Timestamps are in GMT/BST.
| 00:03:00 | | raptor Quit (Remote host closed the connection) |
| 00:03:00 | | raptor has joined |
| 00:03:00 | | ChanServ sets mode +o raptor |
| 00:44:00 | raptor | i can't figure out the flag and soccerball spawn problems |
| 00:44:00 | raptor | i keep going around in circles in the code |
| 00:44:00 | raptor | i can't even figure out how the level line numbers are supposed to be parsed into the starting point |
| 00:49:00 | sam686 | in game.cpp there is something in ServerGame::processPseudoItem |
| 00:53:00 | raptor | found it! |
| 00:53:00 | raptor | there is none for SoccerBallItem |
| 00:54:00 | raptor | looks like it is for both ClientGame and ServerGame? |
| 00:54:00 | sam686 | SoccerBallItem re-use FlagSpawns |
| 00:54:00 | sam686 | as Soccer Game Type have no flag.. |
| 00:55:00 | sam686 | i think ServerGame::processPseudoItem is server only, for loading level |
| 00:55:00 | raptor | it's virual in Game:: and implemented in ClientGame::, too |
| 00:56:00 | raptor | so weird, like the code is in an in-between state |
| 00:57:00 | raptor | i'm going to remove it from ClientGame and see what happens... |
| 00:58:00 | sam686 | i think the client game might be used for editor |
| 00:58:00 | raptor | rats, doesn't compile... |
| 00:59:00 | raptor | still can't figure out how something like: "SoccerBallItem 6 8" gets into the game |
| 01:00:00 | sam686 | it gets to processArguments |
| 01:01:00 | raptor | found it: game.cpp:504 |
| 01:01:00 | raptor | creates an object based on the name |
| 01:10:00 | raptor | soccerGame.cpp:337 |
| 01:10:00 | raptor | why is initialPos = mMoveState[ActualState].pos; |
| 01:10:00 | raptor | ? |
| 01:11:00 | raptor | wait, i got it |
| 01:12:00 | sam686 | not sure, is initialPos needed anywhere in soccerBallItem? |
| 01:13:00 | raptor | it is added to the flagspawn vector |
| 01:13:00 | raptor | to start from again |
| 01:13:00 | sam686 | possible place initalPos could have been used is SoccerBallItem::sendHome |
| 01:14:00 | raptor | lots of segfaults |
| 01:16:00 | raptor | ok, loading level objects works |
| 01:16:00 | raptor | problem must be with flagspawn vector |
| 01:19:00 | sam686 | gametype.cpp line 3383, GameType::addFlagSpawn |
| 01:20:00 | sam686 | flagSpawn have it non-zero position |
| 01:20:00 | sam686 | but after puch_back, mFlagSpawnPoints have it zero position (0,0) |
| 01:20:00 | raptor | wierd |
| 01:20:00 | sam686 | faulty copy constructor? |
| 01:24:00 | raptor | hmmm... |
| 01:24:00 | raptor | they're being zeroed out somewhere... |
| 01:24:00 | raptor | i just added extra spawns and all are zeroed out |
| 01:25:00 | sam686 | spawn.cpp line 56, AbstractSpawn::AbstractSpawn(const AbstractSpawn ©) : EditorPointObject(copy) |
| 01:26:00 | sam686 | try adding the missing EditorPointObject |
| 01:27:00 | sam686 | or maybe i guess you could delete the copy constructor of ApstractSpawn... |
| 01:28:00 | raptor | hey... adding missing EditorPointObject worked! |
| 01:28:00 | raptor | is that the proper fix? |
| 01:29:00 | sam686 | That is probably the problem.. |
| 01:29:00 | sam686 | when it is SoccerBallItem::sendHome it is reading position (0,0) |
| 01:30:00 | sam686 | the problem was the copying objects resetting position to (0,0) due to a problem in AbstractSpawn copy constructor not copying EditorPointObject |
| 01:30:00 | raptor | so it is missing the PointGeometry class? |
| 01:31:00 | sam686 | AbstractSpawn use EditorPointObject which uses EditorObject, PointGeometry |
| 01:32:00 | raptor | it fixed it! |
| 01:32:00 | raptor | great! |
| 01:32:00 | raptor | want to commit? |
| 01:32:00 | sam686 | which is better, delete copy constructor of AbstractSpawn, or keep copy constructor with the fix? |
| 01:34:00 | sam686 | the only 2 things in AbstractSpawn class is mSpawnTime and mTimer |
| 01:35:00 | sam686 | i don't have nothing much to commit right now.. |
| 01:39:00 | karamazovapy | If you don't have nothing much do you have something much? |
