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IRC Log for 2014-01-07

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00:00:28vs73nx_ has joined
00:01:03sam686Watusimoto: the automatic bot manager repeatedly tries to add bots on almost every test because of bot balancing
00:01:16sam686It will help to print its outputs http://sam6.25u.com/upload/text1401/140106_23-59-29.txt
00:01:22sam686in main_test.cpp
00:01:26Flynnn has joined
00:01:45Watusimotowell.... does it attempt to add bots when it shouldn't?
00:02:12Watusimotothat is, if the test is simulating players joining and leaving, then the bot manager should act if it is enabled
00:02:23Watusimotorather, the autoleveler should act
00:02:26sam686the bot balancing doesn't work because in tests because of ***ROBOT ERROR*** Lua interpreter doesn't exist. Aborting environment setup.
00:02:48Watusimotohmmmm I am intrigued by the "thousands of errors:" line
00:02:51vs73nx Quit (*.net *.split)
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00:03:26sam686I really get flooded with too many ROBOT ERRORS
00:03:39Watusimotowhy don't I see any of those?
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00:04:30sam686One tests: TEST_F(ObjectTest, ProcessArgumentsSanity) also throughs thousands of other errors.. because obviously its purposely throwing incorrect processArguments..
00:05:13Watusimotothe lua interpreter should always exist, no?
00:06:28sam686Robot::initalize is called from onAddedToGame, except when Robot::start() returns false
00:06:59Watusimotoah interesting
00:07:44Watusimotoso the lua interpreter is only started when a gamePair is intialized
00:08:04sam686deleteObject(0); didn't quite delete immediately, not fast enough that game recorder catches it (after it cycles level)
00:08:12Watusimotook, can you give me an example test where the errors are coming from?
00:11:17sam686This is where the bot get created: http://sam6.25u.com/upload/text1401/140107_00-11-00.txt
00:12:48sam686after seeing a ROBOT ERROR after start() exits http://sam6.25u.com/upload/text1401/140107_00-11-57.txt
00:14:59Watusimotook, so in killstreaktests
00:15:58sam686http://sam6.25u.com/upload/text1401/140107_00-15-20.txt Looks like it tries to ADD BOTS on every game pair
00:19:36sam686not only that, its trying to add 5 bots on every game pair, results on having hundreds of bot errors on tests that doesn't use bots at all..
00:19:54sam686(well sometimes 4 if gamepair have 2 clients)
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00:23:49BFLogBot Commit: 1beb22d47785 | Author: watusimoto | Message: More RobotManager tests, all currently passing
00:23:51BFLogBot Commit: 5bc446239275 | Author: watusimoto | Message: Neaten logic a little
00:23:52BFLogBot Commit: eac95b0d14ec | Author: watusimoto | Message: Remove dead code
00:23:54BFLogBot Commit: 3c4b81e7ca72 | Author: watusimoto | Message: Streamline RobotManager
00:23:55BFLogBot Commit: 73f71610edd9 | Author: watusimoto | Message: Whitespace
00:23:57BFLogBot Commit: 63ef7aae530a | Author: watusimoto | Message: Comments
00:23:58BFLogBot Commit: eef9483abd5a | Author: watusimoto | Message: Upgrade KillStreakTests to use a GamePair... hopefully addresses error messages Sam was seeing
00:24:03Watusimotosam686: I'm uploading a potential fix for the error condition in KillStreakTests
00:26:30sam686ok
00:31:07Watusimotosam686: I think my next checkin will fix the problem totally
00:31:08BFLogBot Commit: cfd717f220bb | Author: watusimoto | Message: Fix problem with GamePair -- need to initialize Lua before adding clients
00:31:30Watusimotothough I don;t see the errors so I can't be sure
00:32:13sam686You could modify main_test.cpp to add whats in here: http://sam6.25u.com/upload/text1401/140106_23-59-29.txt
00:32:41sam686without that, tnlLog does nothing
00:34:13sam686at least theree no bots being added on every test
00:36:11Watusimotobut then I'll get thousands of errors!
