These are chat archives for arenanet/api-cdi

1st
Feb 2016
Simon Amor
@simonamor
Feb 01 2016 00:32
When checking the list of guild members at /v2/guild/:id/members, I get a timestamp back for the joined date that hasn't happened yet. It seems to be about 7 hours ahead of the actual time they joined!
"joined":"2016-02-01T01:40:12.000Z" - this was someone who joined the guild about 6 hours ago.
Archomeda
@Archomeda
Feb 01 2016 00:58
that's probably a timezone issue on the server's end
anet lives in an EST area, which is UTC-5
Eearslya Sleiarion
@Eearslya
Feb 01 2016 01:30
Think that issue has been brought up before, actually. Definitely a timezone issue, since ANet is -8
Archomeda
@Archomeda
Feb 01 2016 01:31
oh indeed, anet is PST not EST >_>
Eearslya Sleiarion
@Eearslya
Feb 01 2016 01:31
Hooray for us washingtonians!
Archomeda
@Archomeda
Feb 01 2016 01:32
it's easier for me, i live in a CET area, which is only UTC+1 :D
well, easier to remember and calculate to UTC i mean
Pat Cavit
@tivac
Feb 01 2016 05:53
pst the one true timezone
Steven Liekens
@StevenLiekens
Feb 01 2016 05:54
I thought that was server time
Pat Cavit
@tivac
Feb 01 2016 05:55
(all our servers run on pst)
Simon Amor
@simonamor
Feb 01 2016 08:11
Wouldn't that make the time that is returned 8 hours behind UTC rather than 8 hours ahead though?
Simon Amor
@simonamor
Feb 01 2016 08:25
Just left the guild and re-joined it at 2016-02-01 08:18:10 (GMT) and the API for the guild members returns:
[joined] => 2016-02-01T16:18:10.000Z
That would be the time in Beijing (UTC+8) rather than the US west coast (UTC-8)
Edgar Doiron
@Coffee4cr
Feb 01 2016 11:55
@lye are you doing - timezone(-8) ;)
L M.
@lmik
Feb 01 2016 13:34
hi again. sooo... kills + deaths tracking for EU matchups is working now. but it is incredibly inconsistent :( something still seems wrong
This message was deleted
ah, ill just make a pastebin quick so i wont spam this chat. second
crazy fluctuation throughout the days, i thought it might have to do since it got turned on during a matchup so i thought i should wait for reset to happen before i report it. but yeah, its still there. :s
Edgar Doiron
@Coffee4cr
Feb 01 2016 13:56
how are K/D going down?
could it be resetting on daily reset?
Archomeda
@Archomeda
Feb 01 2016 13:57
@Coffee4cr i feel like posting a probably well-known video here
about timezones :P
Edgar Doiron
@Coffee4cr
Feb 01 2016 13:58
i'm pretty sure I know which one you're talking about
Thanks gitter...
Archomeda
@Archomeda
Feb 01 2016 13:59
hahaha
but yeah, that one :D
Edgar Doiron
@Coffee4cr
Feb 01 2016 13:59
might as well watch it now
L M.
@lmik
Feb 01 2016 14:02
hmmm them resetting daily might be a thing. it doesnt really make sense that they would reset daily (since score and everything else doesnt) but that might be part of the problem maybe
Nabrok
@Nabrok
Feb 01 2016 14:17
@simonamor There's a similar issues with PvP match times (8 hours ahead). My own theory is that the API thinks it's getting a PST time and adding 8 hours to it to make it UTC, but it is actually already a UTC time.
@Coffee4cr the backend servers send ISO8601 timestamps claming to be GMT but are actually PST (EDIT: I may have this backwards)
there's an open issue for it IIRC, I should knock that one out this morning since it's a pretty easy fix
smiley
@codemasher
Feb 01 2016 14:31
i have the feeling, anet has some trouble with units... GMT that is actual PST, meters that are inches... :D
units are hard we should just do away with them and use numbers
smiley
@codemasher
Feb 01 2016 14:31
heheh
well, this is an interesting guild upgrade: https://api.guildwars2.com/v2/guild/upgrades/352
not sure ... why it costs itself (???)
