#bitfighter IRC Log

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IRC Log for 2014-03-06

Timestamps are in GMT/BST.

00:05:20kaen$5-$10 because it would be quite a novelty
00:39:52bobdaduck has joined
00:45:14bobdaduckI see a download link for 019b
00:45:45bobdaduckalso WHY DID YOU GET RID OF THE AUTOFIRE
00:46:02bobdaduckI'll be hosting from 019b for the party...
00:48:41raptoroooo the party!
00:48:47raptori better get home then
00:49:03raptor019b is only for windows, and it's just an updater fix
00:49:33bobdaduckyeah well
00:49:35bobdaduckhosting from that.
00:49:54raptordid you ever implement the crash-guard stuff with pcall() ?
00:52:23raptoroh actually, I remember - you said you would be liberal with nil checks
00:53:45kaenI made this level
00:53:50kaenwith so many vertices
00:53:55kaenit takes liketen minutes to load
00:54:34kaenactually I guess it's more because of the number of anti polygons
00:54:42fordcars has joined
00:55:04raptoryou're level making!?
00:56:18kaennot much, I make most of my maps in 20 minutes or less
00:56:32kaenoh and I wrote another plugin :P
00:56:48kaenfor fuzzily joining barriers end to end
00:56:57raptorgreat!
00:57:32fordcarsraptor, kaen, I made the worst level ever, setting a SlipZone to -100 and a bunch of SpyBugs, it's awful
01:00:47raptorsounds awful
01:06:17bobdaduckPARTY PARTY PARTY PARTY PARTY PARTY
01:06:56bobdaduck Quit (Remote host closed the connection)
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01:52:58bobdaduckholy
01:52:59bobdaduckbloody
01:53:00bobdaduckknrl.
01:53:14bobdaduckthis bug.
01:56:40YoshiSmbholy god
01:56:43YoshiSmblag
02:01:16bobdaduckOkay so kaen and raptor: I believe I've tracked down the bug
02:01:21bobdaduck"tracked down"
02:02:53bobdaduckIt appears that as soon as there are more than two players
02:02:58bobdaducktext items stop updating
02:45:23Nothing_MuchI had to miss the party :(
02:45:24YoshiSmb sighs
02:46:03YoshiSmbyea
02:46:07YoshiSmbim bored
02:49:55fordcarsYoshiSmb, are you ok?
02:50:00YoshiSmbyea
02:50:22fordcarsOk, just making sure, you sounded a little bummed (as far as reading between the lines goes)
02:50:24fordcars:P
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04:33:47bobdaduckwhen an asteroid gets enough kills
04:33:50bobdaduckit should get a red name
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05:00:19raptor Quit ()
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05:35:55fordcarsNight!
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15:37:48raptorgoodo day!
15:40:22raptoras soon as bobdaduck arrives on the scene, I'll ask him about last night's party's bugs
15:44:52watusimotohi
15:44:56watusimotohow was the party?
15:45:01raptorhi
15:45:28raptorI think it mostly went well, but it ended up being hosted by sky_lark, i think because bobdaduck couldn't get his firewall open
15:45:45raptornot sure exactly, I arrived about an hour late
15:45:48watusimotowhat was the mystery?
15:45:52raptorbut no crashes the entire time!
15:45:59watusimotoI would hope not!
15:46:11watusimoto(unless he were doing some especially crash-prone stuff)
15:47:47kaenmorning
15:47:53kaenwhat's the motd creds again?
15:47:55raptorgood morning
15:48:10watusimotohi kaen
15:48:31kaenhi wat
15:48:55kaenI'm spinning up KVM instance this weekend :)
15:48:58kaenup a *
15:49:08kaenso I plan set up the build bot once more.
15:49:23raptoroooo
15:49:31watusimotosuper!
15:49:41watusimotoraptor: I tried your build on my machine, and it worked great
15:49:48raptordoes this mean you've got more time from work now?
15:49:53raptorwatusimoto: good!
15:49:58kaenehh not really
15:50:02watusimotoit even seemed faster than my normal install
15:50:06kaenI'm getting better at managing my time though
15:50:45kaenthe buildbot was a pretty low-maintenance commitment once it got running :P
15:51:39raptorwatusimoto: really??
