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IRC Log for 2015-03-02

Timestamps are in GMT/BST.

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04:56:46BFLogBot Commit: 8697221183 | Author: watusimoto | Message: Add missing test to cmake
04:56:47BFLogBot Commit: 75aad37a91 | Author: watusimoto | Message: Line endings, whitespace
04:56:49BFLogBot Commit: 224606fd45 | Author: watusimoto | Message: [B] Untested bug fix -- remove team-switch ban that occurs when player swithes teams in 2-player game, then other player quits... first player should be able to switch teams again, immediately. Could be backported.
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13:25:07watusimotohello!
13:41:25raptorhi
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14:16:17watusimotoI found (and fixed) an obsure but potentially highly annoying bug
14:17:10watusimotoI found it only because I was writing a pro-forma test that I (mistakenly) knew would pass, and only doing that because I had already written a nearly identical structure for the team locking feature, and thought, why not?
14:17:16watusimotoand then... it failed
14:18:58watusimotobasically, if you were playing with a partner, and changed teams, if the partner left, you'd be stuck and couldn't change teams again for 1 minute
14:19:30watusimotono one has hit that (probably) or we would have heard about it
14:19:38watusimotobut the fix was easy enough
14:20:14watusimotoand would be easy to backport
14:49:25raptorok
14:49:37raptorsounds like i should be writing more tests...
14:54:16watusimotoPersonally, I find that writing a test makes fixing a problem easier... sometimes. It is easier to run/rerun a test than it is to use the UI to go through 8 steps to try to reproduce a problem, especailly if the fix is not obvious (and I may be trying several things). In some cases, testing manually is easier.
14:55:12watusimotoSo for this team locking feature, testing is complex enough (mutliple clients, multiple sets fo permissions, etc.) that testing manually sucks; I'm saving htat for the final round after my tests suggest things should eb working
14:55:50watusimotoI've got some good tools for doing things like creating a server with multiple clients; that makes it much easier to generate complex scenarios
14:56:30watusimotoand I'm building a library of sample levels for testing various things, so I can often reuse a test level I've created for another purpose
14:56:51watusimotobut not every problem is easy to test, nor fragile enough to warrant it
14:58:24watusimotoand I'm trying to be careful not to test stuff that shouldn't be tested (or at least relied on), like making tests with multiple clients depend on the order in which they joined (i.e. clientGame1 should not be relied on to be blue and clientGame2 should not be relied on to be red). This makes things a tad messier and pedantic
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19:39:01KerothenHow do i make turrents get other kinds of bullets and stuff?
19:39:22Kerothenimean have
19:46:46KerothenHello?
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