Timestamps are in GMT/BST.
| 00:00:02 | Watusimoto | the latest in the repo |
| 00:02:56 | raptor | compiling |
| 00:03:05 | raptor | had to change the line endings of the patch... |
| 00:04:25 | Watusimoto | sorry |
| 00:04:38 | Watusimoto | 3 or 4 makes a good health |
| 00:04:43 | raptor | i got: |
| 00:04:45 | raptor | #3 0x000000000070ee12 in TNL::Assert::processAssert (filename=0x7c161d "gameConnection.cpp", lineNumber=57, |
| 00:04:46 | raptor | message=0x7c15f0 "Client should not be using this constructor!") at assert.cpp:68 |
| 00:04:58 | Watusimoto | ??? |
| 00:05:09 | raptor | did a clean compile.. |
| 00:05:53 | Watusimoto | this I have no idea about |
| 00:06:07 | raptor | i'll just comment out the assert and see what happens |
| 00:06:16 | Watusimoto | since you are nowhere near the modified code |
| 00:07:22 | raptor | this is what i first see: http://sam686.maxhushahn.com/upload/11screenshot_11.png |
| 00:07:58 | Watusimoto | odd... well, you have an easier job killing the cores now! |
| 00:09:14 | raptor | next: http://sam686.maxhushahn.com/upload/111screenshot_12.png |
| 00:09:23 | raptor | is the core supposed to explode after i get them all? |
| 00:09:49 | Watusimoto | yes, something is b0rked |
| 00:10:33 | Watusimoto | don't explode for me either |
| 00:10:42 | Watusimoto | but you already know what that loosk like |
| 00:12:31 | raptor | ok |
| 00:12:48 | Watusimoto | ok, fixed the math problem leading to crashes |
| 00:14:43 | Watusimoto | it just exploded for me, and I wan;t expecting it and it startled the heck out of me |
| 00:14:51 | raptor | haha |
| 00:14:56 | raptor | explosion too big? |
| 00:16:57 | raptor | oh |
| 00:17:08 | raptor | someone brought up the fact that particles carry over into the next level |
| 00:17:17 | raptor | do we want that? wasn't that always the case? |
| 00:17:25 | raptor | it's just that core explosions last a bit longer |
| 00:18:27 | Watusimoto | we could clear the particles out easily |
| 00:18:38 | Watusimoto | it's always been the case |
| 00:18:42 | Watusimoto | it annoys me |
| 00:18:51 | Watusimoto | easy to fix |
| 00:19:16 | raptor | ok |
| 00:19:23 | raptor | i'll write it down |
| 00:19:38 | Watusimoto | ok |
| 00:19:49 | Watusimoto | thoughts on the panel shooting? |
| 00:20:08 | raptor | seems OK |
| 00:20:22 | raptor | i think i'd have a better indicator of the life of each panel |
| 00:20:26 | raptor | like thickness |
| 00:20:29 | raptor | or color |
| 00:20:31 | raptor | or both |
| 00:20:45 | Watusimoto | I was going to transmit panel health and do color |
| 00:20:47 | Watusimoto | or something |
| 00:21:09 | raptor | i bet you could get the timing using the game timer |
| 00:21:18 | raptor | i'm sure i saw somewhere that it is synced.. |
| 00:21:22 | Watusimoto | machines are not synchronized |
| 00:21:35 | Watusimoto | even on the same machine, client and server games are not synced |
| 00:22:12 | Watusimoto | we'll just have to transmit an angle every few seconds to keep everyone on track |
| 00:22:39 | raptor | you don't think we can use the game timer? |
| 00:22:57 | raptor | something updates the clock client side... |
| 00:26:38 | Watusimoto | I'll be amazed if we can |
| 00:27:13 | raptor | i'm telling you i think i did with the collision poly for Core before we switched to collision circle |
| 00:27:23 | raptor | let me see... |
| 00:28:34 | sam686 | but... both the server and client might not have synced timer value (especially if client joins a different computer's server) |
| 00:29:30 | raptor | then how does a client's in-game timer get synced? |
| 00:30:09 | Watusimoto | it doesn't |
| 00:30:24 | | Guest78717 Quit (Remote host closed the connection) |
| 00:30:38 | | Guest78717 has joined |
| 00:31:35 | raptor | well great |
| 00:31:37 | | Guest78717 is now known as LoneWolfy |
| 00:32:28 | raptor | then we need a time pulse of sorts... |
| 00:32:40 | Watusimoto | one 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 |
| 00:32:53 | Watusimoto | have to wait for it to revolve out of the wall |
| 00:33:09 | Watusimoto | limits speed at which you can attack |
| 00:33:11 | raptor | ha! |
