#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2012-02-04

Timestamps are in GMT/BST.

00:00:02Watusimotothe latest in the repo
00:02:56raptorcompiling
00:03:05raptorhad to change the line endings of the patch...
00:04:25Watusimotosorry
00:04:38Watusimoto3 or 4 makes a good health
00:04:43raptori got:
00:04:45raptor#3 0x000000000070ee12 in TNL::Assert::processAssert (filename=0x7c161d "gameConnection.cpp", lineNumber=57,
00:04:46raptor message=0x7c15f0 "Client should not be using this constructor!") at assert.cpp:68
00:04:58Watusimoto???
00:05:09raptordid a clean compile..
00:05:53Watusimotothis I have no idea about
00:06:07raptori'll just comment out the assert and see what happens
00:06:16Watusimotosince you are nowhere near the modified code
00:07:22raptorthis is what i first see: http://sam686.maxhushahn.com/upload/11screenshot_11.png
00:07:58Watusimotoodd... well, you have an easier job killing the cores now!
00:09:14raptornext: http://sam686.maxhushahn.com/upload/111screenshot_12.png
00:09:23raptoris the core supposed to explode after i get them all?
00:09:49Watusimotoyes, something is b0rked
00:10:33Watusimotodon't explode for me either
00:10:42Watusimotobut you already know what that loosk like
00:12:31raptorok
00:12:48Watusimotook, fixed the math problem leading to crashes
00:14:43Watusimotoit just exploded for me, and I wan;t expecting it and it startled the heck out of me
00:14:51raptorhaha
00:14:56raptorexplosion too big?
00:16:57raptoroh
00:17:08raptorsomeone brought up the fact that particles carry over into the next level
00:17:17raptordo we want that? wasn't that always the case?
00:17:25raptorit's just that core explosions last a bit longer
00:18:27Watusimotowe could clear the particles out easily
00:18:38Watusimotoit's always been the case
00:18:42Watusimotoit annoys me
00:18:51Watusimotoeasy to fix
00:19:16raptorok
00:19:23raptori'll write it down
00:19:38Watusimotook
00:19:49Watusimotothoughts on the panel shooting?
00:20:08raptorseems OK
00:20:22raptori think i'd have a better indicator of the life of each panel
00:20:26raptorlike thickness
00:20:29raptoror color
00:20:31raptoror both
00:20:45WatusimotoI was going to transmit panel health and do color
00:20:47Watusimotoor something
00:21:09raptori bet you could get the timing using the game timer
00:21:18raptori'm sure i saw somewhere that it is synced..
00:21:22Watusimotomachines are not synchronized
00:21:35Watusimotoeven on the same machine, client and server games are not synced
00:22:12Watusimotowe'll just have to transmit an angle every few seconds to keep everyone on track
00:22:39raptoryou don't think we can use the game timer?
00:22:57raptorsomething updates the clock client side...
00:26:38WatusimotoI'll be amazed if we can
00:27:13raptori'm telling you i think i did with the collision poly for Core before we switched to collision circle
00:27:23raptorlet me see...
00:28:34sam686but... both the server and client might not have synced timer value (especially if client joins a different computer's server)
00:29:30raptorthen how does a client's in-game timer get synced?
00:30:09Watusimotoit doesn't
00:30:24Guest78717 Quit (Remote host closed the connection)
00:30:38Guest78717 has joined
00:31:35raptorwell great
00:31:37Guest78717 is now known as LoneWolfy
00:32:28raptorthen we need a time pulse of sorts...
00:32:40Watusimotoone idea I had was with this core design, you can embed a core in a wall to limit the time available to kill any one panel
00:32:53Watusimotohave to wait for it to revolve out of the wall
00:33:09Watusimotolimits speed at which you can attack
00:33:11raptorha!
00:33:14raptorit is synced
00:33:26raptorGameType::mGameTimer
00:33:26Watusimotowhat is?
