#bitfighter IRC Log

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IRC Log for 2012-03-28

Timestamps are in GMT/BST.

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03:26:10raptorgood evening!
05:00:37BFLogBot - Commit f8519f05be49 | Author: buckyballreaction | Log: Comment out some debug messages
05:00:39BFLogBot - Commit e9af84091517 | Author: buckyballreaction | Log: More game indicators in UIInstructions
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05:45:53BFLogBot - Commit 7504f290a57c | Author: buckyballreaction | Log: Game release notes. I think I got them all...
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15:49:13raptorgood day!
16:06:13raptorwatusimoto: 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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16:11:04raptoralso I cannot for the life of me reproduce the crash that Little_Apple says happens on Mac
16:11:22raptorI don't think I will be able until I get more specific data
16:30:48watusimotohi
16:31:01watusimotothanks for doing the notes
16:31:09watusimotoI was pretty slack on that this time round
16:32:19watusimotoI'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.
16:32:35watusimotoLA did not provide much useful information
16:32:55watusimotoso there's only so much you can do
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20:59:09BlackBird_Guten Tag
20:59:17raptorhello
20:59:28BlackBird_i have an idea
21:00:06BlackBird_You know how there are usually so few players that play bit fighter?
21:00:15raptory
21:00:42FlynnnNT Quit (Quit: This computer has gone to sleep)
21:01:52BlackBird_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
21:02:26raptorlike one of the popup messages?
21:02:29raptorred ones
21:02:38BlackBird_yea i think
21:03:11BlackBird_and like make some in game emailing thing to email a friend to go and download bitfighter
21:03:13BlackBird_i dono
21:03:35BlackBird_I'm just kinda thinking out loud here
21:03:55raptor"you are the lone player right now... invite a friend!"
21:04:19BlackBird_HA
21:05:20BlackBird_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
21:06:10raptoryeah, a bit complicated...
21:06:28raptormaybe you want a form on bitfighter.org that just has a field for 'share bitfighter with a friend!'
21:06:50raptorand we could program the mailing list to send it to the specified address
21:08:43BlackBird_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
21:10:17raptoryou mean on the forums as opposed to in-game?
21:20:42Watusimoto has joined
21:21:35BlackBird_wait wha?
21:21:46BlackBird_yea
21:21:51BlackBird_i think
21:22:36Little_Apple has joined
21:22:44Little_AppleRAPTOR
21:22:48Little_Appleim on the ppc
21:22:52Little_AppleLEMMIE TEST.
21:22:57raptorhi Little_Apple
21:23:01Little_Applehelloo
21:23:05raptorok, let me get you a build
21:23:10Little_Applek
21:23:13Little_Applethanx
21:23:26Watusimotohi
21:23:30raptorhi Watusimoto
21:23:46BlackBird_hi
21:24:04Little_AppleBlackBird_
21:24:07Little_Apple:P
21:25:27raptorWatusimoto: Little_Apple suggested that a kinetic module for Cloak could be 'Spy', i.e. become another team's color
21:25:39Little_Apple:3
21:25:53Little_Appleuntil a weapon is activated
21:26:06BlackBird_like
21:26:11BlackBird_an extension?
21:26:20raptorand BlackBird_ suggests some sort message saying you are the only player online, go and find friends
21:26:23Little_Applelike a special aility
21:26:27Little_Appleability*
21:26:28raptoruh, to play
21:26:31BlackBird_would it be more of an "add-on" for the cloak module?
21:26:32Watusimotointeresting, but everyone would know
21:26:48raptorbut we should focus on releasing
21:26:51raptori think :)
21:26:59BlackBird_oookie
21:26:59Watusimotoof course
21:27:15Little_AppleITS FOR THE FUTUER
21:27:18Little_AppleGOH GAWSH
21:28:12Little_Appledurr durr durr
21:28:16BlackBird_bluh
21:28:35BlackBird_so, when is v017 going to be released?
21:28:38Little_Applenow
21:29:50raptorWatusimoto: will older clients work with newer master server protocol number?
21:30:02Little_Apple:o
21:30:44raptorwe should probably update that protocol number too...
21:30:52raptori have done anything though - been busy at work
21:31:42BlackBird_RRGG
21:31:46BlackBird_WHENNNNNNUH
21:32:11Watusimotoif, when we added new m2s and m2c and c2m and s2m methods we used an updated version number, then yes
21:32:37Watusimotothat is, look at the definitions of one of those funtcions -- each contains a version number
21:33:14BlackBird_u talkin to me?
21:33:40Watusimotoif client and server agree on the methods in a given version number, they're ok. older clients will ignore functions with a newer number.
