#bitfighter IRC Log

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IRC Log for 2011-12-06

Timestamps are in GMT/BST.

00:02:00BFLogBot - Commit 955e910b07f2 | Author: buckyballreaction | Log: Minor hack to get Mac .app running again...
00:09:00Watusimotook, windows installer fixed, everything works
00:10:00Watusimotocrossing the icon off my list
00:10:00karamazovapyey raptor
00:10:00raptorhi
00:10:00karamazovapyLone Wolf sent me some 016 feedback
00:10:00karamazovapyapparently I'm your proxy
00:10:00raptorwhat
00:11:00raptorok
00:11:00karamazovapyprepare for flood
00:11:00raptorPM me...
00:12:00karamazovapyI explained that #1 more or less always existed, that the reactor mode is still kind of under construction, and that the editor is likely still buggy, but that I'd pass it along
00:12:00raptorgreat!
00:12:00raptorthanks
00:12:00karamazovapyI assume the reactor mode isn't really "finished", anyway
00:12:00BFLogBot - Commit 809f0fc47ac2 | Author: watusim...@bitfighter.org | Log: Properly set window icon, and add icon to Windows installer. Need to get this into the Linux and Mac installers. And figure out why windows installs crash.
00:13:00BFLogBot - Commit e754691b7fcb | Author: watusim...@bitfighter.org | Log: Merge
00:13:00raptoroh karamazovapy, can you log in here and see if you can edit pages?: http://199.192.229.168/user
00:13:00karamazovapythe ship angle thing is just a matter of relative cursor position
00:13:00raptorWatusimoto: I figured out roles in drupal and gave omnipotency to karamazovapy, sam686 and myself for editing pages...
00:13:00karamazovapywon't let me log in
00:14:00Watusimotogreat
00:14:00karamazovapy"Sorry, unrecognized username or password."
00:14:00raptori see a user 'karamazovapy'
00:14:00karamazovapyI guess I can request a new password...
00:15:00raptorchange it for you temporarily
00:15:00raptorseePM
00:15:00Watusimotoknocking off early tonight -- got to set out the St Nicholas Day presents
00:15:00raptorha!
00:15:00raptorg'night
00:15:00Watusimotojust what my kids need -- more stuff
00:15:00Watusimotook, see you folks tomorrow
00:16:00karamazovapyfixed
00:16:00raptorsee you
00:16:00karamazovapylater!
00:16:00raptorkaramazovapy: you can get in now and edit pages?
00:16:00raptorthis is the new bitfighter.org server bytheway
00:16:00karamazovapywell...I've logged in successfully
00:16:00karamazovapyyes, it looks like I can edit
00:17:00raptorgreat!
00:18:00karamazovapyit looks like comments aren't really "active", but somehow we've got some hidden away
00:18:00karamazovapyzusecon (not verified) Says:
00:18:00karamazovapyMay 18, 2010 - 2:05pm
00:18:00karamazovapysWZLER viagra 448 aciphex 504550 xanax rxp acomplia AR 8]] buy tramadol wholesale =-OOO ultram online unprescibed ndf buy ultram 002
00:18:00karamazovapy
00:18:00karamazovapymaybe just the one
00:19:00raptorhaha, yeah i actually deleted about 50 spambots
00:19:00karamazovapyI suppose we're better off without comments enabled on the news page, since we have the forums
00:19:00raptoryes
00:20:00raptorregistering for the main site gives you zero access...
00:20:00raptori'm suprised someone got a comment in
00:20:00karamazovapydo we want to wait for 016 to update the screenshots?
00:20:00raptornah
00:20:00raptorif you have some, change away!
00:20:00karamazovapyI don't really, they're just kind of outdated
00:21:00karamazovapyold loadout indicators and whatnot
00:22:00raptorI bet sam would have some good ones - if he ever comes back
00:24:00karamazovapyit'd be easy enough to take some with bots
00:25:00raptorthose youtube vids would lots of good ones, too
00:28:00Watusimoto Quit (Ping timeout: 240 seconds)
00:28:00karamazovapyuh...what?
