log☇︎
32300+ entries in 0.019s
a111: Logged on 2019-05-27 22:54 diana_coman: if that armor of the stars is requested once then it's wanted *anyway* so what's the point in not tracking it where the request is assembled and instead having it tracked through repeated requests; after all this "oh, still not have it" is anyway still a look "is it in the cache now?" just that it's pushed higher up
mp_en_viaje: http://btcbase.org/log/2019-05-27#1915700 << if your argument is actually "the client should asynchronously ask for all data it uses defaults for AT SOME OTHER TIME than in the middle of heavy gameplay, such that all the complex gfx of everyone's armors, mounts and flying dildoes are downloaded piecemeal and while sitting around, rather than en masse whenever teleporting to a large market town" you have a solid point. but it's ☝︎☟︎
mp_en_viaje: 2. case careful -- request is sent (p=1), if received correctly (p=2) then all is well, else new request sent (p=2.5) and if now received correctly all is well but if not yet new request sent (p=3.5) and if not well again you're looking at... well, depends how noisy/lossy the channel is, but it seems to me the careless case saves a good chunk of bw, roughly speaking the square of the noise rate.
a111: Logged on 2019-05-27 22:51 diana_coman: while this has the advantage of being very simple indeed, all it does in fact is that it pushes the complexity a bit higher up at the added cost of a lot of waste traffic
mp_en_viaje: http://btcbase.org/log/2019-05-27#1915699 << model for me how this waste of traffic would look ? seems exactly the opposite to me, specifically : 1. case careless -- request is sent ; were resppnse receinved, all the better ; otherwise, whatever. total sent : 1 request ; maybe 1 answer. say symbolically 1.5 "packets" ☝︎
a111: Logged on 2019-05-13 17:09 asciilifeform: meanwhile , in ru heathendom , (translation mine) : 'there is a sign that distinguishes a troo programmer from an impostor. a true programmer , before going to bed, will put on his nightstand two glasses. one with water -- in case in the night he becomes thirsty. and one empty -- in case not.'
mp_en_viaje: and more generally i believe a lot of software systems would greatly improved through liberal application of just this kind of carelessness. the idiots are careless at the wrong ends -- by all means, DO http://btcbase.org/log/2019-05-13#1912968 ; do NOT "hi this is the glass from last night, how would you rate your drinking experience please fill out this form". ☝︎
a111: Logged on 2019-05-27 22:41 diana_coman: anyway, if it shouldn't even retry the correct way to put it is that it doesn't *care* at all about the result; i.e. it sends the request, it goes to sleep for timeout interval and then when it wakes up it simply makes and sends the next request, without any care in the world re anything
mp_en_viaje: http://btcbase.org/log/2019-05-27#1915697 << trist da' tru. the fucking problem with solving problems is that as the problem solvers get old the next generation takes over, and they only ever dealt with the solution ; didn't ever deal with the problem. consequently they limply expect the solution, in the sad terms of "oh, do we still have to", without any appreciation for the difficulty of the problem, resulting in fucking amer ☝︎
mp_en_viaje: (obviously "forevermore" means -- for as long as he's wearing that type of armor, and include all other dudes wearing the same type, yes, i'm not looking for dwim here.)
mp_en_viaje: (the programmatic logic being that as i focus on the game again, the screen will have to be redrawn, which will suck from the cache ; obviously this may not work ~exactly~ like this for a number of reasons -- which is why it's called an ideal. it should work like this.)
mp_en_viaje: whether i can be arsed or not to do this is one thing ; but if i am arsed i should encounter no further difficulty.
mp_en_viaje: in the vhs-unix-that-never-existed ideal in my own mind, i should be able to, upon encountering for the first time a dude i don't like, alt-tab out of the game, edit the cached file representing this dude's armor, write "dickhead" in spray paint all over the breastplate, and without any further interaction on my part see the dickhead appropriately labeled all over the game forevermore.
