Timestamps are in GMT/BST.
| 00:01:00 | | watusimoto has joined |
| 00:49:00 | raptor | the mountains are covered in snow!! |
| 00:50:00 | raptor | it's not like it's almost summer or anything.. |
| 01:04:00 | watusimoto | don't rub it in |
| 01:05:00 | raptor | hot weather? |
| 01:05:00 | watusimoto | no, cool and rainy |
| 01:05:00 | watusimoto | as always |
| 01:12:00 | sam686 | Sound needs air to travel, can't hear anything without air in space. So that could make Bitfighter sound-less? |
| 01:12:00 | raptor | pretend that you are in the ship when it fires... :] |
| 01:13:00 | sam686 | you won't be able to hear explosions and other ships firing? |
| 01:18:00 | raptor | maybe there is more matter in space than we think... |
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| 01:40:00 | karamazovapy | it was hot like carl here |
| 01:41:00 | karamazovapy | I got a sunburn while I was reclining in the back yard eating hot dogs from grill to bun |
| 01:42:00 | karamazovapy | granted, I had to hide in the basement last night because of a tornado warning, but I'm fine |
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| 04:11:00 | | watusimoto has joined |
| 04:35:00 | raptor | hi watusimoto, what are you up to? |
| 04:47:00 | watusimoto | reading my employment contract in french |
| 04:47:00 | watusimoto | or rather having it read to me |
| 04:47:00 | raptor | gonig to learn another language? |
| 04:47:00 | watusimoto | I'm going to try to stick to German |
| 04:48:00 | watusimoto | my kids will have to learn french |
| 04:48:00 | raptor | what do they think about moving back to EU? |
| 04:48:00 | watusimoto | I think if we could take their guinea pigs it would be easier |
| 04:49:00 | raptor | no rodents? |
| 04:49:00 | watusimoto | it would be awfully expensive, I think |
| 04:49:00 | watusimoto | I think we've foudn them a very good home |
| 04:50:00 | watusimoto | ok, back to bitfighter |
| 04:50:00 | raptor | my sister brought her rabbot cross-country in her backpack, once |
| 04:50:00 | raptor | rabbit |
| 04:50:00 | watusimoto | hmmm... should try that! trying to get the editor to load properly |
| 04:50:00 | watusimoto | aside from walls, I think it's mostly working now |
| 04:51:00 | watusimoto | or at least not obvikously not working |
| 04:51:00 | raptor | haha |
| 04:51:00 | watusimoto | I'm going to try to get something checked in tonight |
| 04:51:00 | watusimoto | if I don't fall asleep first |
| 04:52:00 | raptor | ok cool |
| 04:52:00 | raptor | then maybe i'll rebase my shared_ptr work |
| 04:52:00 | raptor | and try to get linux at least compiling again... |
| 05:02:00 | raptor | now this is cool: http://www.bbc.co.uk/news/world-asia-pacific-13593871 |
| 05:05:00 | watusimoto | wow |
| 05:17:00 | sam686 | Current repository version in UIEditor have loadLevelFromFile(fileBuffer); but EditorUserInterfase::processLevelLoadLine is blank so nothing loads. Because of class EditorUserInterface : public UserInterface, public LevelLoader, it calls levelLoader, then levelloader calls multiple processLevelLoadLine.. |
| 05:18:00 | sam686 | there is this line void processLevelLoadLine(U32 argc, U32 id, const char **argv) { /* TODO: Delete this! */}; should only be deleted if you are not using LevelLoader |
| 05:19:00 | sam686 | maybe you could fill in most of code from ServerGame::ProcessLevelLoadLine.. |
| 05:19:00 | raptor | i think watusimoto is actually working on that code |
| 05:20:00 | sam686 | i was looking at it.. |
| 05:34:00 | raptor | good night folks |
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| 15:20:00 | | watusimoto has joined |
| 15:50:00 | watusimoto | ok, after reading comments above, I decided to commit what I got working before I fell asleep last night |
| 15:50:00 | watusimoto | loading seems to work with the exception of walls |
| 15:51:00 | watusimoto | loading in the editor, that is. Loading in game should be fully working |
