#bitfighter IRC Log

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IRC Log for 2014-06-28

Timestamps are in GMT/BST.

00:22:35Watusimoto has joined
00:33:53Watusimotobf.org still down :-(
00:34:21fordcarsYep :(
00:51:38raptorno ping yet..
01:27:39raptor Quit ()
01:37:10raptor has joined
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01:55:11YoshiSmb_mSpeedy Gonzalez, the fastest mouse in Mexico
01:55:43YoshiSmb_m*Gonzales
01:58:25raptorI think I remember watching that when I was really young
01:59:10YoshiSmb_myea, good times
01:59:39YoshiSmb_mi just watched lonely toons twice a day
02:01:40YoshiSmb_mAct 1: Micky Mouse and Speedy Gonzales started to fight
02:02:03YoshiSmb_mAct 2: Jerry Joined the Fight
02:03:26YoshiSmb_mAct 3: a Normal Mouse Joined the fight too
02:03:57YoshiSmb_mHow it's the act called?
02:04:16raptori don't understand
02:06:21YoshiSmb_m1: Mickey Mouse started to fight against Speedy Gonzales
02:06:44YoshiSmb_m1:Jerry joined the fight
02:06:48YoshiSmb_m*2:
02:08:08YoshiSmb_m3: A normal mouse joined the fight too
02:08:30YoshiSmb_mHow it's called the act?
02:09:09raptoroh, i didn't understand the question - do you mean: why is it called an 'act' ?
02:11:09YoshiSmb_mnevermind
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02:30:31amgine123 has joined
02:30:44amgine123hi raptor
02:30:51raptorhello
02:31:18amgine123so now that i have my BF clone setup anything a begginier can do to help ;)
02:32:38raptordid you get it to build?
02:34:38amgine123yes
02:35:43raptoroh cool
02:35:56raptorgood job
02:36:05raptorwhat IDE did you use? Visual Studio?
02:37:29amgine123codeblocks v
02:37:44amgine123codeblocks IDe
02:38:49raptorah ok
02:38:57raptori don't think i've ever used that one on Windows
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02:51:45raptor Quit ()
03:32:03fordcarsIt hurts my eyes: http://mindprod.com/jgloss/unmainnaming.html
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04:33:13raptor has joined
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04:33:19raptorfordcars: that's hilarious!
04:33:47fordcarsI'm still reading it haha
04:34:19raptorvery quotable: "Real men never define acronyms"
04:34:23raptorhaha
04:34:29fordcarsHahahahahaha
04:34:46fordcarsYeah, I laughed so much in this :,)
04:37:31raptori'm starting at the beginning of the essay
04:37:42raptorit's funny because... i'm usually a maintenance programmer
04:38:19fordcarsHaha, the essay is literally made to make maintenance programmers cry
04:38:35fordcars... or go through the whole code
04:40:56raptorhahahaha
04:41:15raptorthis is so funny... because I'm even a java maintainer
04:41:22raptori can't stop laughing..
04:42:43raptor"no academic would be caught dead giving an example"
04:44:47fordcarsHahahah
04:45:39fordcarsI think I'll keep these quotes and hang them in my room
04:45:55raptor"Choose variable names that masquerade as mathematical operators"
04:46:03raptoropenParen = ( slash + asterix ) / equals;
04:46:10fordcarsThat is awful hehe
04:53:27fordcarsa=a++; or f(a++,a++);
04:53:40raptoroh man
04:53:58fordcarsHaha, that is so weird
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10:20:37Akien has joined
10:20:47AkienHi there
10:27:40Watusimoto has joined
10:44:30fordcarsHi
10:50:23AkienAs pointed out in https://code.google.com/p/bitfighter/issues/detail?id=444 (though the issue is about something else for the master branch), I'm having troubles packaging bitfighter 019c
10:51:04AkienFor some reason the installed version looks for music and scripts in ~/.bitfighter/{music,scripts} instead of /usr/share/games/bitfighter/{music,scripts}
10:51:34AkienIt does seem to find the rest of the data in /usr/share/games/bitfighter, since I can play the game with graphics and so on
10:53:26Akien(I meant packaging for Linux of course :) )
11:05:44AkienAh well, I just rebuilt my 019c package (I had successfully packaged a snapshot of 020 in the meantime), and now it works
11:06:21AkienIt seems the game copies music and scripts from the LINUX_DATA_DIR to ~/.bitfighter at the first launch
11:11:59fordcars Quit (Quit: Page closed)
11:14:54AkienOk so yes, looking at the code there are some "first launch" routines that are used only if ~/.bitfighter does not exist yet
11:17:11AkienSo I don't know what made that I had a ~/.bitfighter without the music and resources, but I guess it wouldn't hurt to retry copying the resources when they can't be located in an existing ~/.bitfighter folder
11:17:18AkienI'll file an issue about it :-)
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17:57:44AkienBitfighter is now available in Mageia: http://svnweb.mageia.org/packages/cauldron/bitfighter/current/SPECS/bitfighter.spec?view=markup :-)
18:07:03raptor has joined
18:07:03ChanServ sets mode +o
18:07:12raptorgood morning!