mp_en_viaje: http://btcbase.org/log/2019-05-27#1915695 << what would this "nothing fits" look like ? for instance, if a client makes himself a modfile, to have all the characters move lasciviously and otherwise sit about nude, or if joe the manga fan makes his shield sport a tentacle pattern, the server should periodically re-enact the one-true-look with medieval officialness ? why ? ☝︎
mp_en_viaje: (the fundament of the male world, this division, btw. not permitting any-thing-whatsoever being discussed is what repressing the female mind, worldview and experiential approach is all about)
mp_en_viaje: in another statement : there's two classes of data : erste klasse, which is data which the client may reference (such as, move me two to the left), and buluk klasse, which is data the client may never reference (such as, make my armor one iota shinier).
mp_en_viaje: therefore will necessarily have to be resolved by the client. in many important fields (such as where the client thinks its located), the server has the important mechanism of denial, to support fast correction. but when it comes to, eg, what icon should represent x item, or how its 3d texture shoudl look etc, there's no shits given. client can display the world any way it does, and the server will not care.
mp_en_viaje: practically, yes it;s undesirable, but the overwhelming consideration is that this undesirableness can not be managed for the client by the server, because the server suffers from a serious knowledge problem wrt it. ☟︎
a111: Logged on 2019-05-27 22:32 diana_coman: you mean if it timeouts on a request then it lets it just lets it be? it makes it even simpler from my pov, not as if it's an issue but essentially I'm not sure how do you then avoid the case where you play happily offline and ...not notice it?
mp_en_viaje: http://btcbase.org/log/2019-05-27#1915694 << philosophically, the situation where player is happy offline, and unaware of it does not require fixing. take asciilifeform for instance, he's been happily playing eulora offline for years, and hasn't yet noticed! ☝︎
mp_en_viaje: diana_coman, sorry about last night lol. had to order another truckful of internet.
diana_coman will go to sleep now, will read any replies/continue in the morning.
diana_coman: basically I don't actually think that "needed 100 times" SHOULD translate into "send 100 requests to the server" ; something is either needed or not; it might be more needed than something else, sure but that's a relative (and changing) ordering of requests at most, not a traffic-generator essentially. ☟︎
diana_coman: if that armor of the stars is requested once then it's wanted *anyway* so what's the point in not tracking it where the request is assembled and instead having it tracked through repeated requests; after all this "oh, still not have it" is anyway still a look "is it in the cache now?" just that it's pushed higher up ☟︎
diana_coman: while this has the advantage of being very simple indeed, all it does in fact is that it pushes the complexity a bit higher up at the added cost of a lot of waste traffic ☟︎
diana_coman: anyway, if it shouldn't even retry the correct way to put it is that it doesn't *care* at all about the result; i.e. it sends the request, it goes to sleep for timeout interval and then when it wakes up it simply makes and sends the next request, without any care in the world re anything ☟︎
diana_coman: at which point recovery is a bitch way worse than restart; I suppose the point might be "don't die, just make it clear there's nobody answering "
diana_coman: you mean if it timeouts on a request then it lets it just lets it be? it makes it even simpler from my pov, not as if it's an issue but essentially I'm not sure how do you then avoid the case where you play happily offline and ...not notice it? ☟︎
mp_en_viaje: but if it's not happy with theresult, not only does it not die -- it doesn't even retry.
diana_coman: yes; and the requester (this dedicated monopoly on askings) will pack and send specific requests: server, what is an armor of the stars and a sword of the pigs?
mp_en_viaje: that part is fine, "client asks server through its dedicated monopoly on askings"
diana_coman: myeah, this "asks again" is not "asks the server" but "ask the requester" ; i.e. "client" does not directly talk to the server from anywhere because that is how mess is made
mp_en_viaje: at this juncture, if it finally gets a workable armor of the stars, it dresses both a and b in it ; but if not, whatever.
mp_en_viaje: then at t8 client notices AGAIN "hm, i'm using default for this armor of the stars, wtf is it ?" and asks the server again.