Nabrok
@Nabrok
Feb 01 2016 14:32
@lye when you fix that, I'm going to have to figure out how to fix my archived data ...
hmm, ugh that's gonna be tricky
@Nabrok we should discuss that more in a pull request, but the simple solution I can think of is to add in an extra header to indicate that the fix has been deployed
So applications can know whether they're getting incorrect/correct timestamps
Nabrok
@Nabrok
Feb 01 2016 14:36
That could work. At the moment I'm not changing it in the database, only when I'm about to display the data.
I figured it would be easier to fix historical data after the fix than try to fix any new data that came in after fix/before I change my code.
Archomeda
@Archomeda
Feb 01 2016 14:38
@Iye isn't that upgrade related to this item? https://api.guildwars2.com/v2/items/74615 so basically a decoration that you can get by double clicking that item if it didn't go into the guild storage in the first place?
Yeah but ... why would that be a cost to make the upgrade
Presumably it just goes into the guild inventory?
(also why is it a gizmo instead of a consumable?)
Archomeda
@Archomeda
Feb 01 2016 14:41
uhhhh
(though tbh I would have expected it to be immediate)
(why is my coffee empty)
Archomeda
@Archomeda
Feb 01 2016 14:42
this might be related to something else than what i said earlier
Edgar Doiron
@Coffee4cr
Feb 01 2016 14:42
when you buy them from the vendor, they are immediate (going to storage)
AFAIK if it's a gizmo it's not immediate -- the vendor is likely doing something special which is replicating the behavior of an immediate
(might be wrong about that)
Archomeda
@Archomeda
Feb 01 2016 14:43
i think there are decoration items that are an actual item that you can double click to make it go into the guild storage, in case it failed to go in there immediately after buying, but that would make that item a consumable, not a gizmo
Edgar Doiron
@Coffee4cr
Feb 01 2016 14:43
you're the one working there, so ask someone ;)
Archomeda
@Archomeda
Feb 01 2016 15:16
oh, right now i'm messing around with the items endpoint, and it seems that https://api.guildwars2.com/v2/items/59 has "berserkers" in its name instead of "berserker's" :D
oh hey, the backend support for /v2/guild/:id/log is live
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:27
\o/
Archomeda
@Archomeda
Feb 01 2016 15:27
cool ^^
says not active
right, I haven't turned it on yet
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:28
oh
just noting that backend support for it went out last patch (I think?)
so it actually works now if you can bypass the enabled bit :>
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:28
lol
Friday 5pm, right?
Archomeda
@Archomeda
Feb 01 2016 15:28
so... how do we bypass it? :D
arena.net/#careers :D
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:29
lol
Archomeda
@Archomeda
Feb 01 2016 15:29
:(
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:29
he's offering you a job, take it!
Definitely later this week though; I haven't had enough sleep to do a deploy today
Archomeda
@Archomeda
Feb 01 2016 15:29
i live in NL, it's not what you say close to anet hq
really? from what I've heard GMT and PST are basically the same thing
that means they're nearby geographically right
Archomeda
@Archomeda
Feb 01 2016 15:30
lol
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:30
hahaha
eh, GMT+1 so it's an hour away
Archomeda
@Archomeda
Feb 01 2016 15:32
if we can only travel as fast as the earth rotates :D
so like ... geosynchronous orbit
I need more coffee I can't even
Edgar Doiron
@Coffee4cr
Feb 01 2016 15:33
you just need to levitate until it has spinned enough, and drop in, when ANET HQ is under you
Archomeda
@Archomeda
Feb 01 2016 15:33
haha
Nabrok
@Nabrok
Feb 01 2016 15:33
Well, concord did transatlantic in 4 hours I think
Archomeda
@Archomeda
Feb 01 2016 15:42
hmm, i'm currently working on something fun, trying to get an extended version of the items api that allows me search by name
but the text search in mongo db is something i have to get used to
L M.