18:07:55raptorAkien: thanks for packaging!
18:08:15Akienraptor: Morning :-)
18:08:16raptoryes, we have some first-launch routines that copy many of the game resources to the ~/.bitfighter directory
18:08:46raptorwe made a choice to do music/scripts/plugins there, too, because people like to add their own music
18:09:20raptorperhaps one thing we should consider is to do some sort of virtual filesystem that aggregates game data from 2 different places
18:09:37raptorlike physfs
18:10:17raptori didn't know mageia was still in development
18:11:20Akienraptor: Yes Mageia is alive and kicking, with a quite strong community nowadays
18:11:27raptoroh good
18:11:41AkienWe released Mageia 4 in February, Mageia 5 should be there (with bitfighter!) in December
18:11:57raptoroh? we made it into a standard release!?
18:12:17AkienYes I'm an offical Mageia packager :)
18:12:23raptorthat's something we've been hoping for one day... :)
18:13:50Akienraptor: For the music maybe you could load the content of ${datadir}/music first and then the user content from ~/.bitfighter/music?
18:13:57raptoryes
18:14:00raptorthat is a good idea
18:14:19raptorand do the same for scripts/etc.
18:14:26AkienYep
18:16:08raptorlooking at your new issue...
18:22:11AkienI'm getting a crash when changing the display from "Fullscreen" back to "Windowed" in the menu UI. Not exactly a crash, but the game disappears and seems to be in zombie mode (I have to kill it manually)
18:22:43AkienThe crash is not present with the master branch, so I'm looking at the commit logs for a potential fix :-)
18:22:55raptoropened issue https://code.google.com/p/bitfighter/issues/detail?id=446
18:23:08raptorAkien: did you compile against SDL 1.2 or SDL2 ?
18:23:24Akienraptor: Nice thanks! :-)
18:23:30AkienAgainst SDL2
18:23:40raptorhmmm...
18:24:04raptorthe only thing we changed in master is to default to SDL2 for Linux; before was SDL 1.2 (I think)
18:24:13AkienWith the master branch it seems the whole UI is redrawn when switching from Fullscreen to Windowed mode
18:24:34AkienBut somehow this step fails with 019c
18:25:30raptorlet me check your SPEC file again..
18:26:12raptorlooks OK to me
18:26:38AkienTo be sure I tried a build without my patches to use system alure and boost
18:27:26AkienBut the same thing happens
18:27:41raptoryeah, we always link against system SDL (no in-tree copy)
18:28:23AkienAh wait a second
18:28:44AkienI think I actually built it against SDL1.2
18:28:45raptori'm not finding anything since 019c that we've done to our UI system with regards to SDL
18:28:58raptoroh, run: ldd bitfighter
18:29:06raptorerr, on the executable
18:29:45AkienYep that's it, the spec file I linked is the one I pushed on Mageia's buildsystem, but actually I had forgotten to set USE_SDL2=ON at first
18:29:54AkienSo my local verison was built against SDL1.2
18:31:53raptorok, yeah - there's a known SDL 1.2 bug that freezes the window and spikes the CPU on some window systems
18:32:38raptorbut only on a window change
18:32:54kaen has joined
18:33:44Akienraptor: So yes it works fine with SDL2
18:33:57raptoroh good, excellent
18:34:28raptorwe've already moved to SDL2 for Windows/OSX, but I still maintain SDL 1.2 for *nix
18:36:38AkienIt's a good thing, I guess some distros haven't packaged SDL2 yet (or they have, but they still support previous version without SDL2 in the repos)
18:38:54kaencool, you even packaged the notifier :)
18:39:03kaenI didn't even remember to do that for my debian package :P
18:39:12kaennice woek
18:39:14kaenwork
18:40:54AkienI'll admit I took the idea from OpenSUSE's package :-) https://build.opensuse.org/package/view_file/games/bitfighter/bitfighter.spec
18:41:41raptorgood morning kaen
18:41:49kaenah, I see. raptor, is that suse package yours?
