Timestamps are in GMT/BST.
| 00:16:00 | | koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee) |
| 00:18:00 | raptor | question to anyone: do we want to make turrets projectile type be an option in the editor? |
| 00:20:00 | raptor | or would that be a dungeon-only feature? |
| 00:22:00 | karamazovapy | I think we should get rid of the [C/0] note at the bottom, because all it does is introduce confusion |
| 00:22:00 | karamazovapy | I'm ambivalent about different turret types, though |
| 00:22:00 | Watusimoto | dungeon only for 016 |
| 00:23:00 | raptor | ? |
| 00:24:00 | karamazovapy | ? |
| 00:24:00 | raptor | You know - now that i have experience with creating a new GameType, it probably wouldn't be that hard to add a DungeonGameType |
| 00:25:00 | | sam686 has joined |
| 00:25:00 | | ChanServ sets mode +v sam686 |
| 00:26:00 | karamazovapy | don't be a feature creep |
| 00:26:00 | raptor | OKOK |
| 00:26:00 | raptor | i shut up now |
| 00:26:00 | karamazovapy | lol |
| 00:26:00 | karamazovapy | I like that as a title |
| 00:27:00 | raptor | 'DungeonGameType'? or 'feature creep' |
| 00:27:00 | karamazovapy | maybe we should change Developer in the forums to Feature Creep |
| 00:27:00 | raptor | hahaha |
| 00:34:00 | raptor | ok, i'll be back in 4 hours or so.. |
| 00:35:00 | karamazovapy | Name that Tasty Treat! |
| 00:36:00 | karamazovapy | Sugar, Invert Sugar, Corn Syrup, Modified Corn Starch, Citric Acid, White Mineral Oil, Artificial Flavors, Red 40, and Carnauba Wax |
| 00:36:00 | raptor | fruit snack! |
| 00:36:00 | karamazovapy | oooh, close but not quite |
| 00:36:00 | raptor | twizzler? |
| 00:36:00 | karamazovapy | warmer |
| 00:36:00 | raptor | red vine |
| 00:37:00 | karamazovapy | still no |
| 00:37:00 | karamazovapy | the correct answer was... |
| 00:37:00 | karamazovapy | Swedish Fish |
| 00:37:00 | raptor | ahh... |
| 00:38:00 | karamazovapy | wow, and this other package has an even more terrifying label than those peanuts |
| 00:39:00 | karamazovapy | you know you're playing with fire when your beverage can reads "These statements have not been evaluated by the Food and Drug Administration. This product is not intended to diagnose, treat, cure or prevent any disease." |
| 00:40:00 | raptor | Contains: Cyanide |
| 00:40:00 | raptor | Lead |
| 00:40:00 | raptor | you'll never know.. |
| 00:41:00 | raptor | ok, gotta scram |
| 00:41:00 | raptor | later |
| 00:41:00 | | raptor Quit (Remote host closed the connection) |
| 00:42:00 | karamazovapy | http://en.wikipedia.org/wiki/Inositol#Explosive_potential |
| 00:42:00 | karamazovapy | it's got inositol |
| 00:56:00 | | watusimoto2 has joined |
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| 01:17:00 | | BFLogBot - Commit 665d44482ff4 | Author: watusim...@bitfighter.org | Log: Small project turning huge... don't even remeber the oringial point |
| 01:17:00 | | BFLogBot - Commit e85b2d4a5876 | Author: watusim...@bitfighter.org | Log: Merge |
| 01:17:00 | | BFLogBot - Commit 6fb12d155391 | Author: watusim...@bitfighter.org | Log: Avoid sending messges to bots |
| 01:17:00 | | BFLogBot - Commit 9ee2f3b35785 | Author: watusim...@bitfighter.org | Log: Formatting |
| 01:17:00 | | BFLogBot - Commit 69fee506c419 | Author: watusim...@bitfighter.org | Log: Some stuff just shouldn't be done for bots |
| 01:17:00 | | BFLogBot - Commit 84407e7bbd5d | Author: watusim...@bitfighter.org | Log: Move spawnTimer to clientInfo |
| 01:30:00 | | Watusimoto Quit (Ping timeout: 240 seconds) |
| 02:10:00 | sam686 | umm, Zoomber, your servers at 74.122 and 216.231 are lagging badly at the moment... |
| 03:22:00 | | CrazyLinuxNerd Quit (Quit: Leaving) |
| 04:55:00 | | raptor has joined |
| 04:55:00 | | ChanServ sets mode +o raptor |
| 04:55:00 | raptor | good evening! |
| 04:55:00 | raptor | watusimoto2 still up? |
| 05:02:00 | raptor | Inositol - an explosive carbohydrate? |
| 05:03:00 | raptor | sam686: I added #48 to the wiki |
| 05:03:00 | raptor | have you seen that behavior, too? |
| 05:50:00 | | karamazovapy Quit (Read error: Connection reset by peer) |
| 05:53:00 | Zoomber | hey raptor |
| 05:53:00 | raptor | hi |
| 06:13:00 | | BFLogBot - Commit 3828672f3153 | Author: buckyballreaction | Log: Fix crash when pasting barriers. watusimoto, do you think I might have broken something with this? |
| 06:14:00 | Zoomber | hey raptor, the next sentence is true |
| 06:14:00 | Zoomber | so is the sentence before this one |
| 06:14:00 | raptor | make sense |
| 06:14:00 | raptor | dollars and sense |
| 06:20:00 | Zoomber | the last two sentences of mine are lies |
| 06:29:00 | Zoomber | hey raptor, how does that "yes" command work? if i want to rm a folder |
| 06:29:00 | Zoomber | rm -r yes y? |
| 06:29:00 | Zoomber | though, i want seperate commands, maybe rm -r && yes y? |
| 06:29:00 | raptor | uhh, just add -f |
| 06:29:00 | Zoomber | oh |
| 06:29:00 | raptor | rm -rf |
| 06:29:00 | Zoomber | whoops |
| 06:29:00 | raptor | but be careful!!! |
| 06:30:00 | raptor | you can get into a load of hurt with that |
| 06:30:00 | raptor | especially if you are root |
| 06:30:00 | Zoomber | ok |
| 06:35:00 | raptor | good night |
| 06:35:00 | raptor | ! |
| 06:35:00 | Zoomber | lol ok |
| 06:35:00 | Zoomber | goodnight |
| 06:35:00 | raptor | oh |
| 06:35:00 | raptor | quick question |
| 06:35:00 | raptor | what is 'server map node' for? |
| 06:38:00 | raptor | Zoomber: still around? |
| 06:38:00 | Zoomber | ok back |
| 06:38:00 | Zoomber | oh, thats a locked server for private level testing amongst a few |
| 06:38:00 | raptor | my question^^ |
| 06:38:00 | raptor | ah ok |
| 06:38:00 | Zoomber | i can give you access to it if you want.. |
