#jsmess 2018-03-30,Fri

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WhoWhatWhen
oscarOr really, better yet, a way to properly access the FileFlag class. [00:06]
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Well, I patched it over by hardcoding the number like we always do, but that's obviously non-ideal. [00:30]
SketchCowOK, to my best of ability, I've split out the CDs for Playstation and those are all being uploaded. (It's, like, 300 more CD-ROMs and we're down to the D's as it goes in.)
But these are all the ones, ironically, so popular that they ended up getting multiple versions and revisions and so on.
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db48x: Are you about [00:56]
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SketchCowbai: ted Vito` Ops please
db48x: When you wake up - the compilation job upgraded the mamepsx to 0.196, but that needs another patch from DFJustin that makes it work right.
So as a result the PSX stuff stopped working (which is fine, it's not announced and still uploading anyway)
But here's the relevant line. I don't want to just step in and mess things up.
11:29 < DFJustin> git cherry-pick 50c373be6f730eb3d1dc5efa20952fbc208a1cc2
That fixes main.lua to load properly.
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DFJustin0.196 should be a major improvement on the spectrum collection [01:17]
SketchCowThat's the hope
Seems it
But yeah, PSX is dead right now until we re-compile
But I really don't want to mess up db48x life
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Uploader is down to the N's. [02:21]
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SketchCowIt's at the Z's.
And no db48x
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SketchCow sets mode: +oooo DFJustin godane hook54321 jvilk
SketchCow sets mode: +oo Lord_Nigh oscar
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SketchCowI can't seem to build it to put in a replacement. [04:53]
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SketchCowOK, I've got to hit bed. If you get a chance, db48x - throw in the updated PSX with the fix
<3
So many PSX games!!
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db48xodd
I kept the change to main.lua that you're talking about
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SketchCowSo, I guess we need to track that down.
https://archive.org/details/psx_dinocrisd as usual is the easiest one to check (12mb, fastish load)
Absolutely crashes out.
exception thrown: 15989528 mamepsx_wasm.js.gz:17437:4
failed to asynchronously prepare wasm: 15989528 mamepsx_wasm.js.gz:2117:5
15989528 loader.js:1153:42
15989528 mamepsx_wasm.js.gz:17536:3
Unhandled promise rejection abort(15989528) at jsStackTrace@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:1734:12
stackTrace@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:1748:11
abort@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:17544:43
instantiateArrayBuffer/<@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:2118:5
u@https://archive.org/includes/polyfill.min.js?v=62577d7:2:26885
I/<@https://archive.org/includes/polyfill.min.js?v=62577d7:2:27007
a@https://archive.org/includes/polyfill.min.js?v=62577d7:1:18228
DFJustin: If you get a chance, can you see if anything steps out
[11:09]
db48x: So, the new versions of things are not showing up at the archive - I see the zxspectrum is, for example, 0.195 [11:18]
Also, I see the PSX emulator is also 0.195 [11:30]
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SketchCowSo I think something's weird with the update [11:30]
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db48xyea, I reuploaded the previous version of psx [11:49]
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ok, I rebuilt psx and now it works
as for the others, the upload didn't work, and they weren't replaced
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oscarHey db48x: when you get a chance, is there a reason flag_w in loader.js doesn't have the files open as truncating? I assume it was an oversight, but wanted to make sure before I made an obscure, possibly breaking change.
That cost me a day or so until I actually looked at the contents of the mame.lua that was being loaded and found that it was a jumble of previous versions because it was opening in overwrite mode.
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SketchCowthank you very much
I have a psx in my phone
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db48xoscar: no reason that I can think of; probably just an oversight [15:52]
oscarOK, cool. [15:53]
db48xI did have a report of something similar happening, but hadn't been able to track it down [15:53]
oscarIt's truncate now. Pity there doesn't seem to be a good way to get at the proper classes with our current method... perhaps that's something that can be updated in BrowserFS to at least export that interface.
Anyway, I have the socket interface mostly working between JS and Lua now, so depending on workload/family stuff today, I should have something to demo tonight or tomorrow.
I'd like to make it something that would also work locally on Lua, but there doesn't seem to be a Lua-native way to open a socket non-blocking, and the Lua backend expects not to block.
[15:54]
db48xyea, jvilk was horrified when I wrote that [16:02]
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oscarHaha, well, perhaps the enums for file flags should have been exposed to the outside. ;-) [17:35]
db48xindeed :)
I'm also misusing the API in other, less obvious ways
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SketchCowI've got someone worming on PSX covers
I will work woth dopefish to make the other region psx games and crossref them in
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DFJustinit's pretty simple, psu = usa, psj = japan, pse = europe, psa = asia-pacific [19:09]
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SketchCowWell, THAT's easy, but I mean the json files.
Like do we need special BIOS zips, etc.
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DFJustinyes each one has a bios zip [19:36]
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SketchCowOK, with luck I can do this tonight [20:24]
Duncan the Metadata Machine has added 1,505 mobygame links to the collection
And has sent me 100 cover links, and I have a script that is doing all the right work
So these covers are just BLASTING in
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db48x: While I'm here, there's no library/technology out there we can use for "download multiple chunks at once if available", is there [21:01]
bailike multistream downloading of the same file? [21:06]
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SketchCowYEah
I'm just trying to figure out if there's a way to speed up a download.
I don't even know the name for the method we do a download with now, so I can't look up "multi-threaded version of _______"
[21:21]
baiwell...if everything's operating properly, network-wise, it shouldn't be a problem to max out your connection on a single stream
I have noticed that streams coming out of IA tend to cap around 1 MB/s each, though
I know I can pull 6 MB/s on a single stream pretty easily on this connection, and I know IA has a nice fat connection, which is why I was wondering if there's any intentional QoS stuff going on on that end
the 1MB/s thing from IA has been consistent for me from a number of different networks, too
at least, over the past few days when I was really looking at it
[21:25]
DFJustinyeah my connection can do 20 MB/s and I'm not getting even close to that from IA [21:33]
SketchCowIt's likely a switch
I have something from Jonah about it.
After he does a switch replacement soon, we can find where it is.
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Vito`mm
can you web torrent from the IA web seeds?
[22:09]
baiipfs :D [22:12]
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Vito`I didn't think ipfs was supported in browser-only JS [23:00]
baithere is js-ipfs but I haven't actually looked at it in a while [23:00]
Vito`but if you make IA's emularity-related torrents discoverable over the webtorrent webrtc network or whatever, you should be able to download from their webseeds
it's a different tracker but I think normal webseeds work
[23:01]
baiyeah, maybe that would be a cool module for BrowserFS [23:01]
Vito`or a different swarm? I don't know the terms any more [23:01]
oh hm
it looks like webtorrent can just take a normal torrent file that specifies webseeds and figure it out
so maybe you wouldn't need to do anything at all
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[23:42]
Vito`okay
the torrent file won't download in the browser without using the CORS proxy URL
but when it does, it seems to parse it and work
except then all the files it tries to piece together fail because of CORS
[23:58]

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