@lmik
Feb 01 2016 15:50
@lye any info on the wvw kills and deaths? :)
you'll have to remind me what specifically you were looking for :<
ah okay, no, I haven't looked into that
given that the ppk tracking currently using the best-effort event log system, it could be a wide variety of things (dropped messages, cross-DC latency, etc)
the ratios aren't necessarily meaningful -- there isn't necessarily a correlation between deaths and kills
(e.g., a death can map to 0, 1 or 2 kills, depending on which teams, if any, tagged the player)
hmm, the numbers shouldn't go down though, that's kinda weird
actually, hmm, there's a pretty serious bug in the API's tracking code
it'll wipe all eventlog-based data on each reset time, I think, since it uses a bad heuristic to determine when reset has occurred
smiley
@codemasher
Feb 01 2016 16:06
LMAO :point_up: 1. Februar 2016 16:30
@lmik #210 -- gonna work on this today since it's a pretty nasty bug, but the fix won't go out until the next game release
also I should probably ask someone how to set up a multi-dc environment locally :/
Nabrok
@Nabrok
Feb 01 2016 16:09
By resets do you mean the actually weekly wvw reset or resets due to patches?
weekly wvw resets
Nabrok
@Nabrok
Feb 01 2016 16:10
Oh, so the NA reset is wiping the EU deaths/kills?
and vice versa, it appears to
(from my reading of my code)
L M.
@lmik
Feb 01 2016 16:14
oh yeah im aware that the ratio is very artificial, its just what people asked for when i just put the kills / deaths so why not haha
i think it happened throughout the last week too that numbers went down randomly, but i havent watched it super closely
hmm
if it happened throughout the week something else is wrong too
L M.
@lmik
Feb 01 2016 16:16
maybe daily resets too? just a guess.
i can try and keep a closer look
might be hotfixes
not sure if those emit "match result" messages
lye @lye is reading the wvw coordination code again
L M.
@lmik
Feb 01 2016 16:17
stuff that gets deployed without client updates?
nah, the ones that do client updates
when it shuts down wvw and restarts it
L M.
@lmik
Feb 01 2016 16:17
hmm i think there were no client updates but the numbers were still low. but i might remember wrong
Edgar Doiron
@Coffee4cr
Feb 01 2016 16:18
http://www.commitstrip.com/en/2012/08/17/faudrait-juste-changer-un-mot-ou-deux/ I don't know if this is valid for all of you, but it's exactly how it works doing contract work for the government
and yes... i'm still reading them :(
Archomeda
@Archomeda
Feb 01 2016 16:26
ohhhh that text search in mongodb awesome
oh @Iye, is there a chance that we get an endpoint or a separate definition list for the <c=...> colors like <c=@flavor> in https://api.guildwars2.com/v2/items/50051 ?
also, what does that separate <c> mean? is it a closing tag?
hahahaha
that's the first time I've seen <c>
I've seen </c> and <c/> before though
as well as <c@flavor>, <c=flavor> and <c@=flavor>
one of these days I need to look up what the heck is parsing all that
Archomeda
@Archomeda
Feb 01 2016 16:31
that's... very consistent :(
i should look up the tooltip ingame what that <c> does
it's regarding that it can't be transmuted in the MF, which sounds like a warning
and something that's red
wait it's just an empty <c>foo</c>?
or is it <c=@flavor>foo<c>
it's probably handled as a closing tag
Archomeda
@Archomeda
Feb 01 2016 16:33
regarding that item 50051, it's <c=@flavor>We faced Scarlet at our door, and that day we brought the fight to her.<c> Cannot be used in the Mystic Forge if transmuted.
hmm, actually I can see that going both ways
Archomeda
@Archomeda
Feb 01 2016 16:34
and then we have the infused version 50053: <c=@flavor>We faced Scarlet at our door, and that day we brought the fight to her.<c>
50051 renders <c> as a closing tag
whether it does that because of the <c> or the \n\n I'm not sure
Archomeda
@Archomeda
Feb 01 2016 16:36
oh, there's indeed a \n\n, my json parser removed that
bad JSONView!
but oh well, it's just something that caught my eye :)
Nabrok
@Nabrok
Feb 01 2016 16:47
I would suspect that's supposed to be a </c>
that would make sense, yeah
Nabrok
@Nabrok
Feb 01 2016 17:04
I'm guessing it's not programmers that actually type those descriptions, and it's imported from something somebody else typed ... and that's why all the inconsistencies?
I've seen a lot of similar stuff come back when we send out marked up text for translations.
I've not a clue; I don't know too much about the actual content creation process
smiley
@codemasher
Feb 01 2016 17:09
seriously? those <c=...> are all over the place in item descriptions
oops, missed to scroll 5 lines further XD
(there) :point_up: 1. Februar 2016 17:29
btw. it's usually the cyan extra text in items, in case a <c> tag is present
Nabrok
@Nabrok
Feb 01 2016 17:13
I'm using #ADD8E6 for flavor
For warning #FF0000 and reminder as #888888.