00:38:44sam686hundreds of gametype errors is coming from TEST_F(ObjectTest, ProcessArgumentsSanity)
00:40:52sam686maybe theres an idea, have some test expect no errors to log/print to console.
00:48:02Watusimotoprocessargumentssanity looks like it is trying to generate exceptions, and loops through a bunch of keywords that are not actuall game objects
00:48:39Watusimotoso the level processor is legitemately complaining about the code, but properly not crashing, which is what is really being tested
00:49:03Watusimotomaybe we could just turn off logging for those particular tests
00:54:15sam686i will go, i am sleepy, see you tomorrow..
00:57:38Darrel is now known as Darrel[OFF]
01:01:08BFLogBot Commit: 6b6172a92cec | Author: watusimoto | Message: Break up tests a little
01:01:09BFLogBot Commit: 31b242927761 | Author: watusimoto | Message: Witty comment
01:01:11BFLogBot Commit: c7e3a10d85ed | Author: watusimoto | Message: Clean up lots of log messages when removing a GamePair
01:01:13Watusimotosam686: I'm going too... most log msgs have now been killed
01:01:25Watusimotogood night all!
01:04:18BFLogBot Commit: 9900fa892d43 | Author: watusimoto | Message: Just like this better
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02:39:59YoshiSmbhi sky.
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03:44:50fordcarsraptor? I have a timer for 10000 miliseconds, it it waits for only around 5000 ms
03:46:48fordcarsOh ok, it must be a problem in my script, never mind
03:49:18fordcarsOh actually, I think Timers have a prblem in levelgens
03:57:54fordcarsUh, maybe not? Whaaa
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03:59:35YoshiSmbhi again.
04:01:04fordcarsHi
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04:17:52YoshiSmbhey sky...
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06:19:12fordcarsNight guys!
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09:20:11vs73nxhi watusimoto
09:20:29vs73nxstill getting that segfault...
09:25:19vs73nxwatusimoto: heres the problem
09:25:21vs73nxbitfighter: /home/vs73nx/development/eclipseProgs/c++/vs37nx-bitfighter-dev/boost/boost/smart_ptr/shared_ptr.hpp:653: typename boost::detail::sp_member_access<T>::type boost::shared_ptr<T>::operator->() const [with T = Zap::UI::SymbolShape; typename boost::detail::sp_member_access<T>::type = Zap::UI::SymbolShape*]: Assertion `px != 0' failed.
09:25:21vs73nxAborted (core dumped)
09:28:28watusimotohi
09:29:22watusimotothat's odd
09:30:09watusimotothe px != 0 bit tells me that a container is expecting to have a non-null pointer, but is getting a null
09:30:25watusimotobut that this involes symbolshapes is curious
09:30:41watusimotocould any of your functions be returning a null pointer?
09:36:42vs73nxdunno
09:36:51vs73nxnone of mine...
09:37:15watusimotowell when does the crash occur?
09:37:43vs73nxi can supply tou with a backtrace if you want...
09:40:14vs73nxhttp://pastie.org/8609385
09:40:22vs73nx^ GDB backtrace
09:41:22watusimotoI'm more interested to know how you trigger the crash
09:41:30vs73nxoh
09:41:59vs73nxi just host a game, when using the commanline option -usefile
09:42:16watusimotobut without that option it works fine?