18:41:49raptori package for openSUSE :)
18:41:51kaenmorning all
18:42:02raptoryep
18:42:08kaenguess I should have done the same :P
18:42:35kaenI ordered parts for a new rig today :)
18:42:44kaen"superb" tier at http://www.logicalincrements.com/
18:42:45raptorthe openSUSE package was always privileged - it had a developer do it...
18:43:00Akienraptor: You might be interested in my patch for the notifier then, because as far as I can tell, it would lack the icon in OpenSUSE
18:43:02kaenmuch better than my 1.8ghz dual core craptop
18:43:17raptorAkien: i'll take a look..
18:43:24raptora new compy!
18:43:35kaenI get the same problem on debian if it's not invoked from the right directory
18:43:58raptorah yes - yep, broke
18:44:03AkienYep, that fixes it: http://svnweb.mageia.org/packages/cauldron/bitfighter/current/SOURCES/bitfighter-019c-mga-notifier-icon.patch?revision=640648&view=markup
18:44:03raptorthat's my fault for sure
18:44:07AkienIt's a hack though
18:44:28Akien(that fixes only for Mageia actually, because I put the icon in /usr/share/icons/hicolor/...
18:45:05raptormaybe that's the correct fix though - it is just a python script
18:45:30raptormaybe I should provide a variable at the top that points to the icon directory
18:45:37raptoror maybe... embed the the icon!
18:46:01AkienIdeally their should be "make install" instructions, and the icon path would be retrieved from the one set for the install
18:46:21Akiens/their/there/
18:46:35raptorhmm.. so add it to the cmake system
18:46:43AkienYes
18:47:25AkienSo that it always uses the main icon, be it in /usr/share/pixmaps or /usr/share/icons/hicolor or whatever standard path :-)
18:48:05raptorI think I avoided 'make install' for Linux because of all the various distros wanting things in different places
18:48:17raptorI don't fully remember, though
18:48:43raptorbe right back..
18:48:46AkienYes that's true, but I think you should provide a default "make install" to put things in /usr/local, and cmake arguments to make it easy to change that
18:51:34AkienBasically define paths such as BF_BINARY_INSTALL_DIR = ${CMAKE_INSTALL_PREFIX}/bin and BF_DATA_INSTALL_DIR = ${CMAKE_INSTALL_PREFIX}/share/
18:52:24AkienAnd make it sure that they can be overridden with "cmake -DBF_BINARY_INSTALL_DIR=/usr/games -DBF_DATA_INSTALL_DIR=/usr/share/games" for example
18:55:27AkienThen for the icon, desktop file and man page you could directly use e.g. ${CMAKE_INSTALL_PREFIX}/share/man/man1/
18:56:19Watusimoto Quit (Ping timeout: 240 seconds)
19:02:09kaenyep, we could slap into cmake and it would install sanely on all distros and even windows
19:04:33raptorpreposterous!
19:10:14raptorand another: https://code.google.com/p/bitfighter/issues/detail?id=447
19:10:41AkienNice :-)
19:11:36raptorkaen: i don't know if you look at the logs; but, I found the real cause to our bitfighter_client problems
19:11:44raptorwith the build system
19:12:11raptorif you're interested, my monologue starts here: http://bitfighter.org/irclogs/index.php?date=2014-06-27#l127
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19:17:35kaenlooks good to me
19:17:43kaenI didn't know cmake had such a thing
19:17:55kaenbut that is definitely exactly what we need
19:20:54raptorI also had this idea of making the _shared objects their own library so we don't ahve to recompile that between dedicated/normal server
19:21:03raptorbut then I found out we compile with ZAP_DEDICATED
19:21:34kaenah, right
19:21:43kaendedicated build is cheap anyway
19:21:46raptorand so many objects have their render() methods defined out by that..
