Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(General Bugs)
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# 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.
 
# 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
 
# Fix (or kill) /suspend command
# Figure out how to get ids working properly with walls/polywalls <i>Can be deferred</i>
+
# Figure out how to get ids working properly with walls/polywalls
# <del>When joining a game, a player should go to the team with the most bots on it already.  ''Not necessarily true.. removing''</del>
+
# 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.
# <del>Test bots correctly join a team that has fewer players.  Test passed. </del>
+
# 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 and not worth the effort before 018a. ''Can be deferred''
+
# <del>Fix/finish /announce command</del>
+
# <del>Armor problem:  either put slide back, or remove completely.  Discuss (probably want to keep it for 018a)</del>
+
 
# One black screen of doom case left:  Open two clients; don't move in one to let spawn delay kick in (30 seconds); go to a /next level, the first should now be spawn delayed; go to /next level again, the first cannot come back to game now
 
# One black screen of doom case left:  Open two clients; don't move in one to let spawn delay kick in (30 seconds); go to a /next level, the first should now be spawn delayed; go to /next level again, the first cannot come back to game now
# <del>Editor teams crash again??:  http://bitfighter.org/forums/viewtopic.php?f=29&t=1726  ==> Last post suggests this bug has been fixed.  Is this still current?  No.  </del>
 
# <del>Investigate reports that flags disappear in CTF when a client holding one disconnects [[User:Watusimoto|Watusimoto]] 14:26, 17 February 2013 (MSK) Could not reproduce on 018 client/server -- tested with geowar, 1 hosting player, and two remote clients; 1 remote client held flag and quit; flag was visible to both remaining players; tested twice with similar scenarios; did not observe problem.  That, and there is a dismountAll() call in the ship destructor, so I don't see how this could really happen.  I say close the case unless someone can reproduce it.  ''Unreproducible by raptor, as well''</del>
 
# <del>engineer teleport disables chat</del>
 
 
# 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
# <del>Check rabbit single-team colors (also maybe team colors) with bots added to the level after level start</del>
+
 
# <del>Editor:  are object IDs supposed to be displayed now?</del>
+
# <del>Mac PPC: Editor: Some sort of endian problem with dragging vertices in the editor.  Reported by Fordcars, verified by raptor.  Trying to drag 1 vertex on an object will sometimes drag muliple vertices</del>
+
# <del>Editor bug:  add a Core, copy it, paste it, arbitrary rotate it.  Press <tab> and you'll see the positioning problems</del>
+
# <del>Adding a SoccerBall with a levelgen script crashes game after interacting with a zone.  This happens because there is no spawn point in non-soccer games.</del>  ''Fixed by adding a spawn point at starting position if it is a Lua created ball''
+
# Transmit new stats to master -- all stats marked with xx in gameStats.h should be pushed up to master with a new version of versionedStats
+
  
 
====Things to test after next lua rewrite====
 
====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."
 
# 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."
 
#:<code>-- for bug #33 from sam686<br>function main()<br>&nbsp; for x = 0, 20 do<br>&nbsp; &nbsp; for y = 0, 20 do<br>&nbsp; &nbsp; &nbsp; item2 = ResourceItem.new()<br>&nbsp; &nbsp; &nbsp;  item2:setGeom(x * 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(item2)<br>&nbsp; &nbsp; &nbsp; textitem = TextItem.new()<br>&nbsp; &nbsp; &nbsp; textitem:setText(x .. "," .. y)<br>&nbsp; &nbsp; &nbsp; textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(textitem)<br>&nbsp; &nbsp; end<br>&nbsp; end<br>end</code>
 
#:<code>-- for bug #33 from sam686<br>function main()<br>&nbsp; for x = 0, 20 do<br>&nbsp; &nbsp; for y = 0, 20 do<br>&nbsp; &nbsp; &nbsp; item2 = ResourceItem.new()<br>&nbsp; &nbsp; &nbsp;  item2:setGeom(x * 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(item2)<br>&nbsp; &nbsp; &nbsp; textitem = TextItem.new()<br>&nbsp; &nbsp; &nbsp; textitem:setText(x .. "," .. y)<br>&nbsp; &nbsp; &nbsp; textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(textitem)<br>&nbsp; &nbsp; end<br>&nbsp; end<br>end</code>

Revision as of 02:17, 3 March 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. 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.
  2. Fix (or kill) /suspend command
  3. Figure out how to get ids working properly with walls/polywalls
  4. 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.
  5. One black screen of doom case left: Open two clients; don't move in one to let spawn delay kick in (30 seconds); go to a /next level, the first should now be spawn delayed; go to /next level again, the first cannot come back to game now
  6. 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


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