#bitfighter IRC Log

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IRC Log for 2014-03-27

Timestamps are in GMT/BST.

00:22:58Nothing_Much has joined
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00:32:32tazhey, i downloaded kaens map (/dlmap kaen_phi) while testing a level in the editor
00:32:45tazthe map looks weird in the c map
00:34:52taznvm i think its the map itself, redownloaded
00:35:07tazkaen: your new phi map is just a huge colimn in the editor and c map
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02:36:46tazquestion about lvlgen, bots
02:36:51tazdoes local mean all functions can use it
02:37:03tazand if you leave out local, it's only in that function?
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02:45:37fordcars_debHi taz
02:46:03kaenevening all
02:46:19fordcars_deblocal means that the variable is only accessible in that scope. A scope is either a function or an if
02:46:31fordcars_debOr a for, while etc
02:46:38kaenanything with an 'end'
02:46:41fordcars_debWhere there are 'end's
02:46:45fordcars_deb^^
02:46:46kaen:)
02:47:09fordcars_deb:P
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03:29:07raptorhello
03:29:30raptorkaen: if you're around, I have 2 questions for you:
03:30:26raptor1. your newest level 'Phi' (which is really cool!) was not saved properly in pleiades, and I'm looking to track down the bug. Could you send me your source level via other means?
03:30:56raptor2. Is there a way to use the pleiades web service to view all maps (either paginated or not)?
03:34:40raptorfordcars_deb: on your Lua crashing bug here: https://code.google.com/p/bitfighter/issues/detail?id=413
03:34:43raptordid that happen in onTick() or in a Timer?
03:36:32fordcars_debHi
03:37:47fordcars_debUh
03:37:49fordcars_debIn main()
03:38:15raptorwhat OS?
03:38:21raptoroh wait, is ee it
03:38:24raptorsee it
03:38:29fordcars_debIt's just crashes when you don't give the correct arguments
03:38:34fordcars_deb:)
03:38:45raptorok
03:38:59raptoroh, what architecture? 32 or 64 bit?
03:39:04raptoror... ARM?
03:39:12raptorprobably not ARM
03:39:12fordcars_deb64 bit AMD
03:39:16fordcars_debNope, not yet ;)
03:39:19raptorunless you did some crazy compile
03:39:24raptorok thanks
03:39:27fordcars_debHah
03:39:49fordcars_debIf I had done some crazy compile, I would of bragged about it :P
03:42:00raptori can't actually get that code to hard crash
03:42:11raptorthat you mention in the bug
03:42:47raptorcan you give me your exact bot?
03:42:52raptorif you still have it...
03:43:02raptori'm mostly interested in the 'after a few seconds' part
03:52:10fordcars_debOh okok
03:52:31fordcars_debWell, I think you can just modify s_bot's loadoat
03:52:40fordcars_debYeah, that was an old Skybot
03:52:49raptorbecause your additional phrase of crashing 'after a few seconds' suggests that it was a problem in onTick() somewhere
03:52:56fordcars_debOh
03:53:01raptorbecause main() is executed immediately
03:53:10fordcars_debWell, it looked more like some server thing
03:53:22fordcars_debLike, it froze
03:53:34fordcars_debWait, I 'll check it out
03:56:48fordcars_debraptor: whoa, now it doesn crash
03:57:14fordcars_debMaybe it was only in an older Bitfighter version
03:57:19raptorha!
03:57:26fordcars_debNow, it just doesn't change the loadout
03:57:28raptoranyways... i think it's the same as bug 411
03:57:33fordcars_debProbably
03:57:39raptori'll mark it a duplicate (i'm working on fixing it now)
03:57:54fordcars_debBut maybe there should be a log message saying something about it :3
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04:14:45raptorok, i'm getting close to fixing this... but heading to bed. night!
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04:15:50tazford
04:16:03tazship:setVel(slowNextVelocityX).x
04:16:03tazis that where the .x goes?
04:18:17fordcars_debWhat do you mean?
04:18:20fordcars_debOh okokok
04:18:48tazyou can check the topic now
04:18:57tazstill doesnt work!!!
