Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(General Bugs)
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# Start game with joystick plugged in; remove joystick; go to Options>Input... crash!  Can't even get a stack trace in Windows!
 
# Start game with joystick plugged in; remove joystick; go to Options>Input... crash!  Can't even get a stack trace in Windows!
 
# Two clients connecting to a server, all on the same machine, some how share a gameconnection.  This is evident when one client does /idle, but immediately respawns without the user typing a key
 
# Two clients connecting to a server, all on the same machine, some how share a gameconnection.  This is evident when one client does /idle, but immediately respawns without the user typing a key
 +
# Memory leak in setting up our scripting environments.  A temporary workaround was put in by sam686 in [https://code.google.com/p/bitfighter/source/detail?r=4d6f2a48d2543b95939382c8619686a9ac5e7529 4d6f2a48d254].  To duplicate, revert sam686's change, go into a level and do /addbots 50, then /kickbots, repeatedly.  To see a nice graphic of where the memory is being created:  http://sam6.25u.com/upload/3snapshot13.png
  
  

Revision as of 23:55, 19 June 2013

This is list of our current high-priority bugs for Bitfighter.

Not all issues belong on this list -- only those that are a high priority for the next release. Other cases should be added to the Google Code bug tracker.

General Bugs

  1. Figure out how to get ids working properly with walls/polywalls
  2. Disable fast regen when standing still trying to build something with engineer
  3. Lua API doc fixes:
  4. Improve screen for loading levels in editor -- perhaps general keyword search, or options for picking by author/title/file, or perhaps navigating a folder tree
  5. in onShipLeftZone/etc. events with 'ship' object, either the ship or the ship:getPlayerInfo() doesn't return the same userdata object each time anymore
  6. Start game with joystick plugged in; remove joystick; go to Options>Input... crash! Can't even get a stack trace in Windows!
  7. Two clients connecting to a server, all on the same machine, some how share a gameconnection. This is evident when one client does /idle, but immediately respawns without the user typing a key
  8. Memory leak in setting up our scripting environments. A temporary workaround was put in by sam686 in 4d6f2a48d254. To duplicate, revert sam686's change, go into a level and do /addbots 50, then /kickbots, repeatedly. To see a nice graphic of where the memory is being created: http://sam6.25u.com/upload/3snapshot13.png


Things to test after next lua rewrite

  1. Levelgen: Having addItem() in main() may randomly fail on repeated ctrl+R in editor or repeated level restart, showing message "***LEVELGEN ERROR*** Error encountered while attempting to run script's main() function: ***.levelgen:44: attempt to call missing or unknown method 'addItem' (a nil value). Aborting script."
    -- for bug #33 from sam686
    function main()
      for x = 0, 20 do
        for y = 0, 20 do
          item2 = ResourceItem.new()
          item2:setGeom(x * 100, y * 100)
          levelgen:addItem(item2)
          textitem = TextItem.new()
          textitem:setText(x .. "," .. y)
          textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)
          levelgen:addItem(textitem)
        end
      end
    end