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IRC Log for 2011-10-15

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00:03:00raptor Quit (Remote host closed the connection)
00:03:00raptor has joined
00:03:00ChanServ sets mode +o raptor
00:44:00raptori can't figure out the flag and soccerball spawn problems
00:44:00raptori keep going around in circles in the code
00:44:00raptori can't even figure out how the level line numbers are supposed to be parsed into the starting point
00:49:00sam686in game.cpp there is something in ServerGame::processPseudoItem
00:53:00raptorfound it!
00:53:00raptorthere is none for SoccerBallItem
00:54:00raptorlooks like it is for both ClientGame and ServerGame?
00:54:00sam686SoccerBallItem re-use FlagSpawns
00:54:00sam686as Soccer Game Type have no flag..
00:55:00sam686i think ServerGame::processPseudoItem is server only, for loading level
00:55:00raptorit's virual in Game:: and implemented in ClientGame::, too
00:56:00raptorso weird, like the code is in an in-between state
00:57:00raptori'm going to remove it from ClientGame and see what happens...
00:58:00sam686i think the client game might be used for editor
00:58:00raptorrats, doesn't compile...
00:59:00raptorstill can't figure out how something like: "SoccerBallItem 6 8" gets into the game
01:00:00sam686it gets to processArguments
01:01:00raptorfound it: game.cpp:504
01:01:00raptorcreates an object based on the name
01:10:00raptorsoccerGame.cpp:337
01:10:00raptorwhy is initialPos = mMoveState[ActualState].pos;
01:10:00raptor?
01:11:00raptorwait, i got it
01:12:00sam686not sure, is initialPos needed anywhere in soccerBallItem?
01:13:00raptorit is added to the flagspawn vector
01:13:00raptorto start from again
01:13:00sam686possible place initalPos could have been used is SoccerBallItem::sendHome
01:14:00raptorlots of segfaults
01:16:00raptorok, loading level objects works
01:16:00raptorproblem must be with flagspawn vector
01:19:00sam686gametype.cpp line 3383, GameType::addFlagSpawn
01:20:00sam686flagSpawn have it non-zero position
01:20:00sam686but after puch_back, mFlagSpawnPoints have it zero position (0,0)
01:20:00raptorwierd
01:20:00sam686faulty copy constructor?
01:24:00raptorhmmm...
01:24:00raptorthey're being zeroed out somewhere...
01:24:00raptori just added extra spawns and all are zeroed out
01:25:00sam686spawn.cpp line 56, AbstractSpawn::AbstractSpawn(const AbstractSpawn &copy) : EditorPointObject(copy)
01:26:00sam686try adding the missing EditorPointObject
01:27:00sam686or maybe i guess you could delete the copy constructor of ApstractSpawn...
01:28:00raptorhey... adding missing EditorPointObject worked!
01:28:00raptoris that the proper fix?
01:29:00sam686That is probably the problem..
01:29:00sam686when it is SoccerBallItem::sendHome it is reading position (0,0)
01:30:00sam686the problem was the copying objects resetting position to (0,0) due to a problem in AbstractSpawn copy constructor not copying EditorPointObject
01:30:00raptorso it is missing the PointGeometry class?
01:31:00sam686AbstractSpawn use EditorPointObject which uses EditorObject, PointGeometry
01:32:00raptorit fixed it!
01:32:00raptorgreat!
01:32:00raptorwant to commit?
01:32:00sam686which is better, delete copy constructor of AbstractSpawn, or keep copy constructor with the fix?
01:34:00sam686the only 2 things in AbstractSpawn class is mSpawnTime and mTimer
01:35:00sam686i don't have nothing much to commit right now..
01:39:00karamazovapyIf you don't have nothing much do you have something much?
01:44:00sam686i said nothing to commit, which doesn't mean more then just commit..
01:47:00raptorok back
01:47:00raptorsorry
01:48:00raptoris the copy constructor used?
01:49:00sam686yes, used when copying into mFlagSpawnPoints gametype.cpp line 3383, GameType::addFlagSpawn
01:49:00sam686without copy constructor, the system will just copy all data in it..