| 01:44:00 | sam686 | i said nothing to commit, which doesn't mean more then just commit.. |
| 01:47:00 | raptor | ok back |
| 01:47:00 | raptor | sorry |
| 01:48:00 | raptor | is the copy constructor used? |
| 01:49:00 | sam686 | yes, used when copying into mFlagSpawnPoints gametype.cpp line 3383, GameType::addFlagSpawn |
| 01:49:00 | sam686 | without copy constructor, the system will just copy all data in it.. |
| 01:50:00 | raptor | ok, i think i remember watusimoto saying that he needed the copy constructor because it was important to reset the spawn times when copied |
| 01:50:00 | raptor | so keep copy constructor |
| 01:50:00 | sam686 | ok.. |
| 01:50:00 | raptor | want to commit your change? |
| 01:51:00 | sam686 | not sure... |
| 01:52:00 | sam686 | i don't have nothing to commit except the AbstractSpawn fix |
| 01:53:00 | sam686 | i guess i can.. |
| 01:53:00 | sam686 | 2678 (6c57bc01fee8) Copy AbstractSpawn more correctly to fix position resetting to (0,0) |
| 01:53:00 | sam686 | HA, i beat bflogbot on the commit message |
| 01:54:00 | raptor | haha |
| 01:54:00 | | BFLogBot - Commit 6c57bc01fee8 | Author: sam8641 | Log: Copy AbstractSpawn more correctly to fix position resetting to (0,0) |
| 01:54:00 | raptor | i figure since you found the fix, you should commit :) |
| 02:02:00 | | Flynnn has joined |
| 02:03:00 | raptor | flag spawn... |
| 02:03:00 | sam686 | lua stack overflow error http://208.107.52.15/bitfighter/110914_error_lua.txt |
| 02:04:00 | raptor | ?? |
| 02:05:00 | sam686 | it keeps calling function in some loop, eventually overflowing stack |
| 02:06:00 | raptor | is it because of the new addition of watusimoto with requiring main() |
| 02:06:00 | raptor | ? |
| 02:08:00 | sam686 | maybe there was changes of resource/scripts/lua_helper_functions.lua and i haven't yet copied to exe/scripts |
| 02:08:00 | raptor | i think there was |
| 02:08:00 | raptor | actually |
| 02:08:00 | raptor | actually i know there was |
| 02:08:00 | raptor | i made a change somewhere, too |
| 02:12:00 | sam686 | good, copying updated resource/scripts to exe/scripts fix such error |
| 02:12:00 | raptor | ok good |
| 02:16:00 | raptor | gameType.h:234 |
| 02:16:00 | raptor | is there a reason getFlagSpawn is 'const'? |
| 02:16:00 | raptor | because i think that's the problem... |
| 02:17:00 | | Flynnn Quit (Ping timeout: 244 seconds) |
| 02:18:00 | sam686 | what problems are left? |
| 02:18:00 | raptor | flag spawns don't work |
| 02:18:00 | raptor | i've tracked it to huntersGame.cpp:379 |
| 02:19:00 | raptor | for whatever reason the if statement in that for loop is always false |
| 02:19:00 | raptor | i think it has to do with the const_cast |
| 02:19:00 | sam686 | FlagSpawn works in CTF |
| 02:19:00 | raptor | really?? |
| 02:19:00 | raptor | ok, let me look at that code and see if there are differences |
| 02:20:00 | raptor | sorry, i guess i mean timed flag spawn doesn't work |
| 02:20:00 | raptor | like for nexus |
| 02:21:00 | sam686 | asteroid spawn don't work either.. |
| 02:21:00 | sam686 | maybe a timer problem? |
| 02:22:00 | raptor | timers are working else where... |
| 02:23:00 | raptor | flagSpawn->getPeriod() is always zero, so maybe you're right |
| 02:28:00 | raptor | Spawn.cpp:68 |
| 02:28:00 | raptor | setRespawnTime |
| 02:28:00 | raptor | then mTimer.reset() |
| 02:28:00 | raptor | looks good to me |
| 02:30:00 | | Flynnn has joined |
| 02:30:00 | sam686 | setRespawnTime does mTimer.reset, the problem is copy constructor of AbstractSpawn does not copy ,Timer |
| 02:30:00 | sam686 | mTimer |
| 02:31:00 | raptor | how is the copy constuctor getting used in this instance? |
| 02:33:00 | sam686 | it copies because of GameType::addFlagSpawn |
| 02:33:00 | raptor | that method is causing trouble again... |
| 02:33:00 | sam686 | where mFlagSpawnPoints is not a pointer, it is a Vector<FlagSpawn> mFlagSpawnPoints |
| 02:33:00 | raptor | should a reference be used instead? |
| 02:33:00 | raptor | or pointer? |
| 02:35:00 | raptor | i'm going to make it a pointer |
