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| 00:02:18 | sam686 | I redirected my internet's tcp 22 into my virtual machine tcp port 2222, and I got this: http://sam6.25u.com/upload/text1410/141016_22-08-26.txt |
| 00:02:34 | sam686 | linux probably would have gotten hacked if those commands did run... |
| 00:02:48 | raptor | whoa! |
| 00:03:41 | raptor | that's really cool |
| 00:03:43 | raptor | ! |
| 00:03:49 | raptor | you set up a honeypot |
| 00:05:32 | sam686 | I just use the pre-built honeydrive image, but use the latest git version of kippo, the good thing about kippo as I just run start.sh, theres no manual compiling as its python |
| 00:08:48 | raptor | that's really neat! |
| 00:09:13 | raptor | looks like the same bot struck several times - tried to pull junk from a frade8c domain |
| 00:10:24 | sam686 | it looks like compiled binary file to me when I downloaded into windws (windows can't run linux binary) |
| 00:12:04 | fordcars | Night! |
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| 00:16:19 | raptor | i found my c++ exception problem: see the second bullet item here: http://luajit.org/extensions.html#exceptions |
| 00:16:44 | raptor | but i'm not sure what to do about it because luajit can't handle throwing exceptions in Lua frames on all platforms |
| 00:22:39 | sam686 | i wonder why x64 does it and not x86 on windows? |
| 00:23:13 | raptor | I think I'm going to need to hunt down and remove all of our 'throw LuaException...' and replace them with something else |
| 00:31:58 | raptor | Oh good, I think I found a way... |
| 00:42:30 | sam686 | Robot.cpp line 45/46, in Robot::Robot (Lua) constructor, that looks like one of a few places it uses a faster checkArgList(L,functionArgList,char,char), avoiding a slow string comparison of checkArgList(L,functionInfos,char,char) |
| 00:44:45 | raptor | I didn't know there were two options |
| 00:47:00 | sam686 | although by the time it gets to checkArgList(L,functionArgList,char *,className,char *functionName), both the "className" "functionName" is only used for throw LuaException |
| 00:48:04 | raptor | oh no! my visual studio 2013 express license expired! |
| 00:51:17 | sam686 | i wonder why do the express version always expires when offline for more then a month? 2008/2010 express never expire once activated though email.. |
| 00:51:55 | sam686 | well, newer express version starting at 2013 and maybe 2012 |
| 00:53:05 | sam686 | one way you could do is maybe rewind your virtual machine's clocks (not the host's clock) so it sees it as not yet expired |
| 00:58:17 | raptor | ok, got a new license |
| 00:58:22 | raptor | had to set up a microsoft account... |
| 01:02:54 | sam686 | Try to rotate this level http://sam6.25u.com/upload/text1410/141017_00-02-37.txt |
| 01:03:29 | sam686 | the level appears to disappears when rotates, because of the "Z" barrier |
| 01:04:28 | sam686 | press Z and it zooms out to.. infinity |
| 01:08:34 | raptor | well that's a bug... |
| 01:08:40 | raptor | good find |
| 01:08:53 | raptor | i thought i had fixed the rotate problems... |
| 01:09:44 | sam686 | If you do criss cross goalzone it won't look good, and probable causes the centroid to go infinity/bad number |
| 01:10:04 | sam686 | but on barriers it looks good with "Z" shape, it just don't rotate right. |
| 01:10:20 | raptor | ok, can you please add that to the bug thread in the forums? |
| 01:14:08 | sam686 | done in forums |
| 01:14:12 | raptor | thansk |
| 01:17:14 | sam686 | im probably going to bed now, night |
| 01:21:01 | raptor | night! |
| 01:23:14 | raptor | phoew, ok solved that one.. |
| 01:23:25 | | BFLogBot Commit: bd796d4ec6 | Author: buckyballreaction | Message: Don't throw a c++ exception in a Lua frame, instead use standard Lua error-raising mechanism. This let's Lua error messages be shown properly since moving to LuaJIT |
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| 02:20:43 | raptor | and good night! |
| 02:20:45 | | BFLogBot Commit: 0a2fd11172 | Author: buckyballreaction | Message: Minor speed improvements and notes for our findCentroid method |
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| 13:14:14 | raptor | good day! |
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| 16:13:53 | watusimoto | hi raptor! |
| 16:14:02 | raptor | hello! |
| 16:14:07 | watusimoto | I went to check in my edits last night and couldn't figure out which head to use |
| 16:14:17 | watusimoto | one was labeled "019 fixes" |
| 16:14:22 | raptor | yes, not that one |
| 16:14:33 | raptor | i mean, that's the one sam686 and I are workign on |
| 16:14:45 | watusimoto | ok; it looked like there were fixes in both branches that would reasonably be part of the 019d release |
| 16:14:55 | watusimoto | so 019 fixes == 019d? |
| 16:14:55 | raptor | yes, I was transplanting back and forth |
| 16:14:59 | raptor | correct |
| 16:15:01 | watusimoto | ok |
| 16:15:02 | watusimoto | good |
| 16:15:19 | raptor | your head should be 5761d75abd91 |
| 16:15:24 | watusimoto | I'm not sure how I did it, but I seem to have resolved the issue of how to handle WallITems |
| 16:15:29 | watusimoto | we had that discussion last week or so |
| 16:15:39 | raptor | oh yeah? |
| 16:15:40 | watusimoto | and somehow the issue has just disappeared |
| 16:16:00 | watusimoto | there's still some special handling for walls, but less |
| 16:16:35 | watusimoto | I don't want to test too much, but everything seems to be working... client/server/editor |
