Ossa Sepia

April 30, 2018

#eulora Logs for 30 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
ben_vulpes: danielpbarron: http://danielpbarron.com/2017/gentoo-eulora-quest/ is missing from your new site [01:55]
ben_vulpes: hey mircea_popescu may i have an eulora login? [02:34]
mircea_popescu: oh sure. i thought you already had one. [02:34]
ben_vulpes: lost to the misty mists of time [02:34]
mircea_popescu: well you can have it back eh. [02:34]
ben_vulpes: i'd not object to a ressurection [02:35]
ben_vulpes: ah ty [02:35]
mircea_popescu: ben_vulpes, http://p.bvulpes.com/pastes/XqoyX/?raw=true [02:36]
mircea_popescu: ahahaha symond goodwhine [02:36]
mircea_popescu: the list of playernames in that game i swear\ [02:36]
ben_vulpes: ty [02:38]
ben_vulpes: i get a "server not available" hm [02:38]
mircea_popescu: you prolly have the old server ip ; see http://logs.minigame.biz/2018-04-22.log.html#t10:03:24 [02:42]
lobbesbot: Logged on 2018-04-22 10:03:24: <diana_coman> Eulora is back on, at its new home 161.0.121.201; to connect, you'll need to set this ip in client's data/servers.xml ; specifically, the line in there should look like this: <server name="Eulora" description="Hello, New User? See Mircea for login account" ip="161.0.121.201" port="13331" /> [02:42]
ben_vulpes: aah [02:42]
ben_vulpes: that ip is strangely familiar [02:43]
mircea_popescu: heh [02:44]
mircea_popescu: ben_vulpes, so were you rich ? various ancient items quite valuable these days. [02:46]
diana_coman: symond goodwhine is mine, pre-AI :P [02:47]
diana_coman: ahahah Mocky your char is "fuller than a fully full pinata" – you prolly ran out of inventory space [02:52]
mircea_popescu: no real pops since the server move huh. [02:55]
mircea_popescu: i've been diligently braiding braids into cordage, but… [02:56]
mircea_popescu: though i guess i'm not actually OC at all. [02:56]
ben_vulpes: there are buildings now! [02:56]
mircea_popescu: can even go in the portal. [02:57]
mircea_popescu: tests, basically. been there a while. but we're gearing up towards actually using them. [02:57]
ben_vulpes: i've got a pile of lbn and some ~300 putrid leather [02:58]
mircea_popescu: well, if pinochle fellow gets around to modeling it properly, we might even find out what they're worth! [02:58]
ben_vulpes: and 2.7k putrid leather ennumeration and another 2.7k spicy moss ennumeration [02:59]
ben_vulpes: does everything being black indicate a bad build or some kind of game mechanic [02:59]
mircea_popescu: define "everything" [02:59]
ben_vulpes: the ground. [03:01]
mircea_popescu: ah. it's early morning. [03:01]
diana_coman: mircea_popescu, if anything foxy's been even worse than usual at claims so yeah, what pops, lol [03:02]
mircea_popescu: poooooops [03:02]
ben_vulpes: i have dragged the bottom of my chat window offscreen :( [03:10]
ben_vulpes: client today, bot tomorrow, /me bbl [03:12]
Mocky: diana_coman: I've gathered some low quality rickety reeds [10:54]
diana_coman: Mocky, how many ? [10:55]
Mocky: 2k [10:55]
diana_coman: not bad, I'll buy them; come to Foxy in town [10:56]
diana_coman: Mocky, can you tell me how many and q are those? there is a glitch when I try to look at them as they are [10:59]
Mocky: 2000, q1 [10:59]
diana_coman: !Qcalc 2000*0.01*67 [10:59]
lobbesbot: diana_coman: 1340 [10:59]
diana_coman: that's bv, hmm, let's see [11:00]
diana_coman: searches for own shop lmao [11:00]
diana_coman: !Qcalc 2000*0.01*67*1.3 [11:01]
lobbesbot: diana_coman: 1742 [11:01]
diana_coman: Mocky, that's what I can offer; alternatively you can auction them in chan I guess, perhaps others can offer more [11:01]
Mocky: 1742 works, was what i calc'd [11:02]
diana_coman: cool stuff [11:02]
Mocky: thx [11:02]
diana_coman: I'll buy more on same terms [11:02]
Mocky: up to what quantity? [11:02]
diana_coman: basically knock yourself out on it; also, I can prolly find some tools and/or books to sell to you if /when you want to move up [11:03]
diana_coman: 100k? [11:03]
Mocky: what kind of prices do tools and books fetch, ballpark? [11:04]
diana_coman: Mocky, hmm? if you mean how much you make with them…it depends on you+your char, nothing so crystal-clear there [11:06]
diana_coman: if you mean how much do they cost: books were ~100k each iirc ; tools don't quite recall, will have to dig it up [11:06]
diana_coman: Mocky, this can give *some* idea re prices historically, fwiw: http://lobbesblog.com/queryauctions/pricehistory/view.php?ItemSHC=ch&TimeLookback=&Quality=&QualityWidth=&SortBy= [11:07]
Mocky: great, thx [11:08]
diana_coman: Mocky, there might also be a market for other low q resources; if you get a lot of them just auction them with lobbesbot and see what comes out of it [11:52]
Mocky: oh, ok [11:53]
diana_coman: or ask around, I suppose [11:54]
mircea_popescu: though it's prolly a good idea to keep lobbesbot auctions > 100k or so. for one thing there's a fee. [13:33]
mircea_popescu: lobbes, i don't recall, does your price history account for the float ? [13:33]
danielpbarron: ben_vulpes, http://danielpbarron.com/2017/gentoo-eulora-quest/ << ported, although most of the gentoo install guide is probably out of date. the stuff after you have a working system should still work for the eulora part of it though [14:50]
ben_vulpes: ayup; found it on archive.is, was useful, ty [14:53]
lobbes: mircea_popescu: naw. base values were not affected by float (at least, they weren't as of sept. of last year), and price history doesn't do any ecu-to-btc converting >> http://logs.minigame.biz/2017-09-17.log.html#t23:40:42 [16:09]
lobbesbot: Logged on 2017-09-17 23:40:42: <diana_coman> lobbes, no, base values are unaffected [16:09]
mircea_popescu: lobbes, so basically it just lost it via the qabv ? [16:09]
lobbes: Wait, what'd it lose? [16:14]
mircea_popescu: when the ecu floated, its effect wrt to items went into quality. so your data isn't affected, ie it "lost" the effect, through the mechanism of … "well, there's just higher q items for sale, but prices are qabv anyway" [16:16]
mircea_popescu: i suppose not the best way to put it, but there it is. [16:16]
lobbes: aa. Now I get what you mean [16:21]
shinohai: I connected and landed directly in front of hanbot, who stares at me menacingly ….. [17:04]
diana_coman: hi shinohai , wb to eulora [17:04]
shinohai: Just here to see if danielpbarron wants to wrap up business. [17:04]
shinohai: But ty [17:04]
shinohai: As for my 20k s.mg shares, not sure what to do with those unless some of the lordship wants to take those off my hands. [17:08]
diana_coman: shinohai, why not keep them? what's your plan anyway? [17:14]
shinohai: Permanent retirement. [17:15]
diana_coman: o.O ; s.mg shares sound like part of a retirement plan though, not exactly current cash or something [17:20]
diana_coman: anyways, enjoy [17:20]
shinohai: Already am to a degree :D [17:25]
diana_coman: the devil is in …degrees; take care [17:27]
shinohai: dpb is such a hard guy to catch online …. must be busier than me! [17:30]
diana_coman: maybe he is…retiring too? [17:39]
shinohai: Wouldn't think so, he set up a blog on pizarro, etc [17:44]

