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Server Help | ASSS Wiki (0) | Shanky.com
Another chatnet client
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pixelsoft
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PostPosted: Sun Feb 29, 2004 4:35 am    Post subject: Reply to topic Reply with quote


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-Smong-
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PostPosted: Sun Feb 29, 2004 10:27 am    Post subject: Reply to topic Reply with quote

This is because I only check for the newline character at the end of the line. So if you go back and edit a spelling mistake and hit enter, not much will happen (unless the mistake was in the last word typed). Only the first line gets processed by the server anyway.

I can do two things here:
1. No change, but the chat area only updates what was sent, not what was typed.
2. Hitting enter anywhere on the line makes all present text get sent as one line only.

BTW, there is a bug in sending "team messages. The fix will be released when this new line thing gets solved.
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CypherJF
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PostPosted: Wed Mar 03, 2004 3:28 am    Post subject: Reply to topic Reply with quote

Hath saved my life. 5 stars to you icon_smile.gif .. too bad its ASSS only :/

as my HD crashed, i had to resort to running linux off of a CD :X and so I was able to use ChatNet to talk to fellow SSC peeps through Hyperspace icon_smile.gif yey!
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Smong
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PostPosted: Thu Mar 04, 2004 3:31 pm    Post subject: Reply to topic Reply with quote

v035
auto commands are now sent through the internal command handler (so you can do stuff like ?namelen=2 straight away)

v036
fixed sending remote freq messages

v037
fixed <return/enter> anywhere on the input line (pixelsoft)

linux screenshots:



Last edited by Smong on Wed Jun 02, 2004 6:49 am, edited 1 time in total
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D1st0rt
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PostPosted: Thu Mar 04, 2004 6:12 pm    Post subject: Reply to topic Reply with quote

rofl, quickening XD
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Qndre
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PostPosted: Fri May 07, 2004 5:26 pm    Post subject: Reply to topic Reply with quote

The client wrote:

Connection refused (TCP)

It's because...
Smong wrote:

It only works with Asss servers.

Why do you use TCP instead of logging in using UDP like a normal client would? Is it more complicated? Would give you the opportunity to log in @subgame2 as well!
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Smong
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PostPosted: Fri May 07, 2004 6:19 pm    Post subject: Reply to topic Reply with quote

'Chatnet' is a TCP protocol specifically for chatting in subspace without the need of a game client. Currently only asss supports the chatnet protocol. By using ASCII over TCP it is relatively easy to write a simple chat client on a variety of platforms and languages. It also saves bandwidth because only the text is sent to and from chatnet clients (as opposed to position packets).

It may be possible to make a bot that acts as a proxy for subgame servers. But I won't be making one of these.

Quote:
Connection refused (TCP)
May also be given if you are connecting to the wrong port.
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Qndre
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PostPosted: Sat May 08, 2004 6:52 am    Post subject: Reply to topic Reply with quote

Smong wrote:
'Chatnet' is a TCP protocol specifically for chatting in subspace without the need of a game client.
[..]
It also saves bandwidth because only the text is sent to and from chatnet clients (as opposed to position packets).
[..]
Quote:
Connection refused (TCP)
May also be given if you are connecting to the wrong port.

I don't think it saves bandwidth because TCP has a three-way-handshake on the hardware layer which you can't bypass. UDP on the other hand doesn't have it:
TCP handshake wrote:

C2S: Hey - I gonna send you a packet! (SYN)
S2C: That's OK! (ACK)
C2S: 'DATADATADATADATADATADATA'
C2S: Here you have a checksum! (SUM)
S2C: That's my checksum! (SUM)
C2S: Sending packet is over! (CLOSE)
S2C: OK! (ACK)
C2S: Hey - what about the next packet! (SYN)
[...] (next packet)

UDP on the other hand wrote:

C2S: 'DATADATADATADATADATADATA'
C2S: That's my Checksum! (SUM)
[...] (next packet)
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Dr Brain
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PostPosted: Sat May 08, 2004 9:25 am    Post subject: Reply to topic Reply with quote

Haha. Yet again, Qndre is clueless.

If you don't mind losing data, yes, UDP is much better.

But all the packets a chat client would be dealing with are reliable SS packets. That means that TCP is about the same result for much less work.

And because you get a LOT of extra packets, you do waste bandwidth.
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Mine GO BOOM
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PostPosted: Sat May 08, 2004 10:46 am    Post subject: Reply to topic Reply with quote

Qndre: Each is for its own. TCP is good for reliable data, where speed doesn't matter. If it takes 50 ms or 500 ms for a text message to get sent, it doesn't matter. UDP is for speed, where packet order does not matter.
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Mr Ekted
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PostPosted: Sat May 08, 2004 3:36 pm    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
Haha. Yet again, Qndre is clueless.