21:34:07Watusimotothe master version number in version.h is not that important
21:34:19sam686016 and 017 still works with the same new master... (015 may have used old master)
21:34:23WatusimotoI think that's mainly for us to keep track of... something?
21:34:48sam686the master knows what version the client/server is, through mCMProtocolVersion in MasterServerConnection::readConnectRequest
21:36:04raptorin masterInterface.cpp, i see a '1' is tied to the high score stuff
21:36:07Little_Applei never got that build ._.
21:36:07raptorinstead of 0
21:36:14raptorbut the master protocol is '4'
21:36:20Little_AppleHEEEY
21:36:25sam686as for masterInterface.cpp, there is RPCVersion (a version 0 only client, ignores any version 1 or later commands)
21:36:33raptorLittle_Apple: http://sam686.maxhushahn.com/upload/Bitfighter-017rc-MacOSX-32bit-Universal.dmg
21:36:41sam686master protocol was "3" for 015 and earliear
21:36:42Little_Applethanchsh
21:37:27sam686oh, i mean mCSProtocolVersion the master also knows
21:38:04sam686which is different between 017 and 016 (which is also sent to master for master to know)
21:39:10Little_AppleHOLY CRUDS!
21:39:14Little_AppleMENU MUSIC!!
21:39:48Watusimotohey kids, could you keep the chatter down?
21:39:52Little_AppleNO
21:39:52BlackBird_wut
21:39:57Little_Appleksure
21:40:35WatusimotoI think things got a little confused when we migrated the master and we reduced all the rpc versions to 0
21:40:59Watusimotowhat sam said was correct
21:42:27Watusimotothe protocol version defined in version.h is used for defining what gets sent during handshaking, I think
21:42:51Watusimotoor something
21:42:58raptorheh
21:43:31Watusimotono, maybe it's not
21:44:07Watusimotoit's only used once, here
21:44:09Watusimoto if(mCMProtocolVersion < 4 || mCMProtocolVersion > MASTER_PROTOCOL_VERSION) // check for unsupported version
21:44:20Watusimotoif that evaluates to true, conn is rejected
21:44:30raptorah good
21:44:38raptorthen increasing it won't affect older clients
21:44:57Watusimotoand mCMProtocolVersion is defined as
21:44:57Watusimoto bstream->read(&mCMProtocolVersion); // Version of protocol we'll use with the client
21:44:58sam686it is mostly been coded to reject incompatible version (as it won't work anyway due to deleting / changing all individual RPCversion version to 0
21:45:10Watusimotoa value sent to the master during the handshaking
21:45:31BlackBird_ Quit (Quit: Page closed)
21:45:31raptori remember that
21:45:38Watusimotoso... in the context of your question, we're fine
21:45:49raptorthe only way to make it incompatible was to remove something in the middle of the bitstream
21:45:57raptorlike we did with joystick data
21:47:06raptoris the windows packaging script ok with the new menu music/etc.?
21:47:06sam686zap/masterConnection.cpp line 407 (MasterServerConnection::writeConnectRequest) sends most of client's versions
21:47:15sam686then the master reads it in readConnectRequest
21:47:22raptormac should be fine now - Little_Apple just confirmed
21:47:31Little_Apple:P
21:47:57raptorand i'll always do linux last... but weeks before Ubuntu, i'm sure
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21:57:17BFLogBot - Commit dfb42011bd5e | Author: sam8641 | Log: Fix dedicated compile
21:57:46raptorlinky: http://bitfighter.org/wiki/index.php?title=Release_checklist
21:58:35BlackBird_fer mee?
21:58:40raptorfor us
21:58:43raptorfor releasing
21:59:10BlackBird_oh
21:59:22Little_Applelol
21:59:59BlackBird_waaaa
22:04:29Little_Appledoodeedoo
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22:13:10BlackBird_ZAP!
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22:15:08sam686I 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...
22:16:09Watusimotoare those two 017 test servers running the latest code?
22:16:23raptorno let me recompile
22:16:39Watusimotomore specifically, the code I comitted last night
22:16:47raptornot form last night
22:16:53raptorcompiling...
22:16:59sam686my "sam test" is using the latest changes, at the moment in 017
22:17:08Watusimotoholy crap sam!
22:17:20sam686leave and rejoin, and check scoreboard
22:17:20Watusimotoyour server looks like a jelly fish party
22:17:44Watusimotoall 0's
22:17:48sam686it doesn't want to reset scores (and change levels like it does on older 016)
22:17:59Watusimotosorry, that's ping, not score
22:18:21raptorserver isn't suspending with only bots left?