April 29, 2018

#eulora Logs for 29 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
mircea_popescu: Mocky, http://p.bvulpes.com/pastes/xft8i/?raw=true [04:18]
Mocky: mircea_popescu: thanks! [10:18]
diana_coman: hi Mocky ; is that Kyla Glovedangle your char? [10:20]
Mocky: yes [10:20]
diana_coman: heh, welcome to Eulora [10:21]
Mocky: thank you [10:21]
diana_coman: the quest for a crafty noob is still valid [10:22]
Mocky: how do I begin it? [10:26]
diana_coman: heh, meta-game is part of eulora; find it's description/place; (hint: the wiki might be helpful) [10:26]
diana_coman: quests in eulora (as *everything* else) are given/made by players, not by NPCs [10:27]
Mocky: ok, thanks [10:28]
diana_coman: !~calc (1+3+92+239+21+20+32)*0.92*152 [10:30]
diana_coman: uhm [10:30]
diana_coman: so that was ~57k, a sort of mini-pop on a small I suppose; same bundle and so on usually yields closer to 15k (although much higher q) [10:37]
mircea_popescu: nb. [10:47]
diana_coman: Mocky, trade in game [11:12]
diana_coman: ffs I lost my ord, gah [11:21]
mircea_popescu: expired ? [11:46]
diana_coman: myeah, I went to train and I forgot to call in a noob to guard it, bah [11:48]
mircea_popescu: tsk [12:49]
Mocky: diana_coman: I've made a crafting table and started learning. If there's anything I can do for you, let me know [13:45]
mircea_popescu: Mocky, hey, nice going! [13:47]
Mocky: thanks, oh man boulders are heavy, lol, whoda thunk it [13:50]
mircea_popescu: lol. [14:07]
diana_coman: Mocky, well done; Foxy can make bundles with 69 to 94 bits of nothing so if you gather some serious quantities of bits of nothing bring them to me and I'll pack you some serious bundles; I'll also buy low quality rickety reeds [15:16]
shinohai: Hey danielpbarron you online this afternoon? [15:25]

April 28, 2018

#eulora Logs for 28 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
Mocky: I read an article about eulora being a bitcoin mmo. I'm wondering if it's actually a thing. [08:43]
Mocky: shit, I gotta run. not sure how long this web chat thing will let me idle in chan and http://logs.minigame.bz seems broke so I guess I'll check back later [08:50]
danielpbarron: Mocky, try http://logs.minigame.biz/ [09:24]
diana_coman: ah, the link needs updating in the channel's topic too [09:26]
mircea_popescu: duh. 1sec [12:25]
Mocky: Hi, I'm interested in playing. How do I get an account? [18:08]
mod6: Hi Mocky, I'm sure mircea_popescu or diana_coman can help you with that when they're around. You should probably start by registering a PGP key with deedbot: [18:30]
mod6: http://deedbot.org/help.html [18:31]
mod6: You can do this in channel #trilema, or via /msg deedbot [18:31]
Mocky: Thanks mod6, i just registered a few minutes ago [18:31]
mod6: Ah nice work, ok, mircea_popescu and diana_coman can help you through the rest when they're back. Just idle around I'd say. [18:33]
Mocky: Will do [18:37]
mircea_popescu: Mocky, one second [18:51]