19:21:49kaeneven on my laptop, I consider it "fast"
19:21:53raptorhaha
19:22:10kaenman I'm so pumped for my new rig
19:22:13raptori wonder if we should pull out the render stuff into things like LineItemRender
19:22:25kaenI've always wondered what it feels like to run make -j8
19:22:30raptorhahaha
19:22:34raptorit feels glorious!
19:22:41raptormy work computer can do that
19:24:05kaenI've thought about pulling out the render stuff before, too
19:24:20kaenI'm not convinced we'd get a good return on the effort though
19:24:30raptoryeah, that's true
19:30:16AkienDo you know if SDL2 can support unusual key mappings such as &, é or " ?
19:30:22AkienThe French keyboard is somewhat funny: http://fr.wikipedia.org/wiki/AZERTY#mediaviewer/Fichier:Clavier-Azerty.svg
19:30:41AkienAnd the numbers can't be access directly, you have to press Shift + 1 to get "1", if not you get &
19:30:56kaenwhoa, that is pretty funny
19:31:06AkienSo the 1, 2, 3 key mapping to change weapons in bitfighter don't work, and can't be redefined to the corresponding &, é, " keys
19:31:25kaenour own key handling is pretty weird. we have our own constants (taken from SDL constants?) that we use throughout the codebase
19:31:33AkienYes that's a pain for most games, you always have to redefine WASQ and numbers :-)
19:32:11kaendo you have such a keyboard? what happens if you try to map something to é?
19:32:31AkienYes my keyboard is like that
19:32:42AkienWith "é" I get an empty box
19:32:53AkienFor & and " I get "unknown key"
19:33:05kaenI think that's our fault, not sdl's
19:33:33Akienkaen: Well yes I just tried and the key mapping works ingame
19:33:39Akiens/ingame/in-game/
19:34:03kaeninteresting. it just doesn't show the character é?
19:34:23AkienSo it would probably be a matter of adding new SDL constants for exotic keyboard
19:34:41kaenactually, I think I can change my input method and play around with it
19:34:44AkienThe three keys work actually
19:35:04AkienYes with "setxkbmap fr" most likely
19:38:58kaenyep, works well enough
19:39:09kaenI guess the problem is in the keycode -> character mapping
19:40:15kaeniirc there's a unicode flag we can set for sdl to make it grok those characters
20:07:27AkienAh nice, it seems bitfighter is the 100th package that I maintain for Mageia :-) http://people.mageia.org/u/akien.html
20:07:37AkienYou won... a nice maintainer :-p
20:09:53raptoroh wow
20:09:56raptorthat's a ton!
20:10:17raptoris Mageia a predominantly French distribution?
20:14:59AkienIt's an international community, but it's true that a good share of the contributors are French (a quarter or a third I'd say, it depends on how much translators we have)
20:15:02raptorkaen: was it intentional to not have a CMakeLists.txt for poly2tri and compile it as a separate lib?
20:16:13raptori noticed that clipper has it's own, but not poly2tri
20:16:22kaenyes, but only because it's not packaged in any distros yet
20:16:55AkienIt is in Mageia :-) But I packaged it two weeks ago or so, it's true that it's quite new :-)
20:17:08kaenoh, cool :)
20:17:28AkienI would be pleased if there was a possibility to use the system poly2tri in the next release
20:17:37raptorok, i'll add it
20:17:50raptori'm working on migrating to the OBJECT libraries
20:17:51AkienBTW I wondered, it's probably a matter of taste but wouldn't it make sense to put all external libraries in a subfolder?
20:18:00Akienexternal/ or thirdparty/ or something?
20:18:04raptoroh yes
20:18:14raptorit would make a lot of sense - our root dir is a mess
20:18:24Akien:-D
20:35:19raptoroh lovely, the windows ZAP.rc file can only be added onto the final exe, and not into the client lib
20:38:35raptoroh no... all forcefields point to the right now..
20:39:12raptorand walls are missing!
20:39:20raptorand turrets point to the right!