04:19:18fordcars_debIt's ship:setVel(point.new(slowNextVelocityX, slowNextVelocityY))
04:19:58fordcars_debHaha whoops yueah sorry
04:20:25tazhaha wait bobdaduck told me that before too
04:20:30taz"use point.new"
04:20:40tazBofe of us forget
04:21:24tazooh does it have to be x and y in the same area?
04:21:59fordcars_debBut to compare velocities, you will need to convert the value to a positive I think
04:22:13fordcars_debUh, x and y aren't in any area :O
04:22:29tazI mean in the same parentheses!
04:22:40fordcars_debOhohhhh
04:22:41tazI wanted to do ship:setVel(blah).x
04:22:52fordcars_debYeah, you need point.new(x,y)
04:23:04fordcars_debship:setVel(point.new(slowNextVelocityX, slowNextVelocityY))
04:23:14tazArgh
04:23:17fordcars_debship:setVel(point.new(X, Y))
04:23:27tazwell this saves a lot of code
04:23:35tazso thats cool
04:24:10fordcars_debHeh
04:24:17tazif(shipVelocityNumberX<lastVelocityNumberX) and (shipVelocityNumberY<lastVelocityNumberY) then
04:24:17tazship:setVel(point.new(slowNextVelocityX, slowNextVelocityY))
04:24:17tazend
04:26:14taz...Ford, how do you decide the value of lastvelocity?
04:26:45fordcars_debYeah that won't work because you are right, the velocities are sometimes negative :p
04:26:52tazI dont have the levelgen working yet anyway
04:26:58tazbut still, that jumps out at me
04:26:58fordcars_debuh, lastVelocity is setup twice in onTick in the thread I posted
04:27:26fordcars_debJust get the ships velocity :)
04:27:26tazwell remember i didnt start coding successfully until really recently
04:27:46fordcars_debI knuwww
04:28:08tazwelll... i've named this levelgen fordVelocity
04:28:18taz:P
04:28:41fordcars_debHaha
04:30:10tazaww man im trying to use hastebin
04:30:19tazbut it wont work!
04:32:41tazhttp://pastebin.com/ksLpEPVf
04:38:54fordcars_debOk, I updated my post, now you can compare velocities! (hopefully xD)
04:40:19fordcars_debWhy are you declaring the variables twice :O
04:41:04fordcars_debAnd you need to declare the local variable ship outside of the for loop, otherwise it is only accessible within it
04:41:42fordcars_debWhoa never mind the 'declaring variables twice' part , sorry
04:41:54fordcars_debI didn't see they were different :X
04:42:23tazyeahhhh
04:45:05fordcars_debMan I have to go :/
04:45:13fordcars_debLater!
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10:23:00raptortoo early..
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15:10:58raptorgood morning! (again!)
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15:15:22watusimotohi
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15:15:28raptorhi
15:15:36raptorso..
15:15:42raptorthe tickTimer exception bug
15:15:44watusimotogood work on the luajit problem finding
15:15:55watusimotonot there yet, but perhaps some progress
15:15:57raptorif a LuaException is thrown in onTick or a Timer
15:16:06raptorthe game aborts
15:16:23raptorthe fix: wrap the tick call in try/catch
15:16:29raptorbut that doesn't really fix it
15:17:01raptorbecause we have *one* tick timer running regardless of the number of bots/levelgens, so it is a static call that is run from ServerGame
15:17:07raptorthanks!
15:17:12raptor(still getting there...)
15:17:50raptorso the issue is that when the exception is thrown, it is in a static method without access to the calling script... and thus no way to shut down the script
15:18:10raptorwhat happens is that the tickTimer keeps running and an exception is thrown every tick until level change/quit
15:18:19raptorso i'm not sure what to do about that..
15:23:52raptorAlso, I think I found a way to disable LuaJIT's auto-exception handling... but I need to solve this tickTimer issue first
15:24:21raptorideally I'd somehow find the calling script in which the onTick() error occured, but I'm unsure how
15:26:21watusimotocan the timer catch the error, then throw it again, so the caller can catch it?
15:26:48watusimotoor does that just replicate what is happening now?
15:27:22watusimotowhat is calling the timer's onTick method?