15:51:49raptorit was a release build
15:51:57kaenwhoa! I didn't realize this would post to twitter, too
15:52:15watusimotowell, it seemed that way; doesn't mean it was. I don't run it often from this machien
15:52:48watusimotoI take it back; I get a solid 60fps on both instances
15:53:11raptorok, good
15:53:16watusimotofrom twitter it goes onto gamejolt as well
15:53:44raptorkaen: yeah, you have 60 seconds to change it before it's posted to twitter
15:53:57kaenoh, cool
15:56:55kaenI couldn't think of anything great, so I thought I'd plug Nothing_Much's new server :P
15:57:46kaenJust didn't want people thinking there was a party tonight, too :P
15:58:27kaenoh! we got a random from facebook
15:58:32kaenshowed up to bob's party
15:58:41raptora player?
15:58:44kaen(then left because we couldn't join the server...)
15:58:47kaenyep
15:58:48destroyerimo_ has joined
15:58:57kaenwe started making number jokes somehow
15:59:03kaenhe spat out avagadro's number
15:59:12raptorha
15:59:16kaentoo bad he didn't stick around :/
15:59:18raptoroh, so tell me - what were the bugs from last night? (if any)
15:59:30raptorthat you may have noticed..
15:59:35kaenI didn't get to see bob's thing at all
15:59:44destroyerimo Quit (Ping timeout: 244 seconds)
15:59:52kaenI just played a handful of normal rounds of bitfighter, didn't notice any bugs
15:59:58raptorok, same here
16:00:10kaenI actually still have no idea what it was
16:00:44raptorI think it was supposed to be DnD reloaded or something
16:01:06raptornot sure, we'll have to wait for him to tell us what happened
16:01:18raptorat one point we had 11 or 12 players on that RTS map
16:01:26watusimotowow
16:02:36raptorand I had to mute someone... it's been a while since I've had to do that
16:02:46raptornot gmute
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16:13:48watusimotohere he is!
16:13:59raptorhi bobdaduck
16:14:02watusimotobobdaduck: how was the party?
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16:22:47raptoroh interesting - crimean parliament has asked to join russia
16:29:43watusimotoof course they did
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16:44:07bobdaduckUh
16:44:18bobdaduckeverything broke and we played on sky_lark's server instead
16:44:47bobdaduckI'm not really sure how to describe what I was experiencing. I think I hit a limit of some sort
16:45:13watusimotodid you overrun the bf constant?
16:45:24watusimotoit's one of those fixtures of the universe
16:45:36bobdaduckYou know how in DnD you have textitems that follow your ship around, displaying level/exp/class and whatever?
16:45:41watusimotoyes
16:46:35bobdaduckThey basically stop doing that as soon as you have more than two players
16:46:43bobdaduckbut everything else continues running fine
16:46:43watusimotoactually, save this for later if I need to hear it because I've got to run!
16:46:47watusimotoodd
16:46:58bobdaduckand then they'll update back to your ship's position at semi-random
16:47:11watusimotolag, perhaps?
16:47:18watusimotook, back in a few hours
16:47:19bobdaduckthey'll re-appear next to you when you die, or when you hold still long enough, or when you're in the lower right quadrant
16:47:19raptorthat sounds like a performance issue - like you're doing too much on the CPU?
16:47:25watusimotociao!
16:47:29bobdaduckYou would think so
16:47:31raptorlater
16:47:38bobdaduckexcept that the goalzone swords were still swinging around at perfect speed
16:47:41raptordid you look at your CPU usage and/or memory?
16:47:44raptoroh
16:47:48raptornow that's odd...
16:48:26bobdaduckAlso kaen and a bunch of other people couldn't connect to my server
16:48:31bobdaduckThough that's a seperate issue
16:48:47Watusimoto_ has joined
16:48:48bobdaduckI know for a fact that the port USED to be open on my router, so it *should* still be but eh
16:48:52raptorI briefly saw that the server was still firewalled...
16:48:52bobdaduckI'll have to check
16:48:56raptorok
16:49:13raptorif possible, could I get your level to diagnose?
