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L10[01:41:30] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171003 mappings to Forge Maven.
L11[01:41:33] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171003-1.12.zip (mappings = "snapshot_20171003" in build.gradle).
L12[01:41:44] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L19[03:35:59] <barteks2x> why unit testing Minecraft stiff has to be so impossible... testing any important parts means creating instance of World, running bootstrap and messing with FML internals...
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L21[03:39:13] <gigaherz|work> because mc is a game, and it's not designed for testing, let along unit testing
L22[03:39:22] <gigaherz|work> that said, what you describe is functional testing
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L24[03:40:19] <barteks2x> I want to test one class, but it depends on Chunk...
L25[03:40:29] <barteks2x> and mocking chunk is near damn impossible
L26[03:40:33] <gigaherz|work> that's when you would have to provide a "fakechunk"
L27[03:40:44] <gigaherz|work> that is fully mocked to provide testing data only
L28[03:40:53] <gigaherz|work> yeah
L29[03:40:53] <barteks2x> and I also need BlockStates
L30[03:40:59] <barteks2x> which need Bootstrap to work
L31[03:41:08] <gigaherz|work> so unit testing is going to be VERY VERY annoying ;P
L32[03:41:23] <Ordinastie> isn't that the definition of unit testing?
L33[03:41:40] <gigaherz|work> unit testing = mocking everything else so you isolate only the code you are testing
L34[03:41:43] <barteks2x> Lighting is the one part I want to have fuill automatest texting for
L35[03:41:56] <gigaherz|work> functional testing = run a real environment and give it certain inputs but with everything working as usual
L36[03:42:45] <barteks2x> and testing it in isolation seems like perfect idea because just from what "broken lighting" looks like it's nearly impossible to figure out what webnt wrong
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L38[03:43:44] <barteks2x> except... chunks, and I don't see a way around except of completely isolating it from MC
L39[03:44:35] <barteks2x> I really don't know how some people are able to submit PR to forge fixing MC lighting and know that it orks, and how they were able to debug it
L40[03:45:08] <barteks2x> I'm not that kind of genius and can't debug that stuff
L41[03:45:18] <Ordinastie> because they encountered an easily replicated bug and they fixed that one only
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L44[03:46:27] <gigaherz|work> yeh, somelighting bugs are as easy to replicate as building a wall on a chunk edge
L45[03:46:46] <barteks2x> easy to replicate != easy to debug for me
L46[03:47:08] <Ordinastie> no, but that's a start
L47[03:47:30] <barteks2x> with thousands of calls to my equivalent of checkLightFor it's far from easy. And there is client <-> server sychrnozation involved
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L49[03:48:49] <barteks2x> anyway, this really is something I want tests for because I managed to break nearly perfectly working code with changes spread over a hundred commits without a clear point where I knew when it broke
L50[03:48:58] <barteks2x> and it happened a few times
L51[03:49:20] <barteks2x> it just somehow gradyally became more and more broken somehow
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L114[11:54:58] <williewillus> !gm func_180614_a
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L135[14:33:10] <TechnicianLP> in what thread is the toBytes() method of an IMessage called? the one sending it? or the networkthread? (ie do i have to wory about CMExceptions?)
L136[14:34:22] <ghz|afk> you should prepare the data in the constructor
L137[14:34:28] <ghz|afk> so that toBytes only encodes it
L138[14:34:32] <ghz|afk> I don't know what thread it is
L139[14:34:40] <ghz|afk> but IMO, it shouldn't matter
L140[14:42:12] <TechnicianLP> a good way to encode Set<K> + Function<K,V>? the only things that come to mind for me either is a Map<K,V> (which has a lot of useless boilerplate as ill only use the entryset) or a List<Pair<K,V>> (which seems weird)
L141[14:43:41] <ghz|afk> ??
L142[14:44:21] <ghz|afk> oh I see
L143[14:44:30] <ghz|afk> you want to store a table with two columns
L144[14:44:36] <ghz|afk> but don't need an index for lookup
L145[14:44:45] <ghz|afk> yes List<Pair< is what fits there
L146[14:44:54] <ghz|afk> might sound weird, but it's what you are doing
L147[14:45:11] <Ordinastie> make your own container ?
L148[14:46:52] <TechnicianLP> could you elaborate how a custome container would be of use here?
