#bitfighter IRC Log

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IRC Log for 2012-08-14

Timestamps are in GMT/BST.

00:00:52Watusimotoif I can just fix this link error, I might get to bed before too late!
00:01:06Watusimotohacky fix does the trick!!
00:01:39Watusimotoit works!!!!
00:03:42Watusimotofirst try!!
00:04:03Watusimotowell, almost works
00:08:32raptorbrazil?
00:10:12Watusimotothe movie
00:10:36Watusimotosurely you've seen it?
00:11:04raptorhonestly, i don't think so..
00:11:28raptormaybe my mom had it around the house...
00:13:06Watusimotoit's great
00:13:26raptorthe one from 1985?
00:13:52Watusimotoyes
00:15:50raptorso i can't tell if the movie is in color or black and white
00:18:32raptorok, i'm running in circles
00:19:10raptori'm trying to fix #31:
00:19:12raptorhttp://bitfighter.org/wiki/index.php/Running_Bug_List
00:20:39raptorbut i cannot seem to figure out how to appropriately update the badge for a player on all RemoteClientInfos when a player has earned it..
00:21:38raptori.e. right now, you gain a badge, but it isn't reflected in the scoreboard (or anyone elses) unless you leave and rejoin the server
00:21:52raptorso that needs to be solved, somehow
00:22:12raptorbut i'm going in circles with setAuthenticated() in ClientInfo
00:26:52Watusimotocolor
00:27:48Watusimotoi.e. earn a badge, it doesn't show up
00:27:54raptoryes
00:27:59raptorunless you rejoin
00:28:54Watusimotowhat's the issue?
00:29:01raptorjus tthat
00:29:03Watusimotowhy are you going in circles
00:29:05raptoroh
00:29:20raptori'm trying to fix that, so i found the setAuthenticated method in ClientInfo
00:29:45raptorthinking that would be what i'd need to recall upon earning a badge
00:30:02Watusimotoseems logical
00:30:09raptorbut really, i'm open to any path to get that info updated
00:31:27Watusimotothat's probably what I'd try, since it;s already written, not sure why it wouldn't work
00:31:39raptorhowever, i'm having difficulty figuring out how setAuthenticated is called server side
00:31:43Watusimotowhat happens?
00:31:50Watusimotooh, just can't call it
00:31:53raptoryeah...
00:32:48WatusimotogameConnection->s2cSetAuthenticated ??
00:33:16Watusimotovoid FullClientInfo::setAuthenticated(bool isAuthenticated, Int<BADGE_COUNT> badges)
00:33:28raptorthat's what i thought, too, but that is called from setAuthenticated() itself
00:33:39raptorthat's why it looks circley to me
00:33:58WatusimotoI'd call setAuthenticated
00:34:18Watusimotofrom the server's fullCleintInfo on the player who got the badge
00:34:26raptorok
00:34:44Watusimotothat shoudl update all the players
00:34:44raptorah ok
00:35:37raptori think i get it FCI:sA() -> s2c -> RCI:sA()
00:35:43raptorif that's not cryptic..
00:41:15Watusimotoyes
00:41:26Watusimotoexactly that
00:41:35Watusimotothis better work -- I need to get to bed
00:42:05raptoroh man
00:42:07raptorit's late!
00:44:34Watusimotoindeed
00:46:02Watusimotook, checking in. lua console works, though output is not displayed
00:46:16Watusimotoso you can generate errors or run (some) things silently
00:46:19Watusimotonot much fun yet
00:46:27Watusimotonight
00:46:30raptornight
00:49:55BFLogBot - Commit 3c1c5577cd17 | Author: watusim...@bitfighter.org | Log: Added checks for failed malloc in oglconsole (untested)
00:49:56BFLogBot - Commit 161fc7086bc1 | Author: watusim...@bitfighter.org | Log: Lua console works!!! But can't see output yet.
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01:07:26raptorit works!
01:10:00BFLogBot - Commit 66e117103b54 | Author: buckyballreaction | Log: Fix badges not being updated in scoreboard when earned
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15:33:01raptorgood day!
16:27:08watusimotohi
16:27:12raptorahi
16:28:19watusimotodid that update of award status thing work last night?
16:28:29raptoryes
16:28:34watusimotoexcellent
16:38:27raptori think 99.9% of all players skip the instructions when trying the game
16:38:41raptorbecause i just had to teach two people how to use loadouts
16:42:10raptorand i do that all the time...
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19:50:44Watusimotooh boy
19:50:49raptorhi
19:50:57Watusimotoin editor console you can do this:
19:51:03Watusimotoa = TestItem.new()
19:51:12Watusimotoa:addToGame()
19:51:18Watusimotoit doesn't work, but it should
19:51:23Watusimotolet's pretend it does
19:51:27Watusimotoitem appears in editor
19:51:45Watusimotoso now you test the level (or host a game)
19:51:53Watusimotoopen the in-game console
19:51:55Watusimotoand tupe
19:51:58Watusimototype
19:52:03Watusimotoa:addToGame()
19:52:07raptorheh
19:52:07Watusimotowhat should happen?
19:52:12raptornothing!
19:52:16Watusimotowhy not?
19:52:28raptorbecause you're in a different world
19:52:35Watusimotoyou are
19:52:44Watusimotobut there is currently only one console instance
19:52:57Watusimotoare you suggesting we have a different console for game and editor?
19:53:09Watusimotoeach hooked up to a different Lua environment?
19:53:31Watusimotoanyway, what *does* happen is the game crashes
19:53:47Watusimotobecause the game sees that a was already added to a game, and our asserts fail