09:43:11vs73nxyes
09:43:37watusimotothe problem is related to the displaying of a message box (usually a bad sign)
09:43:38watusimotoUserInterface::renderMessageBox
09:43:58vs73nxi didnt touch that code
09:44:08watusimotoI'd look at that function and insert a breakpoint there and see what it's trying to print
09:44:28Darrel[OFF] is now known as Darrel
09:44:37watusimotoI know you didn't, but your code is triggering an error that is triggering the message box to display with some invalid value
09:45:00watusimotoI'm guessing it's saying something like can't load level something or other, and that level has a null name
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09:48:49vs73nxhmmm
09:49:30vs73nxi have a breakpoint at renderMessageBox, yet the code isnt even getting to that breakpoint before it crashes
09:52:54watusimotothen look where renderMB is called
09:54:03vs73nxit seems that in RenderMessage box one of the args passed to it (mInstr) is null
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10:03:39watusimotook, good. What are the other values being passed to it? (we want to know why it is being displayed in the first place)
10:04:08watusimoto(the null instr should not make it crash... that is probably a bug)
10:05:33sam686 Quit (Ping timeout: 245 seconds)
10:09:06vs73nxwell...
10:09:08vs73nxrenderMessageBox(mTitle, mInstr, mMessage, mMaxLines);
10:09:25watusimotoso what is mMessage just before it crashes?
10:09:26vs73nxall are ok except for mInstr
10:10:03watusimotothat might give a clue about why it is crashing in the first place... the message box should be be displayed if things are working properly
10:10:25vs73nxmMessage is not null
10:11:33watusimotoyes, but I want to know what the error message it is trying to show us is
10:11:52watusimotobecause that may tell you what you need to fix
10:13:46watusimotomaybe better to fix renderMessageBox
10:13:59watusimotovoid UserInterface::renderMessageBox(const char *title, const char *instr, SymbolShapePtr *message, S32 msgLines, S32 vertOffset, S32 style) const
10:14:01watusimotocalls this
10:14:21watusimotodrawCenteredString(boxTop + boxHeight - vertMargin - textSize, textSize, instr);
10:14:25watusimotothat is probably the problem
10:14:39watusimotoif you add a if(instr) before that line, the crash will probably go away
10:15:42vs73nxok before renderMessageBox(mTitle, mInstr, mMessage, mMaxLines); i will check to see it instr is null..
10:16:04watusimotono, inside the function
10:16:18watusimotojust before the instruction is actually rendered
10:17:03watusimotothe function takes a const char *instr... wait a minute
10:17:34watusimotocan a const char* actually be a null? or does it need to have 1 char (i.e. a \0 to terminate an otherwise empty string?)
10:18:23watusimotomaybe you've stumbled on soemthing icky
10:18:57vs73nxi agree
10:19:20watusimotodo you know where renderMB is being called from?
10:19:28vs73nxno
10:19:46vs73nxyes i do
10:19:50vs73nxAbstractMessageUserInterface::render()
10:20:06vs73nxwhich is called by
10:20:06vs73nxvoid UIManager::renderCurrent()
10:20:24vs73nxwhich is called by display() in main.cpp
10:20:31vs73nxwhich is called by
10:20:45vs73nxidle()
10:20:48vs73nxin main.cpp
10:21:11watusimotocan you see where mInstr is not being initialized or set to something?
10:21:29watusimotoan, not in that stack
10:22:04watusimotook, well somewhere your code is triggering an error condition that is in turn triggering the display of an error message, which is crashing
10:22:14watusimotolet's figure out what that error condition is
10:22:23watusimotoand you can do that by seeing what mMessage is
10:22:40vs73nxi cant printf mMessage
10:23:12vs73nxits a const string &message
10:23:20vs73nxwhich i cxant printf...
10:23:24vs73nxcan i ?
10:24:36watusimotostring xxx = "hello"; printf("str is" %s", xxx.c_str());
10:26:08vs73nxwhoops
10:26:29vs73nxforget the. c_str()
10:28:10vs73nx*forgot
10:29:10vs73nxok it says this...
10:29:11vs73nxNo levels were loaded. Cannot host a game.Check the LevelDir parameter in your INI file,or your command-line parameters to make sureyou have correctly specified a folder containingvalid level files.
10:31:27watusimotook, good, well the first order of business is to find that error message (search for no levels were loaded), and set the instruction... probably something like obj->setInstr("Press [[Esc]] to continue");
10:32:06watusimotobecause that crash will annoy you
10:35:51vs73nxthat message happens when abortHosting_noLevels() is called
10:36:34watusimotoand why is that being called?