00:32:00raptorsorry - the youtube videos might have lots of good screenshots
00:35:00karamazovapyyeah...unfortunately the quality drops with compression
00:36:00raptoryou'd need to choose a B-frame
00:36:00raptorsorry I-frame
00:36:00raptorbut yeah - resolution isn't what we want anymore
00:36:00raptori guess
00:40:00karamazovapyyeah, all my uncompressed stuff is gone
00:59:00raptorexplain again what the commander's map pointing the wrong way is?
00:59:00raptori don't see it...
01:14:00raptor Quit (Remote host closed the connection)
01:28:00karamazovapyraptor: if you read the logs...
01:29:00karamazovapylet's say your cursor is just left of center and has the ship aiming to the left hand side of the screen.
01:32:00karamazovapynow when you zoom out to the commander's map, since your own ship is no longer in the center of the screen as the focus of the map, it's possible to appear on the opposite side of your cursor
01:33:00karamazovapybecause the cursor position determines your ship's heading, you can jump between facing full left in regular view to full right in command view without moving the mouse
01:33:00karamazovapyusually it's more subtle than that, but that's what he's talking about in regard to ship angle changing when you move in and out of command
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02:14:00raptorthanks karamazovapy, i understand nw
02:14:00raptorsam686! you're back!
02:15:00sam686hi
02:15:00raptorin your new place?
02:15:00sam686yes
02:17:00raptordid you move out for school?
02:17:00sam686no, but move to live in a different place, as the old house i was in can get a bit messy..
02:18:00raptorah... 'greener pastures'
02:20:00raptorany roommates?
02:20:00sam686in a small apartment, i do have a roommate
02:20:00raptorcool
02:20:00sam686but there is 2 bedrooms
02:21:00raptorwell i'm glad you have internet access..
02:22:00sam686yes, except only through wireless internet for now, which probably means no access to my web page yet (not directly connected to internet)
02:22:00sam686also, to get my desktop without wifi support to go to internet, i have to share my laptop's wireless connection to wire up to desktop..
02:23:00raptordinner time!
02:24:00sam686although i seem to have good speed on this connection, same 5 Mbps upload, but slower download speed (about 16 Mbps, probably due to wireless G connection)
02:58:00raptorhi
02:59:00sam686hi?
02:59:00raptorsam686: lone wolf mentioned a bug in windiws editor: resizing in windowed mode didn't resize the whole editor
03:00:00raptordoes that happen for you?
03:00:00raptorin 016
03:01:00sam686what does it mean it doesn't resize the whole editor?
03:01:00sam686it seems to work fine for me, unless you can show me some screenshots
03:03:00raptorm e too
03:03:00raptorin linux
03:14:00sam686oh, could it be that a person holping it to resize to a non 4:3 ratio in windowed mode?
03:15:00raptorsent him an e-mail
03:15:00raptornot sure
03:17:00raptorwhat happens if you maximize the game?
03:18:00raptoris that what you;re talking about?
03:18:00sam686probably yes
03:19:00raptori think we need to solve a bug
03:19:00CrazyLinuxNerd has joined
03:20:00raptorremember that small level of mine that crashed thgame when trying to test it from the editor?
03:22:00raptorwait, i get a segfault with watusimoto's letest changes
03:23:00raptor#0 0x00000000005c39b1 in Zap::InitSdlVideo () at main.cpp:866
03:23:00raptor#1 0x00000000005c4d96 in main (argc=1, argv=0x7fffffffde68) at main.cpp:1315
03:24:00raptorha! with the new BMP
03:26:00raptorhaha, ok, solved it - it just needs to be handled better....
03:28:00raptoralso, he is mixing line endings...
03:29:00BFLogBot - Commit 3f0f7dd3a1a4 | Author: buckyballreaction | Log: Gracefully handle the new icon
03:32:00raptorok now to that bug again..
03:34:00raptorsam686: this level still crashes the game when trying to test it from the editor: http://www.maxhushahn.com/upload/test_soccer.level
03:35:00sam686 Quit (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/)
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03:44:00sam686now let me see what my quit message is, i think i changed it..
03:44:00sam686 Quit (Quit: ?)
