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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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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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