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| 03:26:10 | raptor | good evening! |
| 05:00:37 | | BFLogBot - Commit f8519f05be49 | Author: buckyballreaction | Log: Comment out some debug messages |
| 05:00:39 | | BFLogBot - Commit e9af84091517 | Author: buckyballreaction | Log: More game indicators in UIInstructions |
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| 05:45:53 | | BFLogBot - Commit 7504f290a57c | Author: buckyballreaction | Log: Game release notes. I think I got them all... |
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| 15:49:13 | raptor | good day! |
| 16:06:13 | raptor | watusimoto: i did some testing last night.. didn't get it to crash; but i wasn't thorough - I was working on updating the release notes mostly |
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| 16:11:04 | raptor | also I cannot for the life of me reproduce the crash that Little_Apple says happens on Mac |
| 16:11:22 | raptor | I don't think I will be able until I get more specific data |
| 16:30:48 | watusimoto | hi |
| 16:31:01 | watusimoto | thanks for doing the notes |
| 16:31:09 | watusimoto | I was pretty slack on that this time round |
| 16:32:19 | watusimoto | I'm heading home now; my mother in law is here, so I don't know how much time I'll have tonight, but my only agenda is testing and bug fixing. |
| 16:32:35 | watusimoto | LA did not provide much useful information |
| 16:32:55 | watusimoto | so there's only so much you can do |
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| 20:59:09 | BlackBird_ | Guten Tag |
| 20:59:17 | raptor | hello |
| 20:59:28 | BlackBird_ | i have an idea |
| 21:00:06 | BlackBird_ | You know how there are usually so few players that play bit fighter? |
| 21:00:15 | raptor | y |
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| 21:01:52 | BlackBird_ | what if when only one player is on, there should be like a message sent to the player saying nobody is on and suggesting to invite a friend or something |
| 21:02:26 | raptor | like one of the popup messages? |
| 21:02:29 | raptor | red ones |
| 21:02:38 | BlackBird_ | yea i think |
| 21:03:11 | BlackBird_ | and like make some in game emailing thing to email a friend to go and download bitfighter |
| 21:03:13 | BlackBird_ | i dono |
| 21:03:35 | BlackBird_ | I'm just kinda thinking out loud here |
| 21:03:55 | raptor | "you are the lone player right now... invite a friend!" |
| 21:04:19 | BlackBird_ | HA |
| 21:05:20 | BlackBird_ | but then i would have to open mail, then creat a new message, then like type stuff, and pick who i want to send it to, but then if he dosnt know how to download it i would have to provide a link, etc etc |
| 21:06:10 | raptor | yeah, a bit complicated... |
| 21:06:28 | raptor | maybe you want a form on bitfighter.org that just has a field for 'share bitfighter with a friend!' |
| 21:06:50 | raptor | and we could program the mailing list to send it to the specified address |
| 21:08:43 | BlackBird_ | its just that i see a lot of new players, but when i do see them, its on bitfightger.org, and nobody else is on |
| 21:10:17 | raptor | you mean on the forums as opposed to in-game? |
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| 21:21:35 | BlackBird_ | wait wha? |
| 21:21:46 | BlackBird_ | yea |
| 21:21:51 | BlackBird_ | i think |
| 21:22:36 | | Little_Apple has joined |
| 21:22:44 | Little_Apple | RAPTOR |
| 21:22:48 | Little_Apple | im on the ppc |
| 21:22:52 | Little_Apple | LEMMIE TEST. |
| 21:22:57 | raptor | hi Little_Apple |
| 21:23:01 | Little_Apple | helloo |