01:50:00raptorok, i think i remember watusimoto saying that he needed the copy constructor because it was important to reset the spawn times when copied
01:50:00raptorso keep copy constructor
01:50:00sam686ok..
01:50:00raptorwant to commit your change?
01:51:00sam686not sure...
01:52:00sam686i don't have nothing to commit except the AbstractSpawn fix
01:53:00sam686i guess i can..
01:53:00sam6862678 (6c57bc01fee8) Copy AbstractSpawn more correctly to fix position resetting to (0,0)
01:53:00sam686HA, i beat bflogbot on the commit message
01:54:00raptorhaha
01:54:00BFLogBot - Commit 6c57bc01fee8 | Author: sam8641 | Log: Copy AbstractSpawn more correctly to fix position resetting to (0,0)
01:54:00raptori figure since you found the fix, you should commit :)
02:02:00Flynnn has joined
02:03:00raptorflag spawn...
02:03:00sam686lua stack overflow error http://208.107.52.15/bitfighter/110914_error_lua.txt
02:04:00raptor??
02:05:00sam686it keeps calling function in some loop, eventually overflowing stack
02:06:00raptoris it because of the new addition of watusimoto with requiring main()
02:06:00raptor?
02:08:00sam686maybe there was changes of resource/scripts/lua_helper_functions.lua and i haven't yet copied to exe/scripts
02:08:00raptori think there was
02:08:00raptoractually
02:08:00raptoractually i know there was
02:08:00raptori made a change somewhere, too
02:12:00sam686good, copying updated resource/scripts to exe/scripts fix such error
02:12:00raptorok good
02:16:00raptorgameType.h:234
02:16:00raptoris there a reason getFlagSpawn is 'const'?
02:16:00raptorbecause i think that's the problem...
02:17:00Flynnn Quit (Ping timeout: 244 seconds)
02:18:00sam686what problems are left?
02:18:00raptorflag spawns don't work
02:18:00raptori've tracked it to huntersGame.cpp:379
02:19:00raptorfor whatever reason the if statement in that for loop is always false
02:19:00raptori think it has to do with the const_cast
02:19:00sam686FlagSpawn works in CTF
02:19:00raptorreally??
02:19:00raptorok, let me look at that code and see if there are differences
02:20:00raptorsorry, i guess i mean timed flag spawn doesn't work
02:20:00raptorlike for nexus
02:21:00sam686asteroid spawn don't work either..
02:21:00sam686maybe a timer problem?
02:22:00raptortimers are working else where...
02:23:00raptorflagSpawn->getPeriod() is always zero, so maybe you're right
02:28:00raptorSpawn.cpp:68
02:28:00raptorsetRespawnTime
02:28:00raptorthen mTimer.reset()
02:28:00raptorlooks good to me
02:30:00Flynnn has joined
02:30:00sam686setRespawnTime does mTimer.reset, the problem is copy constructor of AbstractSpawn does not copy ,Timer
02:30:00sam686mTimer
02:31:00raptorhow is the copy constuctor getting used in this instance?
02:33:00sam686it copies because of GameType::addFlagSpawn
02:33:00raptorthat method is causing trouble again...
02:33:00sam686where mFlagSpawnPoints is not a pointer, it is a Vector<FlagSpawn> mFlagSpawnPoints
02:33:00raptorshould a reference be used instead?
02:33:00raptoror pointer?
02:35:00raptori'm going to make it a pointer
02:36:00sam686even though I have added setRespawnTime(mSpawnTime); in copy constructor, the asteroid and nexus flag won't spawn
02:36:00raptoryeah...
02:39:00Flynnn Quit (Ping timeout: 248 seconds)
02:39:00raptorwell, changed them to const FlagSpawn &flagSpawn
02:39:00raptorno go...
02:47:00sam686i think I found the problem, processPseudoItem is sending bad arguments to processArguments
02:48:00sam686more like, it is sending "AsteroidSpawn" as a first argument
02:48:00sam686processArguments don't expect such "AsteroidSpawn" as argv[0]
02:48:00raptori thought it does...
02:49:00sam686maybe it used to in early version of bitfighter..