| 00:33:14 | raptor | it is synced |
| 00:33:26 | raptor | GameType::mGameTimer |
| 00:33:26 | Watusimoto | what is? |
| 00:33:53 | Watusimoto | how could I have worked on this game for so long and not known that? |
| 00:34:09 | Watusimoto | oh, I see |
| 00:34:18 | raptor | so we can use gameType->getRemainingGameTime() |
| 00:34:24 | raptor | and sync the rotation to that |
| 00:34:27 | Watusimoto | I suppose we could |
| 00:34:35 | raptor | i knew i saw it somewhere... |
| 00:34:38 | Watusimoto | that's actually a good idea |
| 00:34:48 | Watusimoto | we already maintain that |
| 00:35:05 | raptor | yep |
| 00:35:08 | raptor | no added network |
| 00:35:33 | raptor | and probably only desync if the client is under really heavy CPU load |
| 00:36:34 | Watusimoto | in which case nothing will help |
| 00:36:45 | raptor | so.. yay |
| 00:37:06 | sam686 | what will gameType->getRemainingGameTime() return when time limit is unlimited, zero all the time? |
| 00:37:52 | Watusimoto | probably |
| 00:37:58 | raptor | we'd have stationary cores |
| 00:38:02 | Watusimoto | cores will rotate very slowly in that case |
| 00:38:16 | raptor | where very slowly approaches zero |
| 00:38:33 | Watusimoto | maybe we set a flag and increment time |
| 00:38:41 | Watusimoto | using same mechanism |
| 00:39:28 | Watusimoto | actually, you need mGameTimer.getCurrent() |
| 00:39:33 | Watusimoto | if you want ms |
| 00:42:14 | raptor | getRemainingGameTime |
| 00:42:38 | raptor | getRemainingGameTimeInMs |
| 00:42:43 | raptor | that's the one |
| 00:43:57 | Watusimoto | let's at least see if it works locally |
| 00:44:49 | Watusimoto | it does |
| 00:44:53 | Watusimoto | ok, bedtime for me |
| 00:45:14 | Watusimoto | I'm going to fix this up a little this weekend, then check it in |
| 00:45:19 | raptor | ok |
| 00:45:44 | Watusimoto | one thing I like is the reaction to being shot seems a little more befitting than simply shrinking |
| 00:46:00 | Watusimoto | it feels a little more responsive in a more natural way |
| 00:46:30 | Watusimoto | anyway, I like this, and think with some coloration to show damage to panels, it will be nice\ |
| 00:46:35 | Watusimoto | but we'll see |
| 00:46:48 | Watusimoto | I'll try to keep my checkins clean so we can back them out if need be |
| 00:46:59 | Watusimoto | good night all! |
| 00:47:02 | raptor | night |
| 00:53:41 | | LoneWolfy Quit (Remote host closed the connection) |
| 01:02:53 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 06:01:47 | | -wolfe.freenode.net- *** Looking up your hostname... |
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| 06:01:51 | | BFLogBot has joined |
| 06:01:51 | | Topic is 'Latest release 016 http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 06:01:52 | | Set 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. |
| 06:01:57 | raptor | hi log bot |
| 06:03:47 | raptor | still not finding the leak.. |
| 06:03:51 | raptor | i have to go to bed |
| 06:03:53 | sam686 | it seems like i can't really find any real memory leak, other then the LUA seems to be kind of memory heavy.. |
| 06:03:58 | raptor | still sick |
| 06:04:22 | raptor | yeah we must reduce bot memory |
| 06:04:34 | raptor | ok good ngiht |
| 06:05:43 | raptor | master master is up |
| 06:05:50 | | raptor Quit (Remote host closed the connection) |
| 06:57:14 | | BFLogBot - Commit 9aad05d96c49 | Author: sam8641 | Log: Fix Memory leak with Bot Zones in level |
| 07:12:17 | | BFLogBot - Commit d2e3e016125a | Author: sam8641 | Log: remove useless logprint in s_bot |
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| 15:06:23 | | raptor has joined |
| 15:06:23 | | ChanServ sets mode +o raptor |
| 15:50:02 | | Watusimoto has joined |
| 16:49:09 | | Watusimoto Quit (Ping timeout: 240 seconds) |
| 17:48:36 | raptor | i'm thinking |
| 17:48:50 | raptor | we shouldn't wait for more than a month or two before the next release... |
| 18:04:35 | karamazovapy | I agree |
| 18:04:45 | karamazovapy | I'll get right on it |
| 18:16:24 | raptor | oh good |
| 18:39:31 | | raptor Quit (Remote host closed the connection) |