| 16:16:56 | watusimoto | I may be ready for amgine to dig in this weekend if he still wants to do testing |
| 16:17:11 | watusimoto | pressure test the editor |
| 16:17:20 | raptor | ha |
| 16:17:33 | watusimoto | then give me reports like "it crashes" |
| 16:17:38 | watusimoto | "undo doesn't work" |
| 16:17:42 | raptor | ok, you can push whenever |
| 16:17:44 | watusimoto | "something is broken" |
| 16:17:47 | watusimoto | tonight |
| 16:17:52 | raptor | ok |
| 16:18:31 | watusimoto | the new undo design cleans some clutter out of uieditor |
| 16:18:39 | raptor | oh good |
| 16:18:46 | raptor | less clutter in there, the better |
| 16:18:52 | watusimoto | amen, brother |
| 16:18:56 | raptor | that's gotta be our largest compilation unit... |
| 16:19:04 | watusimoto | over 5K lines |
| 16:19:50 | watusimoto | ugh... still need to test undo/walls with plugins |
| 16:21:26 | raptor | yep, that's our largest - our 2nd largest is ship.cpp with 2825 lines |
| 16:22:00 | watusimoto | We could pull out the editor menu ui which is in the same compilation unit |
| 16:22:24 | watusimoto | that would get rid of a few hundered rarely changing lines |
| 16:22:31 | raptor | haha |
| 16:22:44 | watusimoto | I'e actually been meaning to do that for a while |
| 16:24:03 | raptor | there are several code cleaning tasks I can think of - like removing rendering code from game objects |
| 16:24:18 | raptor | and consitent file CaseNaming |
| 16:24:31 | raptor | and slaying of random globals/externs |
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| 16:59:58 | raptor | here's a self-contradictory statement I just ran into: rapid development of web services using Maven and JAX-WS |
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| 17:16:46 | watusimoto | probably written by an MBA |
| 17:17:44 | watusimoto | completely removing rendering code from objects could be difficult -- most details ahve alreayd been moved out to GameObjectRenderer |
| 17:17:54 | watusimoto | but the hooks are still in the object side |
| 17:18:00 | raptor | what i mean is the render() methods |
| 17:18:14 | raptor | we'd have somthing akin to Joystick and JoystickRender |
| 17:18:20 | watusimoto | are you thinking a static render method -- render(wall); render(testItem); ... |
| 17:18:35 | watusimoto | rather than testItem.render()? |
| 17:18:49 | watusimoto | that's probably the only way |
| 17:19:07 | raptor | mostly I'm thinking about having to constantly fix dedicated builds because of missing #ifndef ZAP_DEDICATED in render methods on server classes |
| 17:19:15 | watusimoto | or create a set of renderer objects and assign them on the client side |
| 17:19:17 | watusimoto | i.e. |
| 17:19:26 | raptor | or even to get rid of ZAP_DEDICATED |
| 17:19:29 | watusimoto | testItem.assignRenderer(testItemRenderer); |
| 17:19:35 | raptor | and then have a different main_server.cpp |
| 17:19:53 | raptor | yeah, i haven't thought too hard about it... |
| 17:19:58 | watusimoto | testItem.render() --> calls testItem.renderer->render() |
| 17:20:10 | watusimoto | but on server, testItem.renderer is null |
| 17:20:38 | raptor | since the render methods ar on the client, i was thinking of just doing: TestItemRender->render() |
| 17:20:39 | watusimoto | zap_dediated must die |
| 17:20:56 | raptor | and it would have access internal TestItem object |
| 17:21:01 | watusimoto | TestItemRenderer->render(obj) |
| 17:21:04 | watusimoto | you mean |
| 17:21:22 | raptor | hmmm... i'm thinking along static object lines, i think |
| 17:21:26 | raptor | which won't work here |
| 17:21:33 | raptor | yeah, so i haven't thought much about it yet... :) |
| 17:21:36 | watusimoto | that last one I wrote would be static |
| 17:22:06 | watusimoto | though you don't want to have to think about which function renders which object type... or else you get a huge case statement |
| 17:22:28 | raptor | correct |
| 17:22:31 | watusimoto | maybe the best way is to have objects still have a .render() method |
| 17:22:50 | raptor | but then we need to keep ZAP_DEDICATED |
| 17:23:05 | watusimoto | no... like this: |
| 17:24:01 | watusimoto | class TestItem() has a pointer to a render function |
| 17:24:06 | watusimoto | on client: |
| 17:24:29 | watusimoto | TestItem::setRenderFunction(TestItemRenderer) |
| 17:24:32 | watusimoto | on server: |
| 17:24:48 | watusimoto | TestITem::setRenderFunction(null) |
| 17:24:56 | watusimoto | or better, on server |
| 17:25:18 | watusimoto | TestItem::setRenderFunction({TNLAssert(false, "No rendering on server!")}) |
| 17:25:26 | watusimoto | (if you could use lambdas in c++) |
| 17:25:41 | raptor | c++11 allows lamndas |
| 17:25:50 | raptor | but yes, i see |
| 17:25:51 | watusimoto | then you can just do TestItem.render() |
| 17:25:57 | watusimoto | and you get an assert on server |
| 17:26:19 | watusimoto | but the call itself would be valid anywhere |
| 17:26:29 | watusimoto | just so long as you only use it on the client |
| 17:27:09 | watusimoto | then you can get rid of some ifdefs, I think |
| 17:27:38 | raptor | hmmm |
| 17:39:26 | watusimoto | we could try that on a single object, to see how it works |
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| 19:03:20 | raptor | heading home, later! |
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| 23:58:13 | sam686 | raptor last visited forum: 3 minutes ago |