Time |
Nick |
Message |
00:05 |
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00:11 |
VanessaE |
kahrl: your anti-non-cURL patch has been deployed to all five servers now for testing. |
00:35 |
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00:39 |
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00:47 |
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00:50 |
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01:10 |
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01:24 |
celeron55 |
"We have received your attached DMCA notice, however we need additional information from you in order to continue investigating. For each application you've provided, please identify the exact code that you claim infringes upon your copyright." |
01:24 |
celeron55 |
what |
01:24 |
celeron55 |
what do they expect |
01:25 |
celeron55 |
like, links to minetest's source files on github? commits? or source code of the infringing thing? |
01:26 |
VanessaE |
my guess would be the first one |
01:26 |
us|0gb |
celeron55: Who is infringing on Minetest's copyrights? |
01:27 |
VanessaE |
but every bit of evidence you can subit that shows how they got it, including the forum thread where they showed their intent to fork would be a good idea |
01:35 |
hmmmmm |
yoyoyoyo |
01:35 |
hmmmmm |
what's this enet thing all about |
01:35 |
hmmmmm |
looks like I missed quite the discussion |
01:35 |
VanessaE |
hmmmmm: the short version: fixing media_FUBAR by removing it entirely. |
01:35 |
VanessaE |
basically. |
01:36 |
hmmmmm |
why can't anybody just fix TCP |
01:36 |
VanessaE |
because random? :) |
01:36 |
hmmmmm |
I don't understand the need for yet another dependency for one |
01:36 |
VanessaE |
it's not a dep |
01:36 |
VanessaE |
it's gonna be bundled |
01:36 |
VanessaE |
but your point stands |
01:36 |
hmmmmm |
two, it's still not going to have the same performance for bulk transfers as TCP |
01:37 |
hmmmmm |
games that suck using TCP are using it the wrong way |
01:37 |
hmmmmm |
media should be TCP, block transfers should be TCP, everything else doesn't really matter that much |
01:37 |
hmmmmm |
and probably should stick with the current protocol |
01:37 |
E4xoi |
enet is what is used by other games for getting "tcp-like" transfer speeds with udp |
01:38 |
hmmmmm |
if anything, my opinion is that TCP should be implemented the right way, and some investigation should be done on what enet does better than the current reliable udp packets |
01:38 |
E4xoi |
http://enet.bespin.org/ |
01:40 |
hmmmmm |
the reverse compatibility thing is a real killer though |
01:40 |
hmmmmm |
if we use enet there's no turning back |
01:40 |
hmmmmm |
and we don't NEED to do this, somebody just wants to because it's the quick-n-easy solution |
01:41 |
E4xoi |
tcp would need to wait for 0.6.x |
01:41 |
E4xoi |
;P |
01:42 |
hmmmmm |
I'd rather wait a little while instead of just break everything that we had |
01:42 |
E4xoi |
nobody seems to be working in 'fixing TCP' |
01:43 |
hmmmmm |
I totally would if I had an extended amount of time to blow |
01:43 |
hmmmmm |
all I can say is this: |
01:43 |
hmmmmm |
if you do all decide to go ahead with this enet bullshit, it might be the right time to check out application-layer libraries like protobuf, or bvkl, or valuepack |
01:44 |
hmmmmm |
at least make the two big reverse compatibility murderers in the same release |
01:44 |
celeron55 |
us|0gb: the source code -less forks on google play |
01:45 |
* us|0gb |
goes to find them |
01:49 |
VanessaE |
us|0gb: Buildcraft, zombie-something, starvation-game, one or two others. |
01:53 |
E4xoi |
hmmmmm: that was the idea.. |
01:53 |
celeron55 |
hmmmmm: it ultimately is a matter of what somebody is willing to make well |
01:55 |
celeron55 |
including future maintainability (which kind of falls on all of us) |
01:55 |
hmmmmm |
all I'm saying is that we can have it all - one less dependency, complete reverse compatibility, flexible protocol, the speed of TCP, etc. - if we're willing to wait for good things |
01:56 |
celeron55 |
running tcp and udp side-by-side isn't exactly flexible compared to a well-behaving fully udp-based thing |
01:56 |
celeron55 |
almost everything is a compromise |
01:56 |
celeron55 |
or, well, everything |
01:57 |
hmmmmm |
what's inflexible about it |
01:57 |
hmmmmm |
you can use udp for the hole punching if that's why you're worried |
01:57 |
us|0gb |
The screenshot images don't seem to be loading for me, but I managed to find the pages. |
02:00 |
celeron55 |