Agreed. TCP is much better for raw chat, and it uses much less bandwidth, especially in an arena with people playing. The SYN/SYN-ACK/ACK that TCP uses to connect is nothing compared to all the shit the SS protocol needs to "connect".
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Qndre
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PostPosted: Sun May 09, 2004 10:26 am    Post subject: Reply to topic Reply with quote

Mine GO BOOM wrote:
Qndre: Each is for its own. TCP is good for reliable data, where speed doesn't matter. If it takes 50 ms or 500 ms for a text message to get sent, it doesn't matter. UDP is for speed, where packet order does not matter.

Yes. I for my part don't like TCP very much because it does things, which are done by the hardware and cannot be controlled by my software (like the handshake, etc.)! In UDP there is only header (address, port) and a checksum done at the hardware level. That's why I (for my part) prefer using UDP in network applications. If I need reliability, I can write it at the software level so no need to use hardware-made reliability. But that's just my opinion.
Dr Brain wrote:

And because you get a LOT of extra packets, you do waste bandwidth.

Yes... you're right! There are position-packets checksum-packets keepalive-packets, ...
Mr Ekted wrote:

TCP is much better for raw chat, and it uses much less bandwidth, especially in an arena with people playing.

Right. If you use UDP, you also get the other player's position, etc.!
_
_
As usual, you thought further than I did. So Smong! Congratulations! If you only want an ASSS client (and don't want to use it at subgame2), using TCP is a good idea.
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Cyan~Fire
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PostPosted: Sun May 09, 2004 11:37 am    Post subject: Reply to topic Reply with quote

Qndre wrote:

Right. If you use UDP, you also get the other player's position, etc.! [...] If you only want an ASSS client (and don't want to use it at subgame2), using TCP is a good idea.

This is a chat only client. Why wiould you want position packets?
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Mine GO BOOM
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PostPosted: Sun May 09, 2004 3:42 pm    Post subject: Reply to topic Reply with quote

Cyan~Fire wrote:
This is a chat only client. Why wiould you want position packets?

I think he is trying to get a job to continue working on Winamp 3. I'm waiting for him to add a CD/MP3/MP4 player into his client.
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Smong
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PostPosted: Wed Jun 02, 2004 6:54 am    Post subject: Reply to topic Reply with quote

I fixed the broken images/links in this thread. The problem with attaching here is I'm not sure what the forum does if two people upload with the same filename (don't want people using old versions).

Anyway, I've written an experimental linux zone list downloader in C. It should be useful for linux chatnet users when stats.tw.org is down.
http://toktok.sscentral.com/files/lick.zip
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PostPosted: Fri Jun 11, 2004 12:16 am    Post subject: Reply to topic Reply with quote

hm...unfortunately I can't download it because it is blocked from here icon_sad.gif anyway you could mirror it?
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Mine GO BOOM
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PostPosted: Fri Jun 11, 2004 3:19 pm    Post subject: Reply to topic Reply with quote

Anonymous wrote:
hm...unfortunately I can't download it because it is blocked from here :( anyway you could mirror it?

Which file?
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Smong
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PostPosted: Sun Jun 13, 2004 4:37 pm    Post subject: Reply to topic Reply with quote

Try this maybe:
http://www.subspacedownloads.com/index.php?act=file&fid=1050
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-Smong-
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PostPosted: Wed Jan 12, 2005 10:20 am    Post subject: Reply to topic Reply with quote

v039
fixed ?go bug (like ?godmode)
fixed no route to host exception
changed case of some files for java 1.5 compatibility

A new release since some people say it won't open properly (java 1.5 suspected). I changed some of the directory/filename case, report back if it still doesn't work.
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PostPosted: Sat Jan 15, 2005 2:29 pm    Post subject: Reply to topic Reply with quote

actually, it's sun java 1.4.2 that refused to work with chatnet37 on my side.. something about corrupt tarfiles, it said
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EdTheInvincible
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PostPosted: Sat Jan 15, 2005 2:30 pm    Post subject: Reply to topic Reply with quote

^^last post by me.. i always forget to log in
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Smong
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PostPosted: Sat Jan 15, 2005 2:43 pm    Post subject: Reply to topic Reply with quote

Yes you are correct. The windows side was messed up, it was not a 1.5 specific problem. I think the problem lies with the file manager I use in linux, it must be converting completely upper case directory and file names to lower case - I remade the jar file on windows later on using winzip.
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D1st0rt
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PostPosted: Sun Jan 16, 2005 12:33 am    Post subject: Reply to topic Reply with quote

I always had my own build of chatnet biggrin.gif
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