April 27, 2018

#eulora Logs for 27 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbes: annd quoting has been fixed >> http://logs.minigame.biz/2018-04-24.log.html#t06:00:25 [02:32]
lobbesbot: Logged on 2018-04-24 06:00:25: <lobbes> lobbesbot log quoting still borked, but I will fix later this week. [02:32]
diana_coman: nice [02:57]
mircea_popescu: tyvm lobbes ! [03:46]

April 24, 2018

#eulora Logs for 24 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
hanbot: ^ all such links on eulorum should be changed nao. also added ip update instructions for all the linux distros. i'm not sure if the file to be altered is the same/is located in the same place/etc for windows & osx if anyone familiar wants to edit those/chime in. [00:56]
lobbes: likewise, I had to do minor surgery on http://logs.minigame.biz/ [01:54]
lobbes: lobbesbot log quoting still borked, but I will fix later this week. [02:00]
diana_coman: thanks hanbot, lobbes ! [02:12]
mircea_popescu: nice [02:30]
ckang: hey, saw the msg's just now :) [08:08]
ckang: i suppose i need to register with mircea_popescu as well whenever you have a minute [08:08]
diana_coman: ckang, did you get the client running? [08:32]

April 23, 2018

#eulora Logs for 23 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
mircea_popescu: danielpbarron, hanbot server's back btw. [03:15]
hanbot: hrm, sez server's unavailable here. [04:09]
hanbot: oh nvm me. [04:09]
hanbot: catches up [04:09]
hanbot: huzzah! welcome back eulora! [04:12]
mircea_popescu: ehehe [04:18]
mod6: \o/ [10:24]
mircea_popescu: ckang, http://minigame.biz/eulora/source/ [15:54]
diana_coman: ftr the links on eulorum and everywhere else to the logs for instance are broken too :( [18:21]
diana_coman: ckang, that /binaries link was mistaken there anyway; I corrected it now at least but the wiki is community effort driven [18:22]
mircea_popescu: yah eulorum will need a fixing. [18:33]

April 22, 2018

#eulora Logs for 22 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
diana_coman: Eulora is back on, at its new home 161.0.121.201; to connect, you'll need to set this ip in client's data/servers.xml ; specifically, the line in there should look like this: <server name="Eulora" description="Hello, New User? See Mircea for login account" ip="161.0.121.201" port="13331" /> [06:03]
ckang: :O is http://minigame.bz/eulora/binaries/ on the same host? [06:09]
diana_coman: ckang, no [06:10]
ckang: oh okay [06:11]
mircea_popescu: ckang, just compile it, the instructions are on the wiki. it's not hard. [06:12]
ckang: Source files for Eulora are also available directly from S.MG here. Make sure you download the most recent (ie, bottom-most) release. [06:12]
ckang: thats where I got that link from, the source one (even though it says binaries in the url) [06:12]
mircea_popescu: a tsk, web not back yet. [06:24]
diana_coman: in eulora's naming lolz: Randolph Utterought [17:58]
mircea_popescu: ahahaha [18:00]