| 20:33:39 | | BFLogBot - Commit 902f5193c2fd | Author: sam8641 | Log: Fix problems where the StringTableEntry can be empty string after sending through connection. |
| 20:38:16 | | Watusimoto has joined |
| 20:42:32 | karamazovapy | hey Watusimoto - were you privy to all our crashing delights? |
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| 20:43:58 | Watusimoto | hi |
| 20:44:07 | Watusimoto | no -- no such luck |
| 20:44:15 | Watusimoto | what's the story? |
| 20:45:00 | karamazovapy | there appears to be (appeared to be?) a memory leak |
| 20:45:08 | karamazovapy | the master went down for a couple hours last night |
| 20:46:27 | Watusimoto | really? |
| 20:46:37 | Watusimoto | we hardly touched the master in all our work |
| 20:46:42 | karamazovapy | yeah, they might've already patched it up |
| 20:46:53 | karamazovapy | it wasn't really the master though, it was the server(s) being hosted on the master |
| 20:50:07 | Watusimoto | ah, they exceeded memory quota or somesuch? |
| 20:50:39 | karamazovapy | it was bot-related, maybe something not releasing memory properly from pathfinding? |
| 20:50:54 | karamazovapy | * BFLogBot - Commit 9aad05d96c49 | Author: sam8641 | Log: Fix Memory leak with Bot Zones in level |
| 20:51:28 | karamazovapy | I dunno...look over yesterday's log near the end |
| 20:51:39 | karamazovapy | oh wait - that would mean logbot was down |
| 20:52:37 | karamazovapy | http://pastie.org/3317515 |
| 20:53:00 | Watusimoto | maybe we should not host games on the master server? |
| 20:53:09 | karamazovapy | that was one conclusion |
| 20:58:13 | karamazovapy | probably good to talk to raptor and sam when you get a chance |
| 20:59:16 | Watusimoto | wow |
| 20:59:22 | Watusimoto | well, sounds like fun! |
| 20:59:44 | Watusimoto | what'st the status now? servers running on master? everything ok? |
| 20:59:44 | karamazovapy | sam's server was still up, and thanks to IP caching in the INI, people could still get on and play |
| 21:00:04 | karamazovapy | I don't think there are any servers up on the master |
| 21:00:17 | karamazovapy | I'll get my New Levels server back up |
| 21:01:28 | karamazovapy | dammit, my memory usage has maxed out again |
| 21:01:36 | karamazovapy | looks like that leak sunk my server |
| 21:01:49 | karamazovapy | Memory Usage |
| 21:01:50 | karamazovapy | 99% |
| 21:01:50 | karamazovapy | 381.85 MB of 384 MB Used / 2.15 MB Free |
| 21:02:13 | karamazovapy | and I don't even have any bots running on there |
| 21:02:49 | karamazovapy | there we go - reset |
| 21:02:54 | karamazovapy | gonna check my logs |
| 21:04:33 | sam686 | one problem was having bot zone in the level file will memory leak (fixed after release 016) due to "BotNavMeshZone" being disabled.. |
| 21:07:21 | karamazovapy | I was only hosting the new level pack though, and none of those have botnavmeshzones |
| 21:07:41 | karamazovapy | looks like my server finally died around 9:53 this morning |
| 21:08:16 | sam686 | i guess, we sould need to know what part of bitfighter is making the server memory leak... |
| 21:08:25 | Watusimoto | I feel like we've been pretty careful with memory leaks, and I know I fixed a couple existing ones for 016 |
| 21:08:44 | Watusimoto | so I'm kind of bummed |
| 21:08:55 | karamazovapy | there's nothing weird in my log |
| 21:09:01 | karamazovapy | it just stopped reporting |
| 21:09:21 | Watusimoto | no bots? |
| 21:09:32 | karamazovapy | I even deleted s_bot so people couldn't add it |
| 21:10:57 | karamazovapy | well my server's back up - we'll see if/when it crashes |
| 21:11:25 | karamazovapy | I'd give rebuilding a shot if mine had been the only one |
| 21:14:57 | Watusimoto | I 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 |
| 21:47:10 | sam686 | http://sam686.maxhushahn.com/upload/text1202/120204_15-02-19.txt Thats a lot of memory leaks right there... |
| 21:55:48 | Watusimoto | is each of those sections a separate leaked block? |
| 22:16:19 | sam686 | probably yes, one leak is the server doesn't delete GameType when creating a new game type |
| 22:16:46 | sam686 | another leak is client doesn't delete ClientInfo when a client leaves a server |