02:49:00raptorwell, I am getting the timer set with the right time
02:50:00raptorwith a saved level
02:50:00raptori added a nexus flagspawn for three seconds
02:50:00raptorand printing out flagSpawn->getPeriod() is 3000
02:50:00raptoron start of the level
02:52:00sam686FlagSpawn(p, time * 1000) umm, why multiply by 1000? (game.cpp line 1390)
02:52:00raptorbecause timer is updated by milliseconds
02:52:00raptorin the idle() method of huntersGame
02:52:00sam686and then setRespawnTime multiplies it again by 1000
02:53:00sam686so it was really taking 1000 minutes to spawn a flag in nexus
02:53:00raptorbut that's only in construction
02:53:00raptorjust once
02:54:00sam686the construction of FlagSpawn will call AbstractSpawn, which calls setRespawnTime
02:54:00raptoryes
02:54:00sam686raptor: FlagSpawn(p, time * 1000) will make it 1000 minutes as setRespawnTime is making it minutes
02:56:00sam686got asteroidSpawn working
02:56:00raptoroh... i see it now
02:56:00raptorok
02:56:00raptori get it
02:56:00raptoryes, you are right
02:56:00sam686and got FlagSpawn Working with jsut FlagSpawn(p, time)
02:57:00raptorgreat!
02:59:00sam6862679 (14bff3dda3ba) Fix AsteroidSpawn and nexus FlagSpawn timer
02:59:00raptorhaha
02:59:00BFLogBot - Commit 14bff3dda3ba | Author: sam8641 | Log: Fix AsteroidSpawn and nexus FlagSpawn timer
03:00:00sam686ok, that took about 11 seconds for logbot to catch up
03:00:00raptori think it's still on a 5 min timer
03:01:00sam686i wonder why logbot don't show the 2679 number part.
03:01:00raptorlet me look.. i pull it directly from the atom feed
03:02:00raptori pull <title> from here: http://code.google.com/feeds/p/bitfighter/hgchanges/basic
03:03:00sam686there no 2679 number in that link
03:03:00raptorcorrect
03:03:00raptorthe easiest way I could find to check updates was from that atom feed
03:05:00raptorok, i updated y our bug page here with the most recent fixes: http://208.107.52.15/wiki/index.php/Bitfighter016_bug
03:05:00raptorany others there that have been fixed?
03:07:00sam686SDL + Windows only happens when doing in fullscreen, but not when doing fake fullscreen..
03:07:00raptorok good :)
03:07:00raptoryay for fake fullscreen
03:07:00sam686but, that does not fix my linux ubuntu sdl problems...
03:11:00raptori think the ctrl alt f1 problem is driver issue
03:13:00sam686how do i disable hardware opengl for testing that in linux?
03:14:00raptorlet me look again...
03:14:00raptormain.cpp:833
03:15:00raptorremove SDL_HWSURFACE
03:15:00raptoryou'll have to remove it on 1004
03:15:00raptoralso
03:18:00sam686it is still using hardware opengl even after I removed SDL_HWSURFACE and compile it
03:18:00raptorhow do you know? it will still say 'using hardware...' but it shouldn't be
03:19:00raptoryou'd need to test with fps
03:19:00sam686it shouldn't be that fast
03:19:00raptorah
03:19:00raptorle me see if there is a way to force software with sdl...
03:20:00raptorah ha!
03:20:00raptorchange SDL_HWSURFACE to SDL_SWSURFACE
03:21:00sam686it is still equally fast
03:22:00sam686i remember one time when x server crash and restarts i Lost hardware opengl acceleration until computer restart
03:22:00sam686and, software opengl was extremely slow in intel atom CPU
03:24:00raptoryeah, i had that happen once, too
03:25:00sam686how do i disable opengl acceleration, besides trying to crash it..
03:25:00raptoryou can use a different driver
03:26:00raptoryou find out what video driver you are using... (fglrx, radeon, nvidia, etc...)
03:26:00raptorand you can blacklist it in the blacklist file in /etc/modules
03:26:00raptoroops
03:26:00raptori mean /etc/modprobe.d
03:26:00raptorbut you'd have to restart the computer...