22:18:53Watusimotocorrect
22:18:54sam686when 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
22:19:08Watusimotobut it does pause?
22:19:30sam686yes, i even see my server CPU usage go to 0 % when no player in it
22:19:55Watusimotook, even without bots it doesn't reset
22:20:11Watusimotoso it's not a bot problem
22:21:19sam686yes, even with no bots, time limit simply pauses when all players leave, and doesn't switch level like it does on 016.
22:21:39raptorok, other server is back up
22:27:06Watusimotoin server's idle loop is this check:
22:27:08Watusimoto if(getPlayerCount() == 0 && !mGameSuspended && mCurrentTime != 0)
22:27:08Watusimoto suspendGame();
22:27:42WatusimotosuspendGame() then runs cycleLevel
22:27:47Watusimotoclearly this isn't being hit
22:28:05raptorare bots accidentally counted as players somehow?
22:28:11Watusimotoso I'm guessing one of the other mechanisms we (I) added for 017 is suspending before this is hit
22:28:19Watusimotono -- the bug happens even with no bots
22:28:24raptorah
22:28:40Watusimotoand that other mechanism is NOT running suspendGame()
22:28:44Watusimotothat's my theory
22:29:07Watusimotoin reality, this should not be in idle, so perhaps the other mechanism is in a more logical place
22:30:08Watusimotoand...
22:30:09Watusimotovoid ServerGame::suspendIfNoActivePlayers()
22:30:14Watusimotosets mSuspendGame
22:30:22Watusimotowithout cycling the level
22:30:36Watusimotoso that's the problem!
22:32:15raptortada!
22:33:15Watusimotowill checkin a possible fix
22:33:46Little_Apple Quit (Ping timeout: 245 seconds)
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22:35:20sam686when 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
22:35:25Watusimotonew code is in
22:35:42Little_Appleooh?
22:35:52Watusimotoif you could recompile and restart your servers...
22:36:12Watusimotowe need to fix lua resource consumption
22:36:20Little_Apple:o
22:36:33raptorrecompiled and restarted
22:36:52sam686compiling mine (takes about 60-120 seconds)
22:37:21BFLogBot - Commit 3d04dcb633c3 | Author: watusim...@bitfighter.org | Log: Untested possible fix for game not advancing when suspended
22:37:23BFLogBot - Commit 2043c91fbd51 | Author: watusim...@bitfighter.org | Log: uh... something?
22:37:24BFLogBot - Commit b6389bea6e3e | Author: watusim...@bitfighter.org | Log: Merge
22:39:03raptorlooks like it works
22:40:27Little_Appleyay
22:43:20Little_Applesoooo... whats going on?
22:43:22Watusimotohere is where it (might) fail
22:43:29Watusimoto2 players on server
22:43:34Watusimotoboth players go idle
22:43:49Watusimotoeven 1 player on server goes idel
22:43:52Watusimotocloses client
22:43:58Watusimotoserver may not advance
22:46:04sam686oh, the admin pass for my "sam test" is 2 (i saw raptor attemt to guess the passwords on sam test)
22:46:15raptorok, thanks
22:46:36sam686or so i think it is 2, let me check
22:46:48raptoryes, it is
22:47:37sam686ok, so i guess it just doesn't log or display on console that a password was successful (like it does when password is wrong)
22:48:00Watusimotoprobably not -- we could add a log level for that
22:48:30Watusimotocrash
22:48:34raptorccrash!
22:48:46Watusimotocrap
22:49:17sam686i didn't crash, because i guesss i didn't idle long enough
22:49:28raptorgetting stack trace...
22:50:00WatusimotoI see the problem
22:50:01Watusimotosort of
22:50:09Watusimotocan't find a client with a specific name
22:50:13raptorcrash: http://pastie.org/3688460
22:50:21Watusimotobut the stringtableentry just gives me the id, not the name it's looking for
22:50:32sam686i still didn't crash, for some reason... (that was a release build, though)
22:50:33raptorbrb
22:50:53Watusimotoguessing it was me or raptor, since sam was not idle
22:50:56raptorAssert: Could not find clientInfo! in gameConnection.cpp line 1176
22:51:02Watusimotobut only tripped assert
22:51:09Watusimotowould not have crashed game
22:51:11sam686you hit a breakpoint, i guess..., raptor, can you continue past the breakpoint?