16:49:28bobdaduckyeah
16:49:39bobdaduckI haven't fully figured it out
16:49:52bobdaduckI was just like "what why is this broken when I host the server but not when I test-level
16:51:16bobdaduckyeah
16:51:35bobdaduckokay just retried on my work computer
16:51:38watusimoto Quit (Ping timeout: 240 seconds)
16:51:45bobdaduckwhich is at least 8x as fast as my home one
16:51:51bobdaduckand the same thing happened
16:51:54bobdaduckso
16:52:15Nothing_Muchg'mornin'
16:55:51raptormornin'
16:56:06bobdaduckgmarin
17:05:19Nothing_Muchmy server needs more CTF maps
17:05:28Nothing_MuchI couldn't find many on pleiades
17:05:33Nothing_Muchthat were simple enough
17:05:44Nothing_Muchsimple being small and easy to navigate
17:06:21bobdaduckWhere's IA's tiny series when you need him.
17:08:14Nothing_Muchhuh. am I missing something here?
17:08:25Nothing_Muchthe levels page doesn't have any other pages
17:08:32Nothing_MuchAm I viewing all the maps?
17:08:35raptorInvaderAlex?
17:09:37bobdaduckyeah
17:09:51bobdaduckHe made a bunch of like 2x2 maps
17:09:57bobdaducker, 20x20 I guess
17:10:17Nothing_Muchthere's only 25 CTF maps?
17:10:51Nothing_Muchand 25 Bitmatch maps?
17:11:41Nothing_Muchguys, am I missing something here?
17:11:49Nothing_MuchI thought there were 100s of maps
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17:13:09Nothing_Muchraptor, Watusimoto_, is there another way to view every map in the db?
17:13:43bobdaduckI'm not sure many people are using pleiades
17:14:36Nothing_Muchwhere are the levels coming from then?
17:14:48Nothing_Muchthere's maps I've never seen on sam's server
17:14:59destroyerimo_ Quit (Ping timeout: 240 seconds)
17:15:08kaenpleiades is new and kind of thin
17:15:10bobdaduckWhy would you see anything on sam's server
17:15:27raptorsam686's server is... umm... special
17:15:40raptorit has a long and rich history
17:16:04Nothing_Muchkaen: oh, well where do most of the levels come from?
17:16:16Nothing_Muchthe forums?
17:16:26kaenpeople upload them in-game
17:16:29raptorthere two places mostly - the level galleries (and level packs) in teh forums
17:16:30kaento the level db
17:16:33kaenoh
17:16:39raptorand anonymous uploading to sam's server over the years
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17:17:22Nothing_Muchkaen: I thought pleiades was the db o.o
17:17:33raptorwe should probably put the good maps from the forums in pleiades
17:17:34kaenit is
17:17:43kaenyes we should
17:17:48raptorit's new and shiney!
17:17:52kaenalso, Nothing_Much, I'm dumb
17:18:02kaenthere should be a paginator on that search page
17:18:12Nothing_Muchthere really should be
17:18:14kaenhttp://bitfighter.org/pleiades/levels/search/name:/game_type:Capture%20The%20Flag/author:/tags:/page:2
17:18:23Nothing_Muchbecause there's only 25 on every search page
17:18:27Nothing_Much*25 maps
17:18:44kaenwrite, I mean there was one and I removed it apparently
17:18:52kaenright*
17:18:59kaenman I'm all over the place this morning.
17:19:03Nothing_Muchlol
17:19:52Nothing_Muchoh man people don't have screenshots of their maps!
17:21:22kaenthat was from a very dark time ...
17:22:02Nothing_Muchreally?
17:22:09Nothing_MuchI must've missed it
17:22:22Nothing_Muchwait, you mean from 2010 or 2011?
17:25:23YoshiSmb has joined
17:40:14raptorNothing_Much: all levels for at least 3 years were posted on the forums - the level database wasn't really introduced until last november/december
17:40:44raptorthe pleiades database is a HUGE step forward from having to browse the forums and manually creating the level files
17:44:40YoshiSmb Tear's are ruinning on my face...