| 02:36:00 | sam686 | even though I have added setRespawnTime(mSpawnTime); in copy constructor, the asteroid and nexus flag won't spawn |
| 02:36:00 | raptor | yeah... |
| 02:39:00 | | Flynnn Quit (Ping timeout: 248 seconds) |
| 02:39:00 | raptor | well, changed them to const FlagSpawn &flagSpawn |
| 02:39:00 | raptor | no go... |
| 02:47:00 | sam686 | i think I found the problem, processPseudoItem is sending bad arguments to processArguments |
| 02:48:00 | sam686 | more like, it is sending "AsteroidSpawn" as a first argument |
| 02:48:00 | sam686 | processArguments don't expect such "AsteroidSpawn" as argv[0] |
| 02:48:00 | raptor | i thought it does... |
| 02:49:00 | sam686 | maybe it used to in early version of bitfighter.. |
| 02:49:00 | raptor | well, I am getting the timer set with the right time |
| 02:50:00 | raptor | with a saved level |
| 02:50:00 | raptor | i added a nexus flagspawn for three seconds |
| 02:50:00 | raptor | and printing out flagSpawn->getPeriod() is 3000 |
| 02:50:00 | raptor | on start of the level |
| 02:52:00 | sam686 | FlagSpawn(p, time * 1000) umm, why multiply by 1000? (game.cpp line 1390) |
| 02:52:00 | raptor | because timer is updated by milliseconds |
| 02:52:00 | raptor | in the idle() method of huntersGame |
| 02:52:00 | sam686 | and then setRespawnTime multiplies it again by 1000 |
| 02:53:00 | sam686 | so it was really taking 1000 minutes to spawn a flag in nexus |
| 02:53:00 | raptor | but that's only in construction |
| 02:53:00 | raptor | just once |
| 02:54:00 | sam686 | the construction of FlagSpawn will call AbstractSpawn, which calls setRespawnTime |
| 02:54:00 | raptor | yes |
| 02:54:00 | sam686 | raptor: FlagSpawn(p, time * 1000) will make it 1000 minutes as setRespawnTime is making it minutes |
| 02:56:00 | sam686 | got asteroidSpawn working |
| 02:56:00 | raptor | oh... i see it now |
| 02:56:00 | raptor | ok |
| 02:56:00 | raptor | i get it |
| 02:56:00 | raptor | yes, you are right |
| 02:56:00 | sam686 | and got FlagSpawn Working with jsut FlagSpawn(p, time) |
| 02:57:00 | raptor | great! |
| 02:59:00 | sam686 | 2679 (14bff3dda3ba) Fix AsteroidSpawn and nexus FlagSpawn timer |
| 02:59:00 | raptor | haha |
| 02:59:00 | | BFLogBot - Commit 14bff3dda3ba | Author: sam8641 | Log: Fix AsteroidSpawn and nexus FlagSpawn timer |
| 03:00:00 | sam686 | ok, that took about 11 seconds for logbot to catch up |
| 03:00:00 | raptor | i think it's still on a 5 min timer |
| 03:01:00 | sam686 | i wonder why logbot don't show the 2679 number part. |
| 03:01:00 | raptor | let me look.. i pull it directly from the atom feed |
| 03:02:00 | raptor | i pull <title> from here: http://code.google.com/feeds/p/bitfighter/hgchanges/basic |
| 03:03:00 | sam686 | there no 2679 number in that link |
| 03:03:00 | raptor | correct |
| 03:03:00 | raptor | the easiest way I could find to check updates was from that atom feed |
| 03:05:00 | raptor | ok, i updated y our bug page here with the most recent fixes: http://208.107.52.15/wiki/index.php/Bitfighter016_bug |
| 03:05:00 | raptor | any others there that have been fixed? |
| 03:07:00 | sam686 | SDL + Windows only happens when doing in fullscreen, but not when doing fake fullscreen.. |
| 03:07:00 | raptor | ok good :) |
| 03:07:00 | raptor | yay for fake fullscreen |
| 03:07:00 | sam686 | but, that does not fix my linux ubuntu sdl problems... |
| 03:11:00 | raptor | i think the ctrl alt f1 problem is driver issue |
| 03:13:00 | sam686 | how do i disable hardware opengl for testing that in linux? |
| 03:14:00 | raptor | let me look again... |
| 03:14:00 | raptor | main.cpp:833 |
| 03:15:00 | raptor | remove SDL_HWSURFACE |
| 03:15:00 | raptor | you'll have to remove it on 1004 |
| 03:15:00 | raptor | also |
| 03:18:00 | sam686 | it is still using hardware opengl even after I removed SDL_HWSURFACE and compile it |
| 03:18:00 | raptor | how do you know? it will still say 'using hardware...' but it shouldn't be |
| 03:19:00 | raptor | you'd need to test with fps |