| 21:23:05 | raptor | ok, let me get you a build |
| 21:23:10 | Little_Apple | k |
| 21:23:13 | Little_Apple | thanx |
| 21:23:26 | Watusimoto | hi |
| 21:23:30 | raptor | hi Watusimoto |
| 21:23:46 | BlackBird_ | hi |
| 21:24:04 | Little_Apple | BlackBird_ |
| 21:24:07 | Little_Apple | :P |
| 21:25:27 | raptor | Watusimoto: Little_Apple suggested that a kinetic module for Cloak could be 'Spy', i.e. become another team's color |
| 21:25:39 | Little_Apple | :3 |
| 21:25:53 | Little_Apple | until a weapon is activated |
| 21:26:06 | BlackBird_ | like |
| 21:26:11 | BlackBird_ | an extension? |
| 21:26:20 | raptor | and BlackBird_ suggests some sort message saying you are the only player online, go and find friends |
| 21:26:23 | Little_Apple | like a special aility |
| 21:26:27 | Little_Apple | ability* |
| 21:26:28 | raptor | uh, to play |
| 21:26:31 | BlackBird_ | would it be more of an "add-on" for the cloak module? |
| 21:26:32 | Watusimoto | interesting, but everyone would know |
| 21:26:48 | raptor | but we should focus on releasing |
| 21:26:51 | raptor | i think :) |
| 21:26:59 | BlackBird_ | oookie |
| 21:26:59 | Watusimoto | of course |
| 21:27:15 | Little_Apple | ITS FOR THE FUTUER |
| 21:27:18 | Little_Apple | GOH GAWSH |
| 21:28:12 | Little_Apple | durr durr durr |
| 21:28:16 | BlackBird_ | bluh |
| 21:28:35 | BlackBird_ | so, when is v017 going to be released? |
| 21:28:38 | Little_Apple | now |
| 21:29:50 | raptor | Watusimoto: will older clients work with newer master server protocol number? |
| 21:30:02 | Little_Apple | :o |
| 21:30:44 | raptor | we should probably update that protocol number too... |
| 21:30:52 | raptor | i have done anything though - been busy at work |
| 21:31:42 | BlackBird_ | RRGG |
| 21:31:46 | BlackBird_ | WHENNNNNNUH |
| 21:32:11 | Watusimoto | if, when we added new m2s and m2c and c2m and s2m methods we used an updated version number, then yes |
| 21:32:37 | Watusimoto | that is, look at the definitions of one of those funtcions -- each contains a version number |
| 21:33:14 | BlackBird_ | u talkin to me? |
| 21:33:40 | Watusimoto | if client and server agree on the methods in a given version number, they're ok. older clients will ignore functions with a newer number. |
| 21:34:07 | Watusimoto | the master version number in version.h is not that important |
| 21:34:19 | sam686 | 016 and 017 still works with the same new master... (015 may have used old master) |
| 21:34:23 | Watusimoto | I think that's mainly for us to keep track of... something? |
| 21:34:48 | sam686 | the master knows what version the client/server is, through mCMProtocolVersion in MasterServerConnection::readConnectRequest |
| 21:36:04 | raptor | in masterInterface.cpp, i see a '1' is tied to the high score stuff |
| 21:36:07 | Little_Apple | i never got that build ._. |
| 21:36:07 | raptor | instead of 0 |
| 21:36:14 | raptor | but the master protocol is '4' |
| 21:36:20 | Little_Apple | HEEEY |
| 21:36:25 | sam686 | as for masterInterface.cpp, there is RPCVersion (a version 0 only client, ignores any version 1 or later commands) |
| 21:36:33 | raptor | Little_Apple: http://sam686.maxhushahn.com/upload/Bitfighter-017rc-MacOSX-32bit-Universal.dmg |
| 21:36:41 | sam686 | master protocol was "3" for 015 and earliear |
| 21:36:42 | Little_Apple | thanchsh |
| 21:37:27 | sam686 | oh, i mean mCSProtocolVersion the master also knows |
| 21:38:04 | sam686 | which is different between 017 and 016 (which is also sent to master for master to know) |
| 21:39:10 | Little_Apple | HOLY CRUDS! |
| 21:39:14 | Little_Apple | MENU MUSIC!! |