17:47:43kaen Quit (Ping timeout: 244 seconds)
17:48:33bobdaduckyoshi noooo
17:49:15Nothing_Muchraptor: awesome, is it possible to upload the maps manually or would that take forever?
17:49:23raptorit is possible
17:49:24Nothing_Muchor could I do it?
17:49:39raptorbut you ned to be an admin, I think to upload a level as a different user
17:49:44raptorto prevent abuse)
17:49:47raptor()()()
17:50:03Nothing_Muchalright
17:51:38raptoralthough I'm sure we could make an exception for someone who wanted to do some work in doing that, at least for a short while
17:51:39raptorbut i'd have to ask kaen how to do it
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17:59:09Nothing_Muchraptor: kaen made pleiades? :O
17:59:31raptoryep
17:59:34raptorfrom scratch
18:00:06Nothing_Muchwhoa!
18:00:09YoshiSmbMaps Started to apear this morning
18:00:21YoshiSmb(what ever is called...)
18:04:36YoshiSmbDoes Pleiades Server update each morning?
18:05:56raptorit's supposed to, but sometimes it doesn't...
18:07:06raptorah, it requires a server restart..
18:08:39YoshiSmbok
18:10:14YoshiSmbmade 2 maps in just 5 minutes, wow
18:13:42CrazyLinuxNerd Quit (Quit: Going.. Going.. Gone)
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19:15:13raptorall right
19:15:25raptorWatusimoto: bobdaduck's bug makes no sense whatsoever
19:15:32raptorit does not appear to be a Lua issue
19:15:49raptorall his tables and points and userdata are good
19:16:36raptorbut when another player joins his level (usually player 3 or 4), calling setGeom() on a textitem fails to update the geometry
19:17:34Watusimoto Quit (Ping timeout: 252 seconds)
19:39:38raptoryep
19:39:44raptortraced it further:
19:40:02raptorserver-side has the correct geometry, but client-side does not
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19:50:41bobdaduckEven when hosting!
19:51:04raptorI have a hunch at what broke it, let me revert and test
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19:52:43raptordid you 'paint the world level fail, as well with no Lua crash?'
19:52:54raptorbecause this would have broken lineitems, too
19:55:59raptorha!
19:56:06raptorI found the commit that broke it
19:56:38raptorchange 024165aab14c
20:00:29bobdaduckyeah it did
20:00:44raptornow what to do about it...
20:00:51bobdaduckpray
20:01:33raptorthis has to do with deep TNL magic
20:03:00raptoroooo... and i found a way to be much more efficient!
20:03:15raptorbut not sure what to do about the bug
20:03:29Flynnn Quit (Quit: This computer has gone to sleep)
20:04:23bobdaducklol
20:04:31YoshiSmbim lagging on pleiades
20:04:39bobdaduckjust arbitrarily code around it
20:04:43bobdaduckITS WHAT I DO
20:05:25raptorand that's how code like 'if nil == nil then' shows up!
20:06:58bobdaduckNIL CHECKS ARE IMPORTANT
20:07:12Flynnn has joined
20:07:29raptor:)
20:12:25YoshiSmbraptor, pleiades only updates maps when it's restarted
20:12:31YoshiSmb(server)
20:12:32raptoryup
20:12:39raptorthat's a known architectural problem
20:12:54YoshiSmbshould pleiades restart after some seconds nobody is there?
20:13:12YoshiSmbit's only restart if there are new levels to add
20:13:21bobdaduckkaen had some script doing something similar on kaentest?
20:13:45raptorit will restart automatically if it crashes
20:13:59raptorbut it can't restart on-demand from outside the server
20:14:13YoshiSmbhmm, maybe a server side plugin
20:14:52raptorwe'll need to code something if we want to do that
20:17:52yadwinder has joined
20:21:34Nothing_MuchHi yadwinder
20:22:21Nothing_Muchguys I need more ctf maps for my server :(
20:22:56raptorhave you looked at the forums?
20:23:16YoshiSmbWell, i could make some for you...
20:23:27raptorspecifically here: http://bitfighter.org/forums/viewforum.php?f=31
20:23:40raptorand here: http://bitfighter.org/forums/viewforum.php?f=26
20:25:49YoshiSmbnew favorite quote: <@raptor> did you 'paint the world level fail, as well with no Lua crash?'