15:27:34watusimoto(sorry, I don't have the code here)
15:27:52raptorthe thing is that LuaScriptRunner::tickTimer is a static call from ServerGame... it isn't called from within a base class of LuaScriptRunner (bot, plugin, levelgen)
15:28:22watusimotoI see
15:28:34watusimotoand each bot's onTick method is registered with this static tickTimer
15:29:04raptoryes... it just does a pcall on the Lua Timer._tick method (which is shared everywhere)
15:29:06watusimotoso the onTick throws an error, and tickTimer has no reference back to the owner
15:29:16raptorcorrect
15:29:38watusimotocould we add a wrapping layer in there somehow, so tickTimer -> wrapper ->onTick
15:29:50watusimotoand the wrapper would handle any onTick errors?
15:30:27watusimotomaybe the real method registerd with tickTimer is bot:onTickWrapper, and that calls bot:onTick
15:30:46raptorhmmm...
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15:31:26watusimotothis problem will probably exist in every use of timer, right?
15:31:32raptoryes
15:31:36raptoro
15:31:45raptorI've already verified it crashes everywhere
15:31:53raptorbots/levelgens/ Timer/onTick
15:32:01watusimotothe other possibility is that we could make timer non-static again
15:32:11raptorthe issue we had with that
15:32:16raptorin 019(a)
15:32:36watusimotothe events firing from a previous game, right?
15:32:48raptorno, that was slightly different
15:33:10raptorit was that there was still one Timer instance loaded in the game, but now you had 5 bots and a levelgen all updating onTick
15:33:44raptorso 1 second wasn't 1 second anymore
15:33:56watusimotobut what if each bot had its own timer?
15:34:06watusimotoIt was like that long long agi
15:34:07bobdaduckIt crashes EVERYWHERE.
15:34:16bobdaduckEvery single line crashes
15:34:45raptoryes... but that was when we loaded every lua class into the same script
15:35:06raptornow that we have a sandbox, scripts are one-time load only
15:36:53raptorotherwise, when we try to load a module into the scripts environement, it freaks out if it can''t find calls like getmetatable
15:37:05raptoralthough... i wonder if the Timer class even uses some of those..
15:38:10raptorhuh
15:38:14raptorlooks like it doesn't
15:38:34raptorthen maybe I can move the Timer class to be loaded in each script
15:39:15raptorexcept... I moved away from that in 019a to fix that bug, there had to be another reason..
15:39:23raptor goes to search IRC logs
15:39:53watusimotoyou might have been chasing efficiencies
15:40:12raptorthat always comes back to bite you...
15:41:33raptor1-21 to 1-23 is the conversation on this..
15:43:08raptorhere was the commit that 'fixed' it
15:43:10raptorhttp://code.google.com/p/bitfighter/source/detail?r=0d961b6ed24c
15:45:26raptorok, looks like kaen convinced me to try putting Timer in each context first
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15:49:07watusimotowhat do you mean by that... he voted for once per bot, or once per bitfighter?
15:49:53raptoronce per context
15:50:02raptore.g. levelgen context, bot context
15:50:14raptorultimately that failed and suffered from the same problem
15:50:38raptorbecause we actually don't do per-script loading in our code, it was only ever global or context loading
15:50:49raptorso that's why i didn't do a per-script solution
15:50:56raptorbecause we had no framework for it
15:51:02raptorbut now it looks like we need it..
15:53:22raptorso you think that'll be OK if we load the timer once per script?
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15:59:36watusimotoI think it will be fine
15:59:46watusimotoIt doesn't really add much overhead
15:59:55watusimototimers are pretty lightweight
16:00:02raptorOK... back to the drawing board
16:00:08watusimotoespecially with jit
16:00:27raptorI'm contemplating releasing an 019c with just fixes since 019b
16:00:34watusimotoare there enough?
16:00:41watusimotoor are they important enoough?