| 03:19:00 | sam686 | it shouldn't be that fast |
| 03:19:00 | raptor | ah |
| 03:19:00 | raptor | le me see if there is a way to force software with sdl... |
| 03:20:00 | raptor | ah ha! |
| 03:20:00 | raptor | change SDL_HWSURFACE to SDL_SWSURFACE |
| 03:21:00 | sam686 | it is still equally fast |
| 03:22:00 | sam686 | i remember one time when x server crash and restarts i Lost hardware opengl acceleration until computer restart |
| 03:22:00 | sam686 | and, software opengl was extremely slow in intel atom CPU |
| 03:24:00 | raptor | yeah, i had that happen once, too |
| 03:25:00 | sam686 | how do i disable opengl acceleration, besides trying to crash it.. |
| 03:25:00 | raptor | you can use a different driver |
| 03:26:00 | raptor | you find out what video driver you are using... (fglrx, radeon, nvidia, etc...) |
| 03:26:00 | raptor | and you can blacklist it in the blacklist file in /etc/modules |
| 03:26:00 | raptor | oops |
| 03:26:00 | raptor | i mean /etc/modprobe.d |
| 03:26:00 | raptor | but you'd have to restart the computer... |
| 03:26:00 | raptor | not sure if there is another way |
| 03:27:00 | sam686 | how do i find out which one i am using (it is intel graphics 945) |
| 03:27:00 | raptor | oh yikes |
| 03:27:00 | raptor | there isn't another driver for that one, i think |
| 03:30:00 | raptor | look here: https://wiki.ubuntu.com/X/Troubleshooting/IntelPerformance#Problem:_Falling_back_to_OpenGL_software_rendering |
| 03:31:00 | raptor | glxinfo |grep -i render |
| 03:31:00 | raptor | i forgot about that |
| 03:32:00 | raptor | so looks like you need to disable X DRI |
| 03:34:00 | raptor | well, i need to get to bed - i didn't sleep at all last night |
| 03:35:00 | raptor | good ngiht sam686, thanks for helping with the flag issues |
| 03:35:00 | raptor | and solving them.. :) |
| 03:35:00 | sam686 | ok, i seem to now have disable opengl acceleraion |
| 03:36:00 | sam686 | ok, ctrl + alt + F1 does not freeze bitfighter when doing software opengl |
| 03:36:00 | raptor | yep, so driver issue |
| 03:37:00 | raptor | i had the same problem with unreal tournament on an old laptop i had |
| 03:37:00 | raptor | it had intel 945 chipset, too |
| 03:38:00 | sam686 | maybe driver can't render when command line took it away or something... |
| 03:38:00 | raptor | i'm thinking that, too.. |
| 03:39:00 | sam686 | still have the stupid maximized but not fullscreen freeze problem (not related to opengl hardware) |
| 03:41:00 | raptor | really? |
| 03:41:00 | raptor | that's odd |
| 03:41:00 | raptor | in ubuntu? |
| 03:41:00 | sam686 | turning off linesmooth speed up software render by a lot |
| 03:41:00 | raptor | haha, y eha |
| 03:41:00 | sam686 | but doesn't hardly make a speed difference when using hardware rendering opengl |
| 03:41:00 | raptor | that's the beauty of hardware |
| 03:41:00 | raptor | say, how did you shut off hardware? |
| 03:42:00 | sam686 | i went sudo /etc/init.d/gdm stop sudo nano /etc/X11/xorg.conf then gdm start |
| 03:43:00 | raptor | ahh,, you edited the xorg.conf directly |
| 03:43:00 | sam686 | this is specific to my graphics of intel 945 (Option "NoAccel" "false" Option "DRI" "false") |
| 03:44:00 | raptor | ok cool |
| 03:48:00 | raptor | ok, still up for bug hunting? |
| 03:48:00 | raptor | i found a really weird segfault |
| 03:49:00 | sam686 | what is weard about it? |
| 03:49:00 | raptor | here is the backtrace: http://pastie.org/2698686 |
| 03:49:00 | sam686 | found one problem, move window, enter editor, and then window moves by itself.. |
| 03:50:00 | raptor | here is the level that crashes with that stack trace when you test it from the editor: http://sam686.maxhushahn.com/upload/test_soccer.level |
| 03:51:00 | raptor | i will look at the editor positioning |
| 03:53:00 | sam686 | that level does not want to crash on me... |
| 03:55:00 | sam686 | was it weard because of not doing a full recompile? |
| 03:55:00 | raptor | i did a full compile |
| 03:55:00 | raptor | but lots of boost stuff |
