Running Bug List
From Bitfighter
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
- Joining a game already running won't show your badges in the scoreboard until next level. Existing clients get info on the joiner, but joiner doesn't get the full 411 on the existing players. GameType::serverAddClient::s2cAddClient isn't sending proper badge info to joiner.
- Fix (or kill) /suspend command. Removed client-side by raptor Do we need to remove the server ability to suspend client?
- Figure out how to get ids working properly with walls/polywalls
- When teleporting on top of walls (layered walls?) sometimes a player gets stuck and cannot move or commit suicide. This may be hard to track down.
- Fix memory leak with robots/levelgen because of disabling every luaW_hold<T>(L, obj); --> use reference counting to delete proxy when appropriate, and reenable this line
- Disable fast regen when standing still trying to build something with engineer
- Clean-up master chat commands. Add consistency; /raptor -> /pm raptor etc.
- Lua API doc fixes:
- event method signatures are not documented
- 'LuaPlayerInfo' class? All the Lunar classes mentioned here: http://bitfighter.org/wiki/index.php/Scripting_018
-
what happen to the 'Ship' methods?
- Bobdaduck's Lua API crashes:
- create and delete a spybug each tick, then shoot the spybug. crash!
- 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
-
FF/Turret editor snapping causes issues. Opening a level then re-saving it will change their coordinates by a tiny amount: 5.000 -> 5.003. This has dire consequences with FFs/Turrets placed close to wall corners. - Remove access to dangerous Lua libraries (esp. os and io) See http://lua-users.org/wiki/SandBoxes for ideas.
- Bot balancing bug: 3 people join on two teams, balance to 6 players. then all humans go on the same team. Result: bots's don't rebalance and you're left with 4 on 2.
- Sneaking suspicion that if one client is spawnDelayed, the server is delayed too
-
missing levelgen:findObjects() method to search for in-game objects of whatever type - Render order issue -- ships render under flags
- Objective arrows rendering on top of F2 display
- bitfighter.ini [QuickChatMessages] is empty with missing comments after a newer version of Bitfighter is run, when "[Settings] version=" is older. Comments only appears after "[QuickChatMessages]" is removed and bitfighter is run.
-
CPU spike when hosting a game, then quitting the game. Spike right after selecting 'quit game' Watusimoto 00:43, 16 April 2013 (MSK)Could not reproduce on windows with 019 by starting>hosting>quitting. Also tried starting>hosting>changing level 3x.quitting. Any more info?Problem has disappeared with some commit in the last 2 or 3 days.. - Engineer needlessly uses energy here: http://sam6.25u.com/upload/text1304/130414_17-04-58.txt
- When running with no joysticks attached, get this message on the system console: Error opening joystick 1 [(null)]
- /showzones spikes CPU on commander's map (bug in 018a, too) (only on maps with lots and lots of zones)
- Font artifacts still exist? Switch screen modes make them apparent in-game
- Restarting a level quickly in succession gives a gameType crash of some sort: http://pastie.org/7669201
- Leaving a level hosted in the editor triggers botzone building again. Trace of when it is called: http://pastie.org/7669397 Does not happen in 018a
- Editor team crash with LineItems is back!: http://pastie.org/7677652
Things to test after next lua rewrite
- 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