00:33:53Watusimotohow could I have worked on this game for so long and not known that?
00:34:09Watusimotooh, I see
00:34:18raptorso we can use gameType->getRemainingGameTime()
00:34:24raptorand sync the rotation to that
00:34:27WatusimotoI suppose we could
00:34:35raptori knew i saw it somewhere...
00:34:38Watusimotothat's actually a good idea
00:34:48Watusimotowe already maintain that
00:35:05raptoryep
00:35:08raptorno added network
00:35:33raptorand probably only desync if the client is under really heavy CPU load
00:36:34Watusimotoin which case nothing will help
00:36:45raptorso.. yay
00:37:06sam686what will gameType->getRemainingGameTime() return when time limit is unlimited, zero all the time?
00:37:52Watusimotoprobably
00:37:58raptorwe'd have stationary cores
00:38:02Watusimotocores will rotate very slowly in that case
00:38:16raptorwhere very slowly approaches zero
00:38:33Watusimotomaybe we set a flag and increment time
00:38:41Watusimotousing same mechanism
00:39:28Watusimotoactually, you need mGameTimer.getCurrent()
00:39:33Watusimotoif you want ms
00:42:14raptorgetRemainingGameTime
00:42:38raptorgetRemainingGameTimeInMs
00:42:43raptorthat's the one
00:43:57Watusimotolet's at least see if it works locally
00:44:49Watusimotoit does
00:44:53Watusimotook, bedtime for me
00:45:14WatusimotoI'm going to fix this up a little this weekend, then check it in
00:45:19raptorok
00:45:44Watusimotoone thing I like is the reaction to being shot seems a little more befitting than simply shrinking
00:46:00Watusimotoit feels a little more responsive in a more natural way
00:46:30Watusimotoanyway, I like this, and think with some coloration to show damage to panels, it will be nice\
00:46:35Watusimotobut we'll see
00:46:48WatusimotoI'll try to keep my checkins clean so we can back them out if need be
00:46:59Watusimotogood night all!
00:47:02raptornight
00:53:41LoneWolfy Quit (Remote host closed the connection)
01:02:53Watusimoto Quit (Ping timeout: 252 seconds)
06:01:47-wolfe.freenode.net- *** Looking up your hostname...
06:01:49-wolfe.freenode.net- *** Checking Ident
06:01:49-wolfe.freenode.net- *** No Ident response
06:01:49-wolfe.freenode.net- *** Couldn't look up your hostname
06:01:51BFLogBot has joined
06:01:51Topic is 'Latest release 016 http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/'
06:01:52Set by raptor!~raptor@unaffiliated/greenmachine on Wed Feb 01 04:14:39 GMT 2012
06:01:52-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
06:01:57raptorhi log bot
06:03:47raptorstill not finding the leak..
06:03:51raptori have to go to bed
06:03:53sam686it seems like i can't really find any real memory leak, other then the LUA seems to be kind of memory heavy..
06:03:58raptorstill sick
06:04:22raptoryeah we must reduce bot memory
06:04:34raptorok good ngiht
06:05:43raptormaster master is up
06:05:50raptor Quit (Remote host closed the connection)
06:57:14BFLogBot - Commit 9aad05d96c49 | Author: sam8641 | Log: Fix Memory leak with Bot Zones in level
07:12:17BFLogBot - Commit d2e3e016125a | Author: sam8641 | Log: remove useless logprint in s_bot
10:18:06LordDVG has joined
15:06:23raptor has joined
15:06:23ChanServ sets mode +o raptor
15:50:02Watusimoto has joined
16:49:09Watusimoto Quit (Ping timeout: 240 seconds)
17:48:36raptori'm thinking
17:48:50raptorwe shouldn't wait for more than a month or two before the next release...
18:04:35karamazovapyI agree
18:04:45karamazovapyI'll get right on it
18:16:24raptoroh good
18:39:31raptor Quit (Remote host closed the connection)
20:33:39BFLogBot - Commit 902f5193c2fd | Author: sam8641 | Log: Fix problems where the StringTableEntry can be empty string after sending through connection.