mp_en_viaje: at t7 client decides "well, wtf, it's an armor, so ima show a wearing default armor, and whatever"
mp_en_viaje: at t6 server replies : "b is a so and so and back and forth... and on his chest wears the armor of the stars, and bla bla bla".
mp_en_viaje: at t4 client continues its inquiry, "what's a b ?" ; at t5 client notices it doesnt know wtf such an armor is, so asks sefver "what's an armor of the stars ?"
mp_en_viaje: and at t3 server replies : "a is a so and so and back and forth... and on his chest wears the armor of the stars, and bla bla bla".
diana_coman: so a-f are data and therefore stored in cache as such; there are those things a-f ; nothing more
mp_en_viaje: client notices it doesn't know wtf these are ; so at t2 says "what's an a ?"
diana_coman: and it can also decide on what to do on timeout e.g. drop that item and if it's important it will be demanded again hence it will make it into another request and if not , no
mp_en_viaje: so, server tells client at t1 "and then you came upon five persons, a, b, c, d, e, f".
diana_coman: as a higher-level concern than Requester's ; requester is specifically concerned with trying to get whatever is asked of it *from the server*; it can of course decide on what it requests first for instance (perhaps the item that was demanded of it most times since last request)
mp_en_viaje: let me model an interaction to make sure we're on the same page here.
mp_en_viaje: as a fall through you mean ?
diana_coman: yes but there is no generic client asks as such; from pov of client ALL the asks always get - defaults.
diana_coman: but so what, should that then be requested 5 times ?
mp_en_viaje: well, cuz client may well discover "shit, i never heard of this armor before, wtf is it"
mp_en_viaje: ie, if 10 people go on a raid and 5 of them wear armor of the stars, said armor will be mentioned by server 5 times.
mp_en_viaje: mentioned means the client sees an object it doesn't have in a server communication.
diana_coman: what is "mentioned" there? demanded ?
diana_coman: something still seems rather mixed in there; let me see if I can untangle it
mp_en_viaje: this seems the correct capitalistic split of the request pie : by mentions. rather than "everyone gets 100"
mp_en_viaje: in the capitalistic perspective : if 100 objects are mentioned 10`000 times and requested 10`000 times, then i'd like the one object mentioned 1`000 times be requested 1`000 times and the object mentioned once be requested once.
diana_coman: it keeps them in a queue, those items here are demanded
diana_coman: the ~only consideration is perhaps whether to re-include whatever it hasn't yet received or just drop them and if they are demanded again then they'll make it again another time
diana_coman: because it picks up again whatever it can stuff in the request
diana_coman: it is not as such a "retry" i.e. the request will not be a new one
mp_en_viaje: logically speaking, if it's unimportant it's unimportant ; this is a game world criterion your retry cache can't figure out.
diana_coman: not a big issue or change of core there
mp_en_viaje: i'm not even sure it's worth producing the retry mechanism.
diana_coman: it can pass on to next one, sure
diana_coman: uhm; on one hand the "does it die or not" is a tiny thing i.e. it is a decision of what-do if not received;
mp_en_viaje: every time the server mentions an object it doesn't have, it asks for it. that's it.
mp_en_viaje: imo it should try ~once~ per mention.
diana_coman: die trying aka after x successive timeouts (timeouts aka NO data received in the whole interval*x )
mp_en_viaje: either it dies, or it doesn't die. if it dies, you can't play it. if it doesn't die, it somehow manages to make do w/o the item (ie, uses defaults)
mp_en_viaje: cuz "die trying".
diana_coman: why would the game be unplayable for the hour? for one thing: why would the game be unplayable at all at any moment anyway?
mp_en_viaje: should game be unplayable for the hour ?
mp_en_viaje: sure. now suppose client asks for 185, 186, 187 and 188, and gets them, within an hour.