hmmmmm: how do you do congestion control? the only way really is to hope that tcp doesn't fill the connection so much that bursts of udp packets won't be lost, and send all udp packets right away hoping that there is still space for tcp traffic |
02:01 |
celeron55 |
something like enet (either enet itself or a fixed version of what minetest uses now) gives more control to that kind of behavior |
02:03 |
hmmmmm |
hwo does enet do that? |
02:03 |
celeron55 |
and then, even if tcp and udp are used simultaneously, minetest will still need reliable udp transfers because some things need to be sent reliably with minimal latency (which won't happen if there's a bunch of mapblocks waiting for transfer in a tcp buffer) |
02:03 |
hmmmmm |
that's fine, we already have reliable udp |
02:04 |
celeron55 |
what do you think about NIH? thexyz always thinks it's inherently bad |
02:04 |
hmmmmm |
using NIH things means we lose backwards compatibility |
02:04 |
hmmmmm |
I think it's REALLY cool that we can still connect to 0.4.4 servers |
02:04 |
celeron55 |
we don't need infinite network backwards compatibility; it's not an issue here |
02:04 |
hmmmmm |
and a lot of other people do too probably |
02:04 |
celeron55 |
the goal is to make a decision that will be usable for years to come |
02:07 |
celeron55 |
if it's compatible with what there is now, fine; but it's weight should be minimal and it should only matter in an otherwise tie situation |
02:07 |
celeron55 |
its* |
02:09 |
hmmmmm |
maybe you're right, i'm putting too much weight into this |
02:09 |
hmmmmm |
it's just a damn video game |
02:09 |
celeron55 |
i think that the real issue with enet is that it lacks stuff like advanced handling of threads and ipv6; so we'd need to implement stuff ourselves in any case |
02:12 |
celeron55 |
if we were infinitely good at doing things, the right thing to do would be to modify the current network stack to be as good as enet but with containing all those details we want from it, and then even make it a library so that everyone can take advantage of it (because obviously something like that isn't available; otherwise we'd use it rather than make it ourselves) |
02:12 |
celeron55 |
sapier seems to be willing to do that (excluding the library) and he already started, but i have no idea how good it will/would be |
02:13 |
celeron55 |
and kahrl thinks tcp+udp would work best |
02:14 |
hmmmmm |
i agree with kahrl here |
02:14 |
hmmmmm |
if we know what we need to do to make it better, we can just do that with our own code |
02:17 |
celeron55 |
majority vote goes to tcp+udp then |
02:17 |
celeron55 |
or, well, some kind of vote |
02:18 |
iqualfragile |
udp+tcp seems to be the best idea to me, too |
02:22 |
iqualfragile |
it does increase the work for server administators a bit (forwarding/allowing two ports) but thats allmost nothing |
02:23 |
iqualfragile |
but out of order reliable delivery would be nice (think enet contains that) for nodes |
02:23 |
celeron55 |
oh there's also yet another point here: if we continue to use an everything-over-clever-udp approach, then the internal interfaces of minetest stay pretty much the same; if adding tcp to the mix, then stuff there needs to be modified to send things with the correct method (tcp/udp/reliable_udp) and to do stuff suitably for it (i think for block sending there currently is a direct feedback from the low level packet sending queue size ... |
02:23 |
celeron55 |
... to the block sending logic, limiting the rate and keeping the queue small so that if a player moves, unnecessary blocks aren't sent from some huge accumulated queue) |
02:25 |
iqualfragile |
blocks would be tcp/ reliable out of order udp anyways |
02:25 |
iqualfragile |
(contrary to player movements which should be delivered via udp) |
02:26 |
celeron55 |
iqualfragile: you're wrong in half of the things you say |
02:26 |
iqualfragile |
please do correct me |
02:26 |
celeron55 |
"blocks would be tcp/ reliable out of order udp anyways" <- that doesn't make any sense whatsoever, or at least it doesn't add any information to anything |
02:27 |
celeron55 |
and tcp and udp can have the same port, leading to no effort from anyone's part |
02:27 |
iqualfragile |
udp and tcp ports are seperate entities |
02:28 |
hmmmmm |
block sending is something that I want to rip out and redo anyway |
02:28 |
celeron55 |
yes but every UI allows you to filter/unfilter both at the same time |
02:28 |
hmmmmm |
ugh |
02:28 |
iqualfragile |
not rue |
02:28 |
iqualfragile |
not true |
02:28 |
hmmmmm |
who thought that block sending algorithm was good |
02:28 |
iqualfragile |
like 50% i have seen do not |
02:29 |
celeron55 |
