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
- Figure out how to get ids working properly with walls/polywalls
-
Disable fast regen when standing still trying to build something with engineer - Lua API doc fixes:
- event method signatures are not documented
- Check that all the old the Lunar classes mentioned at http://bitfighter.org/wiki/index.php/Scripting_018 are also in the luadocs.
- How to document the global enums 'WeaponInfo' 'ModuleInfo'?
- 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
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in onShipLeftZone/etc. events with 'ship' object, either the ship or the ship:getPlayerInfo() doesn't return the same userdata object each time anymore - 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
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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 -
Memory leak with menuitems in scripts again: http://pastie.org/pastes/8064689/text MenuItems *are* wrapped in a shared_ptr but aren't being cleaned up??? ==> Watusimoto 07:59, 23 June 2013 (UTC) I do not believe this claim; I placed a break point on CounterMenuItem, which we use in the curves menu plugin. I can see the items being created, then deleted when a new menu is created and the old items are (finally) discarded. When the game gets closed, the last remaining items are deleted. So I feel pretty confident that everything is (eventually) cleaned up. ==> I win - it was a leak Raptor 15:05, 23 June 2013 (UTC) - luaW_gc is only called when we exit the game - should this be called sooner, like when we change levels? ==> Watusimoto 07:42, 23 June 2013 (UTC) Isn't this called automatically by the lua garbage collector? ==> Yes it is. Does that mean the garbage collector is *only* called when exiting the game? If so, is that what we want? Raptor 15:05, 23 June 2013 (UTC)
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LuaW memory leak: add game object, like with TextItem.new(), then don't call call levelgen:addToGame() on it... leak! ==> Watusimoto 07:42, 23 June 2013 (UTC) I think this is not something to worry about. We can warn coders about this problem in our documentation, but there is no reason, besides a programming bug, that this would happen -- there is no point to creating an object and then not adding it. Please correct me if I'm mistaken
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