| 06:38:00 | Zoomber | just let me know.. |
| 06:38:00 | raptor | nah - i was just curious as to its purpose |
| 06:40:00 | raptor | ok good night |
| 06:40:00 | Zoomber | maybe private party matches too |
| 06:40:00 | Zoomber | ok good night |
| 06:40:00 | | raptor Quit (Remote host closed the connection) |
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| 15:24:00 | | BFLogBot - Commit 70e41c08e77c | Author: sam8641 | Log: Fix DEDICATED_ZAP, Removed some unused variables. |
| 15:43:00 | | Watusimoto has joined |
| 16:11:00 | | raptor has joined |
| 16:11:00 | | ChanServ sets mode +o raptor |
| 16:13:00 | raptor | so thebig question for Watusimoto: did you figure out why you started another big refactor? |
| 16:13:00 | watusimoto2 | sort of |
| 16:14:00 | watusimoto2 | but it's not really important now |
| 16:14:00 | raptor | so basically with the new refactor, bots will not have ratings, correct? |
| 16:14:00 | watusimoto2 | they will |
| 16:14:00 | watusimoto2 | of course |
| 16:14:00 | watusimoto2 | I found an odd rating math error, btw |
| 16:14:00 | watusimoto2 | kind of interesting |
| 16:15:00 | watusimoto2 | we store kills and such as U32 |
| 16:15:00 | raptor | ok, then we don't want ratings to be cumulative over the life of the connected player? |
| 16:15:00 | raptor | ooo math |
| 16:15:00 | watusimoto2 | so when we subtract suicides from kills, if that goes negative, it is still U32 and gets really big |
| 16:15:00 | watusimoto2 | then the division generates a tiny number, which rounds to 0 |
| 16:15:00 | raptor | i thought we remove suicides from deaths |
| 16:15:00 | watusimoto2 | yes, exactly |
| 16:16:00 | watusimoto2 | oh, I see |
| 16:16:00 | watusimoto2 | deaths include suicdes |
| 16:16:00 | watusimoto2 | well, I saw it happen somehow |
| 16:16:00 | raptor | which can never be less than zero |
| 16:16:00 | raptor | really? |
| 16:16:00 | raptor | odd |
| 16:16:00 | watusimoto2 | maybe there was a bug in the way kills were accumulated for bots |
| 16:16:00 | watusimoto2 | this was a bot issue |
| 16:16:00 | watusimoto2 | well, anyway, it was interesting |
| 16:17:00 | watusimoto2 | in a nerdy kind of way |
| 16:17:00 | raptor | there are 14 players on zoomber's test server right now.. |
| 16:17:00 | watusimoto2 | really?!? |
| 16:17:00 | raptor | one of them is you? |
| 16:17:00 | watusimoto2 | no |
| 16:17:00 | raptor | 12 |
| 16:18:00 | watusimoto2 | great names |
| 16:18:00 | raptor | i see you in the list |
| 16:18:00 | watusimoto2 | surely not on the server? |
| 16:18:00 | raptor | yup |
| 16:18:00 | watusimoto2 | I see myself on the list on the bf homepage... I wonder if one of my kids is playing |
| 16:18:00 | watusimoto2 | using my machine |
| 16:18:00 | watusimoto2 | the younger one is lazy about changing the login |
| 16:19:00 | watusimoto2 | i'm calling home |
| 16:19:00 | raptor | ah great, i was shot down by _k |
| 16:20:00 | raptor | oh no, it was _X |
| 16:20:00 | watusimoto2 | it's my son |
| 16:20:00 | watusimoto2 | oh, more likely my son's friend |
| 16:20:00 | watusimoto2 | Thomas is probably playing as phantom |
| 16:21:00 | watusimoto2 | whatever |
| 16:21:00 | watusimoto2 | my stats are so bad, this can't hurt |
| 16:21:00 | raptor | ha! |
| 16:21:00 | raptor | watusimoto was the only player to leave right before the time ran out |
| 16:22:00 | raptor | ok, so... right now the ratings are broken - and I don't see how it can store the rating over the life time of the connection anyways |
| 16:23:00 | watusimoto2 | not in the clientInfo? |
| 16:23:00 | raptor | well, i see them in the 'statistics' now |
| 16:23:00 | raptor | but those are cleared after each round |
| 16:23:00 | watusimoto2 | which is on the clientIno, no? |
| 16:24:00 | watusimoto2 | mStatistics is cleared every round? |
| 16:24:00 | raptor | yes - stats are for only the current round |
| 16:24:00 | raptor | let me find the relevant method.. |
| 16:24:00 | watusimoto2 | ok, well, I'll make sure it's working |
| 16:24:00 | raptor | they're sent to the master after the round and reset to start gathering again |
| 16:24:00 | watusimoto2 | I know why the names are reversed |
| 16:25:00 | raptor | that's why the ratings were on gameConnection - to be a little more persistent |
| 16:25:00 | watusimoto2 | well they can be on clientInfo and still be persistent, no? |
| 16:25:00 | raptor | yes |
| 16:25:00 | watusimoto2 | then that's where they'll go |
| 16:25:00 | raptor | they'll just have to be a little separate from the rest of statistics |
| 16:25:00 | raptor | ok |
| 16:25:00 | watusimoto2 | ok, thanks for explaining that |
| 16:25:00 | raptor | i'll leave it to you... :) |
| 16:26:00 | watusimoto2 | it will be a long night tonight |
| 16:26:00 | raptor | oh, i fixed the editor copy/paste crash |
| 16:26:00 | watusimoto2 | I saw |
| 16:26:00 | watusimoto2 | great |
| 16:26:00 | raptor | but i wasn't sure if what i did was OK |
| 16:26:00 | watusimoto2 | if it seems to work, it probably does |
| 16:26:00 | raptor | i tested with lots of other items, and it worked |
| 16:26:00 | raptor | ok |
| 16:26:00 | watusimoto2 | I'll look at it when I get on the editor |
| 16:27:00 | watusimoto2 | I should have deferred the two cases that got me down this path for 016a |
| 16:27:00 | raptor | hehe |
| 16:27:00 | watusimoto2 | I'll be deferring some others |
| 16:27:00 | watusimoto2 | already dungon game type is postponed |
| 16:27:00 | raptor | I think i can do that one |
| 16:27:00 | raptor | now that i have experience |
| 16:27:00 | watusimoto2 | if you want |
| 16:27:00 | raptor | i have some good ideas |
| 16:27:00 | watusimoto2 | I'm thinking it will actually be more like a modifier |