20:26:20YoshiSmbpaint the world level fail, this is just funny on other point of view
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20:40:17raptoris this the real Watusimoto?
20:40:26Watusimotothe one and only!
20:40:30raptoroh goodie
20:40:35raptorbobdaduck found a bug
20:40:48raptorand I'd like your input because I'm not sure how to fix it
20:40:58Watusimotoawesome
20:41:37raptorthis changeset by sam686 between 019 and 019a broke updating text/lineitems with Lua setGeom(): 024165aab14c
20:42:14raptori'm still not exactly sure why it breaks... it has something to do with he mysteries of TNL network behavior
20:42:50Watusimotowhat is broken? i.e. what happens when you run setGeom()?
20:42:54raptorthe easy solution is to just revert that commit - the problem it fixes was rare
20:42:56raptorah ok
20:43:12raptorso the issue is that bobdaduck is calling setGeom on textitems in his DnD map
20:43:27raptorwith enough players in the game (in his case 2 or 3, in my case 4)
20:43:37raptorthe textitem geometry is not updated client side
20:43:38bobdaduck Quit (Ping timeout: 240 seconds)
20:43:42raptorit is server-side
20:43:59raptorbut the client never gets the new geometry, or does so intermittently
20:44:13raptorthese are teh textitems that follow the ship around
20:44:15Watusimotoah, that's the issue he tried to expalin as I was leaving work
20:44:18raptoryes
20:44:26raptori finally tracked it down to a revision
20:44:34Watusimotowhat it looks like sam did was change the priority by which those items are sent
20:44:39raptorcorrect
20:45:04raptorand (I think) that when enoug items are on the map the server delays those items indefinitely
20:45:15Watusimotothat's probably right
20:45:39Watusimotois it possible to reproduce this issue?
20:46:13raptoryes
20:46:26raptorbobdaduck gave me his dnd levelgen (he's quite protective of it)
20:46:42raptorand I can dupe when connecting with 4 players
20:47:24raptorI'm thinking of reverting the commit
20:47:31Watusimotowell, before we go further, let's think about this
20:47:52Watusimotothe reason sam made the changes was to take a normally low-priority item, and give it actual low priority
20:48:23raptoryes, so you could play quickly at the start of a level, and not wait for network heavy 100s of lineitems
20:48:30Watusimotoby the looks fo the commit message, he was trying to make levels load more quickly, but loading the important stuff first
20:48:36Watusimotowhich is actually what we want
20:48:40Watusimotoso
20:49:02Watusimotowe now have a case where we want some text items to have a higher priority
20:49:05LordDVG Quit (Remote host closed the connection)
20:49:51Watusimotoonce the level is loaded, textitems don't normally change, so what if we gave the initial batch of text items a low priority, and then if a new one appeared, or one was altered, gave it a "normal" priortiy?
20:50:22Watusimotothat would make levels seem to load more quickly while also fixing bdd's problem
20:51:07Watusimotoeach text item has this method: getUpdatePriority(), which looks like it could be set item-by-item
20:51:30Watusimotowhat if each text item had a member var mUpdatePriority that was normally set to -1000 (or whatever sam set it to)
20:51:45Watusimotobut then setPos() would also raise the priortity?
20:52:05Watusimotoso once changed, a textitem would thereafter have a higher priority?
20:52:50raptorhmmm
20:53:02Watusimotoif you remove teh - 1000.f; from the textitem getUpdatePriority (gUP) function, it should fix the symptoms you are seeing on bdd's level
20:53:18raptoryes
20:53:19Watusimotothat would be "proof of concept" that my idea might work
20:53:26raptorok, i'll do that
20:53:51bobdaduck has joined
20:54:14Watusimotowe could apply the same fix to lines, which probably suffer from the same issue
20:54:33raptorthat still seems a little messy - maybe a priority change in setGeom?
