yep meanwhile, since we hadnt had to sell bureau for going to private insurance type doctor/hospital by going here (yep this hospital is i think even much cooler/better than hospital at istanbul, a very cool hospital as told before and public insurance type it were so we hadnt had to sell bureau)  


then i thought if mom sells bureau, I would ask some portion of to buy myself a zodiac boat since we live in iskenderun at sea side and i can go to sea and swim from boat in summer or some such activities like sunbathing alike maybe yep :)


also i can spare some my health expenses (going to some doctor for some health issue yep) also from there if we sell bureau by then/

yep so when turned out mom's surgery happent in public insurance (but as much least as good as the private insurance doctor in istanbul) turned out I told mom already if we still sell bureau I would ask something like 150000tl from it :)  (100000tl for buying a zodiac boat :) and 50000tl for my health expenses since i dont have insurance :)  ) (So i thought such idea also when turned out mom had surgery in nonprivate hosptial alike :) )


but maybe for this zodiac boat thingy we might need to buy also some utinsil to attach to vehicle to carry it to port/harbour.  yep. 

so guh would add such 6th hobby if mom approves and if she still wishes to sell bureau alike then i would buy my self a zodiac boat since thats my long time some idea which i couldnt had done due to having no money for it.  


yayyyy so maybe this summer would be awesome. guh beside coding her projects/building ml project would also go swim travel with zodiac boat yayyy :)  (if we could sell the bureau and after health issues resolves yep.)


then we have also place to put the zodiac boat indeed  yep.  yep guh thought such ideas when turned out mom's surgery went in public insurance instead of private insurance yep.  

although i might also have need to have surgery either apandhist or safra whatver it is since there is some ache and would go to doctor when mom heals. or might myself go to doctor. yep for that we can also sell bureau and spare money from it i think. 


after some challenging times wish this summer pass nice :) guh has thought such cool idea last summer of buying zodiac boat but just as an idea since had 0 money :) but this summer maybe i might be able to :) yep :)   


it would be nice resting time between ml project/warp invention ideas coding/implementation/studies of warp material science, would be some cool resting time alike between coding ml algos and warp framework ideaziation projects on summer :)



yayyyy if my health issue is not important, this summer would be i think utter awesome :) 

yep i already talked with mom and mom also thinks of selling bureau still. yayyy! so if my health issue is not important then wishfully i would be able to buy a zodiac 6hp or 2.5hp boat (maybe at most 100K or 140 K price) on summer and go to swim (and maybe might try out fishing) to sea exploring adventure from marina in iskenderun yayyyy!   


so i would need to buy some romork (maybe 30000tl or 40000 tl  + some zodiac boat with either 2.5hp or 6hp motor ) (if 2.5hp it could cost 100KTL alike if 6hp i guess 40000TL more maybe) 



yep so if bureau were sold, would ask for this :)  


some rest time activity hobby time during studying to ml algos /warp framework axioms/theory ideaization and coding of ml algos projects yep)


so been working to plugin tasks hardworkingly in avail times at hospital until today morning. today i did laziness slightly since there is alot refactoring, even webrtc dll should be changed since datatransfer from webrtc is not required but only stun protocol data gathering is required.


then i need to reimplement netconnection modules of unreal alike steam but not as changeful like steam's protocol changes,

but in my modified net connector modules for unreal engine,  it would just use the ip port gathered from stn protocol instead. so client side need to instead of getting random port requires retrieved stn port data. server side similarly when reconnecting would need to get new port with again stn protocol and reininitialize connections.


so there would be alot refactoring. 


since i studied coding tasks alot last days during avail times, i wanted to rest today mroning and started some studying now. i worked on how to code/design tasks but not coding alot today. since i am tired. i already studied to plugin coding tasks on last 4 days alike in avail times at times during stay at hospital when i had spare time alot alike moments)

 

so i concluded after testing that my approach is not correct (after tests of data transfer had not succeeded, webrtc side succeeds thats not the issue but socket side does not work since it turned out has some bandwidth mechanisms applied in unreal side in netconnection side and the implemented side is not compatible since has no mechanism for bandwidht. 


so I switched to steam alike using only stn approach (but again using native webrtc lib) but not alike steam's own relay servers alike approach either nor any like steam's having developed its own protocol version. no my modification would be not that much. only some hmm unreal netconnection instances some code modificiations on client side so that it takes not random ip port but such stn protocl retrieved versions.  then also hmm such modifications alike etc etc.