10:37:26vs73nxif(levelSource->getLevelCount() == 0)
10:37:53vs73nxnote that levelSource is a LevelSourcePtr levelSource
10:38:35watusimotowhy is getLevelCount() == 0?
10:38:48vs73nxwell...
10:38:53watusimoto(I presume you have not been testing it with an empty level file, have you?)
10:38:59watusimoto(if so, it's working great!)
10:39:04vs73nxno i havent...
10:39:16watusimoto:-)
10:39:27vs73nxjust let me explain whats happening...
10:39:30vs73nxstartHostingCallback() is called...
10:39:40watusimotoyes, from the menu
10:39:44vs73nxyes
10:39:55vs73nxand it gets does other stuff...
10:40:00vs73nxand then calls
10:40:01vs73nxLevelSourcePtr levelSource = LevelSourcePtr(settings->chooseLevelSource(game));
10:40:25vs73nxthis returns a levelSource, and pipes it into
10:40:25vs73nxinitHosting(settings, levelSource, false, false);
10:41:00vs73nxthen in initHosting , it does some stuff...
10:41:42vs73nxand it calls
10:41:42vs73nxlogprintf(LogConsumer::ServerFilter, "Loaded %d levels:", levelSource->getLevelCount());
10:41:58vs73nxwhich is returning zero...
10:42:03vs73nxthis is bad
10:42:19watusimotoyes
10:42:41watusimotobut who knows... maybe something simple
10:43:05vs73nxprobably an issue in my levelsource
10:43:16watusimotoalmost certainly :-)
10:43:58vs73nxis there a way to have bitfighter show logprintf messages with the ServerFilter?
10:44:31vs73nxhmmm...
10:44:57vs73nxgetLevelCount() returns the size of the mLevelInfos vector...
10:46:30watusimotothe INI sets which logprintf messages are shown
10:46:37vs73nxnow... when FileListLevelSource is initalized it takes two args in its CTOR...
10:46:48vs73nxconst Vector<string> &levelList. and const string &playlist
10:47:10vs73nxthe problem is levelList
10:47:20vs73nxtake a look at this code...
10:47:47vs73nxfor(S32 i = 0; i < levelList.size(); i++)
10:47:47vs73nxmLevelInfos.push_back(LevelInfo(levelList[i], playlist));
10:48:11vs73nxill insert a printf statement to check the size of levelist...
10:53:06vs73nxyes the size of levelist is 0
10:54:12Nothing_Much Quit (Remote host closed the connection)
10:58:10vs73nxwatusimoto: it is certainly a problem with FileListLevelSource::getFilePlaylist(
10:58:22vs73nxit isnt returning a list of levels
10:59:25vs73nxit isnt returning anythink as a matter of fact
11:11:04vs73nxwatusimoto: std::getline(iss, line) inside getFilePlaylist() isnt working... do you know the C style way to parse a file?
11:11:26vs73nxi would think that the C style one will be easier to debug...
11:11:47watusimotohttp://stackoverflow.com/questions/7868936/c-read-file-line-by-line
11:15:11vs73nxyour link leads me to a question titled
11:15:12vs73nxC++: Read file line by line
11:15:12vs73nxthats ok...
11:15:22vs73nxhttp://stackoverflow.com/questions/3501338/c-read-file-line-by-line is the right one
11:20:44vs73nxwell...
11:21:27vs73nxit seems that game->parseLevelLine thinks that my playlist file is a level...
11:21:30vs73nxFirst line of level is missing GameType in level "../exe/test.txt"
11:21:30vs73nxUnknown object type "./levels/bm.level" in level "../exe/test.txt"
11:21:40vs73nxyet above it prints
11:21:57vs73nxfilename = ../exe/test.txt
11:21:57vs73nxRetrieved line of length 19 :
11:21:57vs73nx./levels/bm.level
11:21:57vs73nxgetLine result = ./levels/bm.level
11:28:34vs73nxwatusimoto: also i addedd comments capability to the playlist file...