20:55:43Flynnn Quit (Quit: This computer has gone to sleep)
20:55:46raptoror is there some way to know the initial update has been sent? then reduce priority
20:56:26raptoroh wait, we have the updateMask in that method
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20:59:25YoshiSmbbobdaduck
20:59:36bobdaduck*glomp*
21:00:14raptoryep, removing the -1000 fixes it
21:04:14raptorok, that works!
21:04:17raptorI have af ix
21:05:02BFLogBot Commit: e34aafe763ba | Author: buckyballreaction | Message: Don't lower priority for TextItem/LineItem after the initial update
21:05:24raptorok, now, in tracking down this bug, I found an inefficiency:
21:05:34raptorpeople are doing setGeom() in onTick()
21:05:56raptorif the geom doesn't change, the update packet is still sent to the client
21:05:59Darrel Quit (Ping timeout: 240 seconds)
21:06:29raptorthis is because BfObject::setGeom sets teh GeomMask for every call
21:07:07raptorso I wonder - would it be too expensive to do a geom check there, if it hasn't changed, then don't update the client?
21:09:04Watusimotoraptor: that looks like a nice fix... I'm not positve it will work (though it probably does), do you think that function gets called later, after an item is modified?
21:09:12Invisible has joined
21:09:24raptorit works for bobdaduck's case
21:09:30Watusimotoalso, I think you should add a more verbose comment about why that change is the way it is, so we don't break it again in the future...
21:09:48YoshiSmb Quit (Ping timeout: 245 seconds)
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21:10:51raptoryup, just read teh TNL doc -
21:10:53raptor/// All objects that are in scope and that have out of date
21:10:54raptor/// states are queried and sorted by priority before being updated.
21:11:26raptori'll add a more verbose comment..
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21:16:15raptorok, i'll be back soon - i'm interested on your take on the efficiency problem I mentioned just above
21:16:22BFLogBot Commit: f25c02b12d5d | Author: buckyballreaction | Message: Better comments on network priority changes for LineItems and TextItems
21:18:20fordcars has joined
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21:21:05SkybaxGoodmorning everyone!
21:21:26YoshiSmbgood afternoon
21:21:27fordcarsGood morning sir!
21:21:43fordcarsYeah, it's afternoon here too
21:22:47bobdaduckgood time everyone!
21:23:00SkybaxYeah it's afternoon here too but I slept in :3
21:23:13bobdaduckIts time here
21:23:19SkybaxWhat is time
21:23:22bobdaduckits always time
21:23:45SkybaxWhat if the batteries in my alarm clock die
21:24:51YoshiSmbmade 4 maps in one day on pleiades
21:25:38fordcarsCool
21:25:50fordcarsI am trying to make something with Bitfighter and Pi
21:25:57YoshiSmbbusy on gg2
21:26:01fordcarsI haven't made a map in ages
21:27:24bobdaduckif the batteries in your alarm clock die
21:27:28bobdaduckyou won't be on time
21:27:57Watusimotoraptor: ping me when you're back
21:30:03Nothing_MuchHi Skybax
21:30:21kaenhi all
21:30:22SkybaxWhat's up
21:30:29serchagin Quit (Ping timeout: 241 seconds)
21:33:07kaennot much
21:36:18YoshiSmbbitfighter.org/pleiades/
21:36:43fordcarsUh, I know this question might sound stupid since I have no idea what it really does, but shouldn't Bitfighter use OpenVg?
21:53:22Flynnn Quit (Quit: This computer has gone to sleep)
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22:03:57fordcarsGetting Linux, later!
22:04:00fordcars has left #bitfighter
22:07:06citizens has joined
22:07:46Watusimotowhat is openvg, I wonder?
22:08:19Watusimotoah, ok got it
22:08:24Watusimotohttp://en.wikipedia.org/wiki/OpenVG
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22:26:18Skybax_ is now known as Skybax
22:39:30Nothing_Muchopenvg looks outdated
22:40:12Nothing_Muchwell
22:40:14Nothing_Muchold
22:40:15Nothing_Muchat least
22:46:28raptorWatusimoto: i gotta go - my two year old has a leg injury we need to get checked out
22:46:36raptorbe i may be back a bit later
22:46:44Watusimotogood luck!
