#bitfighter IRC Log

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IRC Log for 2012-06-04

Timestamps are in GMT/BST.

00:10:11Little_Apple has joined
00:10:17Little_Appleheelloo
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00:22:21sam686hi
00:43:56Little_Appleyay a reply! :D
00:47:02sam686ok
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03:11:21raptorgood evening
03:12:23sam686good odding
03:12:32raptorhar har
03:12:35raptor:)
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05:02:40BFLogBot - Commit 3b8abb1bd972 | Author: sam8641 | Log: Added GridDatabase copy constructor to fix some undo crashing in editor. Fixed inconsistant line ending using Unix(LF)
05:23:04sam686 Quit (Ping timeout: 245 seconds)
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06:00:44zoomber_mbpgonna try to work on something music-like for bitfighter
06:00:57zoomber_mbpkeep watch of me, maybe ill turn up something killer
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14:59:03raptorgood day!
15:01:57raptorvoting thread open
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15:47:29IAmBeardraptor, where are the downloads to all the maps we're voting on?
15:47:40raptornot available until the contest is over
15:48:01raptorwhen I will restore the author names :)
15:48:38raptoryour not the first person to ask about downloading them already... was there something in particular you wanted to know about the map?
15:48:43raptor*you're
15:51:24IAmBeardoh, i wasn't sure if we were downloading download them to vote, or to just play them on the server
15:51:36IAmBeardthe server system is sort of horrible, considering non-admins can't change the map
15:51:36IAmBeard=/
15:51:44raptorheh
15:51:58raptorlevel change password is 01612
15:52:00raptoroops
15:52:01raptor0612
15:52:05raptorit's always MMYY
15:52:12IAmBeardi understand why, but it makes it tough to test some of the maps :)
15:52:14IAmBeardah
15:55:48watusimotohi
15:55:58raptorhi
15:56:23raptorwatusimoto: sam686 added a griddatabase copy constructor - wasn't that something you were trying to avoid?
15:56:33watusimotoI saw that
15:57:02watusimotoI think we don't actually need it
15:57:25watusimotoI have a potentially better solution I want to look at tonight
15:57:36watusimotobut no, I'm not opposed to a copy constructor there
15:57:45raptorok
15:57:58watusimotowhat I did want to avoid was having to write copy constructors for all our objects
15:58:07raptorah, that's right
15:58:09watusimotoif we need one for the database, that's fine
15:58:21watusimotobut I really want to rely on the default one where possible
15:59:30watusimotoraptor: regarding the level change pw for contest servers, perhaps we should just pick a fixed one, so that people who know it don't need to keep reentering it every month
15:59:42raptorsure
15:59:46watusimotothe extra security offered by a revolving pw seems minimal
15:59:57raptori just continued _k's methodology
16:00:02watusimotoI know
16:00:15BFLogBot - Commit e23d1cbebad7 | Author: buckyballreaction | Log: Fix compiling in Linux
16:00:24watusimotoit just seems to add work without adding security
16:00:32watusimotonot your fault though :-)
16:00:45raptorwant me to just remove it? or maybe change it to a default and post it in the forums?
16:00:58watusimotolet's worry about it next time
16:01:00raptorok
16:01:03watusimotoI'd leave it as is for now
16:01:14watusimotoI have some insight into the lua crash
16:01:19watusimotobot crashes, that is
16:01:24raptoroooo
16:01:27raptorinsight is good
16:01:37watusimotoit seems that occasionally lua gets confused about what kind of object something is
16:01:55watusimotoso, for example, when you get that error you see, I think it thinks the ship is a projectile
16:02:07watusimotoand then errors out when you run getEnergy
16:02:12watusimotobecause projectiles don't have that
16:02:38watusimotoit in particular seems to confuse ships and projectiles, though that may just be a manifestation of the script itself
16:02:55watusimotoI'm not sure why this would happen, but I've seen it in two places
16:03:23raptor looks at s_bot.bot again
16:03:23watusimotoand it's really hard to see what's going on because it involves a lot of the native lua interpreter code
16:03:41watusimotothe bot code is not the problem
16:04:44raptoryeah - i'm just seeing what specific things it considers an 'enemy'
16:05:30raptorupdated doxygen..
16:13:42raptoryou think our internal object types could be messed up somewhere?
16:14:04Watusimoto_ has joined
16:15:37watusimotoI think they may become corrupted somehow
16:15:45watusimotobecause it works for a while, then breaks
16:16:03watusimotoand rerunning the bot seems to make it crash more quickly after the first crash
16:17:23raptoryes, i've noticed that
16:19:31raptormaybe i should run it through valgrind?
16:20:42watusimotohmmm
16:20:55watusimotosure
16:21:32watusimotolooks like my kids are playing computer games (watusimoto_)
16:21:42raptorhaha
16:26:09raptorso i'm now 6 min. into my valgrind test and still can't get it to crash
16:26:42watusimotothat's the problem I was having last night
16:26:55watusimotoadding testing code seemed to change the behavior
16:27:08watusimoto A quantum bug
16:28:03watusimotowhat I tried was dumping the object structure from lua just before I ran getEnergy()
16:28:17watusimotoand found that the object looks correct
16:28:52watusimotoso we're (probably) not creating the wrong kind of object in lua, but somehow interpreting it incorrectly when we need it
16:28:58watusimotoif that makes sense
16:29:21raptorvalgrind found something in doFindItems... want the report?
16:29:28watusimotosure
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16:29:55watusimotoidid it find something close in time to a crash?
16:30:27raptorhttp://sam686.maxhushahn.com/upload/1valgrind.out.zip
16:30:34raptornever got it to crash
16:30:43raptor:(
