Difference between revisions of "Running Bug List"
From Bitfighter
(→General Bugs) |
|||
Line 11: | Line 11: | ||
# Figure out how to get ids working properly with walls/polywalls | # 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. | # 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 | # 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 | # Disable fast regen when standing still trying to build something with engineer | ||
Line 20: | Line 19: | ||
#* 'LuaPlayerInfo' class? All the Lunar classes mentioned here: http://bitfighter.org/wiki/index.php/Scripting_018 | #* 'LuaPlayerInfo' class? All the Lunar classes mentioned here: http://bitfighter.org/wiki/index.php/Scripting_018 | ||
#* <del>what happen to the 'Ship' methods?</del> | #* <del>what happen to the 'Ship' methods?</del> | ||
− | |||
# Bobdaduck's Lua API crashes: | # Bobdaduck's Lua API crashes: | ||
#* create and delete a spybug each tick, then shoot the spybug. crash! | #* 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 | # 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. | # 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. | # 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 | # 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 | # missing levelgen:findObjects() method to search for in-game objects of whatever type | ||
− | |||
# Render order issue -- ships render under flags | # Render order issue -- ships render under flags | ||
# Objective arrows rendering on top of F2 display | # Objective arrows rendering on top of F2 display | ||
# If LineItems are not 'global' (new feature of 019), they don't show up in the editor TAB view | # If LineItems are not 'global' (new feature of 019), they don't show up in the editor TAB view | ||
# 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. | # 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' | # CPU spike when hosting a game, then quitting the game. Spike right after selecting 'quit game' | ||
# Engineer needlessly uses energy here: http://sam6.25u.com/upload/text1304/130414_17-04-58.txt | # Engineer needlessly uses energy here: http://sam6.25u.com/upload/text1304/130414_17-04-58.txt |
Revision as of 14:57, 15 April 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
- 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
- Public Lua API members for the 'Item' object should probably be moved somewhere more appropriate. See http://bitfighter.org/luadocs/class_item.html isOnShip() should not apply to EngineeredItem, etc.
- 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
- If LineItems are not 'global' (new feature of 019), they don't show up in the editor TAB view
- 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'
- Engineer needlessly uses energy here: http://sam6.25u.com/upload/text1304/130414_17-04-58.txt
- Changing to/from full screen adds artifacts at the edge of font textures. Opened issue here: https://github.com/akrinke/Font-Stash/issues/5
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