChecksum';
{since 0.76} function GetMapChecksum(index: Integer): LongWord; stdcall; external 'UnitSync.dll' name 'GetMapChecksum';
Code: Select all
function GetModHash2(ModArchive: string): Integer;
var
index: Integer;
begin
Result := 0;
index := ModArchiveList.IndexOf(ModArchive);
if index = -1 then Exit;
if Debug.Enabled then MainForm.AddMainLog('Hashing file: ' + ModList[index], Colors.MinorInfo);
Result := GetPrimaryModChecksum(index);
end;
Re: TASServer update : one int for id team and side !
an incredible amount of attitudes like yours in the spring community are the only reason I'm not committing and deploying my fixes.Satirik wrote:then do it ... and we won't wait 3more years to let you finish your uberserver ... or stfu
uberserver is already in a working state...
the version in the public git repo just has a few threading issues and a cpu issue.
the version in my local repo has some structure + speed improvements, fixed threading, random bugfixes, and isn't getting pushed until I arbitrarily feel like it.
the less jerkish reason for me to leave it private is my current unavailability for live maintenance, which will change soon.
Re: TASServer update : one int for id team and side !
i can start working on TASServer ... im tired of waiting nowaegis wrote:an incredible amount of attitudes like yours in the spring community are the only reason I'm not committing and deploying my fixes.Satirik wrote:then do it ... and we won't wait 3more years to let you finish your uberserver ... or stfu
uberserver is already in a working state...
the version in the public git repo just has a few threading issues and a cpu issue.
the version in my local repo has some structure + speed improvements, fixed threading, random bugfixes, and isn't getting pushed until I arbitrarily feel like it.
the less jerkish reason for me to leave it private is my current unavailability for live maintenance, which will change soon.
Re: TASServer update : one int for id team and side !
did you talk to tobi?
Re: TASServer update : one int for id team and side !
As head of lobby stuff aegis sort of has the power to override you completely and utterly satirik, you should be persuading the guy with the banhammer, not attacking him!
Re: TASServer update : one int for id team and side !
i found a protip secret of the forum it is this buttan it is really good it makes a box for keeping stuff inside and you can show what is in the box to anyone you choose and nobon else will see! can a mod make it flash or smthn it must be really hard to see? Sorry if this is the wrong thread guys
Re: TASServer update : one int for id team and side !
You know what would be amazing? To finally use hashes that DONT DEPEND ON BASE CONTENT and change with every engine version!
This is incredibly stupid mis-feature that lasts for ages.
This is incredibly stupid mis-feature that lasts for ages.
Re: TASServer update : one int for id team and side !
It's actually a good feature, to detect missing / incorrect base content in lobby. It was never meant nor advertised as a way to uniquely identify content, AFAIK.
An extra hash that does not depend on base content would be good though.
And yes, this should still go through unitsync (GetArchiveChecksum, instead of GetPrimaryModChecksum, IIRC), unless we want to let lobbies implement support for *.sdd and *.sdp themselves.
An extra hash that does not depend on base content would be good though.
And yes, this should still go through unitsync (GetArchiveChecksum, instead of GetPrimaryModChecksum, IIRC), unless we want to let lobbies implement support for *.sdd and *.sdp themselves.
Re: TASServer update : one int for id team and side !
For developers, locking up the files in the base folder for hashing purposes is a real PITA. I keep experimenting with shaders and such and have to switch forth and back between different file versions to be able to play on-line.