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Messages - Jailout2000

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Support / Re: Bug tracker: 502 bad gateway
« on: March 20, 2011, 08:40:08 pm »
Hey, I've tried to use the bag tracker, however always receive a "502 bad gateway" error.
is there a specific reason for this? perhaps just a temporary outage?
This bug tracker?

It's giving me the same error.

Support / Re: Integrated Groups, Permissions, and Commands UI.
« on: March 19, 2011, 10:38:59 am »
I think there's someone working on it already. I don't know when they (those working on the mineserver project) will have permissions finished.

Last I knew, they had a duplicate system (well, leftovers from an old one that isn't implemented anymore, and a newer one that I'm not sure of its capabilities).

Plugins / Re: The new Plugin API
« on: March 19, 2011, 10:31:48 am »
The best thing that may happen to this c++ project that is awesome is that it in some way could replace minecraft_server.jar and could be used with other java language.
It's not made in java, so I don't see how it could be used in the "java language"...

before this project will develop everything all by himself.
What? This server is open-sourced and is developed by many people, not just one single person.

Also... is build at
is the newest one? Cause I installed it and seems to have some bugs that should be repaired from that what I can read here...
That's not even the project.

That's what you should refer to see which one is the "newest one"... it shows a graph of which fork is the newest from each other. The one by fador, which is at the very top, is the root of the project (it was what all the others were forked from).

From the time of this post, fador's mineserver (the one all the others were forked from) is the newest/latest version you can get.

Development / Re: Plugin API vulnerabilities
« on: March 18, 2011, 11:10:32 am »
Please delete all the posts not on topic.
I was going to say split the topic into two, but that works too.

Dude, adding on to that xoft, I notified that someone f***ed up mineserver's source code. Now when I try to build it on Windows using VS2010, it errors saying can't find function "abs" or something like that. I can get the exact error and file output if needed, but I'm sleepy and too lazy right now.

Indeed, it needs major fixing.

Edit: Actually, here's the error I'm getting, which apparently I'm not the only one:

get a basic redstone mod working.

Development / Re: Plugin API vulnerabilities
« on: March 15, 2011, 04:54:05 am »
I think you underestimate the speed of todays CPUs.
As far as i know threads should only be used when things block on IO or take a lot of time
and can't be done non-blocking.

I think it might be feasible to spawn one thread or process for a regions of a certain size,
because chunks are independent from each other in theory.

Oh, and i fact, threads only boost performance on Multi-Core processors.

Quit being an idiot. No reason to multi-thread? Is this a joke?
Either you're misinformed, or trollin'.

Ligustah, you're wrong on so many levels. Multi-core processors are not the only thing that can benefit multi-threading. There's this other technology which has been around for just as long if not longer, called Hyper-Threading. My CPU actually has it (and runs on a single-core).

With Hyper-threading, two threads can be executing at the same time on ONE cpu core. If you have a dual core with hyper threading, then four threads can execute at the same time. Likewise, if you have a dual core without hyper threading, only two threads will execute at a single time, providing the process is capable of running on more than one core.

Also, "today's CPUs" -- really? Are you forgetting some people still run their "servers" on old pieces of silicon?!

Development / Re: Unified building
« on: March 06, 2011, 01:43:26 am »
I'm using the (officially unsupported) VS2008 Express to build MineServer and it keeps getting more and more difficult with each source update.
I just use the do_build.bat file; it never generates errors for me unless they make a major change in the file structures. I can even include plugins and such. However, it does generate warnings, mostly when it detects lossy conversions (int to byte, etc.).

Anyways, I like the idea as well, but whatever is chosen needs to be easy to work with across all platforms. I haven't been able to get anything except VS2010's tools to work on Windows.

Discussion / Re: MC Server compatibility or SQLite database?
« on: March 04, 2011, 12:56:40 am »
is willing to implement it. I had considered it
Plugins are cool.

I wonder if plugins can take over the world loader/saver for everything except chunk files...

Support / Re: Updating files
« on: March 02, 2011, 02:45:16 am »
Does the /reload cmd update the server if I made changes to the roles.txt and such? or is there no such cmd yet?
Nope not currently :)
On a side-note, there was a /regen command which re-generated lighting on the chunk you were at (or all chunks, I forget). I don't think this command has been rewritten since the Mineserver plugin update either.

Discussion / Re: MC Server compatibility or SQLite database?
« on: March 02, 2011, 02:42:28 am »
Kika64 on IRC pointed out a recent update for minecraft to me.

This seems like a good improvement. I see that it is already on the todo list.
That would just make it tougher on SQL since there's more than one chunk per record, in that case. Then again, if you're going in SQL, it may just be different anyway... why follow Notch's format?

Discussion / Re: Interesting mods
« on: March 02, 2011, 02:40:31 am »

Discussion / Re: MC Server compatibility or SQLite database?
« on: March 01, 2011, 07:33:03 am »
My thought is it is probably better to store map and user data in a databases, such as sqlite, rather than as a set of flat chunk files. It would require a good bit of refactoring, but there would definitely be a significant performance improvement.
The chunk files store (roughly) one byte per block in a chunk; that's equivalent to 16*128*16, which is 32,768 bytes per chunk.

If you wanted to place an entire chunk within an SQL engine, it would need to be built for performance, which is possible but most users don't build their databases and tables for data loading/saving that much at a time.

In other words, I don't think SQL would be the best choice for world chunks; keep it as flat files in my opinion.

However, SQL for other data such as player data/inventory, world time, user permissions, etc. could be transferred to SQL since there's little to work with at a single moment; and for what there is, it takes little to no effort to read/write it in SQL.

Also, the whole SQL idea was brought up a while ago, but I forgot by whom and when.

The way I see it, the point of this project is to make up for the design mistakes made with the original Minecraft server.

I don't know much about the how the current map data is stored in mineserver, but at first glance it looks very similar to how the original server was implemented.
Yes, mineserver is meant to be an improvement over the original "vanilla" server. That doesn't mean, however, that we don't implement its concepts and features. Being that it's written in C++, those same concepts and features will run better, since code is being ran natively on the CPU instead of in an interpreter ran in a JVM (Java Virtual Machine).

Besides, many people (including myself) wish to use mineserver, but have the exact same, if not close to, the features that the vanilla server has. And because of how mineserver is being written, it'll be easy to implement our own ideas, even our own recipes for furnaces/workbenches (which means one could make a stone block turn into a diamond pickaxe, if one wanted to, or one could also smelt a sapling and turn it into wood, again if one wanted to).

I'm curious what everyone's thoughts on this issue are.
I'm not trying to harp on you, but I am giving you insights as to why some things are done the way they are, and why some things haven't been done yet.

In fact, that's what these forums are for--to discuss what mineserver is, will be, and what it can do.

- Jailout2000

Support / Re: "Socket had no data to read"
« on: February 26, 2011, 03:57:09 am »
This all is a known bug that someone introduced recently.

Development / Re: World storage
« on: February 23, 2011, 08:48:06 am »
The new storage format introduced in 1.3 uses way less files.
The world i have used to consists of about 22,000 chunk files,
and in the new format it's 51 now.
What's the new format based on? Maximum bytes per file? lol.

No really... tell me more.
Okay that tells me what I wanted to know.

32x32 (X*Z) = 1024 chunks = 1 file, instead of:
1 chunk = 1 file

1024:1 instead of 1:1, is what it narrows down to.

Much better, indeed. Larger files instead of many files, here we go!! lol. Hope no one uses that ancient FAT/FAT32 filesystem ;) (those with flash drives, for example)

- Jailout2000

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