| 15:51:00 | raptor | ok |
| 15:51:00 | watusimoto | I should get the walls working tonight. |
| 15:51:00 | raptor | did you push? |
| 15:51:00 | watusimoto | yes |
| 15:51:00 | watusimoto | so you and sam can at least see the loading framework now |
| 15:52:00 | watusimoto | we use the same load routine in game, rather than having separate versions in uiEditor and servergame |
| 15:52:00 | raptor | i don't see thpush.. |
| 15:52:00 | watusimoto | I just need to override the part that handles the walls because they still need to be handled differently in the editor and in -game |
| 15:53:00 | watusimoto | ok, shoul dbe there now |
| 15:53:00 | raptor | WOW |
| 15:53:00 | raptor | loads of changed files |
| 15:53:00 | watusimoto | not that many.... did they? |
| 15:53:00 | watusimoto | should have only been 8-10 |
| 15:53:00 | raptor | about 30.. |
| 15:54:00 | watusimoto | really? |
| 15:54:00 | raptor | haha, yep |
| 15:54:00 | watusimoto | I don't see that |
| 15:55:00 | watusimoto | ah, ok |
| 15:55:00 | watusimoto | a lot of it was adding lines like this: |
| 15:55:00 | watusimoto | Parent::onAddedToGame(theGame); |
| 15:56:00 | | BitfighterLogBot - Commit 23435a5456b1 | Author: watusim...@bitfighter.org | Log: Loading in editor works for many items -- but not yet walls |
| 15:56:00 | | BitfighterLogBot - Commit 9e83197ad335 | Author: watusim...@bitfighter.org | Log: Merge |
| 15:56:00 | watusimoto | i.e. not major changes, just small tweaks that affected many objects |
| 15:57:00 | sam686 | one thing i may be finding is it may take up more memory hosting and joining in-game then before the major editor changes. |
| 16:05:00 | watusimoto | it might |
| 16:05:00 | watusimoto | though it shouldn't be to omuch |
| 16:06:00 | watusimoto | because most of what's changing is adding more functions to the objects, so the memory increace would mainly be a bigger vftable |
| 16:06:00 | watusimoto | and that should be measured in the 10s of bytes per object |
| 16:06:00 | watusimoto | but there may also be some memory leaks going on |
| 16:07:00 | raptor | watusimoto: can you enumerate exactly what isn't working int he editor? So I know what I break when I try to get shared_ptr working again.. |
| 16:07:00 | watusimoto | loading walls |
| 16:07:00 | watusimoto | any undo that involves walls |
| 16:07:00 | raptor | how about editor functionality? |
| 16:07:00 | raptor | moving walls/polywalls works? |
| 16:07:00 | watusimoto | I think so |
| 16:07:00 | watusimoto | I would suggest keeping a reference copy so you can compare |
| 16:08:00 | watusimoto | if you have any questions |
| 16:08:00 | raptor | i can't - doesn't compile in linux... |
| 16:08:00 | watusimoto | oh, great.... building fails after last merge |
| 16:08:00 | raptor | make clean! |
| 16:09:00 | watusimoto | no, that's not the problem |
| 16:09:00 | watusimoto | i may have clobbered a sharedPtr instance |
| 16:11:00 | watusimoto | ok, looks like that fixed it... will check in |
| 16:11:00 | raptor | hooray! |
| 16:16:00 | | BitfighterLogBot - Commit 6154cf7d73ef | Author: watusim...@bitfighter.org | Log: Fix compile errors |
| 16:18:00 | sam686 | in game.h, should mGameObjects be a Vector<GameObject *> or should it be Vector<SavePtr<GameObject> > ? Thats one reason why you might have to remove .getPointer() as merge failed to include my changes to Vector<SavePtr<GameObject> >? |
| 16:18:00 | raptor | we need to make sure we aren't getting SaftPtr and shared_ptr mixed up |
| 16:18:00 | raptor | SafePtr |
| 16:19:00 | raptor | shared_ptr has the memory clean-up |
| 16:19:00 | raptor | be back in a bit.. |
| 16:24:00 | watusimoto | I think we want GameObjects to be a shared_ptr |
| 16:24:00 | watusimoto | I thinnk that's what I dropped during the merge |
| 16:25:00 | watusimoto | but... I think we'll be getting rid of mGameObjects |