| 21:39:48 | Watusimoto | hey kids, could you keep the chatter down? |
| 21:39:52 | Little_Apple | NO |
| 21:39:52 | BlackBird_ | wut |
| 21:39:57 | Little_Apple | ksure |
| 21:40:35 | Watusimoto | I think things got a little confused when we migrated the master and we reduced all the rpc versions to 0 |
| 21:40:59 | Watusimoto | what sam said was correct |
| 21:42:27 | Watusimoto | the protocol version defined in version.h is used for defining what gets sent during handshaking, I think |
| 21:42:51 | Watusimoto | or something |
| 21:42:58 | raptor | heh |
| 21:43:31 | Watusimoto | no, maybe it's not |
| 21:44:07 | Watusimoto | it's only used once, here |
| 21:44:09 | Watusimoto | if(mCMProtocolVersion < 4 || mCMProtocolVersion > MASTER_PROTOCOL_VERSION) // check for unsupported version |
| 21:44:20 | Watusimoto | if that evaluates to true, conn is rejected |
| 21:44:30 | raptor | ah good |
| 21:44:38 | raptor | then increasing it won't affect older clients |
| 21:44:57 | Watusimoto | and mCMProtocolVersion is defined as |
| 21:44:57 | Watusimoto | bstream->read(&mCMProtocolVersion); // Version of protocol we'll use with the client |
| 21:44:58 | sam686 | it is mostly been coded to reject incompatible version (as it won't work anyway due to deleting / changing all individual RPCversion version to 0 |
| 21:45:10 | Watusimoto | a value sent to the master during the handshaking |
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| 21:45:31 | raptor | i remember that |
| 21:45:38 | Watusimoto | so... in the context of your question, we're fine |
| 21:45:49 | raptor | the only way to make it incompatible was to remove something in the middle of the bitstream |
| 21:45:57 | raptor | like we did with joystick data |
| 21:47:06 | raptor | is the windows packaging script ok with the new menu music/etc.? |
| 21:47:06 | sam686 | zap/masterConnection.cpp line 407 (MasterServerConnection::writeConnectRequest) sends most of client's versions |
| 21:47:15 | sam686 | then the master reads it in readConnectRequest |
| 21:47:22 | raptor | mac should be fine now - Little_Apple just confirmed |
| 21:47:31 | Little_Apple | :P |
| 21:47:57 | raptor | and i'll always do linux last... but weeks before Ubuntu, i'm sure |
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| 21:57:17 | | BFLogBot - Commit dfb42011bd5e | Author: sam8641 | Log: Fix dedicated compile |
| 21:57:46 | raptor | linky: http://bitfighter.org/wiki/index.php?title=Release_checklist |
| 21:58:35 | BlackBird_ | fer mee? |
| 21:58:40 | raptor | for us |
| 21:58:43 | raptor | for releasing |
| 21:59:10 | BlackBird_ | oh |
| 21:59:22 | Little_Apple | lol |
| 21:59:59 | BlackBird_ | waaaa |
| 22:04:29 | Little_Apple | doodeedoo |
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| 22:13:10 | BlackBird_ | ZAP! |
| 22:13:27 | | BlackBird_ Quit (Quit: Page closed) |
| 22:15:08 | sam686 | I found a rather strange problem, go in a server, addbots, leave server, and rejoin the same server, all the bots is still there, with several points, as if the level didn't switch and reset robots score... |
| 22:16:09 | Watusimoto | are those two 017 test servers running the latest code? |
| 22:16:23 | raptor | no let me recompile |
| 22:16:39 | Watusimoto | more specifically, the code I comitted last night |
| 22:16:47 | raptor | not form last night |
| 22:16:53 | raptor | compiling... |
| 22:16:59 | sam686 | my "sam test" is using the latest changes, at the moment in 017 |
| 22:17:08 | Watusimoto | holy crap sam! |
| 22:17:20 | sam686 | leave and rejoin, and check scoreboard |