| 16:27:00 | watusimoto2 | maybe |
| 16:28:00 | watusimoto2 | since any gametype can be a dungeon |
| 16:28:00 | raptor | but k says i shouldn't be a feature creep |
| 16:28:00 | watusimoto2 | like a specials entry |
| 16:28:00 | raptor | and i agree |
| 16:28:00 | watusimoto2 | it will basically unlock some features |
| 16:28:00 | raptor | i was actually thinking it would be an official game type, but we'd modify all the scoring events to return 1 |
| 16:28:00 | raptor | and add all game objects to the editor |
| 16:28:00 | watusimoto2 | that;s an idea |
| 16:28:00 | watusimoto2 | yes |
| 16:28:00 | watusimoto2 | including experimental ones |
| 16:29:00 | raptor | yes |
| 16:29:00 | watusimoto2 | ok, well 016a |
| 16:29:00 | raptor | yes |
| 16:29:00 | watusimoto2 | looking at google cases now |
| 16:30:00 | watusimoto2 | I'm doing 43 in this current effort |
| 16:30:00 | watusimoto2 | maybe can defer 46 |
| 16:30:00 | raptor | i'm also thinking that CoreGameType as it stands is probably good enough - and that we can make modifications for next release (unless there are bugs/crashes) |
| 16:30:00 | watusimoto2 | as it;s more aspiarational rather than prescriptive |
| 16:31:00 | raptor | yeah - we had a nice long discussion about it with solutions once - i even started it... twice! |
| 16:31:00 | watusimoto2 | chat colors should be easy, but maybe can be deferred |
| 16:31:00 | | karamazovapy has joined |
| 16:31:00 | raptor | i started that one once, too - but it was so late at night that i couldn't finish it.. |
| 16:31:00 | watusimoto2 | my thouughts for team changing are maybe just allow changing to losing or undermanned teams |
| 16:31:00 | raptor | in fact, i've started a lot of these.. |
| 16:31:00 | raptor | i should do them earlier in the day... |
| 16:32:00 | watusimoto2 | bot only spawn points should be easy -- add an attribute in the editor, and handle them separately from regular spawns |
| 16:32:00 | watusimoto2 | maybe draw them with a square instead of a circle |
| 16:32:00 | watusimoto2 | 82 should be straightfoward |
| 16:32:00 | watusimoto2 | 88 (engr abuse) is critical, but not too hard |
| 16:33:00 | watusimoto2 | just need to see if ff passes within ship's length of wall or other object before it terminates |
| 16:33:00 | watusimoto2 | not sure about 94 |
| 16:33:00 | watusimoto2 | what's the status of voting now? |
| 16:33:00 | raptor | 94 had a long discussion, too |
| 16:33:00 | raptor | not sure |
| 16:33:00 | watusimoto2 | we could disable voting and defer that to 016a |
| 16:34:00 | watusimoto2 | or only enable it under a few circumstances |
| 16:34:00 | watusimoto2 | 106 can be deferred |
| 16:35:00 | watusimoto2 | 112 can be deferred, or done incrementally -- basically add to stats object and track more stuff, whatever that may be |
| 16:35:00 | watusimoto2 | 128 can be deferred |
| 16:35:00 | raptor | i've completely ignored stats |
| 16:35:00 | watusimoto2 | 144 is a (simple, hopefully) bugfix |
| 16:35:00 | watusimoto2 | that's it for google cases |
| 16:35:00 | raptor | i'll do 72 |
| 16:35:00 | watusimoto2 | good |
| 16:36:00 | watusimoto2 | !bug |
| 16:36:00 | BFLogBot | To enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current buglist for 016: http://bitfighter.org/wiki/index.php?title=Buglist_016 |
| 16:36:00 | raptor | do you still want the 'bots spawn anywhere piece' part of LUA? |
| 16:36:00 | raptor | or would the simple editor fix suffice |
| 16:37:00 | watusimoto2 | You can do just the bot-only spawn points, then create a case for bots managing their own spawns for 016a |
| 16:37:00 | raptor | ok |
| 16:38:00 | watusimoto2 | You know what, though? defer the whole case, I think |
| 16:38:00 | watusimoto2 | I want to add a new editor item called a Marker or something that is just an x,y and an id |
| 16:39:00 | watusimoto2 | bots will have access to a list of markers |
| 16:39:00 | | BFLogBot - Commit bc7550df4837 | Author: buckyballreaction | Log: Core short name |
| 16:39:00 | watusimoto2 | and when they can manage their own spawns, they'll be able to select one of the markers |
| 16:39:00 | watusimoto2 | or select one randomly |
| 16:39:00 | raptor | ok |
| 16:39:00 | raptor | neat idea |
| 16:40:00 | watusimoto2 | the idea being you can create waypoints or rallying points or bot-mine-targets or whatever |
| 16:40:00 | raptor | want me to update the issue? |
| 16:40:00 | watusimoto2 | sure |
| 16:40:00 | watusimoto2 | we'll probably also want to do the same with creating a generic zone that is also available to bots |
| 16:40:00 | watusimoto2 | but I think markers are a good place to start |
| 16:41:00 | watusimoto2 | maybe we can assign keywords to make distinguishing different types more easy |
| 16:41:00 | watusimoto2 | so the bot could get an array of all markers with the "spawn" tag |
| 16:41:00 | watusimoto2 | the zones might be more useful for triggers on the "supervisor" script |
| 16:42:00 | watusimoto2 | on the wiki list... |
| 16:43:00 | watusimoto2 | all the editor ones need fixing |
| 16:43:00 | raptor | 72 updated |
| 16:43:00 | watusimoto2 | I'm doing 43 as part of my big clusterfuck |
| 16:43:00 | raptor | ah |
| 16:43:00 | raptor | 43 |
| 16:43:00 | raptor | i never really understood that... |
| 16:44:00 | watusimoto2 | 46 bug, 47 you fixed? |
| 16:44:00 | watusimoto2 | 48 ??? |
| 16:44:00 | raptor | 47 is fixed, yess |
| 16:44:00 | raptor | i found 48 yesterday |
| 16:44:00 | watusimoto2 | all the might not be fixable bugs look like sdl related |
| 16:45:00 | raptor | yes - i've been ignoring those |
| 16:45:00 | watusimoto2 | and that's it |
