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IRC Log for 2014-01-09

Timestamps are in GMT/BST.

00:17:24BFLogBot Commit: 0146d5007fed | Author: watusimoto | Message: Make it possible to generate levelcode with various bot configurations for testing
00:17:26BFLogBot Commit: e6bcddf5d795 | Author: watusimoto | Message: Add tests related to lessbots removing level provisioned bots; remove unnecessary idle loops to speed tests
00:17:27BFLogBot Commit: 753ff5f6aa61 | Author: watusimoto | Message: Fix warning
00:17:29BFLogBot Commit: a5209fae7125 | Author: watusimoto | Message: Fix robot manager to pass latest round of tests
00:17:30BFLogBot Commit: 5793e9d00d30 | Author: watusimoto | Message: Comment
00:17:32BFLogBot Commit: 9c8e811f9dda | Author: watusimoto | Message: Include commented out version of Sam686's logging options for testing. They are probably a good idea, but we need to eliminate some messages before they are usable in production.
00:17:33BFLogBot Commit: fe0261435fa1 | Author: watusimoto | Message: Merge
00:17:59BFLogBot Commit: 151b4a50a370 | Author: watusimoto | Message: Whitespace
00:18:05Watusimotook, gentlemen... time for bed!
00:18:55sam686ok
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04:26:33BFLogBot Commit: 8381270976d8 | Author: buckyballreaction | Message: Don't render the editor canvas underneath global chat. This is a workaround for rendering the canvas in a different aspect ratio in the background
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06:36:28fordcarsNight guys!
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09:13:22vs73nxwatusimoto: hi, i got leveloading completly working...
09:14:27vs73nxno catches / problems
09:14:42vs73nxexcept for the levels needing to be in the levels folder
09:15:34watusimotowell that sounds great!
09:15:44vs73nxi found another flaw...
09:16:00vs73nxif you enter the same level in twice it loads it twice
09:16:07vs73nx* in the playlist
09:16:38vs73nxthis means that when you click change levels... it shows the same level twice
09:16:47vs73nxis this ok?
09:17:37watusimotoHmmmm... that's an interesting problem
09:17:43watusimotofrom a design point of view
09:17:53vs73nxand better still, it doesnt comprimise the default level loading behavours
09:17:56watusimotoit seems totally legit to list the same level twice if you want to play ti twice, no?
09:18:38watusimotobut if you then go to the level list menu, I assume levels are sorted there alphabetically
09:18:45watusimotoso you would see that double entry
09:19:04vs73nxyes they are
09:19:08watusimotoand if you picked the duplicated level, would you start playing at the first or 2nd instance of that level in the list?
09:19:18watusimotojust thinking about what _should_ happen
09:19:48vs73nxcant tell... they are both the same
09:19:54watusimotoprobably what should happen is this:
09:20:14watusimotothe select levels menu should show you the playlist in order, and you would then see both entries
09:20:30watusimotoso here is how we resolve this in terms of you
09:20:33vs73nxyes that is correct
09:20:39vs73nxwait...
09:20:40watusimotoI think that is clearly beyond the scope of your project
09:21:01vs73nxcan i also add a function to stringutils...
09:21:09watusimotoif it's a good one
09:21:09vs73nxtrimnewline()
09:21:15vs73nxthe code isnt that big
09:21:16watusimotowhat does that do?
09:21:29vs73nxit trims a newline at the end of a string
09:21:36watusimotosure
09:21:37vs73nxitll neaten up my code
09:21:46vs73nxill show you a pastie of the code
09:21:50watusimotocall it trimNewline()
09:22:05watusimotoor (a name I prefer, but will drive raptor nutz) would be chomp()
09:22:27watusimotoas that is the name of a Perl function that does exactly the same thing
09:23:16vs73nxah
09:23:21vs73nxchom sounds cool
09:23:30watusimotoin terms of resolving the level selection issue, would you please add a bug to our bug list on google code that says something to the effect that selecting levels from the menu needs to work differently for playlists, and that levels should not be sorted in that context?
09:23:42vs73nxbut trimNewline is mmore sensible
09:23:44vs73nxok
09:23:51vs73nxoh, heres the code
09:23:53vs73nxhttp://pastie.org/8616553
09:24:21watusimotowhat if there are mulitple \ns?