03:45:00sam686 has joined
03:45:00ChanServ sets mode +v sam686
03:46:00raptorit was '?'
03:46:00sam686yes, i couldn't think of what to say in quit message..
03:47:00CrazyLinuxNerdsam686: Why not just leave it as default?
03:47:00sam686what if i leave it blank?
03:48:00sam686ok, a blank message comes, i think.. testing
03:48:00sam686 Quit (Client Quit)
03:48:00raptori leave mine blank
03:48:00CrazyLinuxNerdyeah you can do that, but i was just curious as to why you would need to change it :-).
03:48:00CrazyLinuxNerd.. and his quit
03:48:00sam686 has joined
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03:50:00sam686it gets rather annoying to see my own quit message in http://209.141.63.138/irclogs/
03:50:00CrazyLinuxNerdstop quitting then xD
03:51:00sam686well, sometimes i accidently close the KVirc, or i need to close it for some reason..
03:51:00raptorsam686: notice something different?: http://199.192.229.168/
03:51:00raptor:)
03:51:00raptormaybe we'll get more traffic...
03:52:00sam686what is it, the message "No Bitfighter games are currently online. Why don't you host one?"
03:52:00raptorlook above that
03:53:00testestblahlah has joined
03:53:00sam686live chat?
03:53:00testestblahlahyep
03:53:00testestblahlah has left
03:53:00raptor:)
03:54:00CrazyLinuxNerd waits for people to starting asking "what is irc"
03:54:00sam686can you try to avoid href="http://199.192.229.168/rss.xml" and just do href="/rss.xml" ? it may become a problem when the server is not 199.192.229.168 anymore
03:55:00raptorgood addition?
03:55:00sam686i can see that in "View source"
03:55:00raptorwhere is that?
03:55:00sam686home page
03:55:00Test has joined
03:55:00raptoroh actually, that is dynamically generated by drupal
03:56:00raptorI checked a lot of those - they are actually stored as relative links in the DB...
03:57:00raptorhi Test
03:57:00Test Quit (Client Quit)
04:03:00sam686that "live chat" may have a bug, if your nick is "." it fails to connect due to bad name
04:04:00raptorprobably - it's just an <iframe> that freenode let's us use
04:06:00raptori'm sending watusimoto an e-mail about that bug in the editor...
04:07:00sam686 Quit (Read error: Connection reset by peer)
04:09:00karamazovapynice move, with Live Chat.
04:09:00raptorhi karamazovapy, good idea?
04:09:00raptorbad idea?
04:09:00karamazovapygood idea, I think
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04:10:00karamazovapyI'm not sure homepage visitors will stick around long enough to receive a response, but it's a good thought
04:10:00raptoryeah... that's what i figure, too..
04:13:00raptorbut at least now we have access to the website!
04:15:00sam686reCaptha sometimes have a problem with sometimes showing some very strange symbols like it happened to me. https://www.google.com/search?q=recaptha+symbols&tbm=isch
04:17:00raptorhahaha, yeah, i get those too
04:18:00raptorok, sent an e-mail about that evil bug
04:24:00raptorsam686: lone wolf gave a screenshot of his error: http://www.maxhushahn.com/upload/error.png
04:25:00karamazovapythe 4chan response is to use the most offensive possible word as a substitute for the symbols
04:27:00sam686that problem doesn't happen in 015a, but does happen in 016
04:27:00sam686i get it too
04:28:00sam686its mostly because the window size always seem to reset to a small window size everytime you go from fullscreen to windowed, or when entering editor
04:29:00raptorhow did you get it?
04:29:00raptorclick the maximize button?
04:30:00karamazovapytry cycling between screen display options
04:30:00karamazovapyfullscreen stretched, fullscreen windowed, etc
04:31:00raptorwhen should i cycle?
04:31:00raptorstill not getting it...
04:31:00sam686just resize window, then enter editor, does it changes size by itself?
04:32:00sam686it does for me
04:32:00raptorah, it goes back to the original size
04:32:00raptoryou're right... the scaling ratio isn't being saved...
04:32:00sam686better yet, try maximizing window, and enter editor..
