• Re: Galactic Dynasty Res

    From apam@21:1/126.1 to Blue White on Fri Jun 5 21:41:32 2020
    Blue White wrote to apam <=-

    apam wrote to Blue White <=-

    Oh I just love those sometimes works sometimes doesn't bugs :P

    I am wondering if it has something to do with the Net 1 node connecting directly with Avon, while the Net 4 node does not?

    But actually that turns out not be the case. My mail comes through
    4/100, but I connect directly with 1/10 for the games. :O

    Yep, I had forgotten about this - but yeah, all the packets are coming
    through the 1/10 Games hub. It could have been a packet that didn't come through for some reason - or something else.

    It sure looks like the code is the same... main.c is the same file size and everything. But this node is in a pi, while the other is on a
    x86-64.

    Yeah, this shouldn't be a problem, I'm fairly sure the pi is the same
    endianess - and even if it's not, it should be converting packets anyway.

    The only other thing I can think of is some kind of issue with using 64
    bit integers.

    I think for now I'm just going to leave it, and see if over time we can
    get any more data about what's happening. It would be interesting if
    for example it only happens on Pis, but given a reset packet looks like
    every other packet, it's a bit hard to tell if you get one or not and
    the logs can't log what you don't get :)

    Andrew

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  • From apam@21:1/126.1 to Spectre on Fri Jun 5 21:41:32 2020
    Spectre wrote to apam <=-

    Oh I just love those sometimes works sometimes doesn't bugs :P

    Sometimes it works, sometimes it bugs :) What tells it to reset?

    There is a switch to the game to send out a reset packet, the nodes
    will only obey if it comes from node 1 though.

    The game is supposed to update the game id and then run reset.sh
    (or reset.bat depending on platform).

    Andrew

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  • From apam@21:1/126.1 to Black Panther on Fri Jun 5 21:41:32 2020
    Black Panther wrote to apam <=-

    On 04 Jun 2020, apam said the following...

    Oh I just love those sometimes works sometimes doesn't bugs :P

    Those are the best, aren't they? ;)

    Haha...

    This interbbs game thing via FTN is pretty hard given the number
    of points of failure, and trying to make it so it doesn't burp
    when packets go missing. Unfortunatly the reset packet is one
    that when it goes missing I'm not sure how to compensate.

    I suppose, getting a packet of a higher game id for the same
    league could imply a reset if a specific reset packet hasn't been
    received.

    That would mean no running 2 games in the same league though.

    Andrew


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  • From Spectre@21:3/101 to apam on Sat Jun 6 11:15:00 2020
    There is a switch to the game to send out a reset packet, the nodes
    will only obey if it comes from node 1 though.

    Maybe some aren't seeing the packets come from node 1? Ponder... shrug.. good ìluck

    Spec


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  • From Spectre@21:3/101 to apam on Sat Jun 6 11:21:00 2020
    packets go missing. Unfortunatly the reset packet is one that when
    it goes missing I'm not sure how to compensate.

    Do the packets contain the new game number? If they do just send two for ìredundancy and if the reset matches the number already. It got the first one ìalready.

    Spec


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  • From Black Panther@21:1/186 to apam on Fri Jun 5 22:03:40 2020
    On 05 Jun 2020, apam said the following...

    This interbbs game thing via FTN is pretty hard given the number
    of points of failure, and trying to make it so it doesn't burp
    when packets go missing. Unfortunatly the reset packet is one
    that when it goes missing I'm not sure how to compensate.

    I'm finding that out as well. The project I've been working on will have (I hope) InterBBS capabilities, but I've kinda re-designed the conventional methods... :)

    I suppose, getting a packet of a higher game id for the same
    league could imply a reset if a specific reset packet hasn't been received.

    As long as it came from the hub, showing the higher game id, I could see that working. I'm guessing there is also game id checking at the hub level as
    well. I haven't looked that close at your code lately... :)

    That would mean no running 2 games in the same league though.

    How would it require 2 games? It should work with 1 game running...


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  • From apam@21:1/126 to Black Panther on Sat Jun 6 14:49:07 2020
    That would mean no running 2 games in the same league though.

    How would it require 2 games? It should work with 1 game running...

    It wouldn't require 2 games, but you couldn't run 2 games with the same
    league number but different game ids. I don't think anyone does that
    though.

    Andrew

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  • From Black Panther@21:1/186 to apam on Fri Jun 5 23:20:26 2020
    On 06 Jun 2020, apam said the following...

    It wouldn't require 2 games, but you couldn't run 2 games with the same league number but different game ids. I don't think anyone does that though.

    Ahhh, I didn't read close enough... I'm not sure any networks have 2 games running...


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