20:38:16Watusimoto has joined
20:42:32karamazovapyhey Watusimoto - were you privy to all our crashing delights?
20:43:53LordDVG Quit (Remote host closed the connection)
20:43:58Watusimotohi
20:44:07Watusimotono -- no such luck
20:44:15Watusimotowhat's the story?
20:45:00karamazovapythere appears to be (appeared to be?) a memory leak
20:45:08karamazovapythe master went down for a couple hours last night
20:46:27Watusimotoreally?
20:46:37Watusimotowe hardly touched the master in all our work
20:46:42karamazovapyyeah, they might've already patched it up
20:46:53karamazovapyit wasn't really the master though, it was the server(s) being hosted on the master
20:50:07Watusimotoah, they exceeded memory quota or somesuch?
20:50:39karamazovapyit was bot-related, maybe something not releasing memory properly from pathfinding?
20:50:54karamazovapy* BFLogBot - Commit 9aad05d96c49 | Author: sam8641 | Log: Fix Memory leak with Bot Zones in level
20:51:28karamazovapyI dunno...look over yesterday's log near the end
20:51:39karamazovapyoh wait - that would mean logbot was down
20:52:37karamazovapyhttp://pastie.org/3317515
20:53:00Watusimotomaybe we should not host games on the master server?
20:53:09karamazovapythat was one conclusion
20:58:13karamazovapyprobably good to talk to raptor and sam when you get a chance
20:59:16Watusimotowow
20:59:22Watusimotowell, sounds like fun!
20:59:44Watusimotowhat'st the status now? servers running on master? everything ok?
20:59:44karamazovapysam's server was still up, and thanks to IP caching in the INI, people could still get on and play
21:00:04karamazovapyI don't think there are any servers up on the master
21:00:17karamazovapyI'll get my New Levels server back up
21:01:28karamazovapydammit, my memory usage has maxed out again
21:01:36karamazovapylooks like that leak sunk my server
21:01:49karamazovapyMemory Usage
21:01:50karamazovapy99%
21:01:50karamazovapy 381.85 MB of 384 MB Used / 2.15 MB Free
21:02:13karamazovapyand I don't even have any bots running on there
21:02:49karamazovapythere we go - reset
21:02:54karamazovapygonna check my logs
21:04:33sam686one problem was having bot zone in the level file will memory leak (fixed after release 016) due to "BotNavMeshZone" being disabled..
21:07:21karamazovapyI was only hosting the new level pack though, and none of those have botnavmeshzones
21:07:41karamazovapylooks like my server finally died around 9:53 this morning
21:08:16sam686i guess, we sould need to know what part of bitfighter is making the server memory leak...
21:08:25WatusimotoI feel like we've been pretty careful with memory leaks, and I know I fixed a couple existing ones for 016
21:08:44Watusimotoso I'm kind of bummed
21:08:55karamazovapythere's nothing weird in my log
21:09:01karamazovapyit just stopped reporting
21:09:21Watusimotono bots?
21:09:32karamazovapyI even deleted s_bot so people couldn't add it
21:10:57karamazovapywell my server's back up - we'll see if/when it crashes
21:11:25karamazovapyI'd give rebuilding a shot if mine had been the only one
21:14:57WatusimotoI think you can add "NoBots" to the specials line of a level and it won't even build botzones. If you have a small number of levels, you could try that, and that might help establish whether the zone building is part of the problem
21:47:10sam686http://sam686.maxhushahn.com/upload/text1202/120204_15-02-19.txt Thats a lot of memory leaks right there...
21:55:48Watusimotois each of those sections a separate leaked block?
22:16:19sam686probably yes, one leak is the server doesn't delete GameType when creating a new game type
22:16:46sam686another leak is client doesn't delete ClientInfo when a client leaves a server

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.