20:42:13raptori guess just polywalls
20:42:48Akien:-D
20:43:19raptoryeah, i recommend not using the code from master for a little while...
20:50:13raptori have to determine if it was me or watusimoto that broke it...
20:52:44sam686kaen, notice that your buildbot died again?
20:53:10raptorand the winner is...
20:53:17raptorwatusimoto!
20:56:32sam686https://twitter.com/URPad it just keep getting some updates about 2 times a day
20:57:07sam686They say most is online, but looks like not bitfighter..
20:58:51raptori hope wer're not on LABL5,6,7
20:58:56raptor*we're
21:00:17sam686labl7 probably is a complete loss of no backup
21:00:27raptoryeah... eeek
21:01:02raptorsam686: can you tell me again why you made that recent ALURE change?
21:01:13raptori'm thinking it may be a build system issue
21:01:43raptorif so, my next commit should fix it - otherwise we may want to add that fix to upstream
21:02:03sam686it crash on quitting bitfighter, empty list causes vector .begin() to crash it appears, don't know why so I put an empty list check
21:02:18raptorah ok, when exiting... let me test that
21:02:30sam686on windows it does crash
21:02:39sam686linux might be different maybe...
21:03:38raptoryeah, i think it was a build system memory alignment problem
21:27:49kaenI like urpad's twitter backdrop. "reliable hardware" is the biggest bubble
21:27:55kaenfake it 'til you make it
21:28:09raptorhahaha
21:28:29raptordid you read what actually happened to them?
21:29:21kaenI did not. where can I read tha?
21:29:23kaenthat?
21:29:26raptorthe out-of-band server management software on the blades (IPMI implementation) was hacked
21:29:32kaenooo
21:29:44raptorlet me find it...
21:30:25Watusimoto has joined
21:30:49kaenthat explains the lack of a "reliable software" bubble
21:31:17raptorkaen: forwarded you the e-mail Watusimoto had forwarded to me... i'm not sure if the info was made public
21:31:31kaenok, thanks
21:32:31raptori committed my cmake OBJECT lib changes
21:32:43raptormay older distro maintainers forgive me...
21:33:29sam686This code will crash horribly with some memory corruption, on windows, expecially when placed in bitfighter main(). http://sam6.25u.com/upload/text1406/140628_12-32-23.txt
21:33:59raptorsam686: sounds like you need to 'make clean' :)
21:34:08sam686it might be possible that the order of destructor during program exit is what might crash it.
21:34:38sam686its nothing to do with make clean stuff, its accessing list begin() after delete is whats causing the problem
21:34:44raptori just pushed my changes, please try a full clean build with them, including redo-ing cmake
21:34:57kaenthat's definitely the problem :P
21:35:09kaenyou're dereferencing a delete'd pointer and then invoking a method on it
21:35:14raptoryes, i think it was a memory alignment problem with linking static libs in our build system
21:35:39kaenI must be missing some context. what does that show, sam686 ?
21:35:52raptoryeah that is sam686's problem in his example; but he is referring to his ALURE fix which I just reverted, which I think was due to our build system
21:36:16kaenah, I see
21:37:06raptorwith my just-committed changes, I did a full recompile and there was no crash (windows xp with vc++ 2010)
21:37:13sam686Even doing zzz->~list(); instead of delete, still causes crash on accessing begin() afterwards
21:38:55raptoryes that is definitely the problem
21:38:59raptorwith your example
21:39:06raptorbut i don't think there is a problem with ALURE
21:39:29raptori think it was a side-effect of our weird linking in our build system on windows
21:39:33raptorwhich I hope i just fixed
21:42:05kaenman, I haven't written c++ for ages it feels like. my brain is becoming tragically ruby-fied
21:43:09kaenI've actually been writing tons of bash for work
21:43:17raptorfordcars recently showed me this: http://mindprod.com/jgloss/unmain.html
21:43:41raptoroh yeah... bash would be king at a devops type job
21:45:25kaenI hope it makes a comeback. The big revolution in devops right now is Docker, which is overtaking the old king Chef
21:45:34kaenwhich translates to a shift from ruby to bash
21:45:42raptori've never even heard of that
21:47:04kaendocker has been out for just over a year. chef I think is two or three years old. I guess I might have tunnel vision, but that's the case with the startups I work with
21:47:22raptorand i've never even heard of chef either...