| 03:56:00 | sam686 | does it always segfault when testing from editor on that one level? |
| 03:56:00 | raptor | that is why it's weird - i thought boost was supposed to clean up after itself... |
| 03:56:00 | raptor | yes |
| 03:56:00 | raptor | if i remove the loadout zone, it doesn't anymore |
| 03:56:00 | raptor | the level runs fine in 'host game' |
| 03:58:00 | sam686 | something is different between your and my computer, especially 32 / 64-bit |
| 03:59:00 | raptor | you are compiling on 32bit ubuntu? |
| 04:00:00 | sam686 | i can try, but will take 8 minutes to compile it.. |
| 04:02:00 | raptor | actually, let me try compiling wiht -m32 |
| 04:02:00 | raptor | i forgot i can do that.. |
| 04:03:00 | raptor | ok i can't do that |
| 04:04:00 | sam686 | what wrong, need a lot of 32-bit SDL and a lot of other 32-bit library files? |
| 04:04:00 | raptor | yeah... |
| 04:04:00 | raptor | and a lot of 32bit system libraries like glibc-32bit-devel |
| 04:05:00 | sam686 | still compiling... |
| 04:09:00 | sam686 | still compiling compiling.. |
| 04:10:00 | raptor | hehe... sorry |
| 04:11:00 | sam686 | someday, i cold get a faster computer, as my desktop computer is really old (8 yeard old) |
| 04:12:00 | raptor | i usually inherit people's old computers, then install a minimal system |
| 04:13:00 | sam686 | come compiling, now for a test.. |
| 04:14:00 | sam686 | does not crash on that test soccer |
| 04:15:00 | raptor | this is crazy |
| 04:15:00 | raptor | ok |
| 04:15:00 | raptor | thanks sam686 |
| 04:15:00 | | BFLogBot - Commit 11102ebd1fa9 | Author: buckyballreaction | Log: Fix for window moving when changing to the editor in windowed mode after moving the window since start-up |
| 04:16:00 | sam686 | is it compile optimization error? |
| 04:16:00 | sam686 | try compiling in debug mode? |
| 04:16:00 | raptor | i am in debug |
| 04:16:00 | raptor | but i will try non-debug |
| 04:16:00 | sam686 | or try non-debug compile.. |
| 04:17:00 | sam686 | i did compile linux as non-debug... |
| 04:18:00 | raptor | still segfault... |
| 04:19:00 | sam686 | ok, might be something to do with booost problem with 64-bit i guess? |
| 04:19:00 | raptor | here is the new stack trace: http://pastie.org/2698788 |
| 04:19:00 | raptor | but not as much info since it was non-debug |
| 04:20:00 | sam686 | let me guess, inline hides some functions... |
| 04:20:00 | raptor | clearing a vector of shared_ptr |
| 04:20:00 | raptor | yep |
| 04:20:00 | raptor | i think i've read about other people having a problem with clearing a vector of shared_ptr, too |
| 04:29:00 | sam686 | ok... i did a debug build in linux and it segfault trying to test that from editor |
| 04:29:00 | raptor | hooray! |
| 04:30:00 | raptor | ok, it only happens when having a neutral zone |
| 04:31:00 | raptor | wait, now it's working... |
| 04:31:00 | sam686 | except, it sagfault somewhere else (not in boost) |
| 04:31:00 | raptor | stack trace? |
| 04:32:00 | sam686 | get stack trace, but taking a while to get it uploaded |
| 04:33:00 | raptor | i take that back, it doesn't matter if it is neutral - it only crashes when you don't make team changes first |
| 04:33:00 | sam686 | http://208.107.52.15/upload/editor_error1.txt |
| 04:34:00 | raptor | seems like a corruption somewhere.. |
| 04:35:00 | raptor | ok, i take my teams theory back again |
| 04:35:00 | raptor | it just keeps crashing |
| 04:37:00 | raptor | i wish my eclipse IDE was better at showing objects in vectors... |
| 04:42:00 | sam686 | too bad it does not crash in windows, as that is where i can really see many things inside the program easily as i am used to it... |
| 04:49:00 | raptor | question, how many teams are there supposed to be? |
| 04:49:00 | raptor | 3, right? |
| 04:49:00 | sam686 | any maps can have 1 - 9 teams, plus there is hostile, neuteal team. |
| 04:50:00 | raptor | because on that test map |
| 04:50:00 | raptor | there should be 3 |
| 04:50:00 | raptor | 1, 2, neutral |
| 04:51:00 | raptor | but mTeams on game.cpp:391 only has size 2 |
