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| 04:56:46 | | BFLogBot Commit: 8697221183 | Author: watusimoto | Message: Add missing test to cmake |
| 04:56:47 | | BFLogBot Commit: 75aad37a91 | Author: watusimoto | Message: Line endings, whitespace |
| 04:56:49 | | BFLogBot 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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| 13:25:07 | watusimoto | hello! |
| 13:41:25 | raptor | hi |
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| 14:16:17 | watusimoto | I found (and fixed) an obsure but potentially highly annoying bug |
| 14:17:10 | watusimoto | I 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? |
| 14:17:16 | watusimoto | and then... it failed |
| 14:18:58 | watusimoto | basically, 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 |
| 14:19:30 | watusimoto | no one has hit that (probably) or we would have heard about it |
| 14:19:38 | watusimoto | but the fix was easy enough |
| 14:20:14 | watusimoto | and would be easy to backport |
| 14:49:25 | raptor | ok |
| 14:49:37 | raptor | sounds like i should be writing more tests... |
| 14:54:16 | watusimoto | Personally, 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. |
| 14:55:12 | watusimoto | So 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 |
| 14:55:50 | watusimoto | I've got some good tools for doing things like creating a server with multiple clients; that makes it much easier to generate complex scenarios |
| 14:56:30 | watusimoto | and 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 |
| 14:56:51 | watusimoto | but not every problem is easy to test, nor fragile enough to warrant it |
| 14:58:24 | watusimoto | and 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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| 19:39:01 | Kerothen | How do i make turrents get other kinds of bullets and stuff? |
| 19:39:22 | Kerothen | imean have |
| 19:46:46 | Kerothen | Hello? |
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