04:33:00raptori did - and it fills up to the 4:3 ratio
04:33:00raptorbut maximizing in linux spikes the CPU, too... remember?
04:33:00sam686maybe it should detect maximized, and not try to resize or move the window
04:33:00sam686when maximized...
04:36:00sam686i will need to go to bed, bye..
04:36:00raptornight
04:41:00sam686 Quit (Ping timeout: 258 seconds)
05:02:00raptorok ok... i'll try and work out some of the bugs...
05:03:00raptoryou've convinced me
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05:41:00BFLogBot - Commit c7cc513b101a | Author: buckyballreaction | Log: Fix saving window scaling position. This also fixes an editor-maximize bug reported by Lone Wolf
05:41:00raptorgreat! now back to freecol...
07:36:00raptor Quit (Remote host closed the connection)
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16:20:00raptorgood day!
16:22:00raptorwatusimoto: any luck getting bitfighter.net pointing to the new server?
16:25:00raptorsomeone on protocol 21 is playing...
16:43:00watusimotowhat does that mean?
16:43:00watusimotoold game?
16:44:00watusimotoand no, no luck
16:44:00watusimotoI'm really unsure how to proceed
16:44:00raptorok
16:44:00raptoryeah 21 = old game
16:44:00watusimotojust one player?
16:44:00raptoryep
16:44:00watusimotosigh
16:45:00watusimotoI may try using my registrar's nameservers
16:47:00raptorDNS was always slightly convoluted to me...
16:50:00watusimototaking a look at the problem listed in your email -- why does mTeams.clear(); cause a crash?
16:50:00raptorthat's the thing - i never found the 'why'
16:50:00watusimotoright. I have some ideas
16:50:00watusimotowell, one idea
16:51:00raptori think it has to do with boost trying to clean up one variation of Team when it should be cleaning up another...
16:51:00raptorbut i'm just spouting off nonsense because i spent hours on the problem and couldn't figure it out at the time..
16:53:00watusimotogets called from mGame->clearTeams();
16:53:00watusimotowhat if mGame is NULL?
16:54:00watusimotoI'd add an assert in GAMETYPE_RPC_S2C(GameType, s2cAddTeam
16:54:00watusimotoFirst line: TNLAssert(mGame, "mGame is NULL!");
16:55:00watusimotonot sure that's what's happening, but it's consistent
16:56:00watusimotoalso, could try removing objects from level
16:56:00raptori've done that
16:56:00watusimotoor adding name/descr
16:56:00watusimotochanging gametype
16:56:00raptori've done all that
16:56:00raptorcrashes
16:56:00watusimotoyou posted a spare level, but not a minimal level
16:57:00raptorit has to do with the AbstractTeam and EditorTeam casting
16:57:00watusimotosent, not posted
16:57:00watusimotobut why only on this level?
16:57:00raptordid you read the irc log url
16:57:00watusimotono
16:57:00watusimoto:-)
16:57:00raptornot only on this level - on many minimal levels with just two teams it crashes for me
16:57:00watusimotobut, my best guess so far is the null mgame
16:57:00raptorit's not null
16:57:00watusimotoare you sure?
16:57:00raptorlet me find that irc log again...
16:58:00raptorbecause it was a while ago, the log explains it better than i can right now
16:58:00watusimotoI've seen this kind of thing before, where the standard containers crash where they shouldn't
16:58:00watusimotoI'll read the log
16:58:00raptori even narrowed it down to the exact line it crashes on in the log...
16:59:00watusimotothat's a long log :-)
16:59:00raptorsearch for Game::clearTeams()
16:59:00watusimoto20:54
16:59:00raptoryes
17:00:00raptorsam686 and I figured it was a memory corruption somewhere - even the pointers on windows were messed up, although it didn't crash
17:00:00watusimotocould t.get() be null?
17:00:00raptori don't remember
17:01:00watusimotostill reading
17:02:00raptorsam686 kind of interjected another problem into the conversation... we seem to do that a lot..
17:02:00watusimoto:-)
17:02:00watusimotook, so this problem recurs with many 2-team levels, right?