21:47:32raptorexcept in some of the github repos of that company that hired you
21:48:03kaenthey're pretty cool systems. basically you write up "recipes" to build a web, db, jobs, solr, etc. server
21:48:19kaenthen you can deploy those to arbitrary servers elsewhere
21:48:31kaenso you like codify your infrastructure for 100% automation
21:48:47kaenmy day-to-day is spinning up EC2 instances and deploy chef recipes to them
21:48:55kaenand now, converting those recipes to docker
21:49:02raptorso is it some abstract system that uses the native system of the OS to implement its commands?
21:49:08kaenchef is, yes
21:49:24kaenit's abstracted so you can deploy to ubunutu, rhel, or even a windows server
21:49:54kaendocker, however, is like bare metal. it invokes steps through sh
21:49:55sam686on release build, it still crashes on alure stopstream when I try to enter editor, but exits normally without crash when selecting "exit" or closing the window
21:50:22sam686on debug build, a bunch of other errors trying to enter editor
21:50:26kaenso it's not as general-purpose, but you just right bash (or whatever) instead of learning a new chef-specific DSL
21:50:32kaenjust write*
21:50:39raptorsam686: watusimoto is in the middle of breaking lots of things
21:50:53raptorit's why polywalls don't work at the moment...
21:51:16sam686http://sam6.25u.com/upload/text1406/140628_12-51-08.txt
21:51:20kaenwhoa, that's a deep level of breakage
21:51:49raptorah, sam686, see the backtrace part with Zap::Level::
21:52:01raptorthat's Watusimoto's new code
21:52:21raptorso i suspect that whatever he did caused a memory bug that manifested itslef as that ALURE problem
21:52:57raptorI've decided to just stay out of the way, at the moment, and work on build issues or minor compiler issues
21:53:02kaenI think I get it
21:53:16kaensomething in level caused a normal-ish error, then in backtrace handler gets invoked
21:53:31raptorah.. yeah
21:53:34raptorthat makes sense
21:53:37kaenand alure is in some state where it didn't expect the abort/exit sequence, and segfaults or whatever
21:53:48sam686This is when exiting normally http://sam6.25u.com/upload/text1406/140628_12-53-36.txt
21:53:52raptoryes, that makes total sense
21:54:28sam686the main difference is there a "dynamic atexit destructor" which means we don't know what order it is destructing the4 globals
21:55:12raptorsam686, I think I'd just let Watusimoto finish his Level work first, then we should run valgrind or something and start polishing things up
21:55:21kaenI think once that abort handler is triggered, all bets are off from alure's point of view
21:55:28kaenI agree with raptor, too
21:55:48raptorright now i don't really trust the errors much because I think there's a lot of fun memory problems
21:56:13raptorback in a few min..
21:56:50sam686maybe thats not the reason... http://sam6.25u.com/upload/text1406/140628_12-56-26.txt without SoundSystem::shutdown();
21:57:16sam686Probable just corruption from bad way of entering level editor
21:57:47sam686it only crash when entering level editor...
22:11:00raptorok, i'll test in the editor
22:11:24raptorha, there's an assert there
22:11:52raptoractually, i can't even enter the level editor
22:12:06raptorsegfault after assert with Level object stuff
22:12:19raptorso i'll just wait for watusimoto's polishing
22:22:44Watusimotoeditor is hopelessly broken. I fixed on problem earlier, will try to get it working soon
22:28:05sam686There is problems with stack tracer... 1: it doesn't catch integer division by zero
22:28:23sam6861. its best to disable stack tracer in debug..
22:28:30sam686or that was number 2..
22:29:13sam686for example, int zz[2]; zz[0] = zz[888888888]; hopelessly terminates the program immediately without halting in debug build
22:29:47sam686and the stack traser looks like a whole bunch of unreadable stuff http://sam6.25u.com/upload/text1406/140628_13-27-02.txt
22:30:30sam686Not even the correct back trace either
22:31:39sam686oh i see, theres main() at the bottom thats part is correct
22:32:03sam686its just adding so much junk its hard to read
22:34:29raptorhi Watusimoto
22:34:43raptorI made some significant cmake changes - you'll want to rerun it
22:38:19sam686I found that if exit is removed from abortHandler, it will just go back to where the error is and crash like if there is no stack tracer (after printing/displaying stack trace)
22:41:25Watusimotoyou can write tests!