L149[14:47:30] <Ordinastie> wait, did you mean a diff Function for each K ?
L150[14:48:18] <ghz|afk> I understood it as, "store K and the result of applying a function to K"
L151[14:48:38] <Ordinastie> I understood it as a Set and a Function
L152[14:49:46] <TechnicianLP> its absically a global set of elements and perplayer Map::get lookup
L153[14:50:08] <TechnicianLP> (and im synchronzing both to the client)
L154[14:50:23] <Ordinastie> I'm not sure what you mean, you'll need to be more precise
L155[14:52:28] <TechnicianLP> you ban basically define the contens of the Set<K> in the configs (due to which i need to synchronize the neccessary data to the client) but each player has individual data assigned for each K defined (which also need to be synced once on login)
L156[14:53:06] <Ordinastie> so global Set<K> and Map<Player, K> ?
L157[14:53:34] <TechnicianLP> Set<K> Map<Player,Map<K,V>>
L158[14:53:50] <Ordinastie> ah
L159[14:54:13] <TechnicianLP> an the function basically is Map<K,V>::get
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L161[14:54:46] <ghz|afk> wait
L162[14:54:53] <Ordinastie> not sure why you talk about Function though
L163[14:54:56] <ghz|afk> then the root data in this case is Player, not K?
L164[14:55:03] <ghz|afk> or rather
L165[14:55:06] <ghz|afk> you have a map with two keys
L166[14:55:11] <ghz|afk> (Player,K) -> V
L167[14:55:26] <TechnicianLP> well Map<Player is wrong - its basically a capability attached to the player-instance
L168[14:55:30] <ghz|afk> which is a guava Table
L169[14:55:44] <ghz|afk> but you are encoding it?
L170[14:55:54] <ghz|afk> I'm still confused as to what you need to DO with the data
L171[14:56:00] <ghz|afk> put it in a packet?
L172[14:56:05] <ghz|afk> store it in the capability?
L173[14:56:09] <ghz|afk> save to disk?
L174[14:56:32] <TechnicianLP> IMessage
L175[14:56:42] <ghz|afk> so in the message
L176[14:56:52] <TechnicianLP> think of it as a Set<Skills> and a Map>Skill,SkillLevel>
L177[14:56:58] <ghz|afk> no I don't
L178[14:57:06] <ghz|afk> in the message, there are no sets or maps
L179[14:57:10] <ghz|afk> just bytes
L180[14:57:22] <ghz|afk> you want to transfer the Map<Skill,SkillLevel>
L181[14:57:28] <TechnicianLP> yes
L182[14:57:28] <ghz|afk> the Set<Skill> is completely inconsequential
L183[14:57:47] <ghz|afk> so do that.
L184[14:57:51] <ghz|afk> you have the map
L185[14:57:53] <ghz|afk> then
L186[14:57:57] <ghz|afk> send the number of entries in the map
L187[14:57:59] <ghz|afk> and for each entry
L188[14:58:05] <ghz|afk> encode the skill "id", then encode the skill level
L189[14:58:49] <ghz|afk> and for keeping the info between the IMessage constructor and toBytes
L190[14:58:54] <ghz|afk> just keep a copy of the data
L191[14:58:59] <ghz|afk> in a List<Pair<Skill,Level>>
L192[14:59:02] <TechnicianLP> i have that part already managed (and working) - my concern still is: do i have to expect cmes if i do a foreach on said map in toBytes?
L193[14:59:17] <TechnicianLP> ah ok
L194[14:59:25] <ghz|afk> then both toBytes and fromBytes are independent from the actual data stored in the player
L195[14:59:37] <ghz|afk> they are backed by that copy in a list
L196[15:00:33] * TechnicianLP thinks hes sometimes overthinking stuff ...
L197[15:01:01] <ghz|afk> it's easy
L198[15:01:16] <Ordinastie> you should copy the data, but you don't have to change the type
L199[15:01:19] <ghz|afk> the straightforward solution is rarely the first that comesto mind
L200[15:01:30] <Ordinastie> if you have a map, just make a copy of the map, you don't have to convert to list<pair>> stuff
L201[15:01:33] <Ordinastie> (just saying)
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L203[15:18:52] * TechnicianLP should probably also initialize the data in that map ...
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L268[23:12:16] <tterrag> comments welcome: https://github.com/MinecraftForge/Documentation/pull/131
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