David ReeƟ
@queicherius
Feb 01 2016 19:12
@lye Why does /v2/characters have ?ids=all disabled, but you are limited to 70ish characters anyway so ?page=0&page_size=200 does the same? Been using the page since forever, and just rediscovered why. :D
Edgar Doiron
@Coffee4cr
Feb 01 2016 19:28
@lye is there a way for you to do an endpoint on guild missions. so we can see what's available this week
/guild/missions
@queicherius, uhh, that's a good point. Just committed a change for that.
Nabrok
@Nabrok
Feb 01 2016 19:32
Including personal and guild progress?
@Coffee4cr, probably.
Edgar Doiron
@Coffee4cr
Feb 01 2016 19:33
@Nabrok Genius!
so it would need PVE Only / PVP Only / WvW Only / Mix
then Easy/Medium/Hard and the 3 static
with guild completion and personal completion(although this last one might have to be elsewhere)
windwarrior
@windwarrior
Feb 01 2016 19:36
what is static and what is per guild
for example, are the bounties you have to do the same for all guilds, or is that rolled on activation
Nabrok
@Nabrok
Feb 01 2016 19:37
It changes
If you do the same one twice you get different targets
Edgar Doiron
@Coffee4cr
Feb 01 2016 19:37
well in the guild menu, there's Easy Medium Hard, then there's PVE, PVP, WVW (which you get one of each)
and yeah, Trek and bounty are generated on activation
so we can't know those in advance and that's fine.
but for me, it's just to display the current week's guild mission on a website
Nabrok
@Nabrok
Feb 01 2016 19:39
Would be easy if you knew the targets in advance. Find them all before you start the mission.
windwarrior
@windwarrior
Feb 01 2016 19:39
right, so the API should show what goes in the easy/medium/hard/pvp/wvw slots, but cannot say for bounty/trek/puzzle?/challenge? what it will be?
Nabrok
@Nabrok
Feb 01 2016 19:39
Though way back when missions were first introduced we used to do that. Or at least find most of them. Of course we had 50 people doing it then rather than the 10 or so we have now.
puzzle and challenge are fixed
windwarrior
@windwarrior
Feb 01 2016 19:40
yeah, was just checking that. -- just trying to help btw
Nabrok
@Nabrok
Feb 01 2016 19:40
Only bounty and trek have a random element on activation
Edgar Doiron
@Coffee4cr
Feb 01 2016 19:42
@windwarrior puzzle challenge it can say in advance, same for WvW and PVP missions.
windwarrior
@windwarrior
Feb 01 2016 19:42
yeah indeed
Nabrok
@Nabrok
Feb 01 2016 19:43
You'd know the number of targets on bounty and trek, just not which specific ones.
Nabrok
@Nabrok
Feb 01 2016 19:50
@lye how far down the list is character portraits?
ring of fire
Archomeda
@Archomeda
Feb 01 2016 19:51
lol
I either need to integrate a software renderer
Archomeda
@Archomeda
Feb 01 2016 19:51
is there even something below that? :P
or get hardware that has a GPU
uhh, underworld I guess
Archomeda
@Archomeda
Feb 01 2016 19:52
i meant if there was something even below that on the list, not the actual location
local websocket API
Archomeda
@Archomeda
Feb 01 2016 19:52
aw :(
(sorry)
integrating a software renderer is more interesting and seems like it'd be less of a maintenance nightmare
the client uses a completely different workflow than the backend servers I normally work with for a lot of things (crash reporting, etc)
Edgar Doiron
@Coffee4cr
Feb 01 2016 19:56
for the guild missions info, it could be something like this
IIRC the current mission status is only on the map instance and isn't persisted anywhere
might be somewhat wrong with e.g. guild trek
Nabrok
@Nabrok
Feb 01 2016 19:59
I meant whether the guild has credit for the mission slot or not
ah I was talking about Objective_amount:0/8000
actually for some of 'em it's gotta be persisted somewhere
Edgar Doiron
@Coffee4cr
Feb 01 2016 19:59
yeah actually i don't care for that part
but the total needed would be fun
so 8000 for that one
cause it could be 16000 for a HARD
they have to be persisted throughout the timer no?
Nabrok
@Nabrok
Feb 01 2016 20:00
Though, one client change I'd really like to see is the status of currently running missions (progress and timer).