April 21, 2018

#eulora Logs for 21 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
avgjoe: Hello [12:29]
avgjoe: I've an error on compiling cal3d [12:30]
avgjoe: loader.cpp:932:12: error: cannot convert â\u0080\u0098boolâ\u0080\u0099 to â\u0080\u0098CalCoreKeyframe*â\u0080\u0099 in return [12:31]
avgjoe: loader.cpp:932:12: error: cannot convert â\u0080\u0098boolâ\u0080\u0099 to â\u0080\u0098CalCoreKeyframe*â\u0080\u0099 in return [12:31]
diana_coman: hello avgjoe ; did you get the exact versions indicated ? [12:35]
avgjoe: yes, downloaded the source code [12:36]
diana_coman: it sounds like some mismatch [12:36]
diana_coman: yes, but what version and what gcc [12:36]
avgjoe: can i also ask if I can try to apt get libcal3d12-dev ? [12:36]
avgjoe: or it won't work? [12:36]
diana_coman: well, you can certainly try; might help reporting more precisely what you are using if it works [12:37]
avgjoe: gcc 7.2 [12:37]
diana_coman: ugh, that's your problem most likely [12:37]
diana_coman: basically you need to downgrade gcc to 4.9 for instance [12:39]
avgjoe: ok [12:39]
avgjoe: i'm using this guide: http://www.eulorum.org/Ubuntu [12:39]
avgjoe: i've apt got the libcal and now i'm at step 6 [12:39]
avgjoe: seems compiling well, will update [12:39]
avgjoe: i'm already registered with the pgp key, what further step i'll need to do to sign up in eulora? [12:40]
avgjoe: got this other error at step 6: ./include/csutil/redblacktree.h:40:12: error: declaration of template parameter â\u0080\u0098Kâ\u0080\u0099 shadows template parameter template<typename K, typename K2> class Ordering> [12:42]
diana_coman: avgjoe, once you have your client working, you'll need to ask mircea_popescu for an account; hopefully the server will be up by then too [12:42]
avgjoe: currently is down? [12:42]
diana_coman: avgjoe, currently it's in the process of migration to the new iron; see http://trilema.com/2018/minigame-smg-march-2018-statement/ [12:44]
avgjoe: thanks diana for the infos [12:44]
avgjoe: i'll try to compile with gcc 4 as i've done with trb [12:44]
avgjoe: compiled eulora on debian 9 [13:22]
avgjoe: always with the dirt trick of set jessie repo temporary, then downgrade gcc to 4.9.2, then compile [13:22]
avgjoe: and as diana_coman stated when you open the client and try to login with bogus data it says that the server is down [13:25]
lobbesbot: Post from danielpbarron: A True Church at PorcFest <http://danielpbarron.com/2018/a-true-church-at-porcfest/> [13:41]
ckang: hello ;) [21:12]
ckang: was wondering if i could get registered if its open [21:13]
ckang: dig: couldn't get address for 'ns1.minigame.bz': no more [21:19]
lobbes: ckang: smg servers are in the process of being migrated to pizarro. things most likely to up and running soonish. see also: http://trilema.com/2018/minigame-smg-march-2018-statement/ [22:51]
ckang: ah i see, any idea when things will be back up and operational ? [22:55]
mircea_popescu: shouldn't be long now. [23:10]

April 18, 2018

#eulora Logs for 18 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from danielpbarron: Harlotry <http://danielpbarron.com/2018/harlotry/> [01:26]

April 17, 2018

RFC: Eulora’s Communication Protocol (EuComms)

Filed under: Eulora — Diana Coman @ 2:59 pm

This is a request for public comment (questions, critique, discussion etc) on the current version of Eulora’s protocol for client-server communications that has been in works for a while now. Once this public discussion phase ends, the most significant aspects of this protocol will be effectively set in stone, since the procotol is central to any working client for Eulora. Consequently, your chance at having any significant input on it is *now* and only now. Any questions or feedback on it as well as any suggestions or requests related to it are most welcome, warmly appreciated and thoroughly considered *now*. By contrast, any whining and bitching over it at a later time will likely have at most some entertainment value – my entertainment that is. In fewer words: speak now or suffer later, your choice.

1. EuComms: Overall Goals:
1.1. All communications between clients and server to be encrypted.
1.2. Clients to be able to receive from server any data they lack (including maps, skins, sound or video content etcetera), on demand.
1.3. Clients to be able to choose and adjust both the level of security and their volume of communications with the server, as they will ultimately have to pay for the load that they generate.

2. EuComms relies on:
2.1. RSA with Keccak-based OAEP (via EuCrypt) for initial communication of OTPs (Serpent keys).
2.2. Serpent (via EuCrypt) for general communications.

3. Structure:
All communications between server and client will consist of packets up to 4096 bits in length, encrypted either via eucrypt.RSA or eucrypt.Serpent. The complete list of all such packets is included below.

Packets the client may send to the server:
3.1. Initial connection to server : client encrypts with the server’s public key and sends to the server a hello message; constructed as follows : following conversation in #trilema log, this hello message would actually end up multi-packet as it has to include the client’s public key (n,e so that’s currently 4096+2048 bits) instead of the id at 3.1.5 in the structure below:
3.1.1. Octet 0 – the length of the message in octets (43 or 76);
3.1.2. Octets 1 to 8 – the string “EuLoRa”;
3.1.3. Octets 9 to 10 – the major and minor versions of the communications protocol that the client wants to use;
3.1.4. Octets 11 to 42 – the client ID string, which will be equal to the eucrypt.keccak hash of the client binary. All client providers will be required to register all their ID strings with Minigame ; connections from clients with unknown ID strings will be rejected. Players will be notified of and helped to identify changes in their client software.
3.1.5. Octets 43 to 75 – the account ID string. If this field is omitted the server will create a new game account for the client.

3.2. Data (client sent)
3.2.1. Octet 0 – the length of the message in octets (multiple of 16 octets);
3.2.2. Octet 1 to 2 – descriptor of the type of data being sent (see annex A for datatypes);
3.2.3. Octet 3 to 5 – three octets ID of the item being sent;
3.2.4. Octet 6 to n – payload.

Packets the server may send to the client:
4.3. Data (server originated)
4.3.1. Octet 0 to 4 – the length of the message in octets (multiple of 16 octets, in principle limited to 65536 altogether and practically in the kbs anyway);
4.3.2. Octet 5 to 6 – descriptor of the type of data being sent (see annex A for datatypes);
4.3.3. Octet 7 to 10 – four octets ID of the item being sent;
4.3.4. Octet 11 to 16 – six octets counter of the chunk being sent (this limits downloadable items somewhat);
4.3.5. Octet 17 to n – payload.