17:03:00watusimotohave you tried 3 team levels?
17:03:00raptornope
17:03:00watusimotoor 1 team levels?
17:03:00raptor1 team levels, yes
17:03:00raptorthey seem to work find
17:03:00raptorfine
17:03:00watusimotointeresting
17:03:00raptor2-team, many crash
17:03:00watusimotook
17:04:00raptorbut some don't - it seems random, which is why i think it is a memory corruption somewhere
17:04:00watusimotodo you know if it crashes when the 2nd team is added?
17:04:00watusimoto(teams are added 1 by 1)
17:04:00raptoryou mean start a level with one team, test -> works, then go back, add 2nd team -> crash ?
17:04:00watusimotolog implies the answer is yes
17:05:00watusimotono, I mean when 2 teams, first team 1 is sent from server to client then team 2
17:05:00watusimotomy question is if you know if the crash happens when the first team is sent, ro the second
17:05:00watusimotoyou wrote: on level test, team 2 (the one that crashes) 
17:05:00watusimotosuggesting the answer is 2
17:05:00raptor2nd team
17:05:00watusimotowhich makes sense if 1 team doesn't crash
17:05:00raptorit always seem to work on the first for me
17:05:00watusimotoand implying that 3 teams would crash also
17:05:00watusimotoso.
17:06:00watusimotothe problem is probably not mgame == null
17:06:00raptorcrash ocurred when casting the second team...
17:06:00watusimotowhen casting the 2nd team, or clearing the array that had the first in it?
17:06:00watusimotonot array, vector
17:06:00watusimotothe stack trace suggests it's the clear that's the problem
17:07:00watusimotowhich may mean something is wrong with a destructor, or something has been cast to something it shouldn't have been
17:07:00raptori can't answer definitively - because the stack trace was completely different on sam's machine
17:07:00watusimotothat's fine, just thinking out loud
17:08:00watusimotook, I've read the log from the line you mentioed to the end; I have to go home; will be back on later (if I don't fall asleep), and I'll work on this problem tonight.
17:08:00raptorok
17:08:00raptorthanks for reading the log.. :)
17:09:00watusimotonot sure how to test it without linux handy, but I'll at least try to get a better idea of what's going on
17:09:00watusimotoI understand your frustration :-)
17:09:00Watusimoto_ has joined
17:10:00watusimotoor
17:10:00watusimotoor maybe boost is getting rid of something that had already been deleted elsewhere somehow
17:10:00watusimotothat's my current best hypothesis
17:10:00raptorlooks like someone turned on your laptop at home..
17:10:00raptoryes, that could be it
17:11:00watusimotoindeed it does
17:11:00watusimotomy kids have the day off today, maybe playing computer games?
17:11:00watusimotohere is is st. nicholas day
17:11:00watusimotoa school holiday
17:11:00raptoryou should ssh in and play random songs from the command line
17:11:00watusimotopresents
17:11:00watusimotoit's windows
17:11:00raptorawww
17:12:00watusimotovery last line of stacktrace:
17:12:00watusimotoProgram received signal SIGSEGV, Segmentation fault. 0x00000000004146ea in boost::detail::sp_counted_base::release (this=0x10574f0) at ../boost/boost/smart_ptr/detail/sp_counted_base_gcc_x86.hpp:145 145 dispose();
17:12:00raptoryeah, trying to get rid of something that's already gone...
17:12:00watusimotoit's just when it tries to unload the memory for the object you just deleted
17:12:00watusimotoyup, I'll bet that's it
17:12:00watusimotoI'll poke around tonight and see if I can see it.
17:12:00raptorok
17:12:00watusimotolater
17:13:00raptorbye
17:13:00raptorWatusimoto_: we know what you're doing...
17:13:00raptor:-)
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20:31:00Watusimoto_hi
20:31:00raptorhi
20:31:00Watusimoto_on to your special bug
20:32:00raptorif you think you found something, I can apply a patch and test it
20:33:00Watusimoto_ok, will do. I'm going to start by assuming that though windows doesn;t crash, we have the same problem
20:34:00raptori've wondered if linux is more aggressive in freeing memory than windows
20:35:00Watusimoto_now I'm pretty sure we don't double delete the object
20:35:00Watusimoto_after reading through a little more code
20:35:00Watusimoto_phooey
20:37:00Watusimoto_but I'll put a breakpoint on the destructor just ot be sure
20:37:00Watusimoto_and a couple of asserts here and there
20:38:00raptorif only I could debug as fast I as can refactor with eclipse...