22:46:55raptor Quit ()
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23:10:21Watusimoto3 different ways to do the same task:
23:10:22Watusimotohttp://pastie.org/8884969
23:10:31Watusimoto_orig is the curernt way
23:10:41Watusimoto_RegExp uses google's regexp engine
23:10:59Watusimotoand the one with no suffix is my updated, easier to understand code
23:11:04Watusimotoall 3 do the same thing
23:11:26Watusimoto_orig takes 67 secs for 10K levels
23:11:38Watusimotothe new one takes 29 secs
23:11:56Watusimotoand the regexp one takes 298 secs
23:12:09WatusimotoI think I know which one I'm going to go with
23:13:09Watusimotosorry, that's 20K levels
23:13:25Watusimotobecause each iteration loads two levels
23:16:05raptor has joined
23:16:06ChanServ sets mode +o
23:16:37Watusimotoafter all that work, I have to remove the regexp library I just integrated
23:17:09raptorok, looks like bone is not broken, but there's lots of swelling and nice bruise
23:18:07Watusimotogood
23:18:16Watusimotothough with kids bones heal super fast
23:18:29raptorthe wife is taking him to the doc because apparently he's been crying non-stop for 2 hours
23:18:40Nothing_Much Quit (Quit: Konversation terminated!)
23:19:03raptoryeah, it hurts to watch them in pain, but I take comfort in the fact that they're hyper-regenerative
23:19:48SkybaxI broke my wrist once
23:19:49raptorand sadly, this child will not have learned his lesson (balancing on the headboard tip of the bed)
23:19:56SkybaxNow my right hand is forever weak
23:20:15SkybaxCan't arm wrestle anymore cause my wrist gives out
23:20:25raptorhow old were you?
23:21:02SkybaxI think it was like 2 years ago
23:21:08SkybaxSo... 17
23:21:08raptorWatusimoto: i like your implementation
23:21:27SkybaxMaybe three years
23:21:56Watusimotogood, because it performs the best. I think it's kind of ugly though
23:21:59bobdaduckI broke my wrist once
23:22:00bobdaduckkind of
23:22:12WatusimotoI do know how to make it a tad faster, I think
23:22:15bobdaduckSome of the bone got chipped off or something
23:22:16raptorI was thinking that maybe preprocessor defines would help clean it up
23:22:19bobdaduckI was sword fighting
23:22:36bobdaduckIf you're going to break something, you should do it sword fighting...
23:23:18SkybaxI was trying to climb a basketball hoop and fell and caught myself with my hand. Got hairline fractures on the inside forearm bone and on the little triangular bone in the base of my thumb
23:23:31SkybaxDoc said I'm probably gonna have problems with that thumb for my entire life xD
23:23:40raptorblah
23:24:26SkybaxI work at Domino's and I had to stop mixing pizza sauce cause my hand was killing me
23:24:54Watusimototry Little Cesears
23:25:00raptorWatusimoto: was that what you wanted me to ping you about?
23:25:11Skybaxbobdaduck, speaking of swords, I've just started my own sword collection lol
23:25:20Watusimotoyou wanted to ask me something, no?
23:25:28raptorah yes, let me find it
23:25:29Watusimotothat was it
23:25:47bobdaduckI was larping, see, and...
23:25:53bobdaduckswords are cool
23:25:59bobdaduckmuch better than guns
23:26:00raptorWatusimoto:
23:26:02SkybaxSwords are very cool
23:26:07bobdaduckThat's why I made DnD
23:26:15raptor[21:05:24] <raptor> ok, now, in tracking down this bug, I found an inefficiency:
23:26:17raptor[21:05:34] <raptor> people are doing setGeom() in onTick()
23:26:18raptor[21:05:56] <raptor> if the geom doesn't change, the update packet is still sent to the client
23:26:21raptor[21:06:29] <raptor> this is because BfObject::setGeom sets teh GeomMask for every call
23:26:23raptor[21:07:07] <raptor> so I wonder - would it be too expensive to do a geom check there, if it hasn't changed, then don't update the client?