| 16:45:00 | raptor | for 48: i don't know what could be the cause of the problem |
| 16:45:00 | raptor | but adding 100 bots doesn't slow down network or timing server-side in 015a |
| 16:45:00 | raptor | (on my machine) |
| 16:45:00 | watusimoto2 | I wonder if passing them through the subscription system adds lots of overhead? |
| 16:46:00 | raptor | but adding 60 in 016 really adds in TONs of lag |
| 16:46:00 | watusimoto2 | that's the only difference I can think of |
| 16:46:00 | raptor | like the bots jump half a screen |
| 16:46:00 | watusimoto2 | that would be unfortunate |
| 16:46:00 | watusimoto2 | if that were the case |
| 16:46:00 | watusimoto2 | sorry -- through the event system |
| 16:46:00 | watusimoto2 | in 015a onTick is called directly by bots |
| 16:47:00 | raptor | does that mean i need to study my 'multithreading in games' articles again? |
| 16:47:00 | watusimoto2 | in 016, we fire an event and that in turn calls onTick |
| 16:47:00 | watusimoto2 | I hope not! :-) |
| 16:47:00 | watusimoto2 | I can look to see if that might be the case |
| 16:47:00 | watusimoto2 | we can easily not fire the onTick and call the fn directly from the bot handler to see if that fixes the speed issue |
| 16:48:00 | raptor | ok, because even with 10 bots now on a test machine with the editor really introduces lag |
| 16:48:00 | watusimoto2 | not good |
| 16:48:00 | watusimoto2 | I really can't imagine why that would be though |
| 16:48:00 | watusimoto2 | well, we'll jsut have to look |
| 16:48:00 | raptor | make i need to profile the code... |
| 16:48:00 | raptor | maybe |
| 16:48:00 | watusimoto2 | that might be helpful |
| 16:49:00 | raptor | cachegrind, that was the tool i used last |
| 16:49:00 | raptor | good tool |
| 16:49:00 | watusimoto2 | oh yes |
| 16:50:00 | watusimoto2 | well, we should address that because we're only going to increase the lua stuff, and we need to figure out how to keep it from being a performance drain |
| 16:50:00 | raptor | i'm going to make two profiles now and compare... |
| 16:50:00 | watusimoto2 | 015a and 016? |
| 16:50:00 | raptor | yes |
| 16:51:00 | raptor | uhh... after i fix compile issues... |
| 16:51:00 | raptor | callgrind |
| 16:51:00 | raptor | kcachegrind was the front end.. |
| 16:59:00 | | BFLogBot - Commit 0f8f2e4900f5 | Author: buckyballreaction | Log: Fix missing variable |
| 17:00:00 | | LordDVG Quit (Remote host closed the connection) |
| 17:03:00 | raptor | http://www.nullptr.org/ |
| 17:11:00 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 17:20:00 | raptor | i took 1 min. of time on game timer for profiling in 015a |
| 17:20:00 | raptor | i didn't get passed 8 seconds in 016 with 30 bots |
| 17:20:00 | raptor | and 5 of those were me typingin '/addbots 30' |
| 17:26:00 | raptor | call graph for 015a: http://sam686.maxhushahn.com/upload/callgrind_graph_015a.png |
| 17:26:00 | raptor | call graph for 016: http://sam686.maxhushahn.com/upload/callgrind_graph_016.png |
| 17:27:00 | raptor | percentages are percentages of total program calls |
| 17:27:00 | raptor | all i did was: start game, load test level in editor, test levels, add 30 bots, wait for a minute, exit as fast as possible |
| 17:29:00 | raptor | note how servergame::idle was called only 67x in 016, but 200x in 015a |
| 17:29:00 | raptor | and i let the 016 one go longer |
| 17:31:00 | raptor | Robot::idle() takes 75% of the processing in ServerGame::idle() in 016 |
| 17:31:00 | raptor | vs 33% in 015a |
| 17:32:00 | raptor | FYI: i set a minimum node threshold of 2% of calls to show up in the graph |
| 17:33:00 | raptor | look at how much m ore complex the lua_pcall tree in 016 is... |
| 17:33:00 | raptor | that's definitely the problem |
| 17:35:00 | | Zoomber has joined |
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| 17:38:00 | watusimoto2 | ok, I';ll have a look later; see ya! |
| 17:38:00 | raptor | bye |
| 17:38:00 | | watusimoto2 Quit (Quit: Leaving.) |
| 17:50:00 | Zoomber | hi raptor |
| 17:50:00 | raptor | hi Zoomber |
| 17:50:00 | Zoomber | ah, i thought i got up at 10 |
| 17:50:00 | Zoomber | realized, that clock is an hour ahead! |
| 17:56:00 | raptor | i shoudl release my level from the contest.. and the tool i used to create it |
| 17:58:00 | Zoomber | ok haha |
| 17:58:00 | Zoomber | orrr |
| 17:58:00 | Zoomber | we can put it on the rediculous server.. |
| 17:59:00 | raptor | everything ends up on bitfighter sam686 anyways though, right? |
| 17:59:00 | raptor | the rediculous server was a fun idea, but we need the player base for it first, i think |
| 18:02:00 | Zoomber | the problem is sam added that /getmaphack, which is why kserv is down now |
| 18:02:00 | Zoomber | though those arent on sam's server |
| 18:32:00 | | Watusimoto has joined |
| 18:32:00 | raptor | I'm gonna do it: release my SVG to level line code converter |
| 18:42:00 | raptor | karamazovapy: where should I post map utilities? |
| 18:42:00 | raptor | ah, Map Gallery -> Misc. looks like the right place |
| 18:47:00 | raptor | ok, released Celtic Arena |
| 19:05:00 | | ShadowXloner has joined |
| 19:08:00 | ShadowXloner | 'Sup all? |
| 19:09:00 | raptor | hello |
| 19:12:00 | raptor | Done: http://bitfighter.org/forums/viewtopic.php?f=41&t=1177 |
| 19:22:00 | | ShadowXloner Quit (Quit: ShadowXloner) |
| 19:30:00 | raptor | ok back to bug fixing |
| 19:57:00 | raptor | I had to re-upload the source code for the SVG converter project, I goofed up some dependencies.. so the one person who downloaded should redownload (unless they figured out how to fix it) |
| 20:21:00 | | Watusimoto Quit (Ping timeout: 268 seconds) |