| 04:51:00 | sam686 | neutral team is -1, hostile team is -2 |
| 04:52:00 | sam686 | there is only 2 team, red and blue, on that test soccer, i think.. |
| 04:57:00 | raptor | so a neutral team would not be added to mTeams? |
| 04:58:00 | sam686 | no, it doesn't get added, |
| 04:58:00 | sam686 | blue is 0, red is 1, depending on level |
| 04:58:00 | sam686 | -1 is always neutral team, -2 is always hostile team |
| 04:59:00 | sam686 | i wonder which revision started this segfaulting behavior.. |
| 05:00:00 | raptor | can do hg bisect |
| 05:00:00 | raptor | might take a while, but good idea |
| 05:02:00 | raptor | ok, i did a dynamic_cast<EditorTeam> on team 2 before mTeams.clear() - it crashed there |
| 05:03:00 | sam686 | fake fullscreen problem, bottom bar isn't hidden like it should.. |
| 05:04:00 | raptor | has that always happened for you? |
| 05:05:00 | sam686 | http://208.107.52.15/upload/bottom_bar_not_hidden_fullscreen.png |
| 05:05:00 | raptor | haha |
| 05:05:00 | sam686 | i don't think that happened in 015 (where it used GLUIT) |
| 05:06:00 | sam686 | in 015, no bottom bar until alt+tab to make another window on top of fullscreen.. |
| 05:06:00 | raptor | i had that problem with GLUT sometimes... |
| 05:06:00 | raptor | it bugged me |
| 05:07:00 | sam686 | i guess it turns out glut is better in Ubuntu then SDL... |
| 05:08:00 | raptor | :( |
| 05:08:00 | sam686 | also, its window positioning and size is a bit screwed up in linux ubuntu it seems |
| 05:08:00 | sam686 | for 016 |
| 05:09:00 | raptor | how so? |
| 05:09:00 | sam686 | should add an INI option weather to do fake fullscreen or real fullscreen.. |
| 05:09:00 | raptor | good idea |
| 05:09:00 | raptor | maybe default to real fullscreen in linux? |
| 05:10:00 | sam686 | it always put the window to (0,0), and small window size.. |
| 05:10:00 | raptor | it shouldn't... I thought i fixed that |
| 05:10:00 | raptor | what version of ubuntu? |
| 05:10:00 | sam686 | how do i find out? |
| 05:11:00 | raptor | not sure in ubuntu |
| 05:11:00 | raptor | cat /etc/lsb-release |
| 05:12:00 | sam686 | DISTRIB_ID=Ubuntu |
| 05:12:00 | sam686 | DISTRIB_RELEASE=10.04 |
| 05:12:00 | sam686 | DISTRIB_CODENAME=lucid |
| 05:12:00 | sam686 | DISTRIB_DESCRIPTION="Ubuntu 10.04.3 LTS" |
| 05:13:00 | raptor | so 1.5 years old |
| 05:13:00 | raptor | that should still use the newer Xorg libraries and get window position OK |
| 05:13:00 | raptor | ugh |
| 05:13:00 | raptor | maybe we should just scrap window position all together |
| 05:14:00 | raptor | since I won't be able to do it on Mac without learning obj-c |
| 05:14:00 | raptor | and writing a new class |
| 05:15:00 | raptor | starting 'hg bisect' to find when the segfault was introduced |
| 05:15:00 | raptor | i should go to bed |
| 05:18:00 | raptor | ok going to bed - good night sam686 |
| 05:18:00 | sam686 | bye |
| 05:21:00 | raptor | bisect isn't going so well - it seems like this level crashes since at least July |
| 05:21:00 | raptor | but for a different reason |
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| 15:31:00 | raptor | so i keep getting a segfault |
| 15:31:00 | raptor | i'm continuing my bisect - i haven't found a good revision yet.. |
| 15:35:00 | raptor | there's no way for me to find when it was introduced... |
| 15:35:00 | raptor | it's bad all the way to when watusimoto started the editor refactor - and I can't get any of his revisions to compile |
| 16:01:00 | karamazovapy | I realize I've been a bit stressed and kind of a negative nancy lately, but I just deleted a shadowx post that was (only) an insult |
| 16:01:00 | raptor | oh yay |
| 16:01:00 | karamazovapy | I made a little forum-behavior reminder post in the metaforum |
| 16:01:00 | raptor | i'v been tired of abusing my admin powers to add civility to Opti's posts... |
| 16:02:00 | karamazovapy | yeah...if you do that, could you include your name so that people understand what's happening? |
| 16:02:00 | raptor | sure, like: 'edit by raptor:...' ? |
| 16:02:00 | karamazovapy | something like that, yeah |