| 16:25:00 | watusimoto | I want to encapsulate all that in the object database |
| 16:26:00 | watusimoto | back in a bit |
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| 16:55:00 | Zoomber | raptor: |
| 16:55:00 | Zoomber | make command now works on my mac, and I have ordered a usb sound card for 3 dollars which can be usefull for other things as well |
| 16:55:00 | raptor | hello |
| 16:56:00 | Zoomber | bluetooth seems to be working better each time I use it |
| 16:56:00 | Zoomber | oh no, i forgot to say hi |
| 16:56:00 | raptor | 'make' works? that is surprising |
| 16:56:00 | raptor | did you have to use 'mac ports'? |
| 16:56:00 | Zoomber | yes, im going to see how far i can get with bitfighter |
| 16:57:00 | raptor | you should know that the codebase right now is broken for anything but windows |
| 16:57:00 | Zoomber | yes, but i have gone back to the working tarball |
| 16:58:00 | raptor | so i would compile at revision bitfighter-015a |
| 16:58:00 | raptor | oh ok |
| 16:58:00 | | watusimoto has joined |
| 16:58:00 | raptor | that's fine then |
| 16:59:00 | watusimoto | right -- why shouldn't the database keep a list of all objects that can be returned without a spatial query? |
| 16:59:00 | watusimoto | and why should we have to maintain such a list elsewher? |
| 16:59:00 | watusimoto | I want the database to be the goto for all objects |
| 17:00:00 | raptor | soudns good to me |
| 17:00:00 | raptor | the database is just a custom hash pointing to all the objects, correct? |
| 17:00:00 | watusimoto | though we may have a couple of different ones -- one for the bot zones, and two others for special wall snapping purposes in the editor |
| 17:00:00 | watusimoto | mmmmm |
| 17:00:00 | raptor | hash based off of position/type |
| 17:00:00 | watusimoto | sort of |
| 17:00:00 | watusimoto | it's a collection of 256 buckets correspoinding to spatial position |
| 17:01:00 | raptor | yes |
| 17:01:00 | watusimoto | an entity will be in one or more buckets depending on where it falls |
| 17:01:00 | raptor | that's what i mean by 'custom hash' |
| 17:01:00 | watusimoto | I propose making the database also maintain a nonspatial list of all objects |
| 17:01:00 | raptor | not quite direct lookup, but much faster |
| 17:01:00 | watusimoto | right |
| 17:02:00 | watusimoto | so when you make a non-spatial query, it doesn't need to go through the rigamarole of searching all the buckets in the database, as it does now |
| 17:02:00 | raptor | you mean a bucketless constant-time retreival? |
| 17:02:00 | watusimoto | I mean a list of all objects |
| 17:02:00 | watusimoto | so if you do a spatial query, you use the buckets |
| 17:02:00 | watusimoto | if you do a non-spatial query, you use the list, which will be faster |
| 17:02:00 | raptor | list = unordered_map? |
| 17:02:00 | watusimoto | list = vector |
| 17:03:00 | watusimoto | but there may be ways to make things even more efficient for specific queries |
| 17:03:00 | Zoomber | hmm |
| 17:04:00 | Zoomber | it seems if you edit your repository summary to have two || before and after a word, google draws a box around the word when you save changes |
| 17:05:00 | raptor | would we have derivative collections built for specific object types? |
| 17:08:00 | watusimoto | if that made sense |
| 17:08:00 | watusimoto | if we're doing the same query over and over again, and we can optimize it, then we can optimize it |
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| 18:55:00 | raptor | is there any function that SafePtr does that shared_ptr does not? |
| 18:56:00 | watusimoto | safePtr nicely returns null when the underlying object has been deleted. I don't think shared_ptr does that |
| 18:57:00 | watusimoto | in fact, I think shared-ptr keeps the underlying object from being deleted, which may be good in some cases, or may lead to pseudo-memory leaks in others |
| 18:57:00 | raptor | yes, that |