out of order delivery of large packets would be useful; with TCP we don't get it and it doesn't make sense to implement it for UDP if we use TCP for large data |
02:29 |
hmmmmm |
basically what I think we should do is see what enet does right and see what we do wrong, fix reliable UDP packets a bit, but don't rely on them and instead use TCP for the real work |
02:30 |
hmmmmm |
if out of order delivery is so good, why is it that virtually all file transfer protocols are TCP based |
02:30 |
celeron55 |
because latency doesn't matter in bulk file transfer |
02:30 |
hmmmmm |
I only see it increasing latency a tiny bit, which again, doesn't really matter for bulk transfers |
02:30 |
celeron55 |
in a game hiccups like that do matter |
02:33 |
celeron55 |
it's also ridiculous that internet audio streams have buffers of many seconds just because tcp just can't drop any bit from the data before giving the rest to the application |
02:33 |
celeron55 |
but anyway, we can live without it |
02:34 |
hmmmmm |
and udp would need the same in case of dropped packets |
02:34 |
hmmmmm |
unless you like skipping |
04:02 |
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04:57 |
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05:22 |
thexyz |
okay so we're going with tcp+udp now? |
05:27 |
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05:39 |
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06:00 |
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06:00 |
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06:29 |
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06:30 |
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06:30 |
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06:34 |
thexyz |
hm... it seems sapier got a bit upset by the fact i didn't notice his messages about 10 hours ago |
06:52 |
thexyz |
I think we should at least compare enet performance to such of UDP+TCP+whatever else you guys come up with |
06:54 |
E4xoi |
i would use udp or tcp, not both |
06:54 |
thexyz |
code this then! |
06:55 |
thexyz |
I should already begin the testing |
06:56 |
thexyz |
for now I only compared to proller's magical improvements using media transfer; with enet it takes about 14.5 seconds to receive the ~10 megabytes cache; with proller's magic fixes it took me more than 2 minutes and then I turned it off because there was no real progress |
06:56 |
thexyz |
if sapier can fix it with his something something fixes and make it better than enet then I'll eat my^W^W be very surprised |
06:57 |
E4xoi |
haha |
06:57 |
VanessaE |
fwow it takes me 30 seconds to pull 35 MB from my media server with httpfetch. |
06:57 |
VanessaE |
fwiw* |
06:58 |
thexyz |
yes, I'm not talking just about fetching media, the whole connect from pressing the button to displaying the blocks on screen |
06:58 |
thexyz |
I should just dd some random big file but that's not the point |
06:58 |
thexyz |
so, we've decided to do TCP+UDP in the end; have we decided who' |
06:58 |
thexyz |
who's going to code it? |
07:08 |
thexyz |
anyway, I'll do a more proper test (with Minetest master and 100 megabytes) later |
07:11 |
VanessaE |
thexyz: I retested. 25 seconds from "[Connect]" until the world appeared. 26MB for the cache plus whatever amount it took to get the initial bit of world to display. |
07:12 |
VanessaE |
(I removed MOBF and Simple MOBs since the previous figure, hence the difference in size) |
07:13 |
VanessaE |
100% of the media was received via httpfetch. |
07:17 |
VanessaE |
about 19 seconds on the second login, with the cache already populated |
07:18 |
E4xoi |
we can't rely 100% on an external httpd, unless you make curl a 'forced' dependency |
07:19 |
VanessaE |
E4x-dyslex-io: I already tried that argument months ago. |
07:19 |
E4xoi |
haha |
07:20 |
VanessaE |
excuse me..E4-dysle-xio ;) |
07:20 |
VanessaE |
that works better ;) |
07:23 |
thexyz |
VanessaE: this actually is meaningless; you should test enet and curl-less minetest now to be able to compare those |
07:23 |
VanessaE |
not really interested, honestly. I just provided the benchmark for the sake of comparison, not competition. |
07:24 |
VanessaE |
I already know how fast (not) curl-less minetest is... |
07:24 |
VanessaE |
6-24 kBytes/sec at most depending on how much grunt the server's CPU can muster. |
07:24 |
E4xoi |
but enet? |
07:32 |
thexyz |
fine, you're the one who have always been asking us to fix lags and do something about slow media transfers |
07:32 |
thexyz |
but when something like this happens you're no longer interested in it |
07:33 |
thexyz |