20:41:00Watusimoto_no kidding... it's a hugely useful tool
20:41:00Watusimoto_learn gdb
20:42:00Watusimoto_there is a graphical front end, so I'm told
20:42:00Watusimoto_I know how you hate the cmd line
20:43:00LordDVG Quit (Remote host closed the connection)
20:44:00raptori learned gdb
20:45:00raptorthe 'graphical' front-end is 'ddd'
20:46:00raptorit's just being able to traverse variables several levels deep with the click of a mouse is much nicer...
20:46:00raptori'm spoiled with java...
20:50:00karamazovapyhttp://bitfighter.org/forums/viewtopic.php?f=9&t=1039&p=8691#p8691
20:53:00Watusimoto_these errors happen while testing from the editor, right?
20:53:00Watusimoto_off topic
20:53:00Watusimoto_blech
20:54:00koda has joined
20:54:00karamazovapyit's easy to hate off-topic, but it keeps the younger players engaged in the community.
20:55:00Watusimoto_yes, I've come to realize that
20:55:00karamazovapythe other bonus is that it's a stress release valve for crap showing up in general discussion
20:56:00Watusimoto_I've concluded that as well
20:56:00Watusimoto_was just thinking that as I read the thread
20:57:00Watusimoto_raptor
20:57:00raptorWatusimoto_: errors happen when testing from editor
20:58:00Watusimoto_I've found no evidence of double deletes
20:58:00raptorloading the level directly from 'host game' works with no problems
20:58:00Watusimoto_mgame is not null (as you stated earlier)
20:58:00Watusimoto_host game works???
20:58:00raptoryes
20:58:00Watusimoto_so it's only transitioning btwn the editor and the game...
20:59:00Watusimoto_we know it is a client side issue
20:59:00raptorthat's why i think it's something goofy with recasting between EditorTeam and AbstractTeam and Team
20:59:00Watusimoto_and client game may share team list with editor
20:59:00Watusimoto_which does suggest the possiblity you stated
21:00:00Watusimoto_ok, restart->start editor->test level->there are two teams already in cleintGame team list
21:01:00raptoryes
21:01:00Watusimoto_that is the point it fails for you?
21:01:00Watusimoto_not after restarting the level or letting the clock run out
21:01:00Watusimoto_but when you first test?
21:02:00raptoras soon as i select 'test level' - crash!
21:02:00Watusimoto_ok, then it is when the game deletes the editor's teams
21:03:00Watusimoto_so I'm almost at the point where you already are
21:03:00Watusimoto_Vector<boost::shared_ptr<AbstractTeam> > mTeams;
21:05:00Watusimoto_there's nothing wrong with
21:05:00Watusimoto_boost::shared_ptr<BaseClass> pbase(new DerivedClass());
21:05:00Watusimoto_according to stack overflow
21:05:00Watusimoto_that's what we're doing
21:05:00Watusimoto_but...
21:05:00raptornope, boost can handle that
21:05:00Watusimoto_there's an important caveat
21:05:00Watusimoto_which I'm going to check
21:05:00Watusimoto_then tell you
21:05:00Watusimoto_(though you probably already know)
21:06:00Watusimoto_caveat --> (Assuming in both cases that BaseClass has a virtual destructor.)
21:06:00Watusimoto_but it appears all classes have virtual destructors.
21:06:00Watusimoto_rats
21:06:00raptorevil virtual distructors - i've been cleaning those up with my header clean-up project...
21:07:00raptorok, so i just tried something:
21:07:00raptorcomment out UIEditor.cpp:471 and it doesn't crash anymore
21:07:00raptor // game->clearTeams();
21:08:00Watusimoto_yes, this is certainly the problem
21:08:00Watusimoto_wait... uieditor?