03:26:00raptornot sure if there is another way
03:27:00sam686how do i find out which one i am using (it is intel graphics 945)
03:27:00raptoroh yikes
03:27:00raptorthere isn't another driver for that one, i think
03:30:00raptorlook here: https://wiki.ubuntu.com/X/Troubleshooting/IntelPerformance#Problem:_Falling_back_to_OpenGL_software_rendering
03:31:00raptorglxinfo |grep -i render
03:31:00raptori forgot about that
03:32:00raptorso looks like you need to disable X DRI
03:34:00raptorwell, i need to get to bed - i didn't sleep at all last night
03:35:00raptorgood ngiht sam686, thanks for helping with the flag issues
03:35:00raptorand solving them.. :)
03:35:00sam686ok, i seem to now have disable opengl acceleraion
03:36:00sam686ok, ctrl + alt + F1 does not freeze bitfighter when doing software opengl
03:36:00raptoryep, so driver issue
03:37:00raptori had the same problem with unreal tournament on an old laptop i had
03:37:00raptorit had intel 945 chipset, too
03:38:00sam686maybe driver can't render when command line took it away or something...
03:38:00raptori'm thinking that, too..
03:39:00sam686still have the stupid maximized but not fullscreen freeze problem (not related to opengl hardware)
03:41:00raptorreally?
03:41:00raptorthat's odd
03:41:00raptorin ubuntu?
03:41:00sam686turning off linesmooth speed up software render by a lot
03:41:00raptorhaha, y eha
03:41:00sam686but doesn't hardly make a speed difference when using hardware rendering opengl
03:41:00raptorthat's the beauty of hardware
03:41:00raptorsay, how did you shut off hardware?
03:42:00sam686i went sudo /etc/init.d/gdm stop sudo nano /etc/X11/xorg.conf then gdm start
03:43:00raptorahh,, you edited the xorg.conf directly
03:43:00sam686this is specific to my graphics of intel 945 (Option "NoAccel" "false" Option "DRI" "false")
03:44:00raptorok cool
03:48:00raptorok, still up for bug hunting?
03:48:00raptori found a really weird segfault
03:49:00sam686what is weard about it?
03:49:00raptorhere is the backtrace: http://pastie.org/2698686
03:49:00sam686found one problem, move window, enter editor, and then window moves by itself..
03:50:00raptorhere is the level that crashes with that stack trace when you test it from the editor: http://sam686.maxhushahn.com/upload/test_soccer.level
03:51:00raptori will look at the editor positioning
03:53:00sam686that level does not want to crash on me...
03:55:00sam686was it weard because of not doing a full recompile?
03:55:00raptori did a full compile
03:55:00raptorbut lots of boost stuff
03:56:00sam686does it always segfault when testing from editor on that one level?
03:56:00raptorthat is why it's weird - i thought boost was supposed to clean up after itself...
03:56:00raptoryes
03:56:00raptorif i remove the loadout zone, it doesn't anymore
03:56:00raptorthe level runs fine in 'host game'
03:58:00sam686something is different between your and my computer, especially 32 / 64-bit
03:59:00raptoryou are compiling on 32bit ubuntu?
04:00:00sam686i can try, but will take 8 minutes to compile it..
04:02:00raptoractually, let me try compiling wiht -m32
04:02:00raptori forgot i can do that..
04:03:00raptorok i can't do that
04:04:00sam686what wrong, need a lot of 32-bit SDL and a lot of other 32-bit library files?
04:04:00raptoryeah...
04:04:00raptorand a lot of 32bit system libraries like glibc-32bit-devel
04:05:00sam686still compiling...
04:09:00sam686still compiling compiling..
04:10:00raptorhehe... sorry
04:11:00sam686someday, i cold get a faster computer, as my desktop computer is really old (8 yeard old)
04:12:00raptori usually inherit people's old computers, then install a minimal system
04:13:00sam686come compiling, now for a test..
04:14:00sam686does not crash on that test soccer
04:15:00raptorthis is crazy
04:15:00raptorok
04:15:00raptorthanks sam686
04:15:00BFLogBot - Commit 11102ebd1fa9 | Author: buckyballreaction | Log: Fix for window moving when changing to the editor in windowed mode after moving the window since start-up
04:16:00sam686is it compile optimization error?