16:30:55raptorwarning, the extracted file is 11MB (don't open with notepad)
16:31:58watusimotowhere to start?
16:32:02watusimotoI hate these files
16:32:06raptorbottom up is what i always do...
16:32:32raptorthere are several, 'definitely lost' that end with luaW
16:32:46watusimotolots with sound
16:34:53raptoryeah - there's always been lots with sound, not sure why
16:35:19raptori don't even know how to read most of this...
16:35:25watusimotolots of spurious stuff
16:35:39watusimotofor example, Conditional jump or move depends on uninitialised value(s)
16:35:42watusimotopointing to this:
16:35:49watusimotoool Rect::intersects(const Rect &r)
16:35:49watusimoto{
16:35:49watusimoto return min.x < r.max.x && min.y < r.max.y &&
16:35:49watusimoto max.x > r.min.x && max.y > r.min.y;
16:35:49watusimoto}
16:36:16watusimotoI don't see how we could have unitialized values there, as everything is intialized in the constructor
16:36:44raptori just did 'valgrind --leak-check=yes' on a debug build of bitfighter...
16:37:58raptorthe last record (347)
16:38:09raptoris the largest case of 'definitely lost'
16:38:35raptoris luaW not cleaning up everything?
16:39:53watusimotoit's possible
16:40:16watusimotodid you do a clean quit of the game?
16:40:36watusimotowhat happens is every object that gets passed to lua gets a proxy created for it
16:40:41watusimotothat proxy is created with new
16:40:55watusimotoand we set a flag telling lua it can delete those when its done
16:41:13watusimotoso sometimes we get 1000 projectile objects created before lua does a full gc pass
16:41:40watusimotoso at any given time, there may be "lost objects" that just haven't been gc'ed yet
16:41:52raptorso maybe i quit the game too quickly...
16:41:57watusimotoI've tested this in a couple of ways, and it seems to work
16:42:04raptorbefore the lua gc has run
16:42:13watusimotoI've monitored how many objects are alive at any point, and also total memory use over time
16:42:18watusimotowith lots of bots
16:42:25watusimotoand both suggest things are ok
16:42:30raptorhmmm
16:42:35watusimotobut I'm still a little insecure about it :-)
16:42:45watusimotoI don't see anything here that's concerning
16:42:49raptorsee, i've run valgrind tons of times and i've never solved anything with it...
16:43:37watusimotoand a lot that's just baffling, like that rect thing I posted
16:43:47watusimotoI've found some problems in the past
16:43:54watusimotoit's a useful tool, sometimes
16:45:07watusimotoso luaW_check is supposed to check a lua object to see if it's the correct type
16:45:48watusimotoand sometimes the wrong luaW_check is being called (i.e. with wrong template parameter)
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16:51:57watusimotoout of here.
16:51:59watusimotobye
16:52:03raptorBYE
16:52:10raptorbye
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20:11:32BFLogBot - Commit b8086c11779a | Author: watusim...@bitfighter.org | Log: Fix undo/redo problem (now they work again), minor code cleanup
20:11:34BFLogBot - Commit 23dbfb349243 | Author: watusim...@bitfighter.org | Log: Merge
20:11:51raptora commit!
20:15:24koda has joined
20:37:14Watusimotofixes all the issues I was having in the editor
20:39:56Watusimotosam686: my latest commit gets rid of the copy constructor. If you added it to fix something that I broke recently, I don't think we need it. If you added it for another reason, I may need to put it back.
20:40:17Watusimotosorry, talking about the database copy constr you added yesterday
20:40:37raptorinteresting - #2 seems to have been fixed somehow, too: http://bitfighter.org/wiki/index.php/Running_Bug_List
20:41:27sam686i think only one place used to do GridDatabase copy constructor.. without GridDatabase copy constructor, it can corrupt memory when copied..
20:41:54raptorat least, since i last looked at that bug..
20:41:55sam686but now, i think none of it use GridDatabase copy contructor as of latest changes
20:43:18raptori wonder if #1 was fixed...
20:44:41sam686as for number 1, i have seen undestroyable forcefield when levelgen adds them from ctrl + R in editor..
20:46:37raptorhuh, can't duplicate it... i bet..
20:46:55raptorcould it be because two forcefield are on top of each other?
20:46:58sam686but i will test again (that was a while ago)
20:49:29raptorhave either of you had a chance to test out my /idle?
20:52:43sam686i guess the problem now is, levelgen can only add barriers in editor ctrl+r, and ctel+i doesn't work
20:53:00raptorpoor, poor levelgens
20:53:26sam686but, levelgen works fine when hosting in game
21:08:04Watusimotolevelgens crash for me in game... but they will rise again
21:08:42Watusimotoin fact, I hope to make levelgens work better than ever, with more access to interact with game items (i.e. modify them, for example)
21:09:03Watusimotoand hopefully provide a more sane alternative to having them generate levelcode
22:01:43raptorgotta run!
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22:04:53Little_Applehelloo
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22:21:06WatusimotoI may have fixed the bot
22:21:17Watusimotowell, the lua problems plaguing the bot
22:21:24Watusimotobut the solution is no good
22:21:36Watusimotobut it may offer a clue towards a better solution
22:21:42Watusimototesting now
22:24:49Watusimotobot is beating me 184 - 0
22:36:52BFLogBot - Commit b728f3c90c62 | Author: watusim...@bitfighter.org | Log: TEMPORARY fix to bots -- does this fix the problem for you?
22:37:34Watusimotoooops.. it finally crashed with the new fix
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23:15:51raptoraww, it still crashed?
23:17:58raptori think it may be a general memory error, instead of something with projectile...
23:18:06raptormaybe an overflow somewhere?
23:18:31raptorthat would make sense that debugging code would take longer to get to it, being slower
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