16:00:43raptorI did like 5 or 6 fixes last week
16:00:48watusimotothat's true
16:00:51raptorprobably not
16:00:58watusimotoI don't think I've broken any compatibility
16:01:06watusimotowe'd have to strip out some of my extra logging
16:01:11raptorI sure made a mess of things with LuaJIT
16:01:17raptorI'm not ready to release it in 019
16:01:37raptorespecially since OSX building is completely broken
16:01:39watusimotoour lua stuff has come such a long way since I did the first implemenation
16:02:02raptoroh, also, it would let us get in some notifier fixes
16:02:12watusimotoyes
16:02:15watusimotoI'd be up for it
16:02:15raptorand I should fix the fail-after-sleep bug, too
16:02:38kaen Quit (Ping timeout: 252 seconds)
16:03:01watusimotoI am in the middle of a small refactor, but after that I can see if there are any easy bugs to kill
16:03:34watusimotomy refactor is basically moving settings around
16:03:48raptorso i was thinking of just pulling in fixes into a branch off of 019b
16:03:55Invisible1 has joined
16:03:56watusimotofine with me
16:03:57raptorbut you're saying maybe we release with LuaJIT?
16:04:11watusimotoI wasn;t saying that... nor was I not saying that
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16:04:22raptorbecause the OSX 32bit building will take a lot of work... i'm not sure i want to do that yet
16:04:25bobdaduckTaz learn to indent
16:04:38watusimotowithout jit is fine
16:05:01WhittlingHello peoples
16:05:15watusimotothat's really your project, and I don't want to push you to release it before you feel good about it
16:05:24watusimotohi Whittling
16:05:28kaen has joined
16:05:57WhittlingI am IRCing during a class, aren't I a stinker.
16:06:33watusimotoindeed... do we know you by another name?
16:07:05WhittlingYep
16:07:18WhittlingYou do indeed.
16:07:38raptorshadowX
16:07:43raptorI think..
16:07:45watusimotoI see
16:07:49WhittlingBut it'd be too easy-dangit
16:08:04raptoroops... sorry for spoiling it
16:08:31WhittlingYeah, it was time to retire the old alias.
16:14:42WhittlingHow's the community been growing?
16:15:04WhittlingAny new members joining up?
16:17:33bobdaduckwe have this guy tazersomething
16:17:46bobdaduckHe's trying to script and stuff
16:17:55bobdaduckand I don't think he knows much about programming
16:17:59bobdaduckbut he's really stubborn so
16:18:07bobdaduckhe's slowly getting things.
16:18:29raptorbobdaduck: I was thinking - one of us should post about how people *really* need to follow certain good practices for scripting (like indentation) so they can minimize their problems
16:18:41bobdaducklol
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16:20:19bobdaduckI shall probably talk to taz about it when he shows up here today
16:20:34raptormaybe i
16:20:40raptor'll do a quick post on whitespace
16:21:44raptori can't believe it hailed last night
16:25:56raptormoving all of taz' topics from the gallery to tech support
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16:30:47bobdaduckI was gonna do that myself
16:30:52bobdaducklol that was crazy
16:31:09bobdaduckI looked out my window and it was sunny, and then I sent someone a text, then looked out the window and it was hailing
16:32:31raptoroh yeah, from my window here, it looks like you guys have a squall going on up there
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16:51:47raptorok bobdaduck, tell me how I did: http://bitfighter.org/forums/viewtopic.php?f=28&t=2325
16:52:47watusimotolooks good!
16:53:18raptorI hope I made the point...
16:53:27raptorthat last code example was fun to do
17:00:05bobdaducklooks good
17:00:06bobdaducklol
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18:23:53Nothing_Muchwhat's shazbot?
18:24:00Nothing_Muchit's funny :D
18:27:23bobdaduckIn Zap! when you ran a server with bots
18:27:29bobdaduckthe bots all had different names and personalities
18:27:49bobdaduckthe bot named shazbot was, unequivocally, the worst bot ever.
18:28:26Nothing_Muchwow really?
18:28:31Nothing_Muchthat's so cool
18:30:14raptorwhat was the bot's personality like?
18:30:44Nothing_Muchhow many bots actually HAD a personality? o.o
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18:44:44bobdaduckIt would fly to and from objectives
18:44:53bobdaduckbut it would do so slowly, in a sort of roundabout way
18:44:57bobdaduckalso would almost never shield
18:45:09bobdaduckand was really really not accurate
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21:51:34raptorsearch technology is evil
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