| 22:17:20 | Watusimoto | your server looks like a jelly fish party |
| 22:17:44 | Watusimoto | all 0's |
| 22:17:48 | sam686 | it doesn't want to reset scores (and change levels like it does on older 016) |
| 22:17:59 | Watusimoto | sorry, that's ping, not score |
| 22:18:21 | raptor | server isn't suspending with only bots left? |
| 22:18:53 | Watusimoto | correct |
| 22:18:54 | sam686 | when all players leave (bots don't count) level switches and reset scores on 016, the problem is it doesn't happen on 017, but just pauses when all player leave |
| 22:19:08 | Watusimoto | but it does pause? |
| 22:19:30 | sam686 | yes, i even see my server CPU usage go to 0 % when no player in it |
| 22:19:55 | Watusimoto | ok, even without bots it doesn't reset |
| 22:20:11 | Watusimoto | so it's not a bot problem |
| 22:21:19 | sam686 | yes, even with no bots, time limit simply pauses when all players leave, and doesn't switch level like it does on 016. |
| 22:21:39 | raptor | ok, other server is back up |
| 22:27:06 | Watusimoto | in server's idle loop is this check: |
| 22:27:08 | Watusimoto | if(getPlayerCount() == 0 && !mGameSuspended && mCurrentTime != 0) |
| 22:27:08 | Watusimoto | suspendGame(); |
| 22:27:42 | Watusimoto | suspendGame() then runs cycleLevel |
| 22:27:47 | Watusimoto | clearly this isn't being hit |
| 22:28:05 | raptor | are bots accidentally counted as players somehow? |
| 22:28:11 | Watusimoto | so I'm guessing one of the other mechanisms we (I) added for 017 is suspending before this is hit |
| 22:28:19 | Watusimoto | no -- the bug happens even with no bots |
| 22:28:24 | raptor | ah |
| 22:28:40 | Watusimoto | and that other mechanism is NOT running suspendGame() |
| 22:28:44 | Watusimoto | that's my theory |
| 22:29:07 | Watusimoto | in reality, this should not be in idle, so perhaps the other mechanism is in a more logical place |
| 22:30:08 | Watusimoto | and... |
| 22:30:09 | Watusimoto | void ServerGame::suspendIfNoActivePlayers() |
| 22:30:14 | Watusimoto | sets mSuspendGame |
| 22:30:22 | Watusimoto | without cycling the level |
| 22:30:36 | Watusimoto | so that's the problem! |
| 22:32:15 | raptor | tada! |
| 22:33:15 | Watusimoto | will checkin a possible fix |
| 22:33:46 | | Little_Apple Quit (Ping timeout: 245 seconds) |
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| 22:35:20 | sam686 | when using profiler on bitfighter server, 50 robots, i find that "realloc" uses 11.30% of CPU, all of which comes from LUA looking at all call stacks |
| 22:35:25 | Watusimoto | new code is in |
| 22:35:42 | Little_Apple | ooh? |
| 22:35:52 | Watusimoto | if you could recompile and restart your servers... |
| 22:36:12 | Watusimoto | we need to fix lua resource consumption |
| 22:36:20 | Little_Apple | :o |
| 22:36:33 | raptor | recompiled and restarted |
| 22:36:52 | sam686 | compiling mine (takes about 60-120 seconds) |
| 22:37:21 | | BFLogBot - Commit 3d04dcb633c3 | Author: watusim...@bitfighter.org | Log: Untested possible fix for game not advancing when suspended |
| 22:37:23 | | BFLogBot - Commit 2043c91fbd51 | Author: watusim...@bitfighter.org | Log: uh... something? |
| 22:37:24 | | BFLogBot - Commit b6389bea6e3e | Author: watusim...@bitfighter.org | Log: Merge |
| 22:39:03 | raptor | looks like it works |
| 22:40:27 | Little_Apple | yay |
| 22:43:20 | Little_Apple | soooo... whats going on? |
| 22:43:22 | Watusimoto | here is where it (might) fail |
| 22:43:29 | Watusimoto | 2 players on server |
| 22:43:34 | Watusimoto | both players go idle |
| 22:43:49 | Watusimoto | even 1 player on server goes idel |