09:24:22vs73nxits not the best, but it was what i could congure up.
09:24:34vs73nxyeah as i said, it isnt very robust
09:24:48watusimotoor a \r\n? (for windows people)
09:24:48vs73nxbut i could improve it and add it to stringutils
09:24:52watusimotoyes
09:25:01vs73nxyouknow, as a post GCI project
09:25:05watusimotoalso, I woul dmake it work with string and not const char*s
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09:25:14vs73nxyeah
09:25:24watusimotowell whatever, it is a 3 line function
09:25:25vs73nxi was waiting for you to menton that
09:25:32vs73nxit works
09:25:50watusimotoinclude your version with your code and add a comment that it should be generalized and added to stringUtils
09:26:10watusimotoand it will get done someday if not by you then by someone
09:26:27vs73nxhowbout a TODO?
09:26:32vs73nxhan ill do it
09:26:33watusimotoperfect
09:26:35vs73nx*nah
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09:27:20vs73nxalso, how do i do an OR conditional in c++
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09:27:30vs73nxexample...
09:27:41vs73nxstr[len-1] == '\n' OR str[len-1] == '\r\n'
09:27:50vs73nxor isnt that nessicary...
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09:28:02watusimotoactually, look at the first answer here
09:28:03watusimotohttp://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring
09:28:21watusimotothat looks like a good replacement for our general trim function, and should work for your case as well
09:28:52vs73nxanother problem with my code, is that it is built on a two or three week old version of BF
09:29:01watusimotothat's probably ok
09:29:14vs73nxand o did widespread changes, in many places...
09:29:23watusimotowhat we'll do to test it is build a single diff against the main repo, and try to merge it together
09:29:30vs73nxlike main.cpp, srevergame, and other places
09:29:44watusimotowe haven't been doing lots of code in the past weeks, so it's probably ok
09:29:54vs73nxoh
09:29:55watusimotoI've been coding maiinly in the tests
09:30:06watusimotoin any event, that is not your problem
09:30:11vs73nxwhere did you change those problems with loading levels then?
09:30:22watusimotowhich problems?
09:30:27vs73nxoh
09:30:36vs73nxi saw a commit about fixing leveloading
09:30:43watusimotowhen?
09:30:57vs73nxoh
09:30:58vs73nxnvm
09:31:14vs73nx-*- BFLogBot Commit: 78bebc94f13d | Author: watusimoto <watusimoto@bitfighter.org> | Message: Fix several crashing errors when hosting folder with no levels (there were at least 3 independent crash conditions going on...)
09:31:15BFLogBotLife is full of surprises but never when you need one. -- Calvin
09:31:29vs73nxthat one
09:31:39watusimotothat was related to the display of the message
09:31:48vs73nxi briefly forgot that it fixed message loading
09:32:03watusimotoit didn;t touch any of the level loading functions themselves
09:32:35watusimotothe only potential conflcit there is if you added the "press esc" message I suggested on the error message box
09:32:40watusimotoas I added that as well
09:32:43watusimotobut that is just one line
09:33:04vs73nxmoving on... my code to check for comments isnt very optimal...
09:33:09vs73nxif(strncmp(line, "#", strlen("#"))) // Isnt a comment in the playlist file
09:33:09vs73nx{
09:33:27vs73nxthis is quick and dirty...
09:33:50watusimotowe could probably create a function that strips #comments from a text line
09:33:58watusimotowe do that when loading level files as well
09:33:58vs73nxyeah
09:34:24watusimotowhere possible, you should be using the modern c++ string functions
09:34:32watusimotothey are much more secure than the old c ones
09:34:37watusimoto(and easier, too!)
09:34:41vs73nxwith this, it treats a string as a comment no matter where the '#' is
09:35:04vs73nxim honestly less of a c++ coder
09:35:13vs73nxlowlevel C is fun!
09:35:34vs73nxbut anyways, ill try to use the modern c++ functions
09:36:21vs73nxthe old C style leveloading was much more easier to use, than the c++ ones
09:36:33vs73nxinfact i couldnt get the stringstreams to work!
09:36:54watusimotostring s; pos = s.find("#"); return substr(0, pos-1);
09:36:57watusimotosoemthing like that
09:37:28watusimotowhat could be easier?