11:28:45vs73nxa comment starts with #
11:28:51vs73nxeg...
11:28:56vs73nx# comment
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11:30:53watusimotogreat
11:31:12vs73nxi just had to do...
11:31:16vs73nxif(line[1] != '#')
11:31:31vs73nxexecute line reading
11:31:44vs73nxand that was it
11:33:10vs73nxwatusimoto: So why would game->parseLevelLine think that the level it want to parse is ./exe/test.txt, instead of ./levels/bm.level
11:33:30vs73nxwait a sec
11:33:40vs73nx]why am i calling parseLevelLine?
11:34:19vs73nxthere we go...
11:34:22vs73nxgetting closer
11:34:34vs73nxjust commented out parseLevelLine
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11:39:40vs73nxwatusimoto: ok, got an assert firing
11:39:41vs73nxAssert: Expected a filename here! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-bitfighter-dev/zap/ServerGame.cpp line 357
11:40:12vs73nxthat line of code leads to...
11:40:18vs73nxTNLAssert(filename != "", "Expected a filename here!");
11:40:37vs73nxand filename is...
11:40:37watusimotoshould you have a filename there? (i.e. does the assert still make sense?)
11:40:39vs73nxstring filename = folderManager->findLevelFile(mLevelSource->getLevelFileName(mLevelLoadIndex));
11:40:46vs73nxoh
11:41:01vs73nxstring filename is very folder specific
11:41:25vs73nxwatusimoto: yes i should have a filename there
11:43:15vs73nxwatusimoto: getLevelFileName(S32 index) is returning "" because of the following statement...
11:43:18vs73nxif(index < 0 || index >= mLevelInfos.size())
11:43:18vs73nxreturn "";
11:43:18vs73nxelse
11:44:35watusimotowhat's index, what's mLevelInfos.size()?
11:44:49watusimotodoes what's happening make sense?
11:45:02watusimotobe back in a few minutes
11:45:32vs73nxok
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11:49:55yomanurockwatasimotu: when are you going to review my task?
11:50:08yomanurock(and can you review it?)
11:51:52vs73nxyomanurock: watusimoto is away for a few minuites
11:52:08yomanurockbut i know that gcis over
11:52:16yomanurockso, can he review my task?
11:52:21yomanurock(is he allowed to )
11:52:23yomanurock?
11:52:55yomanurockgotta go bye
11:52:56vs73nxhe can
11:52:58vs73nxbai
11:53:01yomanurockmoms calling
11:53:01vs73nxhmm
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11:53:11vs73nxheh
11:53:14vs73nxhmmm
11:53:19vs73nxin loadNextLevelInfo()
11:53:30vs73nxfolderManager->findLevelFile is called...
11:53:38vs73nxbut i dont want that..
11:53:43vs73nxoh
11:53:48vs73nxi got it
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12:02:51vs73nxhi
12:03:20vs73nxwatusimoto: im getting closer...
12:03:27vs73nxcomments work perfectly
12:04:06vs73nxand it is getting the right level string
12:04:09vs73nxbut...
12:04:19vs73nxit gives me this error...
12:04:22vs73nxCould not load level bm.level
12:04:28vs73nxwhen i try to load a level
12:05:30vs73nxthe problem function is populateLevelInfoFromSource()
12:09:23vs73nxwatusimoto: i know what the problem is...
12:11:45Watusimoto_ Quit (Remote host closed the connection)
12:21:31vs73nxbai everyone!
12:22:24vs73nxcya all later!
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14:45:58yomanurockwatusimoto: could you review my task?
14:46:13watusimotohi
14:46:25watusimotoyomanurock: have you tested your code yet?
14:46:32yomanurockyes i have
14:46:35watusimotogood
14:47:33watusimotoso can you do this: 1) create an item 2) copy it 3) paste the code in a text document 4) copy the text you just pasted 5) paste a new copy of the item back in your level ?