| 20:23:00 | sam686 | S32 MIN_PAD = 3 is only used in "tnlAssert" in uiQueryServers.cpp, where non-debug compile produces a warning about unused MIN_PAD variable.. |
| 20:23:00 | raptor | ok - i need to compile in debug mode most often - where would I put it, then? |
| 20:39:00 | | BFLogBot - Commit f7b9174f68d4 | Author: sam8641 | Log: Better place to put MIN_PAD, I guess i forgot MIN_PAD is used only in TNLAssert, was mistakenly removed on 70e41c08e77c |
| 20:40:00 | sam686 | ok, so I moved it back, to the only place it is used... |
| 20:40:00 | raptor | ok |
| 20:40:00 | raptor | looks good |
| 20:53:00 | raptor | those forcefields with levelgens are weird |
| 21:00:00 | raptor | sam686: do those forcefields only happen with Core game type? when using a levelgen? |
| 21:01:00 | raptor | i just tested mazeracer, and it doesn't have the problem.. |
| 21:07:00 | sam686 | that because maseracer do not have any forcefields that get generated in levelgen |
| 21:08:00 | sam686 | it happens to levelgen that add forcefields |
| 21:13:00 | | Zoomber Quit (Ping timeout: 260 seconds) |
| 21:14:00 | raptor | interesting... it only happens if you do ctrl + r first... |
| 21:14:00 | | Zoomber has joined |
| 21:14:00 | | ChanServ sets mode +v Zoomber |
| 21:21:00 | raptor | almost like the forcefield projectors are being removed properly, but the forcefields arent |
| 21:28:00 | | Watusimoto has joined |
| 21:28:00 | sam686 | i am not sure why am i getting error, when exit and entering editor again... here is a backtrace http://sam686.maxhushahn.com/upload/text1201/120113_15-01-12.txt |
| 21:29:00 | raptor | yuk |
| 21:29:00 | Watusimoto | heya |
| 21:30:00 | raptor | hi |
| 21:30:00 | sam686 | hi |
| 21:30:00 | Zoomber | hi |
| 21:31:00 | raptor | so for whatever reason, no ForceFieldProjectors are being loaded in the editor with Ctrl+R; instead they're being loaded into the game database |
| 21:31:00 | Watusimoto | so you have a script that gens ffps, but they never appear in the level? |
| 21:32:00 | Watusimoto | when you run the scri[pt from the editor? |
| 21:32:00 | raptor | when running in editor, they are inserted into the game database instead of editor database; so: 1. they don't appear in the editor and 2. they appear and never go away when testing the level |
| 21:33:00 | raptor | so when you test the level again they're still there from previous levels |
| 21:33:00 | Watusimoto | @sam -- could be a double delete? |
| 21:34:00 | Watusimoto | if so, we could convert the vector<AbstractTeam> into a boost:shared_ptr<AbstrTeam> |
| 21:34:00 | Watusimoto | whoa... that's cool! |
| 21:34:00 | Watusimoto | but only ffps? |
| 21:35:00 | raptor | that i can tell, yes.. |
| 21:37:00 | | Zoomber Quit (Remote host closed the connection) |
| 21:37:00 | | Zoomber has joined |
| 21:37:00 | | ChanServ sets mode +v Zoomber |
| 21:37:00 | Watusimoto | weird |
| 21:37:00 | Watusimoto | you can put it on the editor bug list |
| 21:37:00 | raptor | stuff is so abstracted, i can't seem to find where i'm going... |
| 21:38:00 | raptor | it's already there #46 |
| 21:38:00 | Zoomber | hey raptor, that windows vm you gave me.. |
| 21:38:00 | Zoomber | was that 32 bit or 64? |
| 21:38:00 | raptor | windows xp? |
| 21:38:00 | Zoomber | ^ |
| 21:38:00 | raptor | then 32 bit |
| 21:38:00 | Zoomber | thanks |
| 21:38:00 | raptor | only vista and windows7 reliably support 64bit |
| 21:38:00 | sam686 | if it is windows xp, it is probably 32 bit (though there may be a few 64 bit windows XP) |
| 21:39:00 | Zoomber | gonna jailbreak an amazon kindle |
| 21:39:00 | Zoomber | need my windows vm for that |
| 21:40:00 | | BFLogBot - Commit e1eb55f20532 | Author: watusim...@bitfighter.org | Log: Fixes crash with scoreboard, other problems |
| 21:40:00 | | BFLogBot - Commit 00c9ca3e87ca | Author: watusim...@bitfighter.org | Log: Merge |
| 21:40:00 | Watusimoto | we need to write a testbot that runs through all the bot api |
| 21:40:00 | Watusimoto | and just checks that everything is at least sort of working |
| 21:42:00 | raptor | how on earth does a levelgen script get to Game::processLevelLoadLine |
| 21:43:00 | Watusimoto | that's how the levelgen can create things |
| 21:43:00 | Watusimoto | by creating a level line and running it though the parser |
| 21:43:00 | raptor | editor calls this: levelGen.runScript() |
| 21:43:00 | Watusimoto | script calls somehting with a levelline as an arg |
| 21:43:00 | Watusimoto | that calls processLevelLoadLine |
| 21:44:00 | raptor | ahhh.... |
| 21:44:00 | Watusimoto | it's all in the docs :-) |
| 21:44:00 | Watusimoto | on the wiki |
| 21:44:00 | raptor | ok, there is an equivalent lua method that goes directly to it |
| 21:44:00 | raptor | duh |
| 21:44:00 | raptor | so what could make FFPJ special? |
| 21:47:00 | Watusimoto | put a breakpoint... oh wait, you can't do that, can you? |
| 21:48:00 | raptor | i can, but following objects doesn't work so well |
| 21:48:00 | raptor | i put in a logprintf in processLevelLoadLine |
| 21:48:00 | Watusimoto | my guess is a bogus value for mGame; i.e. being added to wrong game |
| 21:48:00 | raptor | and when running the level gen in the editor, no FFP are printed out |
| 21:48:00 | raptor | but they are printed out when running in the game |
| 21:48:00 | Watusimoto | interesting |
| 21:49:00 | Watusimoto | so move earlier in the chain |
| 21:50:00 | raptor | earlier in the chain is in lua land |
| 21:54:00 | Watusimoto | hello??? |
| 21:54:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths |
| 21:54:00 | Watusimoto | 3.0000000000000000 |
| 21:54:00 | raptor | hi |
| 21:55:00 | Watusimoto | mKills = 3 |
| 21:55:00 | Watusimoto | deaths = 0 |
| 21:55:00 | Watusimoto | suicides = 0 |