22:41:58Watusimoto(reading through the comments here as I wait for penalty kicks in the chile v brasil game
22:42:22raptorlooks like barrier.h has gtest code in it
22:42:28raptorthat should be removed
22:42:51Watusimotohi raptor :-)
22:43:41Watusimotothis level refactor has been the biggest of my life, in or out of work
22:43:49raptoralso stringUtils.cpp uses renderutils now?
22:43:54raptorok
22:44:13WatusimotoI think renderutils has a fn that could be moved to string utils... I don't remember the details
22:46:16WatusimotoI'm wondering if we should refactor the way clientGame works -- now we are always in a client game, even when not playing, but only in a servergame when hosting. Maybe clientgame should only exist while playing, and uimanager should be the main thing running all the time
22:46:38Watusimotothis would make some of the weirdness I'm seeing in the editor go away
22:46:43Watusimotojust a thought for later
22:47:54raptoryeah, I think it's a good idea - it seems like clientgame has lost its original purpose (whatever it was)
23:01:35kaenclientgame is more like ClientApp, and GameType is more like what a Game class would be
23:01:55kaenthat really messed with my understanding when I first joined
23:03:27kaenzap really had a broken class hierarchy that I think bitfighter has been hobbling on ever since
23:05:48raptorit probably broke because of the amateurish additions of myself before you joined... :)
23:08:01kaenno, I got curious one day and looked at an ancient zap version
23:08:33raptoroh? the hierarchy still had some of the current failings?
23:08:41kaenmost of the problems started before bitfighter was a twinkle in watusimoto's eye
23:11:04kaenin fact, I remember seeing the same goofy clientgame/servergame mess in the tnl tutorial game
23:14:49sam686int *z = new int[10]; for(int a=0; a < 10000000; a++) z[a] = 0; does get caught by stacktracer, but fails to fprintf due to another crash
23:16:19kaenI think sam's right about disabling stacktrace in debug mode
23:18:30raptorI need a good variable name to force in-tree library compiling
23:18:44raptorFORCE_IN_TREE_SQLITE seems too long
23:19:15sam686printf doesn't crash, fprintf does crash when memory is corrupted causing any new malloc to fail
23:19:36raptoror maybe just: SQLITE_INTREE=1
23:19:42sam686and fprintf is calling malloc
23:20:04kaenFORCE_IN_TREE_SQLITE seems fine to me
23:20:28kaendoesn't really matter though, as long as we're consistent
23:21:30sam686umm... no logbot commit message?
23:21:40kaenI just downloaded zap again to verify my memory, and indeed it comes complete with clientgame, servergame, gametype, and the class-to-filename mismatches
23:22:13raptori remember that when you had to tell early command-line linux CD writers to do something weird like write at a different sector size, it would make you specify a command options like this: --use-the-force-luke=override-sector
23:22:18sam686probably missing commit php file in bitfighter.org website
23:23:31raptorI thought I had committed that web hook somewhere...
23:23:57kaenlol
23:24:03sam686error C1083: Cannot open include file: 'sqlite3.h': No such file or directory when building master
23:24:06kaenI saw the other day that mysql has a --i-am-a-dummy flag
23:24:11raptorI'm fixing master now!
23:24:47sam686(4158a13e7b82) Disable StackTrace during debug builds (logbot fails)
23:25:10raptorthat was a good idea sam686
23:25:38BFLogBot some text raptor
23:25:40BFLogBot another commit
23:25:41BFLogBot try3 still try3 still try 3fdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafda
23:25:43BFLogBot sfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsaf
23:25:44BFLogBot dsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsafdsjhuidosahfudsah89320hfuepsahfijdsafdasfdsafdsafdsafdsafdasfdsafdsafdsfdsafdsafdsaf
23:25:53raptorok, so i have a web-hook test script...
23:26:02raptorwasn't expecting it to work, honestly
23:27:35kaenI always wondered how you made logbot talk
23:27:35sam686it might also be google code auto-disabling submittihg to bitfighter.org after its been inaccessable in over a few days?
