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Author Topic: Official PyGG2 Development thread  (Read 37166 times)
CandleJack
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« Reply #480 on: January 24, 2012, 03:31:52 pm »

You guys should post a progress bar in the OP.
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Orpheon
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« Reply #481 on: January 24, 2012, 03:35:31 pm »

You guys should post a progress bar in the OP.
A progress bar shows something which can be mesured in percentage. This can't be.

We don't know the amount of code, lines, or even features that'll be in at completion. How do you expect us to give a progress bar?
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« Reply #482 on: January 24, 2012, 06:13:52 pm »

Yeah because that usually turns out for the best.
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Orpheon
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« Reply #483 on: January 25, 2012, 02:13:41 am »

That's a service we are unable to provide.

If you want to register a complaint, please do so at our customer service here.
Note: The server might be down temporarily. Thank you for your understanding.
« Last Edit: January 25, 2012, 02:14:08 am by Orpheon » Logged

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Nukleus
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« Reply #484 on: January 25, 2012, 03:46:19 am »

N/A%
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nightcracker
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« Reply #485 on: January 25, 2012, 03:54:11 am »

N/A%

Actually, it's more NaN%.
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« Reply #486 on: January 25, 2012, 07:59:21 am »

NaN means Not a Number.
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Orpheon
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« Reply #487 on: January 27, 2012, 08:59:28 am »

I noticed that there is no clear consensus with the struct commands on which endianess we use. I think we should set one, because native isn't always reliable.
Native byte order is big-endian or little-endian, depending on the host system. For example, Intel x86 and AMD64 (x86-64) are little-endian; Motorola 68000 and PowerPC G5 are big-endian; ARM and Intel Itanium feature switchable endianness (bi-endian). Use sys.byteorder to check the endianness of your system.

For the Player input, we even used
Code:
bytestr = struct.pack("!BH", keybyte, aim)
which I don't completely understand.
The form '!' is available for those poor souls who claim they can’t remember whether network byte order is big-endian or little-endian.
This doesn't forebode much good, but I'm probably missing something here. Does it try to guess what endianness we use or what?
« Last Edit: January 27, 2012, 09:02:06 am by Orpheon » Logged

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« Reply #488 on: January 27, 2012, 09:22:03 am »

Well, until Medo makes the lobby code sane we have to follow the lobby endianness for the server-side lobby code. In all the other cases we should decide for ourselves, and so I will:


Big-endian


Why? Because big-endian is the most often used for networking, and because it's an arbitrary choice anyway.
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Orpheon
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« Reply #489 on: January 27, 2012, 09:38:46 am »

Well, until Medo makes the lobby code sane we have to follow the lobby endianness for the server-side lobby code. In all the other cases we should decide for ourselves, and so I will:


Big-endian


Why? Because big-endian is the most often used for networking, and because it's an arbitrary choice anyway.
Ok. I'll go change everything to that.

Also, the server-lobby code is already done, and separate from the rest. But yeah.

EDIT: Did you add some struct code elsewhere than the Player input de/serialize function and the events?
« Last Edit: January 27, 2012, 09:40:28 am by Orpheon » Logged

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« Reply #490 on: January 27, 2012, 09:53:52 am »

Wait.
What the blazes is going on with event.py and event_serialize.py?

I can't find a commit where there was something else in event.py, so one of us probably duplicated it and renamed it or something.
Go figure.

Also, why did neither of us notice this before? It's been in the code since January 12.  Drolling
« Last Edit: January 27, 2012, 09:54:38 am by Orpheon » Logged

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« Reply #491 on: January 27, 2012, 10:02:24 am »

You can blame git for some things, but not for "forgetting" content that is part of the project history. If you look at the content of a commit, that is how it was committed, period. You would get SHA1 mismatch errors all over the place if anything was corrupted. In fact, the SHA1 of any commit is a digest of the *entire* history of the project (all content and metadata) that led to this point.
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It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

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« Reply #492 on: January 27, 2012, 10:06:52 am »

You can blame git for some things, but not for "forgetting" content that is part of the project history. If you look at the content of a commit, that is how it was committed, period. You would get SHA1 mismatch errors all over the place if anything was corrupted. In fact, the SHA1 of any commit is a digest of the *entire* history of the project (all content and metadata) that led to this point.
NC and I both have access to git@nightcracker/PyGG2, and neither of us really look at what the other does in commits that exactly.
It's not like in gg2 now where every commit is carefully analysed, because until recently two people have been commiting (now Nukleus has started joining too), and usually we talked beforehand over stuff.

So no, this is not Git's fault. It's ours. What mostly surprises me is that neither of us saw it until after a month.
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« Reply #493 on: January 27, 2012, 10:10:28 am »

That's still organized development, you should not lose stuff one of you did unless you force-push your commits to the server repo or you merge with strategy=ours or something similarly silly.
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Quote from: Alfred North Whitehead
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Rodoval
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« Reply #494 on: January 27, 2012, 05:52:27 pm »

any noticeable progress?


Oh wait nevermind I hadn't seen this last page
« Last Edit: January 27, 2012, 05:53:58 pm by Rodoval » Logged


read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.
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