02:42:58 -!- amalloy is now known as amalloy_ 02:46:08 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-305-gd21a89c 04:02:11 Evening, folks. I'm having trouble building from source on my ubuntu machine. When I'm trying to install libsdl2-dev it's complaining about broken packages. 04:02:11 nikitamog: You have 1 message. Use !messages to read it. 04:02:22 !messages 04:02:23 (1/1) gammafunk said (about 1y 25w 3d 12h 4m 57s ago): The prereqs you need for Fedora/Debian are listed starting at: https://github.com/crawl/crawl/blob/master/crawl-ref/INSTALL.txt#L113 04:02:53 Sweet. Bots rule. 04:03:59 hah 04:04:12 was that 1.5 year old message actually relevant to your problem? 04:04:27 hrm, seems not 04:04:38 you say you're trying to install libsdl2-dev and it's complaining 04:04:54 that's a problem with your system or with the command you're using to install the package 06:46:02 -!- pearofan1uish is now known as pearofanguish 07:32:32 Scores screen after death sometimes highlights the wrong character. 13https://crawl.develz.org/mantis/view.php?id=11431 by NormalPerson7 08:42:33 -!- Fixer_ is now known as Fixer 09:22:04 -!- MadCoyote is now known as FunkyBomb 09:43:01 is libsdl2-dev really needed if you're building from contribs? 09:43:27 I guess mantis needs to install libsdl2-dev (for reasons I've never fully understood) 09:43:32 er 09:43:33 travis 10:43:09 I'm trying to follow https://crawl.develz.org/wiki/doku.php?id=dcss:server:setting_up_dgamelaunch_and_webtiles and I'm a bit confused. 10:44:33 In step 13.4 we're configuring a user "terminal" who hasn't been previously mentioned; in step 0 we set up a user 'crawl' who doesn't seem to do much, but we also gave them full sudo access (well, I didn't) which doesn't seem like something the console login user would want 10:45:58 & in step 12 the "crawl" user gets a bunch of permissions and it's not clear why since I'm still not sure what they do. 10:46:45 yeah, those instructions are not easy 10:47:05 it usually needs help from someone who's done it before 10:47:42 I'm afraid I don't know much about it...in the past gammafunk has been able to help people, if he's around 10:47:48 ... and, I guess, no-one who has is about? :-( 10:49:04 Hm, thanks, I'll wait and see if gammafunk wakes up 10:53:43 from a place of mostly ignorance, I'm guessing `terminal` should be replaced with whatever the name of your ssh user is 10:53:54 e.g. "crawler" or whatever 10:54:35 I think the crawl process actually runs as user `crawl` 10:56:45 Ahhh. /usr/local/sbin/dgamelaunch is setuid, so 'terminal' or whatever will be able to invoke a process as 'crawl'. So I think it is a separate user. It's all a bit mysterious, but let's try it out. 10:57:12 yeah, that seems right 10:58:29 Oh, the other thing I don't think I have is the public key corresponding to the widely distributed cao_key private key 11:01:05 heh that's a bit backwards isn't it 11:02:03 This is all a bit extra confused because years ago I ran dgamelaunch on here for another roguelike altogether and there's vestiges of that configuration around 11:02:45 Anyway, off for a bit - thanks 11:32:59 gammafunk: do you have a description somewhere of how exactly you do the cross-compiled builds? i.e. what exact build options? 12:27:53 -!- amalloy_ is now known as amalloy 14:31:37 What do you guys think of Faerie Dragon? 15:12:25 -!- thurin is now known as uprime 16:43:13 sanka (L1 VSNe) Crash caused by signal #6: Aborted (D (Sprint)) 16:50:45 I seem to have got it going but oddly enough there doesn't seem to be a 10-second wait before a disconnected game restarts, I dunno if this is a known issue... 17:05:34 ssh shouldn;t make you wait if it gets the SIGHUP in a timely manner. web stuff has no notion of "lost connection" as such 17:14:32 geekosaur: Mmm. But on a public server almost any disconnect makes me wait 10 seconds. On the one I just set up it doesn't. 17:14:58 geekosaur: Also, do you know, please, where I can get the public key corresponding to the cao_key private key? 17:15:21 if you;re tesing on the same machine, you can;t test this for ssh right. you'd have to pull the plug between two machines to simulate it. 17:15:43 because the SIGHUP will be delivered if you abort it any normal way 17:15:55 I am sshing in 17:16:50 I have just followed https://crawl.develz.org/wiki/doku.php?id=dcss:server:setting_up_dgamelaunch_and_webtiles and once I fixed the stuff that seems to be wrong, I have a dgamelaunch server 17:17:36 if you are sshing in to a machine that is directly or locally connected then you cannot simulate connection loss properly. the network stack will catch the disconnect quickly 17:18:07 you may have to ask |amethyst or maybe gammafunk about the pubkey. I think |amethyst has a dgl config repo somewhere? 17:18:23 which should hopefully have both keys 17:18:26 I'm not sshing into a machine that is directly or locally connected. It's in another city. 17:18:45 I've got the dgl repo but if that key is in there I can't find it (which is not to say it ain't in there) 17:19:22 Pinkbeast: the public key can be derived from the private key 17:19:25 there's two repos IIRC. one is the modified dgl, the other is made an older copy of, iirc, cszo's actual configuration 17:19:41 eg, something like: $ openssl rsa -in cao_key -pubout -out cao_pubkey 17:19:49 amalloy: Oh god I'm an idiot. Thank you 17:20:30 and I'm just going to back off about the network because I'm obviously not making any sense to you about how networks operate. 17:20:37 geekosaur: And odds are I have the wrong one which is why it only goes up to 0.17 and keeps wanting to impersonate cszo 17:20:50 geekosaur: No, please explain 17:21:00 short version is that if it got anRST packet then the game will be shut doewn and unlcoked. if the disconnect caused the network connection to be left dangling, then it needs to use the timeout 17:21:10 *unlocked 17:21:18 I'm disconnecting in exactly the same ways. 17:21:30 over wide area netyworks, many but not all disconnects will invoke the timeout 17:22:53 complicated by things like routers with NAT, where if you get disconnected by NAT timeout your router would need to run something like DD-WRT/OpenWRT to deliver the RST on retry, otherwise it looks like the other side just went away and you have to wait out network timeouts 18:02:14 -!- svendre_ is now known as svendre 18:51:48 -!- giantbatt is now known as giantbat 19:35:30 advil: docs/develop/release/guide.txt has the cross-compilation command I use, although I don't include the LTO=y shown there 20:13:28 flinch (L27 DsFi) Crash caused by signal #11: Segmentation fault (Hell) 20:21:27 -!- amalloy is now known as amalloy_ 20:37:15 -!- amalloy_ is now known as amalloy 20:42:09 !crashlog 20:42:17 19122. flinch, XL27 DsFi, T:127120 (milestone): https://underhound.eu/crawl/morgue/flinch/crash-flinch-20180331-001326.txt 21:05:12 !lg * recent s=month(end) -graph 21:05:14 1348186 games for * (recent): https://shalott.org/graphs/0c8e4a0ce664b5dd31ab1e5fd443cb99966a3bda.html 21:05:23 what am I doing wrong 21:41:01 doing wrong? 21:54:55 that graph is just a single bar on a weird axis 21:55:41 I swear I've used that recipe like a million times to plot counts by time 21:56:16 oh hm 21:56:23 something weird with firefox, it renders in chrome 21:58:19 oh, yeah it renders fine for me 22:40:48 Player Ghost Spawned Twice 13https://crawl.develz.org/mantis/view.php?id=11432 by Pekkekke