Annex A — datatypes in client-server communication

NB: all data types below can in principle be sent by both client and server; however, data sent by the client is essentially a request to the server (i.e. it’s up to the server to decide whether it is valid and/or has any effect and/or what effect in game) while same data sent by the server is feedback/information (i.e. it reflects something that *has happened/exists already*).

In fewer words: client proposes, server disposes.

A.0 Basic types (used throughout the rest of sections in this Annex A)
A.0.0. char – character value on 1 octet
A.0.1. text – n*char where n will ALWAYS be specified clearly, right next to each and every text variable passed around
A.0.2. int8 – integer value on 1 octet
A.0.3. int16 – integer value on 2 octets
A.0.4. int32 – integer value on 4 octets
A.0.5. int64 – integer value on 8 octets
A.0.6. float – real value on 4 octets

A.1 Connection
A.1.1 Set of Serpent Keys

  • int8 – number of keys in this set, n;
  • n*(4*int64 + int32) octets – n Serpent keys (32 octets each + 4 octets ID for each, calculated as keccak hash of the 32 octets);
  • int8 – 1 for server use, 2 for client use, anything else undefined currently.

A.1.2 Request Serpent Keys –> response is a “Set of Serpent Keys” (A.1.1)

  • int8 – number of keys requested;
  • int8 – value 1 for server use, 2 for client use, anything else undefined currently.

A.1.3 Choose Serpent Key

  • int32 – ID of the key that will be used for communications from now on (depending on the key’s set, it’ll be used for server’s or client’s messages).

A.1.4 Burn & Choose Serpent Key

  • int32 – ID of the key to remove from usable sets;
  • int32 – ID of the key to use for future comms;

A.1.5 Unknown/Malformed Message received

  • int64 – id of message that was not understood.

A.2 File Transfer
A.2.1 File Information

  • int8 – length of file name in octets, n
  • n*char – file name (string)
  • int8 – file type
  • int64 – octets per unit
  • int64 – file size in unit given above
  • int32 – file hash (keccak)

A.2.2 File Content

  • int32 – file hash (keccak)
  • int64 – octets per unit
  • int64 – file size in unit given above
  • unit*file_size*int8 – file content

A.2.3 Request File Information –> response is a “File Information” (A.2.1)

  • int8 – length of file name in octets, n
  • n*char – file name (string)

A.2.4 Request File Content –> response is a “File Content” (A.2.2)

  • int8 – length of file name in octets, n
  • n*char – file name (string)

A.2.5 Request File Information –> response is a “File Information” (A.2.1)

  • int32 – file hash (keccak)

A.2.6 Request File Content –> response is a “File Content” (A.2.2)

  • int32 – file hash (keccak)

A.3 Chat
A.3.1 Chat Public

  • int64 – id of speaker
  • int16 – length of string being said
  • n*char – string being said

A.3.2 Chat Private

  • int64 – id of target for this chat
  • int64 – id of speaker
  • int16 – length of string being said
  • n*char – string being said

A.4 Character Actions & Activities
A.4.1 Basic action

  • int64 – id of subject
  • int64 – id of object
  • int32 – id of action attempted (client-sent)/performed (server-sent) –> see Annex B for list of current basic actions

A.4.2 Item movement

  • int64 – id of subject
  • int64 – id of object
  • int64 – quantity (stack count) to be moved
  • int64 – id of destination object (i.e. own char’s id for “pickup”, container ID for move to container, sector id for “drop” or move from container to world, other char’s id for “trade” or “store” etc.)

A.4.3 Item movement with specified slot

  • int64 – id of subject
  • int64 – id of object
  • int64 – quantity (stack count) to be moved
  • int64 – id of destination object (i.e. own char’s id for “pickup”, container ID for move to container, sector id for “drop” or move from container to “world”, other char’s id for “trade” or “store” etc.)
  • int64 – slot id

A.4.4 Activity –> this is meant to be sent by the server;

  • int64 – id of activity
  • int64 – duration (in seconds)
  • int64 – start time (unix format)
  • int8 – status: 0 -> finished/success; >0 -> ongoing / scheduled; <0 -> failed / aborted

A.4.5 Request Activity Information –> response is “Activity” above (A.4.4)

  • int64 – id of requested activity

A.4.6 Train

  • int64 – id of character
  • int64 – id of skill to train

A.5 Environment & Graphics
NB: “requests” here are not actions of the character in the game as such but rather supporting raw API for the client; for instance, requests here include obtaining the id of own character or available maps.

A.5.1 List of Sectors

  • int64 – number of sectors, n
  • n*int64 – list with ids of available sector

A.5.2 Request list of sectors –> response will be “List of Sectors” above (A.5.1)

  • int64 – character ID

A.5.3 Sector Map

  • int64 – id of sector
  • int8 – length of map filename (sector’s name)
  • n*char – map filename (sector’s name)

A.5.4 Request sector map –> response will be “Sector Map” type above (A.5.3)

  • int64 – id of sector

A.5.5 Item in sector (actor/character or object)

  • int64 – id of item
  • int64 – id of sector in which the item is located
  • float – position of item: x coordinate
  • float – position of item: y coordinate
  • float – position of item: z coordinate
  • int64 – id of graphics profile –> graphics profiles are so that the client can request and choose from alternative/equivalent actual files/meshes/icons/animations for this particular graphics profile
  • int8 – length of name/label of item
  • n*char – name/label of item