Edgar Doiron
@Coffee4cr
Feb 01 2016 20:00
cause like trek flicks them completed
same for PVP that can be done over multiple games
but I don't think there's a usecase for the progress of each
i'm lying
it would be much simpler to follow on a second monitor than always opening the guild menu....
Nabrok
@Nabrok
Feb 01 2016 20:01
I'd be happy for it to be in the "event" area of the UI
Edgar Doiron
@Coffee4cr
Feb 01 2016 20:02

llike right now, anything with guild treasury, or looking for items on my characters... screw the login/logout, I just get everything on efficiency. If i'm looking at prices, it's always on gw2bltc

so yeah, the more info we can siphon out, the better

@Nabrok we'll just do an overlay, and do our own UI ;)
Nabrok
@Nabrok
Feb 01 2016 20:03
haha, that would work too.
Archomeda
@Archomeda
Feb 01 2016 20:29
finally, i got openshift working with the latest nodejs and mongodb >_>
Nabrok
@Nabrok
Feb 01 2016 20:30
You're not using the nodejs package on openshift?
Archomeda
@Archomeda
Feb 01 2016 20:30
no, that one is horribly outdated
i used to use that, but then i noticed i needed the latest mongodb, well... might as well use the latest nodejs as well then
Nabrok
@Nabrok
Feb 01 2016 20:31
Still on 0.10 isn't it?
yea
that one autoupdates too
Nabrok
@Nabrok
Feb 01 2016 20:31
nice
Archomeda
@Archomeda
Feb 01 2016 20:31
but yeah, i needed the latest mongodb for text search support, 2.4 doesn't really have that
i was messing around trying to see if i could get a item search api working
Nabrok
@Nabrok
Feb 01 2016 20:32
I'm still hosting my mumble bot on openshift, but since then I've moved the actual server to digital ocean, so one day I will move the bot so it's on the same server.
Archomeda
@Archomeda
Feb 01 2016 20:33
sadly, i haven't quite figured out how i can make it autoupdating the items yet
it seems it skipped the previous scheduled update somehow
Nabrok
@Nabrok
Feb 01 2016 20:33
And maybe even update it to use ICE, which would give me more control, though I haven't even started to look into node + Ice.
Archomeda
@Archomeda
Feb 01 2016 20:33
oh, i have nightmares with ice
but that was only because i tried to compile it on an ARM QNAP NAS
since then i moved on to teamspeak :P
Nabrok
@Nabrok
Feb 01 2016 20:35
Well, TC used to use my mumble server for everything, but now WvW is on TS but mumble is still used for a lot of PvE stuff.
Archomeda
@Archomeda
Feb 01 2016 20:35
ahh
but... i wouldn't quite use it for your own application in case you're wondering XD
i might push the code on github eventually so people can host it themselves
my openshift gear was terribly slow when i populated the items database :P
Nabrok
@Nabrok
Feb 01 2016 20:39
It improves quite a bit if you get the "still free but here's my CC info" option.
Archomeda
@Archomeda
Feb 01 2016 20:42
i'm pretty sure it was because it spawned a lot of requests to the gw2 api, and at the same time, a lot of update requests in the database :P
but yeah, if it isn't doing that, it's alright
i don't even have a CC
most of the people here where i live don't have a CC
Nabrok
@Nabrok
Feb 01 2016 20:43
Debit card works just the same if you have a bank account.
Without it though, openshift will spin you down on low activity
So first request will fail, but then it spins up and the second one works.
Archomeda
@Archomeda
Feb 01 2016 20:44
bleh
do you know how long it takes before it goes idle?
Nabrok
@Nabrok
Feb 01 2016 20:44
Or just have people hitting your site 24 hours a day :)
Not sure
Archomeda
@Archomeda
Feb 01 2016 20:45
otherwise i'll just send a request with a cron job so now and then if it's a problem
Nabrok
@Nabrok
Feb 01 2016 20:46
That would probably work.
Archomeda
@Archomeda
Feb 01 2016 20:47
this might also be the cause of why my scheduled update didn't work
it's scheduled with a module that i found somewhere, but it requires the app to run all the time
on the other hand, apparently that module has some issues with the leap year currently, so it even crashed locally
Nabrok
@Nabrok
Feb 01 2016 20:49
I guess you're checking /v2/build periodically to see if you need to clear?