| 21:55:00 | Watusimoto | totalKAD = 3 |
| 21:55:00 | Watusimoto | how does that expression yield 3?!? |
| 21:55:00 | raptor | yes to ration 1.0 |
| 21:55:00 | raptor | ha! |
| 21:55:00 | Watusimoto | yes, should be 1.0 |
| 21:56:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths |
| 21:56:00 | Watusimoto | 3.0000000000000000 |
| 21:56:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths |
| 21:56:00 | Watusimoto | 3.0000000000000000 |
| 21:56:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) |
| 21:56:00 | Watusimoto | 3.0000000000000000 |
| 21:56:00 | Watusimoto | totalKillsAndDeaths |
| 21:56:00 | Watusimoto | 3.0000000 |
| 21:56:00 | Watusimoto | 3/3 |
| 21:56:00 | Watusimoto | 1 |
| 21:56:00 | Watusimoto | (this from the immediate window where debugger will eval expressions) |
| 21:57:00 | Watusimoto | every 2nd line is mine |
| 21:57:00 | Watusimoto | the answers are provided by vc++ |
| 21:57:00 | raptor | when that happens i say to myself "ignore, full recompile, keep calm and carry on" |
| 21:58:00 | Watusimoto | mKills |
| 21:58:00 | Watusimoto | 3 |
| 21:58:00 | Watusimoto | mDeaths |
| 21:58:00 | Watusimoto | 0 |
| 21:58:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) |
| 21:58:00 | Watusimoto | 3.0000000000000000 |
| 21:58:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths |
| 21:58:00 | Watusimoto | 3.0000000000000000 |
| 21:58:00 | Watusimoto | maybe |
| 21:59:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / 3 |
| 21:59:00 | Watusimoto | 3.0000000000000000 |
| 21:59:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / 6 |
| 21:59:00 | Watusimoto | 3.0000000000000000 |
| 21:59:00 | Watusimoto | F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / 1000000000 |
| 21:59:00 | Watusimoto | 3.0000000000000000 |
| 21:59:00 | Watusimoto | something is not right |
| 21:59:00 | Watusimoto | and I know what it is! |
| 22:00:00 | sam686 | i don't know, maybe you might not be looking right, if this is true "mKills = 3 deaths = 0 suicides = 0 totalKAD = 3" |
| 22:00:00 | Watusimoto | a recompile would not help |
| 22:00:00 | Watusimoto | no, the vars are as I stated |
| 22:00:00 | Watusimoto | and the computer is right |
| 22:00:00 | raptor | i'm pretty sure i did the math right |
| 22:00:00 | raptor | (because i did it wrong so many times...) |
| 22:00:00 | Watusimoto | if you did the right math, you'd see the computer was right |
| 22:01:00 | Watusimoto | ready for the answer? |
| 22:01:00 | raptor | yes |
| 22:01:00 | Watusimoto | order or ops! |
| 22:01:00 | sam686 | F32(mKills=3) - (F32(mDeaths=0) - F32(mSuicides=0)) / (totalKillsAndDeaths=3) right? |
| 22:01:00 | Watusimoto | and, in this case, it's reinforced by the presence of ()s |
| 22:01:00 | sam686 | F32(3) - (F32(0) - F32(0)) / (3) |
| 22:01:00 | raptor | wait wait wait - i thought i put parenthesis around the numerator |
| 22:02:00 | raptor | when i coded it.. |
| 22:02:00 | Watusimoto | I've mucked with it |
| 22:02:00 | sam686 | oh i see, F32(3) - (F32(0) - F32(0)) / (3) |
| 22:02:00 | Watusimoto | Persuant the U32 problem we disussed earlier |
| 22:02:00 | Watusimoto | 3-0=3 |
| 22:02:00 | raptor | ah ha! |
| 22:02:00 | sam686 | F32(3) - (0 / (3)) |
| 22:02:00 | sam686 | F32(3) - 0 |
| 22:03:00 | Watusimoto | something so obvious, got all three of us |
| 22:03:00 | Watusimoto | so @r, I changed the parsing to make everything an F32 before doing any math, to eliminate any possibility of underflow |
| 22:04:00 | Watusimoto | though I suspect the underflow problem was related to a bug elsewhere |
| 22:04:00 | Watusimoto | where some stats weren;t being properly recorded |
| 22:04:00 | Watusimoto | maybe the bot stats will be better now |
| 22:06:00 | Watusimoto | In this case, I think (F32)var is clearer than F32(var) |
| 22:09:00 | Watusimoto | seems odd that in 2 player game, one player has a rating, and other has -1*rating |
| 22:10:00 | Watusimoto | though makes sense mathematically |
| 22:10:00 | raptor | negative = die more than kill, so basically anyone with a positive rating you'll want to watch out for.. |
| 22:11:00 | Watusimoto | watch out for s_bot |
| 22:11:00 | raptor | oh yeah |
| 22:11:00 | Watusimoto | easy to kill in the open, impossible in the close-in |
| 22:14:00 | Watusimoto | just to confirm, we do not want to save bot stats on the master server, right? |
| 22:14:00 | raptor | corrent... |
| 22:14:00 | raptor | correct |
| 22:15:00 | raptor | what on earth does 'thunk' mean in an error message |
| 22:16:00 | Watusimoto | ha ha |
| 22:16:00 | Watusimoto | I'll tell you in a sec |
| 22:16:00 | Watusimoto | do we want to include bots in team stats? |
| 22:17:00 | sam686 | error message from what? compiler? |
| 22:17:00 | Watusimoto | lua related error, I daresay |
| 22:18:00 | Watusimoto | I've always used this def for thunking |
| 22:18:00 | Watusimoto | http://en.wikipedia.org/wiki/Thunk_%28compatibility_mapping%29 |
| 22:18:00 | Watusimoto | not that I really understand it all that well |
| 22:19:00 | Watusimoto | now that I see there aer several defs, I wonder which applies to lua? |
| 22:19:00 | Watusimoto | the thunking comes from lunar, which binds our lua to our c++ |
| 22:20:00 | raptor | what a wonderful term |
| 22:21:00 | raptor | must have been created by developers |
| 22:21:00 | raptor | because it is very specific and easy to understand |
| 22:23:00 | Watusimoto | I thunk therefore i wuz |
| 22:24:00 | Watusimoto | that's a little decartes reference, in case you didn't catch it |
| 22:24:00 | Watusimoto | I am, after all, foremost a man of letters |
| 22:25:00 | raptor | ok, now that i'm done laughing... yes i caught that |