04:16:00sam686try compiling in debug mode?
04:16:00raptori am in debug
04:16:00raptorbut i will try non-debug
04:16:00sam686or try non-debug compile..
04:17:00sam686i did compile linux as non-debug...
04:18:00raptorstill segfault...
04:19:00sam686ok, might be something to do with booost problem with 64-bit i guess?
04:19:00raptorhere is the new stack trace: http://pastie.org/2698788
04:19:00raptorbut not as much info since it was non-debug
04:20:00sam686let me guess, inline hides some functions...
04:20:00raptorclearing a vector of shared_ptr
04:20:00raptoryep
04:20:00raptori think i've read about other people having a problem with clearing a vector of shared_ptr, too
04:29:00sam686ok... i did a debug build in linux and it segfault trying to test that from editor
04:29:00raptorhooray!
04:30:00raptorok, it only happens when having a neutral zone
04:31:00raptorwait, now it's working...
04:31:00sam686except, it sagfault somewhere else (not in boost)
04:31:00raptorstack trace?
04:32:00sam686get stack trace, but taking a while to get it uploaded
04:33:00raptori take that back, it doesn't matter if it is neutral - it only crashes when you don't make team changes first
04:33:00sam686http://208.107.52.15/upload/editor_error1.txt
04:34:00raptorseems like a corruption somewhere..
04:35:00raptorok, i take my teams theory back again
04:35:00raptorit just keeps crashing
04:37:00raptori wish my eclipse IDE was better at showing objects in vectors...
04:42:00sam686too 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...
04:49:00raptorquestion, how many teams are there supposed to be?
04:49:00raptor3, right?
04:49:00sam686any maps can have 1 - 9 teams, plus there is hostile, neuteal team.
04:50:00raptorbecause on that test map
04:50:00raptorthere should be 3
04:50:00raptor1, 2, neutral
04:51:00raptorbut mTeams on game.cpp:391 only has size 2
04:51:00sam686neutral team is -1, hostile team is -2
04:52:00sam686there is only 2 team, red and blue, on that test soccer, i think..
04:57:00raptorso a neutral team would not be added to mTeams?
04:58:00sam686no, it doesn't get added,
04:58:00sam686blue is 0, red is 1, depending on level
04:58:00sam686-1 is always neutral team, -2 is always hostile team
04:59:00sam686i wonder which revision started this segfaulting behavior..
05:00:00raptorcan do hg bisect
05:00:00raptormight take a while, but good idea
05:02:00raptorok, i did a dynamic_cast<EditorTeam> on team 2 before mTeams.clear() - it crashed there
05:03:00sam686fake fullscreen problem, bottom bar isn't hidden like it should..
05:04:00raptorhas that always happened for you?
05:05:00sam686http://208.107.52.15/upload/bottom_bar_not_hidden_fullscreen.png
05:05:00raptorhaha
05:05:00sam686i don't think that happened in 015 (where it used GLUIT)
05:06:00sam686in 015, no bottom bar until alt+tab to make another window on top of fullscreen..
05:06:00raptori had that problem with GLUT sometimes...
05:06:00raptorit bugged me
05:07:00sam686i guess it turns out glut is better in Ubuntu then SDL...
05:08:00raptor:(
05:08:00sam686also, its window positioning and size is a bit screwed up in linux ubuntu it seems
05:08:00sam686for 016
05:09:00raptorhow so?
05:09:00sam686should add an INI option weather to do fake fullscreen or real fullscreen..
05:09:00raptorgood idea
05:09:00raptormaybe default to real fullscreen in linux?
05:10:00sam686it always put the window to (0,0), and small window size..
05:10:00raptorit shouldn't... I thought i fixed that
05:10:00raptorwhat version of ubuntu?
05:10:00sam686how do i find out?