14:47:46yomanurockyes
14:47:50watusimotoecellent
14:47:57watusimotocan you do the same sequence with 2 items?
14:48:06yomanurocknot tried
14:48:27watusimototry it with 2, 3 items, then try it with 101 items
14:48:39yomanurockbut could you review it?
14:48:51yomanurockcause i have to eat dinner and then sleep
14:49:03yomanurockand tommorrow im going out of station
14:49:15yomanurockso i pretty much dont have time to test again
14:49:16yomanurock:(
14:49:45yomanurockgotta go (dinner)
14:49:48yomanurockbye :)
14:50:10watusimotoI'll take a look at it tonight
14:50:15yomanurockk
14:50:22watusimotobut you need to make sure those things work
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16:29:14raptorgood day!
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20:41:16vs73nxgood morning everyone!
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21:08:53Watusimoto_hi
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21:12:51vs73nxhmmm
21:13:21vs73nxwith my level playlist, no matter what path i put into it it still errors out...
21:13:25vs73nx/levels/bm.level
21:13:25vs73nx/home/vs73nx/development/eclipseProgs/c++/vs37nx-bitfighter-dev/exe/bm.level
21:13:25vs73nx/home/vs73nx/development/eclipseProgs/c++/vs37nx-bitfighter-dev/exe/levels/bm.level
21:13:54vs73nxive tried all of them but to na avail... they still dont work.
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21:22:58Watusimoto_vs73nx: there were several different crashes going oin with that empty level list thing
21:23:06Watusimoto_I think I've just fixed all of them
21:23:09Watusimoto_just fyi
21:24:59vs73nxreally...
21:25:16vs73nxWatusimoto_: ive got past that...
21:25:25vs73nxim onw up to the loading of the file
21:25:39BFLogBot Commit: 78bebc94f13d | Author: watusimoto | Message: Fix several crashing errors when hosting folder with no levels (there were at least 3 independent crash conditions going on...)
21:25:44Watusimoto_yes, I know, but it still needed to be fixed; and since you found the problem, I wanted to follow up
21:26:00vs73nxthanks
21:26:16vs73nxunfortunantly
21:26:26vs73nxthe levelLoading method doesnt work
21:27:04vs73nxive passed it relative and absolute paths and it still doesnt work
21:27:31vs73nxatleast it works better than the stringstream...
21:27:33vs73nxhttp://pastie.org/8611322
21:27:43vs73nx^The chashy code
21:28:25vs73nxFYI: the system call and the asserts and the printf statements are for debugging
21:30:05Watusimoto_what crashes?
21:31:04vs73nxlevel loading
21:31:16vs73nxfp inside FileListLevelSource::populateLevelInfoFromSource is Null!: No such file or directory
21:31:23vs73nxit cant read the file.
21:31:40vs73nxive tried every possible path to the level file but it doesnt work
21:34:28Watusimoto_add this check
21:34:32Watusimoto_if(fileExists(blah))
21:34:51Watusimoto_and make sure the game can see the file
21:34:58Watusimoto_fileExists is in stringutils
21:37:46vs73nxnope fileExists returns false
21:38:06vs73nxand yes, the file actually does exist
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21:42:09Watusimoto_returns false means it doesn;t see the file?
21:42:41Watusimoto_using absolute or relative path?
21:42:48Watusimoto_and relative to what?
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21:47:21vs73nxrelative to the bitfighter exe dir
21:47:33vs73nxand it returns false using both paths
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22:30:35SkybaxWhat do you guys think is the best free antivirus software?
22:41:15Darrel is now known as Darrel[OFF]
22:42:36Watusimoto_sorry vs73nx: was reviewing another task and got wrapped up in it
22:43:01Watusimoto_try relative to the levels folder
22:55:07Watusimoto_Skybax: I use MS Essentials
22:55:31Watusimoto_it's less full-featured than many (no realtime scan, for example), but it is also very lightweight
22:55:59vs73nxWatusimoto_: OK I TRIED RELATIVE TO THE LEVELS FOLDER... DOESNT WORK
22:56:12Watusimoto_ok, was going to make another suggestion
22:56:17vs73nx quietly currses caps lock
22:56:26Watusimoto_we're talking about the level list, right?