| 22:25:00 | Watusimoto | I think we *do* want to capture bot stats |
| 22:25:00 | raptor | except bots don't persist across games |
| 22:26:00 | Watusimoto | ah, misunderstanding |
| 22:26:00 | Watusimoto | I meant capture their stats on the master |
| 22:26:00 | Watusimoto | we do it now, |
| 22:26:00 | Watusimoto | I think |
| 22:26:00 | Watusimoto | so we want to continue |
| 22:26:00 | raptor | ah yes - then yes |
| 22:27:00 | raptor | OK, i think i have a hunch |
| 22:27:00 | Watusimoto | unfortunately, that crashes now |
| 22:27:00 | Watusimoto | but that is easy to fix now that I know what is supposed to happen |
| 22:27:00 | Watusimoto | your hunch... |
| 22:27:00 | raptor | LuaLevelGenerator::addLevelLine |
| 22:27:00 | raptor | runs: mCaller->parseLevelLine(line, mGridDatabase, false, "Levelgen script: " + mScriptName); |
| 22:27:00 | raptor | see that 'false' |
| 22:28:00 | raptor | that is for a boolean called 'inEditor' |
| 22:28:00 | raptor | it is never set to true, ever |
| 22:28:00 | raptor | it goes through a couple methods, then in game.cpp:954: |
| 22:28:00 | raptor | if(inEditor) |
| 22:28:00 | raptor | object->markAsGhost(); |
| 22:29:00 | raptor | which is never called |
| 22:29:00 | raptor | so, how can i tell that i'm in the editor LuaLevelGenerator::addLevelLine |
| 22:29:00 | raptor | ? |
| 22:32:00 | Watusimoto | why do you need to know? |
| 22:32:00 | Watusimoto | object gets added to database |
| 22:32:00 | Watusimoto | what happens after is irrelevant to the script |
| 22:32:00 | raptor | yes, and i verified that it's the same database as other objects |
| 22:32:00 | raptor | so FFP do go into the same database |
| 22:33:00 | Watusimoto | ok, well that is very puzzling |
| 22:33:00 | raptor | what the crazy |
| 22:33:00 | | koda has joined |
| 22:33:00 | Watusimoto | so it must be something else |
| 22:34:00 | raptor | i need to know because down the line in Game::processLevelLoadLine it has: |
| 22:34:00 | raptor | if(inEditor) |
| 22:34:00 | raptor | object->markAsGhost(); |
| 22:34:00 | raptor | and that is never triggered |
| 22:34:00 | Watusimoto | could it be related to the duality of ffps vs. ffs? |
| 22:35:00 | Watusimoto | that is not needed for other objects, apparently |
| 22:36:00 | Watusimoto | is markAsGhost called elsewhere? |
| 22:36:00 | raptor | maybe, that was actually my first hunch |
| 22:36:00 | Watusimoto | why do we need that? |
| 22:36:00 | Watusimoto | I remember concluding we did |
| 22:36:00 | Watusimoto | but that is a networking thing |
| 22:37:00 | Watusimoto | oh -- some code was being executed on objects that made things crash if they thought they were server-side |
| 22:41:00 | raptor | i think i fixed it! |
| 22:43:00 | raptor | my hunch was right! |
| 22:43:00 | Watusimoto | great! |
| 22:43:00 | raptor | that inEditor boolean needed to be set |
| 22:43:00 | raptor | the markAsGhost that was missing was goofing up things |
| 22:44:00 | raptor | what a horrid bug |
| 22:44:00 | Watusimoto | indeed |
| 22:44:00 | Watusimoto | it's an ugly bit of code |
| 22:45:00 | Watusimoto | created to avoid having to write a proper object creation API |
| 22:45:00 | Watusimoto | with all the arg checking and error handling that would entail |
| 22:45:00 | raptor | ugh |
| 22:45:00 | raptor | pushed |
| 22:45:00 | Watusimoto | great! |
| 22:45:00 | raptor | need a breather |
| 22:46:00 | raptor | and now i know what 'thunk' means |
| 22:46:00 | raptor | sort of... |
| 22:47:00 | Watusimoto | drink drank drunk |
| 22:47:00 | Watusimoto | think thank thunk |
| 22:48:00 | Watusimoto | yesterday, I thank I lost an important paper |
| 22:48:00 | Watusimoto | but today I think I know where it is |
| 22:48:00 | raptor | yes: brain activity; gratefullness; emulation of 16bit environment |
| 22:48:00 | Watusimoto | I had thunk it was gone forever |
| 22:48:00 | raptor | perfect sense |
| 22:49:00 | Watusimoto | all stats except kills/suicides/etc. are persistent |
| 22:49:00 | Watusimoto | right? |
| 22:49:00 | raptor | you mean non-persistent? |
| 22:49:00 | Watusimoto | wrong |
| 22:49:00 | Watusimoto | worry, I misread something |
| 22:49:00 | Watusimoto | we reset everything except those after each game |
| 22:50:00 | Watusimoto | well, that's not quite right eeither |
| 22:50:00 | | BFLogBot - Commit b4e33316356a | Author: buckyballreaction | Log: Make sure LuaLevelGenerator knows we are in the editor; fix problem with excess ForceFieldProjectors showing up in game because they weren't marked as a ghost |
| 22:50:00 | Watusimoto | w |
| 22:50:00 | sam686 | stats needs to mostly reset, so the stats that was sent to master won't keep going up and up |
| 22:50:00 | raptor | well, all of mstatisics are reset - the only reason those weren't were because we kept track on a different object |
| 22:50:00 | Watusimoto | ok, yes |
| 22:51:00 | Watusimoto | any reason not to track the 4 persistent stats on mStats? |
| 22:51:00 | Watusimoto | the object itself persists |
| 22:51:00 | raptor | they'd have to be separate members |
| 22:51:00 | Watusimoto | of course |
| 22:51:00 | raptor | because kill/deaths etc. still need to be done per-game |
| 22:51:00 | raptor | but i see no reason not to move them there |
| 22:52:00 | Watusimoto | I'm moving them anyway; seems like a good place for them |
| 22:52:00 | Watusimoto | you know, I'm alnmost looking forward to fixing editor bugs |
| 22:52:00 | raptor | didn't we agree that we wouldn't do anymore big refactors? :-D |
| 22:52:00 | Watusimoto | this wasn't a big refactor |
| 22:52:00 | Watusimoto | this was a quick one evening job |
| 22:53:00 | Watusimoto | it's just been a looong evening |