A.5.6 Request own char –> no payload here really since it’s accepted only from authenticated client so unambiguous anyway; response will be a “Item in sector” type above – it includes id of sector + id of char etc. (A.5.5)

A.5.7 Item in container

  • int64 – id of item
  • int64 – count
  • int64 – parent item/actor id (i.e. inventory is simply actor-as-container)
  • int64 – slot id
  • int64 – id of graphics profile –> same story as at A.5.5 above
  • int8 – length of name/label of item
  • n*char – name/label of item

A.5.8 Request item –> response will be “Item in sector” or “Item in container” types above (A.5.6, A.5.7)

  • int64 – id of item

A.5.9 Item Text Description (returned in response to a “view” basic action)

  • int64 – id of item
  • int64 – length of description
  • n*char – text description

A.5.10 Item Text Content –> sent in response to “read” basic action

  • int64 – id of item
  • int64 – length of text content
  • n*char – text content

A.5.11 Item List of Characteristics

  • int64 – id of item
  • int16 – number of characteristics
  • n*int64- the ids of relevant characteristics for this item

A.5.12 Item Characteristic

  • int64 – id of item
  • int64 – id of characteristic
  • int64(/float/int32/int16/char) – value of characteristic –> type here would depend on characteristic according to definition at A.5.13 below

A.5.13 Characteristic

  • int64 – id of characteristic
  • int8 – type of value of this characteristic (see A.0 above for the ids of data types that can appear here)
  • int64 – length of name of characteristic, n
  • n*char – name of characteristic
  • int64 – length of name of category, c
  • c*char – name of category

5.14 Request Characteristic –> response is “Characteristic” above (A.5.13)

  • int64 – id of requested characteristic

A.5.15 Skill

  • int64 – id of skill
  • int64 – length of skill name
  • n*char – skill name
  • int64 – length of skill’s category name
  • c*char – category name

A.5.16 Skill List

  • int 64 – number of skills in this list
  • n*int64- ids of skills in this list

A.5.17 Character’s Skill

  • int64 – id of character
  • int64 – id of skill
  • int64 – current rank
  • int64 – current knowledge points
  • int64 – current practice points
  • int64 – cost of knowledge to next rank
  • int64 – cost of practice to next rank

A.5.18 Request Skill Information –> response will be Skill above (A.5.15)

  • int64 – skill id

A.5.19 Request List of Skills –> response will be Skill List above (A.5.16)

  • int64 – id of character whose skills are requested

A.5.20 Request Character’s Skill –> response will be Character’s Skill above (A.5.17)

  • int64 – id of character whose current skill values are requested
  • int64 – id of skill requested

A.5.21 Time of day (game time)

  • int8 – hour
  • int8 – minute

A.5.22 Request time of day (game time) –> no payload, response is Time of day above (A.5.21)

A.5.23 Movement Type

  • int64 – id of this movement type
  • int64 – id of graphic profile for this movement type
  • float – x change
  • float – y change
  • float – z change
  • float – x rotation
  • float – y rotation
  • float – z rotation
  • int64 – length of name
  • n*char – name of this movement type

A.5.24 Request movement type –> response will be “Movement Type” above (A.5.23)

  • int64 – id of requested movement type

A.5.25 List of movement types

  • int64 – number of available movement types
  • n*int64- list of ids of available movement types

A.5.26 Request list of movements –> response will be a “List of movement types” above (A.5.25)

  • int64 – id of item for which available movement types are requested

A.5.27 Set Movement Type

  • int64 – id of item for which movement type is set
  • int64 – id of movement type to set

A.5.28 Destroy Item

  • int64 – id of item that is destroyed/vanishes

A.5.29 Set Item Position

  • int64 – id of item
  • int64 – id of sector in which the item is located
  • int8 – position of item: x coordinate
  • int8 – position of item: y coordinate
  • int8 – position of item: z coordinate

A.5.30 Neutral message –> mainly for feedback e.g. “X killed himself”, “That tool is not useful anymore”, “You ranked up.”, “You got loot”

  • int64 – length of text in characters, n
  • n*int8 – text

A.5.31 Error message (in game)

  • int64 – length of text in characters, n
  • n*int8 – text

A.5.32 Success message (in game)

  • int64 – length of text in characters, n
  • n*int8 – text

A.5.33 Message of the day

  • int64 – length of text in characters, n
  • n*int8 – text

A.5.34 Request message of the day –> no payload here; answer will be “Message of the day” above (A.5.33)

A.5.35 Top

  • int64 – duration in days from game’s “today” (i.e. 0 for today’s top, 30 for past months’ top etc.)
  • int64 – length of text in characters, n
  • n*int8 – text

A.5.36 Request Top –> answer will be “Top” above (A.5.35)

  • int64 – duration in days from game’s “today” (i.e. 0 for today’s top, 30 for past months’ top etc.)