23:26:35SkybaxI purchased an 8 sword hanging rack, now I just gotta get some cool swords to put on it
23:26:55SkybaxOrdered a Minecraft sword lol
23:27:01bobdaduck"cool swords"
23:27:02Watusimotowell.... local processing is always faster than network
23:27:14SkybaxGonna get a titanium halo sword
23:27:17bobdaduckHeading out!
23:27:19Watusimotoso maybe do the check
23:27:34bobdaduckbye
23:27:35bobdaduck Quit (Remote host closed the connection)
23:27:40Watusimotothe real key is to not do the setGeom() unless something has changed
23:28:19raptoryes, that's my goal, however, i'm a little worried that precision differences going in and out of Lua will negate my check
23:29:15raptor[Bitfighter Industries]-Software white-list request completed!!
23:30:21raptoroh oops, i'm not supposed to disclose that...
23:32:06Nothing_Much has joined
23:32:50Watusimotowe can change the point == method to do an epsilon-based comparison if that's an issue
23:33:15raptori wonder if there's a fast way to do that..
23:33:18Watusimoto(though if lua is setting teh same F64 bit values each tick, they should resolve to the same F32 bit values each time
23:33:25raptorwell, let me test first
23:33:32Watusimotoso it may not be a problem in practice
23:33:37raptoryeah
23:33:40raptori will check
23:34:20raptorthere's another TODO in the same method:
23:34:21raptor// TODO: Q. Shouldn't we verify that the number of points here is appropriate for this object?
23:34:23raptor// A. Yes!!
23:36:13raptorhmm... there's no GeomObject::getGeom() method
23:37:10raptorah, it's getOutline
23:41:55raptorcurious performance question for anyone interested
23:42:20raptoris it faster to do: if(someMethod() == 1)... if(someMethod() ==2) OR
23:42:54raptorint someInt = someMethod()... if(someInt == 1)... if(someInt == 2)
23:43:09SkybaxIf a game requires me to hit Numpad 5 to progress, and my laptop doesn't have a numpad, what do I do?
23:43:16WatusimotoI'm pretty sure the 2nd will be faster
23:43:26Watusimotounless somemethod is trivial
23:43:31Watusimotobut even then...
23:44:00raptorin otherwords, is it faster to allocate temporarily on teh stack than call the method over and over
23:44:08WatusimotoSkybax: then you get an external keyboard, or do not progress
23:44:18SkybaxAwesome
23:44:25raptorobviously it depends on the method, but i'm thinking for simple methods that might have a single line of 'return true'
23:44:48Watusimotowell, you still have to allocate to the stack to pass the return val, no?
23:45:11raptornow that i'm not sure exactly - i haven't delved into this particular topic before
23:45:37WatusimotoFor trivial functions, which we agree are the only place the answer is not obviuos, I think we are talking rather small differences
23:45:52raptoryes, for sure
23:45:55Watusimotoin C++ the difference would probably be optimized away
23:46:01Watusimotoperhaps also in luajit
23:46:04raptorbut i'm honestly curious if there would be a difference
23:46:09Watusimotobut if you really want to know, make a test
23:46:20raptoryeah i was thinking the compiler would be smart about it anyways
23:46:36raptorwhy make a test when you can make conversation!
23:47:16Watusimotofor some reason I thought you were doing lua code
23:47:27raptornope, c++
23:47:30WatusimotoI usually create the local var, mostly for purposes of clarity
23:48:07Watusimotoyou are really talking micro-optimization here
23:48:18Watusimotobut I'll bet stackoverflow has the answer!
23:48:43Watusimotoand I'll bet their answer is "don't worry about it!"
23:48:47raptori am, and that's what i'm curious about..
23:48:55Watusimotoor more likely "premature optimization!"
23:49:06raptoryeah, "don't fr5e623
23:49:09raptor0+
23:49:19raptordon't fret! trust the compiler!
23:50:24WatusimotoI'd bet that creating the variable is more efficient when optimization is disabled
23:50:33Watusimotowhen it's enabled, anything is possib;e
23:57:10raptorso I'm thinking
23:57:29raptori'll finish this optimization and then do the builds for release
23:57:35raptorsince we've fixed bobdaduck's bug
23:57:42raptorand no one else has complained
23:58:51SkybaxYay release!

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