19:53:54Watusimotoan object can only be in one game at a time
19:54:05Watusimotobut now there is a way to add it to two games
19:54:21Watusimotothough the editor is not really a game as such
19:54:27Watusimotobut we treat it as if it were
19:55:16Watusimotoand an obj can only be in one database
19:55:23Watusimotonot both the editor db and the game db
19:55:56Watusimotoindependent consoles would actually fix the problem, as object a could only exist in one
19:56:06Watusimotobut...
19:56:11Watusimotoif you are in game and you do:
19:56:15Watusimotoa:addToGame()
19:56:17Watusimotothen
19:56:21Watusimotoa:addToGame()
19:56:28Watusimotoyou'll probably get a crash there as well
19:56:37Watusimotoby adding the object to the game twice
19:56:39Watusimotosame issue
19:57:04Watusimotoin *that* case, we could remove the object from the first game and add it to the second (thus nullifying the double add)
19:57:12Watusimotobut we can;t do that with the editor
19:57:24Watusimotoremoving it from the editor to add it to a game is perverse
19:58:12Watusimotowe could get rid of the console in the editor
20:00:35WatusimotoI guess we could also check an object before we try to add it and prevent the double add
20:00:56Watusimotoor clone the object and add the clone
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20:02:39Watusimotono clone won;t work
20:02:45Watusimotobecause you can currently do this
20:02:51Watusimotoa:addToGame()
20:02:58Watusimotoa:setVel(10,0)
20:03:02Watusimotoand cloning would break that
20:03:06Watusimotowhich would be counterintuitive
20:07:19raptorok
20:07:29raptorsorry was called into a mini-meeting...
20:07:34raptor is reading the log
20:08:13raptordiff Lua environment makes sense between editor and testing level
20:08:24raptora test should be self-contained
20:10:08Watusimotono worries
20:10:10raptorso if you add an object in the editor via Lua, and it is visible, it should show up in the test
20:10:25raptorbut there should be no hooks to it in the Lua environment in the test
20:10:27Watusimotoof course
20:10:43Watusimotoso that implies a different console instance
20:11:10Watusimotobecause it wouldn't make sense to have your cmd history and screen scrollback have references to the object
20:11:18raptorah yes
20:11:20raptortrye
20:11:21raptortrue
20:11:22Watusimotobut your lua instance not having it
20:11:26raptordifferent instance
20:12:03Watusimotoso when we do logging, we currently write msgs to the console as well as the logfile
20:12:11Watusimotowhich console woudl they go to?
20:12:27raptoruhh
20:12:28raptoryes
20:12:38Watusimotoand we now have one console, the gConsole, which is a global static
20:12:43Watusimotothat would need to be refactored
20:13:03Watusimototwo consoles is problematic
20:13:10raptorhmmm
20:13:11WatusimotoI think the console is the console
20:13:33raptorcould you swap out the history and Lua env?
20:13:40Watusimotoprobably
20:14:00Watusimotoso when you are in neither editor nor game, which console gets messages?
20:14:17Watusimotoor are you proposing (effectively) both
20:14:45Watusimotoone problem with one console is this:
20:14:47raptorthat would be the easy answer
20:14:53Watusimotoa = testItem.new()
20:14:59Watusimotoa.addToGame()
20:15:07Watusimotothen test level and do
20:15:11Watusimotoa.addToGame()
20:15:18Watusimoto(assuming that somehow worked)
20:15:26Watusimotothen a.setLoc(10,10)
20:15:42Watusimotothat probably shouldn't move the item in the editor
20:15:58raptorcorrect
20:16:07Watusimotoso that does suggest that isolation is probably a good thing
20:16:11raptoryes
20:16:35Watusimotowell, we could have two consoles and swap them out and keep the global pointer to the current console
20:17:08Watusimotooglconsole does some ugly internal console tracking as well. maybe we could somehow leverage that
20:17:14Watusimotoor gut it completely and roll our own
20:17:40raptorwell, i'm not a huge fan of oglconsole... but then again i'm not doing the work :)
20:17:58Watusimotodo we need an editor console at all?
20:18:08raptorthat was going to be my next question
20:18:15Watusimotomany item methods don;t make sense in editor
20:18:21Watusimotoonly those dealing with position
20:18:39Watusimotoadding, deleting, moving
20:19:42Watusimotothough it would be cool to provide access to advanced functions via the console
20:19:52Watusimotolike... uh.... .... set bg color?
20:20:20raptorways to make tools like the curvegen?
20:20:38raptormaybe only loading lua scripts is useful?
20:20:44Watusimotoyes, though the curvegen method would still be available
20:20:59raptorbrb..
20:21:33Watusimotonow I question whether we need a console in the game either
20:24:32raptoronly for trolling the players if we're an admin :)
20:24:38raptor(eventually)
20:30:13raptorwhy did you originally put a console in?
20:30:19raptorbecause quake had one? :)
21:05:28Watusimotosleepy time
21:05:40raptoralready?
21:05:47raptorman today went by fast..
21:10:25Watusimotobed
21:10:30Watusimotonight
21:10:37raptornight
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