| 22:43:52 | Watusimoto | closes client |
| 22:43:58 | Watusimoto | server may not advance |
| 22:46:04 | sam686 | oh, the admin pass for my "sam test" is 2 (i saw raptor attemt to guess the passwords on sam test) |
| 22:46:15 | raptor | ok, thanks |
| 22:46:36 | sam686 | or so i think it is 2, let me check |
| 22:46:48 | raptor | yes, it is |
| 22:47:37 | sam686 | ok, so i guess it just doesn't log or display on console that a password was successful (like it does when password is wrong) |
| 22:48:00 | Watusimoto | probably not -- we could add a log level for that |
| 22:48:30 | Watusimoto | crash |
| 22:48:34 | raptor | ccrash! |
| 22:48:46 | Watusimoto | crap |
| 22:49:17 | sam686 | i didn't crash, because i guesss i didn't idle long enough |
| 22:49:28 | raptor | getting stack trace... |
| 22:50:00 | Watusimoto | I see the problem |
| 22:50:01 | Watusimoto | sort of |
| 22:50:09 | Watusimoto | can't find a client with a specific name |
| 22:50:13 | raptor | crash: http://pastie.org/3688460 |
| 22:50:21 | Watusimoto | but the stringtableentry just gives me the id, not the name it's looking for |
| 22:50:32 | sam686 | i still didn't crash, for some reason... (that was a release build, though) |
| 22:50:33 | raptor | brb |
| 22:50:53 | Watusimoto | guessing it was me or raptor, since sam was not idle |
| 22:50:56 | raptor | Assert: Could not find clientInfo! in gameConnection.cpp line 1176 |
| 22:51:02 | Watusimoto | but only tripped assert |
| 22:51:09 | Watusimoto | would not have crashed game |
| 22:51:11 | sam686 | you hit a breakpoint, i guess..., raptor, can you continue past the breakpoint? |
| 22:51:26 | Watusimoto | I totally see the problem |
| 22:51:37 | Watusimoto | look at TNL_IMPLEMENT_RPC(GameConnection, s2cSetIsIdle |
| 22:51:42 | Watusimoto | he hit the assert in there |
| 22:51:52 | Watusimoto | the question is why, and is it ok |
| 22:51:55 | Little_Apple | POOTIS |
| 22:51:59 | | Little_Apple Quit (Quit: Page closed) |
| 22:52:04 | Watusimoto | if we remove the assert, the game won't crash |
| 22:52:15 | Watusimoto | but want to make sure it;s ok |
| 22:52:34 | Watusimoto | ok |
| 22:52:45 | Watusimoto | it crashed for me on trying to find clientInfo for raptor |
| 22:52:58 | Watusimoto | ah |
| 22:53:08 | Watusimoto | I do not have clientinfo for him yet because game just cycled |
| 22:53:17 | Watusimoto | so this is a problem |
| 22:53:18 | sam686 | maybe, thats because, the client removes all client info, cause the level is changing, and haven't received new client infos |
| 22:53:23 | Watusimoto | exactly |
| 22:53:46 | sam686 | and was trying to setisidle in between clear client infos, and waiting to get new client infos |
| 22:53:49 | Watusimoto | so what happens is if I ignore this, then when i do get his clientinfo (CI) I won't know he's idle |
| 22:54:57 | Watusimoto | so we can 1) delay calling this; 2) cache name locally; 3) ignore and send idle status with new client connection or 4) panic |
| 22:55:01 | Watusimoto | 2 is probably out |
| 22:55:08 | Watusimoto | maybe the solution is 3 |
| 22:56:22 | Watusimoto | that's what I'll do |
| 22:56:43 | raptor | i've gotta go soon and won't be back for a few hours :( |
| 22:56:46 | Watusimoto | only costs 1 bit in s2caddclient |
| 22:56:48 | Watusimoto | bye |
| 22:57:00 | Watusimoto | hasta manana |
| 22:57:02 | raptor | 1 bit |
| 22:57:05 | sam686 | maybe it might help to move GameConnection, s2cSetIsIdle to GameType, s2cSetIsIdle, because that is where the RemoteClientInfo is (GameType, s2cAddClient) |