05:11:00raptornot sure in ubuntu
05:11:00raptorcat /etc/lsb-release
05:12:00sam686DISTRIB_ID=Ubuntu
05:12:00sam686DISTRIB_RELEASE=10.04
05:12:00sam686DISTRIB_CODENAME=lucid
05:12:00sam686DISTRIB_DESCRIPTION="Ubuntu 10.04.3 LTS"
05:13:00raptorso 1.5 years old
05:13:00raptorthat should still use the newer Xorg libraries and get window position OK
05:13:00raptorugh
05:13:00raptormaybe we should just scrap window position all together
05:14:00raptorsince I won't be able to do it on Mac without learning obj-c
05:14:00raptorand writing a new class
05:15:00raptorstarting 'hg bisect' to find when the segfault was introduced
05:15:00raptori should go to bed
05:18:00raptorok going to bed - good night sam686
05:18:00sam686bye
05:21:00raptorbisect isn't going so well - it seems like this level crashes since at least July
05:21:00raptorbut for a different reason
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15:31:00raptorso i keep getting a segfault
15:31:00raptori'm continuing my bisect - i haven't found a good revision yet..
15:35:00raptorthere's no way for me to find when it was introduced...
15:35:00raptorit's bad all the way to when watusimoto started the editor refactor - and I can't get any of his revisions to compile
16:01:00karamazovapyI 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
16:01:00raptoroh yay
16:01:00karamazovapyI made a little forum-behavior reminder post in the metaforum
16:01:00raptori'v been tired of abusing my admin powers to add civility to Opti's posts...
16:02:00karamazovapyyeah...if you do that, could you include your name so that people understand what's happening?
16:02:00raptorsure, like: 'edit by raptor:...' ?
16:02:00karamazovapysomething like that, yeah
16:02:00raptorokey doke
16:02:00karamazovapyI saw one of those and assumed you had done it, but it wasn't clear if opti had done it of his own accord
16:03:00raptorgotcha
16:03:00raptori'll be clearer in the future...
16:03:00karamazovapyit might cue people to consider their behavior
16:04:00karamazovapyhttp://bitfighter.org/forums/viewtopic.php?f=11&t=934
16:04:00karamazovapydon't think it will change much, but it seemed like something had to be said
16:04:00raptorgood post
16:04:00raptori wholeheartedly agree
16:14:00karamazovapyI'm playing 015 soccer...it's so much more frustrating!
16:14:00raptorreally? now that you;ve done 016?
16:15:00karamazovapyyeah - hop on kserv if you have a second
16:15:00raptorcoming
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16:28:00raptori think we're going to need to take a good look at console commands and permissions
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20:35:00raptorhello
20:40:00sam686hi
20:41:00raptorhi
20:41:00sam686hi
20:41:00raptorso, working on anything?
20:42:00sam686nothing, but still wonder why such level error testing from editor in linux only...
20:43:00raptori think i've got two revisions that it was introduced in...
20:43:00raptorerrr... between, two, i think
20:43:00raptorbut they were all watusimoto's commits and i can't compile any of them..
20:43:00sam686which ones?
20:44:00raptorthis was a good one: 44885e282eb9
20:44:00raptor2178
20:44:00sam686ok, when which one went bad that you can compile?
20:44:00raptorthis was a bad one: 5d23958a10e0
20:45:00raptor2197
20:45:00raptorther eis a fork in the commit tree
20:45:00raptorthe line with yours and mine revisions are all good
20:45:00raptorand i can't compile any of watusimoto's (I haven't spent too much time on them yet)
20:46:00sam686i can't test in windows, as obviously it does not crash in windows, only linux crashes somehow..
20:46:00raptoryeah...
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20:53:00raptorare you testing a specific revision?
20:54:00sam686i don't know what to test in windows, as the error just don't happen in windows...
20:54:00raptori think there is a memory corruption somewhere
20:54:00raptorin Game::clearTeams()
20:54:00raptorthe Vector mTeams
20:55:00raptorthis crashes the game: TeamEditor* editor = dynamic_cast<TeamEditor*>(t.get());
20:55:00raptorwhen I loop through the mTeams
20:55:00raptorthis is t: boost::shared_ptr<AbstractTeam> t = mTeams[i];
20:56:00raptorit always crashes on the second team when doing the dynamic_cast
20:56:00raptorshould dynamic_cast ever crash?