21:08:00raptoroh man, but then the next level i load has 4 teams in it...
21:09:00Watusimoto_and...
21:09:00Watusimoto_what?!?
21:09:00raptorthen the next has 6
21:09:00raptorthen 8
21:09:00Watusimoto_but no crashes
21:09:00Watusimoto_oh, I see
21:09:00raptorgot a crash
21:09:00Watusimoto_yes, ok
21:09:00raptorlet me duplicate
21:09:00Watusimoto_that's to be expected
21:09:00Watusimoto_I think
21:09:00raptorso that is a wild goose chase methings
21:09:00Watusimoto_try removing this line:
21:11:00Watusimoto_gametype.cpp 2168
21:11:00Watusimoto_ if(firstTeam)
21:11:00Watusimoto_ mGame->clearTeams();
21:12:00raptorthose two?
21:13:00Watusimoto_sure
21:13:00Watusimoto_you will likely get the 2-4-6-8 teams
21:13:00raptorstill getting the problem with 2 teams added each time i restart
21:13:00sam686 has joined
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21:13:00raptorcrash!
21:14:00Watusimoto_but crash when you have tons of teams
21:14:00raptorcrashes when exiting editor and loading second level
21:14:00Watusimoto_exiting editor and loading 2nd level?
21:14:00raptoryes
21:15:00raptorbut i can't duplicated it when in gdb...
21:15:00raptorthere we go
21:15:00raptorduplicated
21:15:00raptorbacktrace: http://pastie.org/2977063
21:16:00raptorcrashes about %80 of the time if i: open level, test, exit editor, open new level, test, exit editor, open new level -> crash!
21:17:00Watusimoto_ok, totally expected
21:17:00raptorwith those two lines commented out - same behaviour when i remove clearTeams() from UIEditor::loadLevel
21:17:00Watusimoto_too many levels makes things go bad
21:17:00raptorok
21:17:00Watusimoto_I don't understand why the UIEditor::loadLevel behaves that way
21:18:00Watusimoto_as that should have nothing to do with whether teams in-game are deleted
21:18:00Watusimoto_but I think I do understand what's happening
21:18:00Watusimoto_and I think you are right about the deleting of team/editorteam objects
21:18:00Watusimoto_not sure why though
21:18:00Watusimoto_we can fix with a hack; create a different team list for the editor
21:19:00raptori still don't think I understand, but I am willing to do what it takes for it to go away :)
21:19:00Watusimoto_though... with that stack trace... what is the team editor doing while you are testing?
21:19:00Watusimoto_it should not be doing anything
21:19:00Watusimoto_why would it crash???
21:20:00Watusimoto_probably not importnat, but puzzling
21:20:00raptori don't know - it crashed upon level open in editor
21:20:00raptormaybe something is a child of something it shouldn't be?
21:21:00raptori've found stack traces can go all over the place if it is a memory corruption...
21:21:00raptorso i wouldn't rely on it too much
21:23:00sam686try doing, enter editor, test level, return to editor, and try to edit team names
21:23:00Watusimoto_oh
21:24:00sam686problem is editor and testing share the same ClientGame team list
21:24:00Watusimoto_I think it will crash before he can do that cycle
21:24:00Watusimoto_yes, I have come to thtat conclusion as well
21:24:00raptorhi sam686
21:24:00Watusimoto_but there is no reason for that to be a problem
21:24:00Watusimoto_hey sam, writing from your new apartment?
21:24:00sam686yes
21:24:00raptormaybe boost is trying to clean up the object too aggressively?
21:24:00sam686at the new place..
21:25:00raptoror gcc doesn't see them as a similar type despite the virtual destructor...
21:25:00raptorcould be a million reasons
21:25:00raptorok maybe a dozen...
21:27:00Watusimoto_ok
21:27:00Watusimoto_fine
21:28:00Watusimoto_I'll rewrite the team stuff without a shared vector
21:28:00Watusimoto_give me 20 minutes
21:28:00raptorwhen in doubt split it out!
21:28:00raptori can test a patch before you commit...