| 22:57:44 | sam686 | or at least that is where RemoteClientInfo is created |
| 22:58:08 | sam686 | or, both s2cAddClient and s2cSetIsIdle can both be in GameConnection, or both in GameType |
| 22:59:11 | sam686 | that way, RPCGuaranteedOrdered will work within the same class |
| 23:02:05 | Watusimoto | sam686: do refPtrs need to be deleted? |
| 23:02:28 | | raptor Quit () |
| 23:02:32 | sam686 | RefPtr auto deletes when no more reference to it.. |
| 23:02:38 | Watusimoto | ok |
| 23:03:23 | sam686 | while RefPtr does auto delete (kind of like boost::SharedPtr), SafePtr does not auto delete... |
| 23:03:36 | Watusimoto | right -- I always get confused |
| 23:03:42 | Watusimoto | safeptr goes to null when deleted |
| 23:04:17 | sam686 | refptr cannot be deleted (will get errors), you just need to let it go away, and it will auto delete |
| 23:04:54 | Watusimoto | sam -- you can move the rpcs after I do my next checkin |
| 23:05:02 | sam686 | ok |
| 23:14:45 | Watusimoto | compiling now |
| 23:17:50 | Watusimoto | code is in |
| 23:20:02 | sam686 | let me try my changes first (moving s2cSetIsIdle to GameType) without your changes and see if that alone fixes the problem... |
| 23:22:29 | | BFLogBot - Commit 019888004884 | Author: watusim...@bitfighter.org | Log: Fixes for assert with spawn delayed players after level cycles |
| 23:23:33 | Watusimoto | ok |
| 23:24:21 | Watusimoto | but |
| 23:24:28 | Watusimoto | actually we might need them regardless |
| 23:24:39 | Watusimoto | if player is spawn delayed, and game is suspended |
| 23:24:42 | Watusimoto | and a new player joing |
| 23:24:47 | Watusimoto | game will unsuspend |
| 23:24:56 | Watusimoto | but new player needs to know that existing player is delayed |
| 23:25:06 | Watusimoto | s2csetidle won't be called |
| 23:26:16 | sam686 | oh, i guess thats another problem, i see, new clients join won't know if existing player is idling... |
| 23:29:58 | Watusimoto | now I found another problem -- after waking up, clients think they themselves are still asleep on the scoreboard! |
| 23:30:54 | Watusimoto | should be an easy fix |
| 23:34:58 | sam686 | sort of found a new problem, the buzy "<< >>" stays there even though it is actually not on any menus or anything... |
| 23:35:19 | | FlynnnNT has joined |
| 23:36:44 | Watusimoto | fixed |
| 23:36:53 | Watusimoto | my problem, not yours |
| 23:36:57 | Watusimoto | really |
| 23:41:06 | sam686 | no wonder why client don't recieve it when moved s2cSetIsIdle to gameType, it is not ghosted yet on client, there is GameType::onGhostAvailable() |
| 23:43:27 | Watusimoto | well... tracing everything through... the only place the << >> gets turned off is when cancelChat() is called on client |
| 23:43:46 | Watusimoto | so you should be able to turn off << >> by entering and exiting chat |
| 23:44:04 | Watusimoto | if so, the problem is that other places don't disable busy signal |
| 23:44:14 | Watusimoto | we turn it on in a bunch of places |
| 23:45:11 | Watusimoto | aha! |
| 23:45:18 | Watusimoto | a major flaw in the system! |
| 23:45:38 | Watusimoto | busy status only gets updated when the ship moves |
| 23:45:47 | Watusimoto | I never liked sending it via ship object |
| 23:45:50 | Watusimoto | will fix that now |
| 23:55:59 | sam686 | i am about to push a change that moves s2cAddClient to GameType and away from gameConnection, the advantags is it makes FullClientInfo::setSpawnDelayed go down to a simple single line, instead of looping through all client infos |
| 23:58:17 | sam686 | i mean, moves s2cSetIsIdle to gametype and away from gameConnection |