| 18:57:00 | raptor | that makes sense |
| 18:59:00 | watusimoto | I think we should treat the database as the ultimate owner of each object |
| 18:59:00 | watusimoto | when it's deleted from the database, it's deleted |
| 18:59:00 | watusimoto | while it's in the database, it's valid |
| 18:59:00 | watusimoto | so most things should be weak_ptrs |
| 18:59:00 | watusimoto | but the database itself should be a shared-ptr |
| 19:00:00 | watusimoto | (the shift key on this machine barely works!!) |
| 19:00:00 | watusimoto | at least that's my current thought |
| 19:00:00 | raptor | weak_ptr, i'm unfamiliar with |
| 19:00:00 | watusimoto | it's like a shared_ptr but doesn't count as a reference for keeping the object alive |
| 19:00:00 | watusimoto | it's designed to work with shared_ptr |
| 19:01:00 | watusimoto | so, for example, we have a lot of places where we fill fillVector with pointers from the database |
| 19:01:00 | watusimoto | those pointers may linger until fillVector gets cleared again |
| 19:01:00 | watusimoto | but they shouldn't keep an object alive that would otherwise be deleted |
| 19:02:00 | watusimoto | so those would be weak_ptrs |
| 19:02:00 | raptor | so shared_ptr can destroy the object and we'd still have the weak_ptr around? |
| 19:02:00 | watusimoto | yes |
| 19:04:00 | raptor | ok, let me check in the classes for weak_ptr and shared_from_this |
| 19:04:00 | raptor | in preparation |
| 19:04:00 | watusimoto | I forget what shared_from_this is |
| 19:05:00 | watusimoto | as for the weak_ptr, I'm not sure what advantage it gives over just a plain old c pointer |
| 19:05:00 | watusimoto | http://www.boost.org/doc/libs/1_46_0/libs/smart_ptr/weak_ptr.htm |
| 19:05:00 | raptor | http://stackoverflow.com/questions/142391/getting-a-boostshared-ptr-for-this |
| 19:07:00 | raptor | there are several methods that use 'this' in them, but won't work if it is a shared_ptr |
| 19:07:00 | raptor | the solution is the 'shared_from_this()' boost helper |
| 19:08:00 | watusimoto | ok |
| 19:09:00 | raptor | i noticed a lot of inherited methods in EditorObject that act on the calling object |
| 19:09:00 | watusimoto | though see the 8pt answer, the second one |
| 19:10:00 | raptor | yes |
| 19:10:00 | raptor | i guess we'd have to juggle shared_ptr and '*' a little |
| 19:11:00 | watusimoto | I hope it will be clear based on context. |
| 19:27:00 | raptor | boost also provides unordered_map |
| 19:27:00 | raptor | equivalent to java HashMap |
| 19:52:00 | watusimoto | good |
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| 23:26:00 | karamazovapy | ';s;'s;'s;ahfdhjksda |
| 23:26:00 | raptor | no speaking in regex |
| 23:26:00 | raptor | can't parse.. |
| 23:27:00 | karamazovapy | http://www.bbc.co.uk/news/world-asia-pacific-13593871 ...the itsy bitsy spider... |
| 23:27:00 | karamazovapy | I'm in an odd mood |
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| 23:48:00 | | Zoomber has joined |
| 23:48:00 | Zoomber | karamazovapy: are you there? |
| 23:48:00 | karamazovapy | I am in the heezy |
| 23:48:00 | Zoomber | zoomber: |
| 23:49:00 | Zoomber | maybe I should create a post that has all the games listed on it, so people can subscribe to new posts there, and therefore get updated when there is a new game? |
| 23:49:00 | Zoomber | cracatoa made a post saying he checks email more often than forums |
| 23:51:00 | karamazovapy | or he could just decide to check the forums if he wants to play... |
| 23:52:00 | | koda Quit (Quit: k thx bai) |
| 23:52:00 | Zoomber | true |
| 23:53:00 | Zoomber | i do think it would be a good idea to have 1 post with all the upcoming games though. as sometimes the team captains forget to post in their team category when they will play next |
| 23:58:00 | Zoomber | �l |
| 23:59:00 | Zoomber | with that i must go |
| 23:59:00 | Zoomber | i will see you later _K |
| 23:59:00 | | Zoomber Quit (Quit: Zoomber) |