| 16:02:00 | raptor | okey doke |
| 16:02:00 | karamazovapy | I saw one of those and assumed you had done it, but it wasn't clear if opti had done it of his own accord |
| 16:03:00 | raptor | gotcha |
| 16:03:00 | raptor | i'll be clearer in the future... |
| 16:03:00 | karamazovapy | it might cue people to consider their behavior |
| 16:04:00 | karamazovapy | http://bitfighter.org/forums/viewtopic.php?f=11&t=934 |
| 16:04:00 | karamazovapy | don't think it will change much, but it seemed like something had to be said |
| 16:04:00 | raptor | good post |
| 16:04:00 | raptor | i wholeheartedly agree |
| 16:14:00 | karamazovapy | I'm playing 015 soccer...it's so much more frustrating! |
| 16:14:00 | raptor | really? now that you;ve done 016? |
| 16:15:00 | karamazovapy | yeah - hop on kserv if you have a second |
| 16:15:00 | raptor | coming |
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| 16:28:00 | raptor | i think we're going to need to take a good look at console commands and permissions |
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| 20:35:00 | raptor | hello |
| 20:40:00 | sam686 | hi |
| 20:41:00 | raptor | hi |
| 20:41:00 | sam686 | hi |
| 20:41:00 | raptor | so, working on anything? |
| 20:42:00 | sam686 | nothing, but still wonder why such level error testing from editor in linux only... |
| 20:43:00 | raptor | i think i've got two revisions that it was introduced in... |
| 20:43:00 | raptor | errr... between, two, i think |
| 20:43:00 | raptor | but they were all watusimoto's commits and i can't compile any of them.. |
| 20:43:00 | sam686 | which ones? |
| 20:44:00 | raptor | this was a good one: 44885e282eb9 |
| 20:44:00 | raptor | 2178 |
| 20:44:00 | sam686 | ok, when which one went bad that you can compile? |
| 20:44:00 | raptor | this was a bad one: 5d23958a10e0 |
| 20:45:00 | raptor | 2197 |
| 20:45:00 | raptor | ther eis a fork in the commit tree |
| 20:45:00 | raptor | the line with yours and mine revisions are all good |
| 20:45:00 | raptor | and i can't compile any of watusimoto's (I haven't spent too much time on them yet) |
| 20:46:00 | sam686 | i can't test in windows, as obviously it does not crash in windows, only linux crashes somehow.. |
| 20:46:00 | raptor | yeah... |
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| 20:53:00 | raptor | are you testing a specific revision? |
| 20:54:00 | sam686 | i don't know what to test in windows, as the error just don't happen in windows... |
| 20:54:00 | raptor | i think there is a memory corruption somewhere |
| 20:54:00 | raptor | in Game::clearTeams() |
| 20:54:00 | raptor | the Vector mTeams |
| 20:55:00 | raptor | this crashes the game: TeamEditor* editor = dynamic_cast<TeamEditor*>(t.get()); |
| 20:55:00 | raptor | when I loop through the mTeams |
| 20:55:00 | raptor | this is t: boost::shared_ptr<AbstractTeam> t = mTeams[i]; |
| 20:56:00 | raptor | it always crashes on the second team when doing the dynamic_cast |
| 20:56:00 | raptor | should dynamic_cast ever crash? |
| 20:56:00 | sam686 | could be a Team re-use conflict between Editor and client actually in a game. |
| 20:58:00 | sam686 | i don't think dynamic_cast should crash, unless it is a bad pointer.. |
| 20:58:00 | raptor | that's what i thought |
| 21:03:00 | raptor | here is my debugging code: http://sam686.maxhushahn.com/upload/111111temp.diff |
| 21:03:00 | sam686 | i might think the problem is something wrong with boost in linux corrupting memory or something.... |
| 21:04:00 | sam686 | does it also segfault or crash in mac compile? |
| 21:06:00 | sam686 | new problem, window position keeps going to (0,0) when entering or exiting editor, i said it happen in linux, now it is also happening in windows |
| 21:07:00 | raptor | really? |
| 21:07:00 | raptor | hmmm |
| 21:07:00 | sam686 | or not at (0,0) anymore |
| 21:07:00 | sam686 | it keeps moving back to the old position.. |
| 21:07:00 | raptor | let me check my patch.. |
| 21:09:00 | raptor | it looks good - i did a clean rebuild and it's working in linux |