09:37:39vs73nxi think that it could
09:38:11vs73nxbut i need it to find #'s at the start of a line...
09:38:38watusimotostring chopComment(const string &line) { std::size_t pos = line.find("#"); return line.substr(0,pos-1); }
09:38:57vs73nxyeah
09:39:00vs73nxthatll do it
09:39:05watusimotoprobably
09:39:13watusimotoyou could add that to stringutils
09:39:16watusimotoand use that
09:39:20watusimoto(if it works!)
09:39:59vs73nxdoing work in stringutils looks fun
09:40:13vs73nxitll be a good learing experience
09:40:40vs73nxim sure that theres some easy work in stringutils... (i hope)
09:41:01watusimotoitis
09:41:01watusimotoyou can even add test cases in TestStringUtils.cpp
09:41:01watusimototo test your new functions
09:41:25watusimotowell, now you have two ideas
09:41:34vs73nxwhen i was working with inputcodes, another longing came to me...
09:41:36watusimoto1) chopcomments, 2) improved trim that removes newlines
09:42:02vs73nxanother type of inputcode... inputstrings
09:42:22vs73nxinputstring.cpp + inputstring.h
09:42:33watusimotothe best thing to do if you want to work on string code is write the function, then add the most difficult edge cases to the TestStringUtils file and see if it works. it's much easier than trying to test stuff in-game
09:42:33vs73nxbut that is for a later day...
09:42:48watusimotowe have that
09:42:54watusimotoinput strings
09:43:02watusimotowe use them for defining key bindings in the editor, for example
09:43:12watusimotowhere ctrl+C is different than C
09:43:30watusimoto(in game, C and ctrl+C are usually treated the same, as if the user is pressing the C key)
09:43:49vs73nxok
09:44:08watusimotoso you know it's a good idea :-)
09:44:36vs73nxit was just annoying that, the normal binding table and editor binding table were using completley different systems for keycodes
09:44:56watusimotooh wait, did you do that case?
09:45:19vs73nxyes i did do that task
09:45:26watusimotothe editor key bindings?
09:45:28vs73nxid think that one key notation system to rule them all would be a batter idea
09:45:31vs73nxyes
09:45:49vs73nxeditor key binding was my witchcraft...
09:45:50watusimotoah, ok, then I may have misunderstood what you meant
09:46:00watusimotoit will be in the 019a release
09:46:16vs73nxmy editor keybindings?
09:46:19watusimotoyes
09:46:28vs73nxcool
09:46:40vs73nxone more question watusimoto?
09:46:44watusimotosure
09:47:03vs73nxwhen do i get my developer badge?
09:47:18watusimoto[[ also, don't forget to add the case about the level menu to the bug tracker; add the tag 019a ]]
09:47:41watusimotoat the end of gci we'll go through and find all the devs who have player accounts
09:48:19vs73nxok
09:48:22vs73nx(m)
09:48:27vs73nx*(me)
09:48:46vs73nxso i might aswell push my changes to the repo...
09:49:33vs73nxi might aswell add some more comments explaining the code i wrote, and clean up some other loose ends
09:50:12watusimotosounds good
09:50:19vs73nxalso, is an example playlist file, being in the repo a good idea?
09:50:31watusimotoI think for now we'll accept the code without being able to access levels outside the levels folder
09:50:44vs73nxlike in the exe folder, or dec folder?
09:50:47vs73nx*doc
09:51:03watusimotomaybe; not sure
09:51:21watusimotoif you add one, put it in the levels folder
09:51:21watusimotochange the extension from .txt to .playlist
09:51:37vs73nxyeah that would work...
09:51:44vs73nxhow about in th levels folder...
09:52:11watusimotoyes, in the levels folder. also please add a case to the bug tracker to make playlists accept levels with relative or absolute paths so we'll remember to do that
09:52:34vs73nxok, can do...
09:56:29vs73nxwait so what is the first issue you wanted me to raise?
10:09:30vs73nxwatusimoto: is there a function to get a pointer to gameObjectDatabase
10:09:33vs73nx?
10:11:02vs73nx* wrong class... the class im looking to get a pointer to is, GridDatabase
10:16:04vs73nxnvm
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11:15:20vs73nxwatusimoto: i am getting errora when i push to the repo...