those results you gave are pointless because they're true only for your setup |
07:33 |
VanessaE |
er... |
07:33 |
VanessaE |
I'm not the only one having problems, I'm just the only one who bothers to complain about it :P |
07:37 |
VanessaE |
I'm just not much in a "let's just test this on yet *another* server when I've already got enough to do" mood. |
07:38 |
VanessaE |
I've countered most of the problem with httpfetch, the rest I figured I'd just let happen however you guys plan to, which is how it always happens *anyway* |
07:53 |
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09:11 |
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09:16 |
xyz|imaginary |
can someone explain what is m_peer_id used for on the client? |
09:24 |
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09:24 |
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09:26 |
xyz|imaginary |
lol |
09:26 |
xyz|imaginary |
it eats 100% of cpu apparently because it's too fast |
09:26 |
xyz|imaginary |
without enet receive() in server thread takes about 30 ms every step on localhost |
09:27 |
xyz|imaginary |
with enet it's 0 |
10:05 |
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10:13 |
xyz|imaginary |
celeron55: did you reply to google btw? |
10:14 |
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10:18 |
celeron55 |
xyz|imaginary: not yet |
10:18 |
celeron55 |
xyz|imaginary: i'm not exactly motivated to do that but i guess i will some day |
10:18 |
xyz|imaginary |
fine, I think just giving them link to github and proving that they use minetest is fine |
10:31 |
celeron55 |
for that a file list and something like objdump output of the library file could be useful |
10:32 |
celeron55 |
closed source is a bitch because it's closed |
10:34 |
proller |
NO sense to make tcp rakes now! |
10:35 |
proller |
you can change 5 lines in connection.cpp ang get 10mbps transfer (and backward incompatibility) |
10:36 |
proller |
if you cant find this 5 lines - DO NOT make tcp shit, it will bad as current |
10:46 |
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10:51 |
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11:04 |
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11:15 |
thexyz |
celeron55: by the way, builtin lua stuff is not closed source for obvious reasons |
11:17 |
celeron55 |
thexyz: have you diffed it? |
11:17 |
thexyz |
no |
11:17 |
thexyz |
also how do i find the exact revision? |
11:18 |
celeron55 |
well shit, it's nearly impossible |
11:19 |
celeron55 |
i'd hope it's exactly 0.4.8 but it's just as likely to not be |
11:49 |
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16:00 |
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16:04 |
troller |
mt can send 5-6 mbps with small tune of connection.sh |
16:15 |
thexyz |
ssshhhhh |
16:16 |
thexyz |
submit a patch |
16:21 |
troller |
not compatible and not very stable speed |
16:21 |
troller |
https://github.com/proller/freeminer/tree/fast |
16:21 |
E4xoi |
that with the nick troller; sounds like trolling |
16:21 |
E4xoi |
;) |
16:22 |
thexyz |
then there's not very much point in doing it |
16:22 |
thexyz |
because it neither compatible nor good |
16:23 |
troller |
if leave 512b packet - it will be ~compatible and ~3mbps |
16:24 |
thexyz |
if we switch to enet we won't have to tune the current connection code anymore |
16:41 |
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16:47 |
thexyz |
> can someone explain what is m_peer_id used for on the client? |
17:04 |
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19:44 |
PilzAdam |
sapier, why does tab close the menu? |
19:44 |
sapier |
no idea |
19:44 |
sapier |
didn't program this on purpose (if it was me to program it) |
19:45 |
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19:50 |
ShadowNinja |
Theylast mentioned that they based their app on 0.4.8. And actually you can compile Lua to bytecode if you want to keep it closed source. |
20:01 |
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23:40 |
VanessaE |
All right that does it |
23:40 |
VanessaE |
We need to add something to Minetest server that can officially ban the Buildcraft client and its relatives. Somehow. |
23:41 |
VanessaE |
until such time as it becomes properly compliant, I do NOT want users connecting to my servers with it. |
23:41 |
VanessaE |
and since we can't fix the compliance short of complaining, hence my suggestion to block it. |
23:41 |
VanessaE |
if users can't connect to minetest servers, they'll go "Buildcraft is crap!" without knowing it's minetest. |
23:42 |
VanessaE |