diana_coman: I suspect I'll need to detail the data model too for it all to make sense
diana_coman: because the requester does not request "x and y and z of 187" ; all it requests is "187" and then it simply checks in EuCache: do you now have 187? Now WHAT EuCache has for 187 is not something requester can know in advance
diana_coman: nope, there is no such thing as "everything but the icon"
mp_en_viaje: diana_coman, speaking of http://ossasepia.com/2019/05/27/euloras-client-core-the-dedicated-requester/#selection-41.2-41.111 i don't see the wisdom in this position. suppose your client sees a new type of whatever, and manages to get everything but the icon. a) your path would require it to die trying but b) evidently going ahead while using a ~default~ icon until gets a better one is perfectly acceptable.
mp_en_viaje: let's leave a breadcrumb for billymg, too, whynot.
diana_coman: I quite suspect it is the autosave thing because this much I remember that it was after it auto-saved, hence my suspicion at it; but at least atm it the autosave did not fire and tbh I'm not extremely keen on chasing this right now.
mp_en_viaje: (there's also a js doing wordcount on pressing enter, and a few other sugar cubes like that)
mp_en_viaje: js is fucking impossible to debug.
mp_en_viaje: ]there;s also a js autosave if you have js enabled in browser ; these may have interracted weirdly i guess.
diana_coman: that makes perfect sense and is pretty much what I'd have expected; hence the surprise earlier when it apparently refused the title and insisted it was ""; anyway, if I run into it/something else again I'll document it better on the spot I guess.
mp_en_viaje: well anyway, regardless of implementation, the design idea there is that article title always has a ready gensym in the shape of the numeric id of the table entry, which is unique and always known and therefore should be the fallback default.
diana_coman: ugh, now ofc can't quite reproduce it i.e. it was something more subtle than what it seemed...
mp_en_viaje: what you describe specifically was debugged ; i suppose entirely possible php/whatever stack versioning shenanigans may have managed to regression it, like that insane case we ran into recently with the comments not working
diana_coman: lemme try to reproduce it and see.
diana_coman: so apparently the numeric title is borked or at least borked on my installation
mp_en_viaje: you can edit the slug if you want later
mp_en_viaje: diana_coman, no, it saves it with a numeric title.
mp_en_viaje: speaking of which, if anyone is in the area and wants to meet, speak up, i'll be around for a few days
diana_coman: in other stepping-in-all-the-holes : it seems I found a fail-mode of mp-wp browser interface namely if one pastes the content of a post first and only then (possibly after it rushes to quick save it or whatevers) the title, it fails miserably as it apparently tries to save it with title "" (notwithstanding that no, it should not, there is actually a title to it) ☟︎
feedbot: http://ossasepia.com/2019/05/27/euloras-client-core-the-dedicated-requester/ << Ossa Sepia -- Eulora's Client Core: The Dedicated Requester
mp_en_viaje: holy shit the internet is terribru
mp_en_viaje waves from the lovely transylvanian capitol.
feedbot: http://qntra.net/2019/05/eu-parliament-centrist-pantsuits-lost-ground-brexit-party-takes-uk/ << Qntra -- EU Parliament: "Centrist" Pantsuits Lost Ground, Brexit Party Takes UK
BingoBoingo: And the stolen Iodine-131 has been found https://www.elobservador.com.uy/nota/aparecieron-en-malvin-las-tarrinas-con-material-radioactivo-robadas--20195271514
Mocky: just got back from a hiking trip. catching up on logs ☟︎
BingoBoingo: In other local news 100 ml of Iodine-131 destined to my health care club was stolen in transit https://www.elpais.com.uy/informacion/policiales/policia-advierte-poblacion-robo-peligroso-material-radioactivo.html
BingoBoingo: ty mircea_popescu, it appears I have also attracted LOCAL feedback in the moderation sala de espera: http://bingology.net/2019/05/26/overview-of-local-electoral-politics-heading-into-the-impending-party-internals/#comment-858
feedbot: http://trilema.com/2019/black-or-white-the-day-of-saturday/ << Trilema -- Black or White (The day of Saturday)
diana_coman: BingoBoingo: I got that same spam! tbf all spam is rather similar, sort of trying to work out which specific belief to latch on: is it how great one's blog is or is it how dangerous being online is.