A.5.37 Graphics Profile

  • int64 – id of this graphics profile
  • float – width
  • float – height
  • float – depth
  • int64 – number of contained slots with their own graphics profiles
  • int8 – length of filename for icon
  • m*int8 – icon filename
  • int8 – length of filename for mesh
  • n*int8 – mesh filename
  • int8 – length of filename for texture
  • p*int8 – texture filename
  • int8 – length of filename for animation
  • q*int8 – animation filename
  • int8 – length of filename for sound
  • r*int8 – sound filename

A.5.38 Request Top-Level Graphics Profile –> response is “Graphics Profile” above (A.5.37)

  • int64 – id of requested graphics profile

A.5.39 Request Child Graphics Profile –> response is “Graphics Profile” above (A.5.37)

  • int64 – length of path (i.e. how deep in the hierarchy is the graphics profile of interest)
  • n*int64- ids forming the path to the desired graphics profile (e.g. 2,1,15 means the 15th slot of the 1st slot of top graphics profile number 2).

Annex B – List of currently available basic actions

B.1 Target –> this is less than View at B.2. below; character targets the object.

B.2 View –> this is a generic view and can be applied to anything (objects, actors, world included).

B.3 Read

B.4 Lock/unlock

B.5 Use/Combine/Sacrifice

B.6 Explore (current /explore, with target sector id)

B.7 Repair

B.8 Exchange –> this would be used for at least 3 currently distinct parts: trade, store, bank. As everywhere else, its exact effect depends on context.

B.9 Complete –> for actions that require explicit “accept” confirmation from player (e.g. trade)

B.10 Abort –> aborts what the character is doing (if the abort is possible, permitted and meaningful in the given context).

B.11 Attack –> for current “/die” simply use this with subject and object the same, namely own character.

Use the comment form below for any questions, comments, suggestions or desires you have regarding this communications protocol.

#eulora Logs for 17 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from danielpbarron: show me the light, by all means, but later <http://danielpbarron.com/2018/show-me-the-light-by-all-means-but-later/> [00:08]
lobbesbot: Post from dianacoman: RFC: Euloraâ\u0080\u0099s Communication Protocol (EuComms) <http://www.dianacoman.com/2018/04/17/rfc-euloras-communication-protocol-eucomms/> [09:59]

April 16, 2018

#eulora Logs for 16 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from danielpbarron: A conversation between Darwin Fish and Mircea Popescu <http://danielpbarron.com/2018/a-conversation-between-darwin-fish-and-mircea-popescu/> [18:37]

April 15, 2018

#eulora Logs for 15 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from danielpbarron: Male Chauvinist <http://danielpbarron.com/2018/male-chauvinist/> [10:33]

April 14, 2018

Prin Prahova-n Prier, 2018

Filed under: Tgdyk tgdyk — Diana Coman @ 6:47 pm
Padure in aprilie (Sinaia, 2018)

Padure in aprilie (Sinaia, 2018): nedreptatea brazilor de-s verzi tot anul!

Cum am luat recent o mica pauza de la multe mai mari si mai marunte, am fost putin prin Ploiestiul natal si apoi inca mai departe, pe coclauri, ba chiar si pe acolo pe unde ploua odata demult interminabil si implacabil. La munte, Prier prieste ca intotdeauna mugurilor si bobocilor si-n general puilor de ce-ar fi ei sa fie, ca-s de pom, de floare ori de om. Si mergand deci prin padure pe la Sinaia i-am surprins pe cate unii in plin fapt de primavara cum s-ar zice, rasarind de sub radacini si trunchiuri batrane ori pe carari din alt veac, din alte timpuri:

Branduse la Sinaia (Aprilie, 2018)

Branduse la Sinaia (Aprilie, 2018)

Pui de om surprins pe carare

Pui de om surprins pe carare cu banda albastra. Trunchiuri tepoase numai bune sa le-arunci buzdugan la sosire in poarta castelului. Numai c-acum mi-e ca s-o darama castelul de la mai putin de-atata, o ajunge sa arunci o ramurica-n el ca nici pietrele nu se tin laolalta singure. Asa de la distanta si in poza totusi in fine, inca arata macar a… conac al nimanui asa, precum si e, asta e:

Daca pietrele se darama, in schimb apa tot trece peste, printre si pe langa ele, ca dintotdeauna, ca mereu. Si muschiul creste verde langa zapada ca nu se sinchiseste de atata lucru:

Mini-cascada la marginea potecii prin padure.

Mini-cascada de mai sus de la marginea potecii spre vulparie 1 prin padure e amenajare veche, de pe vremea cand padurea n-avea doar vizitatori ci si stapani de-adevaratelea – din cei care ii aveau grija adica, fiind ea a lor nu doar a… urmasilor urmasilor lor.

Sus la stana – la fosta stana ca acum e un fel de n-ar mai fi ca in tot cazul deschis nu-i – ne-au intampinat si petrecut o bucata de drum vreo patru catei flocosi si altminteri prietenosi. Dupa tipic modern, fosta stana ar fi teoretic acum restaurant dar se vede treaba ca e pentru catei ca ne miroseau ei pe noi dupa mancare si altfel nu era picior de om pe nicaieri. Asa ca ne-am vazut de drum noi si intr-un final si cainii. Cred ca inteleg si eu noua sintagma de-o tot aud prin Romania cu tinerii frumosi si liberi ca in fine, erau si frumosi flocosii si tineri si liberi, drept.