downloads drop off, their project dies. |
23:42 |
kaeza |
that is hard to do, if not just plain impossible |
23:42 |
VanessaE |
there must surely be some way |
23:43 |
kaeza |
see the User-Agent string in browsers; the Buildcraft people will just change it, while it will also bring problems to people using the latest release/previous git commit(s) |
23:43 |
VanessaE |
true. |
23:44 |
hmmmm |
it's possible |
23:44 |
hmmmm |
but I think we'd be violating the GPL |
23:44 |
VanessaE |
do we have to be interoperable to a project that is itself violating our license? |
23:44 |
hmmmm |
oh, and it would break ALL development versions |
23:45 |
VanessaE |
yeah.... |
23:45 |
hmmmm |
what a lot of game companies do is add integrity validation |
23:48 |
hmmmm |
hmm! it may be doable |
23:49 |
hmmmm |
but implementing it would take quite a bit |
23:49 |
hmmmm |
for every commit to master, we create a new version to challenge response set |
23:49 |
hmmmm |
and this is centralized of course |
23:49 |
VanessaE |
would it be worth the effort? |
23:49 |
hmmmm |
no |
23:50 |
hmmmm |
so people could enable/disable client validation on their servers of course |
23:50 |
hmmmm |
if it's enabled, the server asks the central auth server to set up a challenge for this client |
23:50 |
hmmmm |
it then directs the client to connect to the auth server, request a new validation module, download and execute it |
23:50 |
VanessaE |
meh |
23:50 |
VanessaE |
overcomplicated |
23:50 |
hmmmm |
then it spits back the result |
23:51 |
hmmmm |
if the check is okay with the claimed version, then the auth server recognizes that client and then notifies the server it was connecting to |
23:51 |
hmmmm |
which then allows the client to connect |
23:51 |
hmmmm |
of course this would be trivial if everything were proprietary |
23:51 |
hmmmm |
with everything completely open source, this gets more complicated |
23:51 |
hmmmm |
at least I mean if you make the authentication scheme open source |
23:52 |
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23:52 |
hmmmm |
it would involve writing a set of base code, and the algorithm that is actually executed on the client machine is polymorphed at runtime |
23:52 |
kaeza |
...or you could just tell every Buildcrap user to fuck off ;) |
23:52 |
VanessaE |
kaeza: I already do that, though more politely. |
23:52 |
hmmmm |
and of course there's the entire security issue with that |
23:52 |
kaeza |
s/Buildcrap user/user mentioning he's using Buildcrap/ |
23:53 |
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smoke_fumus joined #minetest-dev |
23:53 |
hmmmm |
there could also be a central ban service |
23:53 |
hmmmm |
like MCBans |
23:53 |
VanessaE |
hmmmm: I was thinking something far simpler. idk what exactly, because anything I could suggest rides dangerously close to (or gets directly into) DRM territory |
23:53 |
VanessaE |
which is precisely where I refuse to go |
23:53 |
hmmmm |
lol |
23:54 |
VanessaE |
code fingerprinting, et al. |
23:54 |
hmmmm |
there's nothing simpler |
23:54 |
hmmmm |
no, this would be code fingerprinting in effect |
23:54 |
hmmmm |
if you build it into the client itself then somebody can just fudge it to return the correct challenge responses every time |
23:54 |
VanessaE |
right |
23:54 |
VanessaE |
fundamental problem with any DRM scheme |
23:55 |
VanessaE |
(and face it, this is DRM) |
23:55 |
hmmmm |
we'd probably have more success with a global ban list |
23:55 |
VanessaE |
perhaos |
23:55 |
VanessaE |
perhaps |
23:55 |
kaeza |
I think a centralized ban list would be simple enough |
23:55 |
VanessaE |
and there have been calls for such a thing already |
23:55 |
VanessaE |
for just regular minetest usage |
23:55 |
hmmmm |
it doesn't exist for minetest yet..? |
23:55 |
VanessaE |
no, it does not |
23:56 |
VanessaE |
should be trivial to make though |
23:56 |
VanessaE |
we have cURL, so 90% of the work is done already |
23:56 |
VanessaE |
(but we all know about that last 10%......) |
23:56 |
VanessaE |
but again, worth the effort? |
23:57 |
kaeza |
this could be done in a mod... if only Lua could connect to the internet without ugly hacks (/me points to IRC mod) |
23:58 |
kaeza |
didn't Jeija have a pull request for HTTP access from Lua? |
23:58 |
hmmmm |
I'm not too crazy about the fact that there is internet connectivity from a mod |
23:59 |
VanessaE |
kaeza: I believe he does have such a pull, yeah |
23:59 |
VanessaE |
hmmmm: no worse than we have now, any mod could already access the internet anyway |
23:59 |
VanessaE |
either via the IRC mod, or os.execute() plus some clever scripting. |