Archomeda
@Archomeda
Feb 01 2016 20:50
not yet currently, but eventually i want to go there
i wanted to write the backend in a proper way before that :P
ofc also the frontend to see if it was working correctly
the current update code is just in place to populate the database initially
but, doesn't /v2/items get updated as well, even if /v2/build is still the same?
new items will appear in /v2/items without /v2/build being updated, but the existing items won't change
Archomeda
@Archomeda
Feb 01 2016 20:53
eh, when was the last patch?
friday I think?
29th
Archomeda
@Archomeda
Feb 01 2016 20:55
and there are ~100 new items since i initially populated the database yesterday... urgh
easiest approach is to grab /v2/items and check which ids you don't have, then grab them with /v2/items?ids=1,2,3,...
Nabrok
@Nabrok
Feb 01 2016 20:57
Heh, I'm glad I'm only caching stuff I've already requested.
Archomeda
@Archomeda
Feb 01 2016 20:57
yeah, i'll have to rewrite the update code
i suppose when /v2/builds changes, it's possible that items themselves can change too?
yup!
Archomeda
@Archomeda
Feb 01 2016 20:58
but when it's the same, i only have to check for new ones
yep
Archomeda
@Archomeda
Feb 01 2016 20:59
is it also possible that an item disappears with a new build, and then reappears, let's say, a week later?
or is it cached on the api?
it is not cached
in the case where it's removed from content, weird things start to happen -- it'll appear in /v2/items but return an error when you try to fetch it
AFAIK items aren't often removed entirely
(if they ever are)
really weird stuff starts happening
Archomeda
@Archomeda
Feb 01 2016 21:03
well... i mainly meant if it was possible that, e.g. item 10 exists in both /v2/items and /v2/items/10, disappears after a new build and has to be 'found' again later for it to be re-added
not disappearing as in, removed from the game
unless something horrible happens that shouldn't be possible
the list of discovered items is persisted and does not depend on the build
Archomeda
@Archomeda
Feb 01 2016 21:04
great!
otherwise it would make things more complicated with item checking when /v2/build stays the same, and when /v2/build changes
aka after your first fetch after /v2/build has changed, you don't know whether some items have changed with the next fetches when /v2/build hasn't changed
unless you have a separate last_updated value tied to each item and also maintain a last_build_change somewhere
oh well, that's not needed now :D
easiest workaround for that is to just update at 3AM PST
if /v2/build updates then something is horribly horribly wrong
Archomeda
@Archomeda
Feb 01 2016 21:08
hmm, how so?
because we're pushing builds at 3AM?
usually the latest we push 'em is 8PM-ish
and even that's only for pretty dire problems
Archomeda
@Archomeda
Feb 01 2016 21:09
no, i meant regarding the "something is horribly horribly wrong" stuff
like... something bad enough to warrant a build at 3AM?
Nabrok
@Nabrok
Feb 01 2016 21:10
Yet you have no sympathy for us east coasters when you push expansions at 3 AM EST! :)
oh yeah or we're doing a midnight expansion release -_-
Archomeda
@Archomeda
Feb 01 2016 21:10
oh wait, now i see what you mean
i thought that you meant that if /v2/build updates then something is horribly wrong with some endpoints, but you just meant that regarding patching in general around that time
:>
Archomeda
@Archomeda
Feb 01 2016 21:12
haha, your midnight expansion release was like 9AM here :D
Nabrok
@Nabrok
Feb 01 2016 21:13
I still got up early for it. Very early.
Archomeda
@Archomeda
Feb 01 2016 21:33
saves me some time (hopefully) \o/
Archomeda
@Archomeda
Feb 01 2016 21:45
Archomeda
@Archomeda
Feb 01 2016 22:38
well okay, nvm that package, gave me a headache with the promises system it uses
windwarrior
@windwarrior
Feb 01 2016 22:58
oh you should really check out promises, those are awesome!
Archomeda
@Archomeda
Feb 01 2016 23:00
maybe some other time
windwarrior
@windwarrior
Feb 01 2016 23:01
more functionally reasoning about asynchronous communication
Archomeda
@Archomeda
Feb 01 2016 23:01
right now it was confusing and it blocked execution when i made a typo, without actually giving an error
plus, if i want to use it, i probably have to rewrite some stuff