#bitfighter IRC Log

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IRC Log for 2014-10-11

Timestamps are in GMT/BST.

00:15:11Watusimoto has joined
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00:35:47fordcarsNight!
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01:10:00raptorgood evening
01:12:42raptorWatusimoto: what do you make of this crash report from sky_lark?: http://pastie.org/pastes/9639143/text
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01:17:08Watusimotohmmmm
01:17:14Watusimotocould ship somehow be null?
01:17:27raptorthat's what it looks like...
01:17:29raptorbut...
01:17:32Watusimotoor one of the ship's move states?
01:18:18raptorcan MoveStates ever be null?
01:19:20raptorit looks like it's created on the MoveObject at construction (if that's what declaring the struct in the header does), so it would be on the Ship object
01:30:23Watusimotoyes, I agree... moveStates can never be NULL
01:30:35Watusimotoso ship must be NULL... but... ???
01:30:47raptorso something happened to Ship... in the middle of evaluating a movestate
01:31:32raptorfindDeployPoint uses: const Ship *ship
01:34:06raptormaybe we need to use smart pointers...
01:35:22raptorthat 'const' isn't doing something tricky is it?
01:36:05raptorhmm... too many layers for changing it to a smart pointer without a lot of refactoring
01:36:51Watusimotowell, it's all in the middle of a render loop
01:37:09WatusimotorenderGameNormal has this:
01:37:19WatusimotoShip *ship = getGame()->getLocalPlayerShip();
01:37:19Watusimotoif(!ship) // If we don't know where the ship is, we can't render in this mode
01:37:19Watusimotoreturn;
01:37:30WatusimotoI doubt ship is getting set to null after that
01:37:49raptorwait wait
01:37:55Watusimotoso maybe ship pointer is coming from a different source later on that is in an inconsistent state
01:37:55raptorthat check is *not* in 019c
01:38:06raptormaybe that's the problem right there
01:38:09Watusimotono?
01:38:15Watusimotoit's been around forever
01:38:17raptornope, no check in renderNormal
01:38:51Watusimotohttp://hastebin.com/oreserezik.txt
01:38:55Watusimotonot like this?
01:39:22raptorthose pastie names always get me to read them twice
01:39:29Watusimotoha
01:39:36raptornope, not like that
01:39:39Watusimotothey have a good name generator
01:39:47raptori will add that, then, and hope for the best
01:40:21Watusimotomaybe the ship got killed while engineering
01:40:30raptorhuh - you added that here: https://code.google.com/p/bitfighter/source/detail?r=b9b383471a72
01:40:43raptorthat was before 019c
01:41:13raptorbut not in 019c...
01:41:14raptoroh
01:41:16raptoroh right
01:41:28raptoryou were already doing *lots* of refactoring when I started the 019c branch
01:41:30Watusimotohmmm.... no recollection of that at all
01:41:45Watusimotothere must have been a reason
01:41:53Watusimotobut that might fix it
01:42:09raptoryes, I will do that
01:42:16raptorthanks!
01:46:03Watusimotook, I'm heading to bed... time to pay the piper for last night
01:46:11raptornight!
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01:53:25BFLogBot Commit: dad75bba02 | Author: buckyballreaction | Message: Add NULL check to Ship object in rendering loop. Hopefully will fix weird crash sky_lark got. Pulled from b9b383471a72
02:12:33raptorgood night
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13:52:25fordcarsraptor: in Bitfighter, when drawing ships, does it rotate the Context?
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14:06:08fordcarsOh never mind
14:06:17fordcarsI got it
14:16:27raptorfordcars: hi
14:16:34fordcarsHi
14:16:38raptorI, uh... don't remember, but i doubt it
14:16:51fordcarsAre you good at math?
14:17:00raptoronce upon a time, yes
14:17:09fordcarsI am trying to draw a triangle with a certain angle to draw ships in the web app
14:17:11fordcarsHaha :P
14:17:31raptoroh
14:17:32fordcarsI don't want to translate the context since it would be a hassle
14:17:36fordcars*rotate
14:17:47fordcarsI already scale and translate the context
14:17:56raptori wrote some lua functions that do rotation like that for bobdaduck once
14:18:03raptoris this in c++?
14:18:06fordcarsIn js
14:18:08fordcars:)
14:18:15raptoroh boy
14:19:02fordcarsI wish I could just get three points and draw those
14:19:09raptorjust make 3 points
14:19:37raptori think the ships use a static triangle and jsut rotate it based on the angle it's facing
14:19:56fordcarsI checked out the code, all it does is draw the ships coords
14:20:07fordcarsSo I guess that's it
14:20:11fordcars*draw ship points
14:20:26fordcarsship->getPoitns or something
14:22:02fordcarsrenderVertexArray(shipShapeInfo->innerHullPieces[i].points
14:22:38raptoroh yeah, i forgot I abstracted that...
14:23:09raptordo it does a glRotate call first
14:23:16fordcars:(
14:23:17raptorthen just draws the triangle
14:23:30fordcarsOk
14:23:30raptorbut you probably don't have an API like that in JS
14:24:01fordcarsYes, but I already translated and scaled to fit the level, so I would need to translate to the ship's pos, and draw with scaling and blah
14:24:23fordcarsThere is an api for that though
14:24:40fordcarscontext.rotate()/context.transform()
14:24:51fordcarsIn html5
15:27:30BFLogBot Commit: e8fae72c06 | Author: buckyballreaction | Message: Allow case-insensitive level name submission for the /map command
15:27:31BFLogBot Commit: 044dac60b1 | Author: buckyballreaction | Message: Allow case-insensitive level name submission for the /map command
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21:34:57raptorI'm not sure it's possible to implement sky_lark's /map change requests without a major refactor and possible protocol change
21:35:03raptormaybe i can get 2 of them..
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23:56:57raptorc++ reference cannot be NULL :(

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