21:28:00raptori don't know how to make nice patches in windows, though
21:28:00raptorsam686 probably does
21:29:00raptoroh sam686, please test that editor-not-resizing bug in windows now... i think I fixed it
21:30:00sam686seems to work fine, i don't really see any sizing problems,
21:31:00raptorgreat!
21:37:00Watusimoto_this is complicated...
21:57:00Watusimoto_all kinds of duplicate code popping up...
22:01:00raptoras in - you are creating it?
22:07:00Watusimoto_yes
22:07:00Watusimoto_recreating it, actually
22:07:00Watusimoto_since I combined the team stuff to get rid of it
22:07:00raptor:-/
22:08:00Watusimoto_mostly little 1-2 ine helper methods
22:11:00sam686Could run editor as a seperate ClientGame, but not sure if that will work...
22:11:00raptorcould this have something to do with it?: http://stackoverflow.com/questions/4195691/shared-ptr-to-use-shared-ptr-is-it-safe
22:13:00Watusimoto_we don't do the casting
22:13:00Watusimoto_I don't think that's our problem
22:13:00raptorok
22:13:00raptori wasn't sure if there was some casting somewhere going on...
22:13:00Watusimoto_no
22:13:00Watusimoto_but... don't feel too too bad
22:14:00Watusimoto_it's a little tiny bit hacky to jam both team lists into the same object
22:14:00raptorso i can feel good about forcing you to not be a tiny bit hacky?
22:16:00Watusimoto_a tiny bit happy
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23:03:00Watusimoto_falling asleep.. want to get this working
23:03:00raptorwake up earlier to do it?
23:03:00raptor:)
23:03:00Watusimoto_unlikely
23:07:00Watusimoto_ cannot convert parameter 1 from 'const TNL::Vector<T> *' to 'const TNL::Vector<T> *'
23:07:00Watusimoto_not really sure what to make of this error
23:07:00raptorhaha
23:08:00Watusimoto_I know I'm tired,but it just doesn't make sense
23:09:00raptorsounds like an array issue?
23:09:00raptorusually i get that when trying to convert char[] to char*
23:09:00raptorbut it is at least different on both sides of the 'to'
23:11:00sam686cannot convert parameter 1 from 'const TNL::Vector<T> *' to 'const TNL::Vector<T> *' - usually looking at output log (instead of error list) will tell you what T equals
23:18:00Watusimoto_I think I found the problem
23:18:00Watusimoto_when loading levels, we run this:
23:18:00Watusimoto_void Game::onReadTeamParam
23:19:00Watusimoto_this contains the following code
23:19:00Watusimoto_ boost::shared_ptr<Team> team = boost::shared_ptr<Team>(new Team());
23:19:00Watusimoto_ if(team->processArguments(argc, argv))
23:19:00Watusimoto_ addTeam(team);
23:19:00Watusimoto_i.e. it creates a Team
23:19:00Watusimoto_but the editor deals with TeamEditors
23:19:00raptorok
23:19:00Watusimoto_and I think this may be the source of the problem
23:20:00raptori'm in game.cpp:965
23:20:00raptorand i see different code
23:20:00Watusimoto_ah, what do you see
23:20:00raptorvoid Game::onReadTeamParam(S32 argc, const char **argv)
23:20:00raptor{
23:20:00raptor if(getTeamCount() < GameType::MAX_TEAMS) // Too many teams?
23:20:00raptor {
23:20:00raptor boost::shared_ptr<AbstractTeam> team = getNewTeam();
23:20:00raptor if(team->processArguments(argc, argv))
23:20:00raptor addTeam(team);
23:20:00raptor }
23:20:00raptor}
23:21:00Watusimoto_oh
23:21:00Watusimoto_ok then
23:21:00Watusimoto_forget it
23:22:00raptor?
23:22:00raptorso that is being overriden elsewhere?
23:23:00Watusimoto_no, I'm seeing a modified version
23:23:00Watusimoto_that was probably right, probably not the problem
23:44:00koda Quit (Quit: [koda release];)
23:53:00Watusimoto_this is becoming a real mess
23:59:00raptoryikes
23:59:00raptori should test whether this is a problem on mac...

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