| 22:53:00 | raptor | ha! |
| 22:53:00 | Watusimoto | but definitely wrapping up |
| 22:58:00 | Watusimoto | very cool vc++ GUI feature: |
| 22:58:00 | Watusimoto | holding alt does block select |
| 22:58:00 | Watusimoto | this is nice, but... |
| 22:59:00 | Watusimoto | if you use alt to create a vertical selection, and start typing, the same typing gets put on every line |
| 22:59:00 | Watusimoto | so if you need to insert the same text on 5 lines, you create a block selection on those lines and start typing |
| 22:59:00 | Watusimoto | and... it just works |
| 22:59:00 | raptor | sounds like what i've been using JEdit for, for years |
| 23:00:00 | Watusimoto | hrm |
| 23:00:00 | raptor | in eclipse it's alt+shift+A |
| 23:01:00 | raptor | alt is owned by the window manager already in linux |
| 23:04:00 | Watusimoto | really? |
| 23:04:00 | Watusimoto | cool |
| 23:12:00 | sam686 | not sure why, but the virtual destructor is causing the problem... i remove virtual ~AbstractTeam(); // Destructor and virtual ~Team(); and it doesn't go crash segault no more... |
| 23:13:00 | Watusimoto | whoa... |
| 23:13:00 | raptor | uhhhh |
| 23:13:00 | raptor | that doesn't make sense |
| 23:13:00 | Watusimoto | there is something wrong |
| 23:14:00 | raptor | wait wait let me compile with llvm and see if it catches it... |
| 23:14:00 | Watusimoto | wasn't abstract team the class that was causing problems with boost::shared_ptr? |
| 23:14:00 | raptor | yes, i am deathly afraid of that class |
| 23:14:00 | raptor | had weird crashes for a long time |
| 23:15:00 | sam686 | that crash only happens in my linux ubuntu computer, it doesn't happen in windows |
| 23:15:00 | raptor | doesn't happen on my openSUSE boxes |
| 23:15:00 | Watusimoto | video driver? |
| 23:15:00 | Watusimoto | :-) |
| 23:15:00 | sam686 | gcc version? |
| 23:15:00 | Watusimoto | bad power supply? |
| 23:15:00 | Watusimoto | keyboard led burned out? |
| 23:15:00 | raptor | the weather? |
| 23:16:00 | Watusimoto | crack on the case? |
| 23:16:00 | sam686 | gcc --version |
| 23:16:00 | Watusimoto | lots of possibilites |
| 23:16:00 | sam686 | gcc (Ubuntu 4.4.3-4ubuntu5) 4.4.3 |
| 23:16:00 | Watusimoto | my laptop case is held together with scotch tape and packing tape |
| 23:16:00 | Watusimoto | \no joke, sadly |
| 23:17:00 | Watusimoto | hp makes such crap |
| 23:18:00 | raptor | now i need to re-read the behavior of virtual destructors |
| 23:18:00 | Watusimoto | lots on google about this |
| 23:18:00 | Watusimoto | http://stackoverflow.com/questions/710607/why-do-i-get-a-segmentation-fault-when-calling-a-virtual-method-in-this-code |
| 23:18:00 | Watusimoto | for example |
| 23:19:00 | Watusimoto | oh wait, maybe misread |
| 23:19:00 | raptor | i never thought virtual destructors actually caused problems - rather solved them |
| 23:20:00 | raptor | http://stackoverflow.com/questions/461203/when-to-use-virtual-destructors |
| 23:20:00 | sam686 | changing "virtual ~EditorTeam();" to "~EditorTeam();" seems to fix that crashing problem i have.. |
| 23:21:00 | raptor | "To sum up, always make base classes' destructors virtual when they're meant to be manipulated polymorphically." |
| 23:22:00 | Watusimoto | one benefit of this refactor is LOTS of blocks like this: |
| 23:22:00 | Watusimoto | GameConnection *conn = mGame->getClientInfo(i)->getConnection(); |
| 23:22:00 | Watusimoto | if(conn) |
| 23:22:00 | Watusimoto | conn->endOfGameScoringHandler(); |
| 23:22:00 | Watusimoto | turn into this |
| 23:22:00 | Watusimoto | mGame->getClientInfo(i)->endOfGameScoringHandler(); |
| 23:22:00 | Watusimoto | which makes me happy |
| 23:22:00 | raptor | yes, fewer needed null checks makes for nicer code |
| 23:23:00 | Watusimoto | just curious... do you think this happens if you were building release code? |
| 23:25:00 | raptor | so far this has been decent read: http://www.gotw.ca/publications/mill18.htm |
| 23:28:00 | raptor | Guideline #4: A base class destructor should be either public and virtual, or protected and nonvirtual. |
| 23:31:00 | Watusimoto | over 40 players yesterday |
| 23:31:00 | raptor | most with funny names |
| 23:31:00 | raptor | or crude ones, at least.. |
| 23:31:00 | Watusimoto | yes, my son told me |
| 23:31:00 | Watusimoto | he wanted to kick them all off |
| 23:31:00 | raptor | haha |
| 23:32:00 | Watusimoto | but, son, you can't ban half the players from the game |
| 23:33:00 | Watusimoto | we should stop reporting stats for test games |
| 23:34:00 | Watusimoto | gums things up |
| 23:34:00 | raptor | yes, i was just thinking that... |
| 23:34:00 | raptor | i know i've created hundreds of games in the last couple weeks |
| 23:37:00 | Watusimoto | https://code.google.com/p/bitfighter/issues/detail?id=153 |
| 23:37:00 | Watusimoto | I think I've fixed all the (known) robot crashing issues with my refactor |
| 23:37:00 | Watusimoto | stats seem to work properly |
| 23:37:00 | Watusimoto | ratings seem right |
| 23:38:00 | Watusimoto | but need to fix the reversed names now |
| 23:39:00 | raptor | yes, remove them evil doppleganger |
| 23:39:00 | Watusimoto | actually, all other players have your name |
| 23:40:00 | | BFLogBot - Commit ec6ae9ba83a0 | Author: watusim...@bitfighter.org | Log: Fix math snafu -- scores look right now |
| 23:40:00 | | BFLogBot - Commit 4b705761e526 | Author: watusim...@bitfighter.org | Log: Fix crash on sending stats |
| 23:40:00 | | BFLogBot - Commit 14c399054c73 | Author: watusim...@bitfighter.org | Log: Fixes end-of-game crashes, stats that should be persistent seem to persist |
| 23:40:00 | | BFLogBot - Commit 9191ee9ad81f | Author: watusim...@bitfighter.org | Log: Merge |