In alta parte de padure, viata isi vede de treaba, ascutita si nemiloasa: unii cresc mai drept ori mai chinuit ori mai bizar de-a dreptul, dupa cum li-e soarta, altii se frang, altii se crapa de la radacina de nu mai raman decat aschii spre cer:

DSC00723

Copac cu rana

In alta zi si pe-alte dealuri, am umblat in linistea de-o stiam demult, pe versantii de se tot duc la vale pe-o parte si se depun apoi pe cealalta parte, de se intoarce valea pe dos graunte cu graunte de pamant. Si-n vremea asta puiul de om a scotocit prin cladirile lui stra-strabunica-su’, a gasit un fierastrau oricum mai batran ca el si-o capra idem si s-a luat deci hotarat de pecetluit soarta lemnului cand nu mai e copac:

DSC00735

Precum se vede in fundal am zis ca are de lucru suficient asa ca l-am lasat sa-si vada de treaba si m-am dus in ale mele. Iar altii si-au vazut si ei de treaba la loc anume din gradina unde lucrurile stateau la un anumit moment cam asa:

DSC00736

Dupa momentul asta n-a mai stat nimeni de poze, asta e.

Altminteri inapoi in Ploiesti, Prier nu prieste ci mai degraba zice-se ca …jupeste. Cu tot Pastele trambitat altminteri prin megafoane de catedrala din buricul centrului, plutea asa disperare si pustietate-n aer de nu se poate. Si-i prima data cand am vazut asa cozi serioase (20+ de oameni) doar la… “schimb valutar si amanet”. Concluzii o trage fiecare pentru sine si dupa cum ii trebuie, ca altminteri opiniuni pe orice tema are tot romanul ba chiar in dublu ori triplu exemplar, doar n-o putea altminteri sa taca ori sa admita – imposibil! – ca… nu stie ori nu pricepe, nu?

  1. Vulparie care era regala de altfel si care nu mai este deloc ca ori e om ori nu-i nimic, ca atatea altele. Era practic casa padurarului regal care avea in grija intre altele nu doar copacii ci si animalele din padure, evident. Pe de alta parte amenajarea si cararea pietruita in sine sunt probabil de mai tarziu, din lucrarile facute mai cu sila mai cu forta mai cu bata mai cu parul de comunisti ca asta ar fi varianta a doua: daca nu-i de drag atunci o fi de frica.[]

#eulora Logs for 14 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from danielpbarron: Do you live a Christian lifestyle? <http://danielpbarron.com/2018/do-you-live-a-christian-lifestyle/> [00:55]
lobbesbot: Post from danielpbarron: do not build yourself perishable treasures <http://danielpbarron.com/2018/do-not-build-yourself-perishable-treasures/> [00:55]
lobbesbot: Post from danielpbarron: Banned from The Rabbit Hole <http://danielpbarron.com/2018/banned-from-the-rabbit-hole/> [00:55]
lobbesbot: Post from danielpbarron: Banned from the Westbrook Elkâ\u0080\u0099s Club <http://danielpbarron.com/2018/banned-from-the-westbrook-elk\%e2\%80\%99s-club/> [00:55]
lobbesbot: Post from danielpbarron: Banned from Billâ\u0080\u0099s Seafood <http://danielpbarron.com/2018/banned-from-bill\%e2\%80\%99s-seafood/> [00:55]
lobbesbot: Post from danielpbarron: Oklahoma <http://danielpbarron.com/2018/oklahoma/> [00:55]
lobbesbot: Post from danielpbarron: Yet another test <http://danielpbarron.com/2018/yet-another-test/> [00:55]
lobbesbot: Post from danielpbarron: Test Post <http://danielpbarron.com/2018/test-post/> [00:55]
lobbesbot: Post from danielpbarron: Henlo world! <http://danielpbarron.com/2018/hello-world/> [00:55]
lobbesbot: Post from danielpbarron: Fired from Colorblends <http://danielpbarron.com/2018/fired-from-colorblends/> [18:32]

April 13, 2018

#eulora Logs for 13 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
diana_coman: good morning [05:08]
mod6: mornin' diana_coman [09:03]
diana_coman: hi mod6, how's it going? [09:06]
mod6: hey! not bad :] [09:09]
mod6: have a nice time off? [09:09]
diana_coman: aha, had a nice small break :) [09:15]
diana_coman: catching up with all the logs now [09:16]
mod6: glad you enjoyed. cheers! [09:16]
diana_coman: thanks! [09:17]

April 9, 2018

#eulora Logs for 09 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from eulora: Boboban <http://trilema.com/2018/boboban/> [22:17]

April 2, 2018

#eulora Logs for 02 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbesbot: Post from eulora: MiniGame (S.MG), March 2018 Statement <http://trilema.com/2018/minigame-smg-march-2018-statement/> [14:10]

April 1, 2018

#eulora Logs for 01 Apr 2018

Filed under: #eulora_irc,Logs — Diana Coman @ 12:00 am
lobbes: cross-posting >> http://logs.bvulpes.com/trilema?d=2018-4-1#323784 [21:59]
mimisbrunnr: Logged on 2018-04-02 01:49 lobbes: ^^ q1 auction bot billz (slow quarter!). Mainly for accounting purposes; no rush on collecting due to eulora servers being down and the fact that the sums are a mere 96 satoshi each [21:59]

Work on what matters, so you matter too.