22:56:27vs73nxsorry about the caps
22:56:30Watusimoto_put it in the levels folder
22:56:33Watusimoto_then...
22:56:39vs73nxtried that
22:57:00vs73nxi have my playlist.txt, i put it into the levels folder
22:57:12vs73nxand told it to load... bm.level
22:57:22vs73nxsadly, it didnt work
22:58:08Watusimoto_wait, can you load playlist.txt?
22:58:11vs73nxhmmm
22:58:14vs73nxyes i can
22:58:18Watusimoto_oh, ok
22:58:18vs73nxcertainlyt
22:58:26Watusimoto_I thought that was the problme
22:58:32Watusimoto_so it's the levels themselves
22:58:37vs73nxyes
22:58:39Watusimoto_the first line of playlist.txt should be
22:58:42Watusimoto_bm.level
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22:58:44Watusimoto_right?
22:58:48Watusimoto_just like that
22:58:50vs73nxno, its a comment
22:58:57Watusimoto_ok, well the first non-copmment line
22:58:59vs73nxbut the parsing system ignores comments
22:59:08vs73nxso yes it is bm.level
22:59:48Watusimoto_get leveldir from GameSettings, getFolderManager()->levelDir
22:59:52Watusimoto_(somehow)
23:01:52Watusimoto_then append leveldir to bm.level with joindir()
23:02:01Watusimoto_then you should be able to load it
23:02:10vs73nxlevelDir = levels
23:02:32Watusimoto_(and check it with fileExists)
23:02:42vs73nxhow would i use joindir
23:02:53Watusimoto_string joindir(const string &path, const string &filename)
23:03:03vs73nxah
23:03:03vs73nxok
23:03:04Watusimoto_you can look at the code; search for it
23:13:00vs73nxok i joined the two strings...
23:13:04vs73nxfileName = levels/bm.level
23:13:04vs73nxfp inside FileListLevelSource::populateLevelInfoFromSource is Null!: No such file or directory
23:13:44vs73nxnote that fp is FILE *fp
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23:19:02Watusimoto_did you check it with fileExists?
23:19:24vs73nxyes
23:20:12Watusimoto_try this
23:20:13Watusimoto_string filename = folderManager->findLevelFile(mLevelInfos[i].folder, mLevelInfos[i].filename);
23:20:27vs73nxok
23:20:29Watusimoto_where folder is levels
23:20:36Watusimoto_and filename is bm.level
23:21:10Watusimoto_or rather filename is just bm
23:21:42vs73nxwhat is the [i] in levelinfos?
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23:32:28Watusimoto_an index?
23:32:49Watusimoto_mlevelinfos is a Vector
23:33:46vs73nxoh
23:34:00vs73nxwhoops
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23:35:04vs73nxwhere do i assign the filename?
23:35:16vs73nxnvm
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23:39:54vs73nxWatusimoto_: i did string filename = GameSettings::getFolderManager()->findLevelFile(mLevelInfos[i].folder, mLevelInfos[i].filename);
23:40:18vs73nxbut i got,...
23:40:19vs73nxfp inside FileListLevelSource::populateLevelInfoFromSource is Null!: No such file or directory
23:40:19vs73nxfileName = Could not load level bm.level
23:43:16Watusimoto_the way I would solve this is to set a breakpoint somewhere, then step through the code, watching what happens and trying to figure out what the ultimate filename it is looking for is, and why it can't find it
23:43:34Watusimoto_this is a difficult problem to solve by printing a few values here and there, and it's doubly hard to do so remotely
23:50:01YoshiSmb Quit (Ping timeout: 272 seconds)

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