| 21:10:00 | sam686 | a difference on my linux is it keeps going to (0,0) all the time, but it does start up at different position as what ini says, |
| 21:11:00 | sam686 | so i guess it have trouble reading window position reading as (0,0) in my linux |
| 21:12:00 | sam686 | oh, i guess i should have pulled the latest with your fix |
| 21:12:00 | raptor | !! |
| 21:12:00 | raptor | yes :) |
| 21:13:00 | raptor | i was getting worried... |
| 21:14:00 | sam686 | but.. even with the latest there is one smalll problem in windows.. |
| 21:14:00 | sam686 | go to "Enter level to edit" screen, move window, press enter to enter editor, and window moves back |
| 21:15:00 | raptor | haha, so it does |
| 21:15:00 | raptor | that is odd |
| 21:15:00 | raptor | it must call actualizeScreenMode twice? |
| 21:16:00 | sam686 | i am not sure about why it needs to... |
| 21:16:00 | raptor | yeah me neither |
| 21:16:00 | raptor | i'll look into it |
| 21:16:00 | raptor | i have a screenshot for you... |
| 21:17:00 | raptor | http://sam686.maxhushahn.com/upload/screenshot2.png |
| 21:17:00 | raptor | mTeams has two teams in it |
| 21:17:00 | sam686 | my linux seems even worse, as if it always reads window position as (0,0) causing lots of problems with window moving back to (0,0) |
| 21:18:00 | raptor | i am looking at the contents of the vector in eclipse |
| 21:18:00 | raptor | in the variables sub-pane |
| 21:18:00 | raptor | _M_start and _M_finish each point to the first team and last team (team 1 and team 2) |
| 21:18:00 | raptor | notice something funny about the pointers? |
| 21:20:00 | sam686 | http://sam686.maxhushahn.com/bitfighter/clearTeams_test.txt |
| 21:20:00 | sam686 | in windows, it doesn't crash at all... |
| 21:20:00 | raptor | you see how the pointer address is split? |
| 21:20:00 | raptor | on linux |
| 21:22:00 | sam686 | could you use %p for printing addresses? |
| 21:22:00 | raptor | ok |
| 21:23:00 | sam686 | i think %i is 32 bit number only... |
| 21:24:00 | sam686 | %p should be 64-bit when compiled as 64 bit machine |
| 21:24:00 | raptor | logprintf("pointer: %p", t.get()); |
| 21:24:00 | raptor | yields: |
| 21:24:00 | raptor | pointer: 0xe52da0 |
| 21:24:00 | raptor | pointer: 0xe52e00 |
| 21:25:00 | sam686 | most likely, it just crops the extra zeros (it really may be 0x0000000000e52da0) i think |
| 21:27:00 | sam686 | for me in windows, i get: Team 0 pointer: 01CA6310 Team 1 pointer: 01C17F78 |
| 21:35:00 | raptor | i think you were right sam |
| 21:36:00 | raptor | mTeams gets two teams when loading the level in the editor |
| 21:36:00 | raptor | then it clears and gets two when loading to test, right? |
| 21:36:00 | raptor | see here: http://pastie.org/2702611 |
| 21:37:00 | raptor | on level test, team 2 (the one that crashes) still has the pointer for the one in the editor on level load |
| 21:39:00 | sam686 | here is my linux segfault.. http://208.107.52.15/upload/segfault_editor_clearteams.txt |
| 21:40:00 | raptor | wow, completely different |
| 21:42:00 | sam686 | not sure why my linux segfault differently... might be some memory corruption possibly |
| 21:42:00 | raptor | exactly |
| 21:53:00 | raptor | when you test the level, should the teams still be 'EditorTeam'? |
| 21:53:00 | raptor | because when restarting a level after testing it, the teams are of class 'Team' |
| 21:54:00 | sam686 | that is TeamEditor class, there is no EditorTeam class.. |
| 21:55:00 | raptor | sorry, yes that is what i meant\\ |
| 21:55:00 | raptor | TeamEditor |
| 21:55:00 | raptor | when testing the level from the editor should those object (on level start) still be TeamEditor or Team? |
| 22:01:00 | sam686 | not sure, they seem to turn into just team.. |
| 22:05:00 | sam686 | in UITeamDefMenu.cpp, try changing (TeamEditor *) into dynamic_cast<TeamEditor *> (3 places is used) |
| 22:07:00 | sam686 | i get a crash trying to edit team name after testing from editor... |
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