  

so i were like testing clienttravel function of unreal and my server client added code had issue  with unreal side's netconnector/socket mechanisms and specifically its time tick based messaging stuff and bandwidth control stuff. so had to change design to alternate steam's example design.

that were the more logical design approach from start, but i had not had knowledge of unreal intrinsics of network connectors there to have idea that such approach is also available. i had learnt that method from search engine ai's help indeed.   turns out search engine ai is much more knowledgeable than compared to me in any computer language and even code of unreal.   so me getting knowledge of unreal's network module by then time wise shortened instead of me parsing code and trying to understand its mechanism,  ai has already somehow were knowledgeable on that and told me how unreal's network connection socket systems works so that I could design with ease without alot parsing code tasks proceedingly.  



i mean to follow steam like approach, one should be knowledgeable of unreal's network modules, but i werent this is why i went with worser design in when designing initially with using webrtc data transfer approach.   which is cumbersome approach indeed and hadnt worked out since unreal's network connectors turned out had bandwidth control stuff and default bsd socket alike winsocket programmed data transfer connecting to directly udp socket without using unreal's network modules turned out having very much issues indeed and my approach there by hadnt worked.


but i believe i could code the new approach more easily/less challenging since until socket code all of code is already tested (I mean webrtc dll works, now would add a more lightweight interface/module definition there since only would do get stn info and so  and when required it would be able to query again from nodejs server (in case reconnect necessity)  yep so that is it.

and I learnt how to debug from IDE either or so. so i think one important milestone were checking webrtc dll works  and even data channel were connected indeed, and then second important milestone were this winsock based implementation which would connect to game server but that had failed and so the design of the nodejs sequences and the even webrtc.dll would need to be changed accordingly for this slightly steam approach of using directly  stn/relay. but different to steam, I dont utilize relay and I depend to stun protocol indeed. (for NAT punch thingy which is required for to have the mars rover fight game be on internet instead of being playable in lan. ) 


yep meanwhile whilst studying to kinematics intials, figured out we did forward kinematics in mars rover thingies some thingy (I mean the original plugin developer did written but i had to extend /change it since had lots of connectors-links-joints in the equipment of mars rover compared to initial equipment thingy) but we dont have reverse kinematics correctly there indeed either very much but there is enough even not fully correct some reverse kinematics there although some what issued. ) 

 

so coming back to plugin topic with webrtc data transfer method for game server replication data transfer things---> 


yep so during plugin development due to wrong design (yep turns out own coded udp sockets is incorrect wrong design approach since is not integratable to unreal's bandwidth controlled netwrk connector systems and one needs to change to unreal's network library instead (create udp socket from there for instance or netconnection e.g.) ), I had to change design to this alternate approach since my design had not worked out (hmm the part of hmm winsockets which connect to unreal game server or client side such sockets I coded (without using unreal engine's socket implementation but with udp sockets and example code from both search engine ai and both udp winsock codes examples in web) had failed and turned out unreal side has even bandwidth mechanisms, so then thereby i decided to abondon that design since seemed much more additional cumbersomeness to the unreal's lightweight and very near real time original udp sockets implementation whcih is optimized/bandwidth controlled. so for that I switched to resorting to unreal's original udp sockets mechanisms there with getting info of how that is from search engine actually )

    


so its nice in performance wise indeed, since webrtc if data tranfer were done from there, required 3 threads alike.  if it were 4x4 mars rover fight battle,  game server would then have 21 webrtc threads.

but in current changed design idea, webrtc is some query layer. it wont run all time but would run when required to get stun ip port info. that be it. so 24 less webrtc threads then there would be which is nice.  


so yep so now would code the refactored webrtc modules with just this query layer approach alike. yep so. and would refactor 2 libraries and one nodejs server sequence diagrams awhile during. yep.

so first would ready more lightweight webrtc version (just utilizes native webrtc only for querying stun ip-port (for nat punch)) 



so now alot refactoring time.  turned out my initial design idea were incorrect but i couldnt design better by then since were not knowledgeable on unreal's netconnection/udp sockets mechanisms by then.   (I now got knowledgeable with search engine ai's definitions indeed. hmm so that i hadnt have to parse that modules to understand how replication data is transferred from which modules and how  in unreal (I mean how game server socket 7777 is setup ? and how client connects to it?  to get to know these answers would require many many hours of parsing c++ code but due to search engine's ai' I learnt in 1 minute how that module works and so i could change reimplement that some of the module there to change to be able to use stun protocol for nat punch thigny.) 


so there is no wasted effort also since i mean these effort I also needed to accomplish in this alternate design idea. i mean refactoring wont be like the previous library coding effort is wasted effort. no actually just slight changes it would be done.


e.g. so i mean all the effort i had done in testing (e.g. creating debug dll/libs and attaching to process to debug from visual studio to debug nodejs  and c++ communication and to debug webrtc etc etc(although webrtc dll hadnt required alot fix :) it were fixed in 3 fixes. (that I taken from some template code but refactored according to required library design) so issues mainly came from nodejs and c++ websocket socketio library side until now. webrtc comparedly worked at first  test nearly. (I mean 3 or such fixes I done only to webrtc dll) btu all remaining lost time were to socketio and c++ library related communication related issues indeed. 












 

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