11:15:44watusimotosorry -- am actually doing some work at work :-)
11:15:53vs73nxohwarning: Push creates new remote head 36df1ec3f
11:15:59vs73nxwhoops
11:16:04vs73nxnvm ill google it
11:16:25watusimoto2 cases: 1) relateive/absolute paths in levelfiles and 2) better handling of level selection menu when using a levellist
11:16:54watusimotohg issues are not my forte, so I would suggest google
11:16:59vs73nxok
11:17:03watusimotooh, though you may need to do a pull
11:17:10watusimotothat's what that remote head message usually means
11:17:25watusimotothough I don't know why as you are the only one committing to your clone, no?
11:17:49vs73nxyeah
11:17:49vs73nxill resolve it myself...
11:18:28watusimotowell, try a pull
11:18:33vs73nxok
11:18:57vs73nxhg pull or hg pull --rebase?
11:19:10watusimotoand if you need me, be sure to type my name in the irc -- I need both my monitors at the moment, so will likely not see any messages without that until later
11:19:25watusimotohg pull
11:19:28vs73nxalright.
11:19:35vs73nxwhat do you do as work anyways?
11:19:41watusimotoI'm not clear on all the ramifications of --rebase
11:19:51watusimotoI am a researcher at a research institute in Luxembourg
11:20:03vs73nxok
11:20:03watusimotoI mostly do programming; javascript, python, sql
11:20:16watusimotoI "do what needs to be done"
11:20:46vs73nxgot it.
11:20:52watusimotoyou can probably figure out my real name easy enough, and there's info about me out there if you are really curious
11:21:13vs73nxnah, cant be bothered
11:21:18watusimoto:-)
11:21:31vs73nxyou can get back to work now, ill get back to wresting with HG
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11:29:12watusimotoyou can post things here you want me to read, but don't need an immediate response too as well
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12:08:13vs73nxwatusimoto: ok changes puched to the repo... Just tying up loose ends, and when you have spare time you can review it
12:12:12vs73nxi'll raise those issues tommorrow
12:12:22vs73nxand with that, goodnight everyone!
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14:52:44watusimotohey what about this?
14:52:50watusimotoas a way of spiffing up the website
14:53:11watusimotoadd a slowly drifting backgrould of a level, sort of like this:
14:53:13watusimotohttp://jsfiddle.net/2by33/
14:53:28watusimototransparent, though, so you can see the starts beneath
14:53:47watusimotonot sure it would be good, but it's an interesting idea
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21:15:10-adams.freenode.net- *** Looking up your hostname...
21:15:11-adams.freenode.net- *** Checking Ident
21:15:11-adams.freenode.net- *** No Ident response
21:15:12-adams.freenode.net- *** Couldn't look up your hostname
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21:15:19-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
21:22:30BFLogBot Commit: a2a23f3c42c9 | Author: watusimoto | Message: Add comment about other tests that are needed, but I am so sick of writing them now that I will work on somehting else for a while.
22:51:25BFLogBot Commit: 919d0bc53f72 | Author: watusimoto | Message: Comments
22:51:27BFLogBot Commit: 5b81e187cb8b | Author: watusimoto | Message: Make long lines shorter
22:51:28BFLogBot Commit: 3dc27facd106 | Author: watusimoto | Message: Remove now unused robot option
22:51:30BFLogBot Commit: 2f91a605d295 | Author: watusimoto | Message: Capitalize menu title
22:51:31BFLogBot Commit: e1b73aff1e11 | Author: watusimoto | Message: Update bfup/gup from latest in gup svn repo. Compiled new exe, and (I think) updated all the relevant stuff. Still untested with problem machines.
22:51:33BFLogBot Commit: fe0b61d253cc | Author: watusimoto | Message: ??
22:51:34BFLogBot Commit: 7db981375d2c | Author: watusimoto | Message: ???
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23:01:44fordcarsWhat
23:02:08fordcarsFreenode didn't ask me for nick password
23:03:24SkybaxMine is set to do it automatically
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23:19:31sam686freenode only ask for your /nickserv user password when nick protection is on
23:19:49sam686and auto renames if didn't do it within 30 seconds
23:20:44sam686its /nickserv identify name password
23:22:09fordcarsHeh ok thanks
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23:46:08fordcarsLater!
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