22:51:26WatusimotoI totally see the problem
22:51:37Watusimotolook at TNL_IMPLEMENT_RPC(GameConnection, s2cSetIsIdle
22:51:42Watusimotohe hit the assert in there
22:51:52Watusimotothe question is why, and is it ok
22:51:55Little_ApplePOOTIS
22:51:59Little_Apple Quit (Quit: Page closed)
22:52:04Watusimotoif we remove the assert, the game won't crash
22:52:15Watusimotobut want to make sure it;s ok
22:52:34Watusimotook
22:52:45Watusimotoit crashed for me on trying to find clientInfo for raptor
22:52:58Watusimotoah
22:53:08WatusimotoI do not have clientinfo for him yet because game just cycled
22:53:17Watusimotoso this is a problem
22:53:18sam686maybe, thats because, the client removes all client info, cause the level is changing, and haven't received new client infos
22:53:23Watusimotoexactly
22:53:46sam686and was trying to setisidle in between clear client infos, and waiting to get new client infos
22:53:49Watusimotoso what happens is if I ignore this, then when i do get his clientinfo (CI) I won't know he's idle
22:54:57Watusimotoso we can 1) delay calling this; 2) cache name locally; 3) ignore and send idle status with new client connection or 4) panic
22:55:01Watusimoto2 is probably out
22:55:08Watusimotomaybe the solution is 3
22:56:22Watusimotothat's what I'll do
22:56:43raptori've gotta go soon and won't be back for a few hours :(
22:56:46Watusimotoonly costs 1 bit in s2caddclient
22:56:48Watusimotobye
22:57:00Watusimotohasta manana
22:57:02raptor1 bit
22:57:05sam686maybe it might help to move GameConnection, s2cSetIsIdle to GameType, s2cSetIsIdle, because that is where the RemoteClientInfo is (GameType, s2cAddClient)
22:57:44sam686or at least that is where RemoteClientInfo is created
22:58:08sam686or, both s2cAddClient and s2cSetIsIdle can both be in GameConnection, or both in GameType
22:59:11sam686that way, RPCGuaranteedOrdered will work within the same class
23:02:05Watusimotosam686: do refPtrs need to be deleted?
23:02:28raptor Quit ()
23:02:32sam686RefPtr auto deletes when no more reference to it..
23:02:38Watusimotook
23:03:23sam686while RefPtr does auto delete (kind of like boost::SharedPtr), SafePtr does not auto delete...
23:03:36Watusimotoright -- I always get confused
23:03:42Watusimotosafeptr goes to null when deleted
23:04:17sam686refptr cannot be deleted (will get errors), you just need to let it go away, and it will auto delete
23:04:54Watusimotosam -- you can move the rpcs after I do my next checkin
23:05:02sam686ok
23:14:45Watusimotocompiling now
23:17:50Watusimotocode is in
23:20:02sam686let me try my changes first (moving s2cSetIsIdle to GameType) without your changes and see if that alone fixes the problem...
23:22:29BFLogBot - Commit 019888004884 | Author: watusim...@bitfighter.org | Log: Fixes for assert with spawn delayed players after level cycles
23:23:33Watusimotook
23:24:21Watusimotobut
23:24:28Watusimotoactually we might need them regardless
23:24:39Watusimotoif player is spawn delayed, and game is suspended
23:24:42Watusimotoand a new player joing
23:24:47Watusimotogame will unsuspend
23:24:56Watusimotobut new player needs to know that existing player is delayed
23:25:06Watusimotos2csetidle won't be called
23:26:16sam686oh, i guess thats another problem, i see, new clients join won't know if existing player is idling...
23:29:58Watusimotonow I found another problem -- after waking up, clients think they themselves are still asleep on the scoreboard!
23:30:54Watusimotoshould be an easy fix
23:34:58sam686sort of found a new problem, the buzy "<< >>" stays there even though it is actually not on any menus or anything...
23:35:19FlynnnNT has joined
23:36:44Watusimotofixed
23:36:53Watusimotomy problem, not yours
23:36:57Watusimotoreally
23:41:06sam686no wonder why client don't recieve it when moved s2cSetIsIdle to gameType, it is not ghosted yet on client, there is GameType::onGhostAvailable()
23:43:27Watusimotowell... tracing everything through... the only place the << >> gets turned off is when cancelChat() is called on client
23:43:46Watusimotoso you should be able to turn off << >> by entering and exiting chat
23:44:04Watusimotoif so, the problem is that other places don't disable busy signal
23:44:14Watusimotowe turn it on in a bunch of places
23:45:11Watusimotoaha!
23:45:18Watusimotoa major flaw in the system!
23:45:38Watusimotobusy status only gets updated when the ship moves
23:45:47WatusimotoI never liked sending it via ship object
23:45:50Watusimotowill fix that now
23:55:59sam686i 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
23:58:17sam686i mean, moves s2cSetIsIdle to gametype and away from gameConnection

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