20:56:00sam686could be a Team re-use conflict between Editor and client actually in a game.
20:58:00sam686i don't think dynamic_cast should crash, unless it is a bad pointer..
20:58:00raptorthat's what i thought
21:03:00raptorhere is my debugging code: http://sam686.maxhushahn.com/upload/111111temp.diff
21:03:00sam686i might think the problem is something wrong with boost in linux corrupting memory or something....
21:04:00sam686does it also segfault or crash in mac compile?
21:06:00sam686new 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
21:07:00raptorreally?
21:07:00raptorhmmm
21:07:00sam686or not at (0,0) anymore
21:07:00sam686it keeps moving back to the old position..
21:07:00raptorlet me check my patch..
21:09:00raptorit looks good - i did a clean rebuild and it's working in linux
21:10:00sam686a 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,
21:11:00sam686so i guess it have trouble reading window position reading as (0,0) in my linux
21:12:00sam686oh, i guess i should have pulled the latest with your fix
21:12:00raptor!!
21:12:00raptoryes :)
21:13:00raptori was getting worried...
21:14:00sam686but.. even with the latest there is one smalll problem in windows..
21:14:00sam686go to "Enter level to edit" screen, move window, press enter to enter editor, and window moves back
21:15:00raptorhaha, so it does
21:15:00raptorthat is odd
21:15:00raptorit must call actualizeScreenMode twice?
21:16:00sam686i am not sure about why it needs to...
21:16:00raptoryeah me neither
21:16:00raptori'll look into it
21:16:00raptori have a screenshot for you...
21:17:00raptorhttp://sam686.maxhushahn.com/upload/screenshot2.png
21:17:00raptormTeams has two teams in it
21:17:00sam686my 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)
21:18:00raptori am looking at the contents of the vector in eclipse
21:18:00raptorin the variables sub-pane
21:18:00raptor_M_start and _M_finish each point to the first team and last team (team 1 and team 2)
21:18:00raptornotice something funny about the pointers?
21:20:00sam686http://sam686.maxhushahn.com/bitfighter/clearTeams_test.txt
21:20:00sam686in windows, it doesn't crash at all...
21:20:00raptoryou see how the pointer address is split?
21:20:00raptoron linux
21:22:00sam686could you use %p for printing addresses?
21:22:00raptorok
21:23:00sam686i think %i is 32 bit number only...
21:24:00sam686%p should be 64-bit when compiled as 64 bit machine
21:24:00raptorlogprintf("pointer: %p", t.get());
21:24:00raptoryields:
21:24:00raptorpointer: 0xe52da0
21:24:00raptorpointer: 0xe52e00
21:25:00sam686most likely, it just crops the extra zeros (it really may be 0x0000000000e52da0) i think
21:27:00sam686for me in windows, i get: Team 0 pointer: 01CA6310 Team 1 pointer: 01C17F78
21:35:00raptori think you were right sam
21:36:00raptormTeams gets two teams when loading the level in the editor
21:36:00raptorthen it clears and gets two when loading to test, right?
21:36:00raptorsee here: http://pastie.org/2702611
21:37:00raptoron level test, team 2 (the one that crashes) still has the pointer for the one in the editor on level load
21:39:00sam686here is my linux segfault.. http://208.107.52.15/upload/segfault_editor_clearteams.txt
21:40:00raptorwow, completely different
21:42:00sam686not sure why my linux segfault differently... might be some memory corruption possibly
21:42:00raptorexactly
21:53:00raptorwhen you test the level, should the teams still be 'EditorTeam'?
21:53:00raptorbecause when restarting a level after testing it, the teams are of class 'Team'
21:54:00sam686that is TeamEditor class, there is no EditorTeam class..
21:55:00raptorsorry, yes that is what i meant\\
21:55:00raptorTeamEditor
21:55:00raptorwhen testing the level from the editor should those object (on level start) still be TeamEditor or Team?
22:01:00sam686not sure, they seem to turn into just team..
22:05:00sam686in UITeamDefMenu.cpp, try changing (TeamEditor *) into dynamic_cast<TeamEditor *> (3 places is used)
22:07:00sam686i get a crash trying to edit team name after testing from editor...
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