23:27:48kaen^ I was thinking the same thing
23:28:23raptorwell, the web-hook also doesn't exist
23:28:31raptorlooks like i just committed that test script, not the real one
23:30:40raptorin order to get google to work with a web hook, i had to do some sort of HMAC verification with a special key
23:31:21raptorthen once verified, i had to deserialize the JSON and post the appropriate message to a socket i created on logbot
23:31:30sam686I remember that one day, I telnet bflogbot as back then, it was wide open to anyone connecting to it
23:31:30BFLogBotno fortune here!
23:31:43raptorhaha
23:32:10raptorwell we must have fortune!
23:33:12raptorBFLogBot: give us wisdom
23:33:12BFLogBotThe inside of my head was exploding with fireworks. Fortunately, my last thought turned out the lights when it left. -- Calvin
23:33:22raptorbetter
23:38:46sam686My home server is just idling at about 0.1 CPU usage http://sam6.25u.com/cacti/graph.php?action=view&local_graph_id=2&rra_id=all
23:39:09sam686I wonder what kaen's build bot server cpu usage at?
23:39:21kaen200%
23:39:27kaenwhenever a build is running
23:39:33Watusimoto>> GameType is more like what a Game class would be << Exactly!
23:40:02raptordoes anyone else's brain break when you see a number like '200%' ?
23:40:07sam686The big giant cpu usage in december was making my server generate heat as I was cold
23:40:17kaenlol sam
23:40:35kaenWatusimoto: I have some other commentary on the class hierarchy, if you dare to open that can of worms...
23:40:58raptorthings raptor would like to do before another huge refactor:
23:41:03Watusimotosure
23:41:04raptor1. fix Level
23:41:07Watusimotoalways interested
23:41:18raptor2. fix Settings/GameSettings/IniSettings
23:41:43kaenI'll do a writeup and pastie it
23:41:46raptoror rather: things raptor would like to see get done :)
23:45:55raptormaster doesn't compile now unless you do MASTER_MINIMAL - because there is something wrong with the Settings system
23:48:16Watusimotomy son's minecraft server is also out of comission... it feels like the internet is broken!
23:49:01raptorwas that on the same server?
23:49:14sam686or the same server provider?
23:50:23Watusimotodifferent provider
23:50:36Watusimotoin germany somewhere
23:50:37Watusimotohttps://urpad.net/blog/update-627-evening/
23:50:45Watusimotolatest from the bf host
23:50:48Watusimotohaven't read it yet
23:51:23raptorroughly: "12 hours, except for those we can't restore"
23:51:28sam686https://urpad.net/blog/update-628-morning/
23:51:39WatusimotoI tried to reboot ours a few minutes ago... no luck
23:52:04Watusimotommm... I have a bad feeling
23:53:17WatusimotoI'll open a new ticket tomorrow
23:53:37Watusimotowe're on LABL4, I think
23:54:09Watusimotowell, that's our "node"
23:54:25Watusimotoit does not match up nicely with the names referenced in the news
23:55:09raptorlabl4 was not mentioned in the news, so that's good news... right? RIGHT?
23:55:22Watusimotooh yeah, awesome news!
23:55:58Watusimotolatest push does not fix editor, just first assert
23:56:04Watusimotodon;t get your hopes up
23:56:53sam686kaen can still connect to sam6.25u.com and someday move his build bot there if he doesn't have any other good place to run build bot
23:58:12sam686besides bitfighter editor being broken, in-game forcefields all point to the right, going through walls
23:59:05Watusimotowhat do we do about this?
23:59:06WatusimotoError 1 error : Target bitfighter_client has dependency information when it shouldn't. C:\Users\Chris\Documents\bf-trunk\build\zap\CUSTOMBUILD bitfighter_client
23:59:14Watusimotogot after latest update
23:59:21WatusimotoI tried a full rebuild
23:59:22raptordid you re-run cmake?
23:59:26Watusimotono
23:59:29Watusimotook, will try that
23:59:35sam686delete cmakecache and run cmake?
23:59:40raptoryes, sorry, I thought I mentioned you'd have to
23:59:45Watusimotoyou probably did
23:59:49raptori made significant build system changes

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