#bitfighter IRC Log

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IRC Log for 2013-06-04

Timestamps are in GMT/BST.

00:05:44raptorok, i got a debug SDL build..
00:19:02raptorok, sent an e-mail to the mailing list
00:19:06raptori need to go to bed
00:19:08raptorgood night!
00:20:12raptor Quit ()
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07:55:11kaenmorning
07:55:16raptormorning
07:55:23kaenraptor, when I run latest in my XP VM it freezes on startup
07:55:29raptoryou're up as early as I am!
07:55:36raptoroh yeah?
07:55:42kaenyep
07:55:44kaenon both counts
07:55:53raptorfrom the buildbot?
07:56:05kaenno, from a real vc++ build
07:56:08raptorI ran latest last night (from vc++_
07:56:10raptor)
07:56:18kaenbut here's the kicker: when I X the terminal window that pops up, it says the process exited with status 0
07:56:32raptorit didn't freeze unless I changed from fullscreen to window
07:56:40raptorhuh
07:56:48raptoropengl issue?
07:56:51kaenhmm, I'm launching in windowed
07:58:11kaenwhoa
07:58:19kaenswitching it to launch in fullscreen fixes it
07:58:26raptor??
07:58:32raptorhuh
07:58:35koda waves
07:58:36kaenbut how am I supposed to use the debugger if it's in fullscreen?
07:58:38kaen;_;
07:58:39kaenhi koda
08:00:57kaenin case you haven't had enough openGL craziness yet this morning, raptor: my XP VM does the alpha blending properly
08:01:05raptorha!
08:03:41Nothing_Much Quit (Ping timeout: 248 seconds)
08:13:48raptorkaen: I posted this to the SDL mailing list last night: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-June/088626.html
08:14:10raptorthere is some weird thing going on in windowed mode..
08:17:28Nothing_Much has joined
08:23:39kodaare you trying out sdl 2 rc?
08:27:37bobdaduck has joined
08:28:30raptorkoda: yes
08:28:48raptorwe've migrated to sdl2 permanently for windows and osx
08:30:16kodaneat
08:30:23kodai knew about osx
08:31:54kaenso our SDL build is RC1 ?
08:32:14raptoryes
08:32:21raptoror a revision right afterwards
08:32:28kaenok
08:32:35raptorI tested last night with the latest release (per the e-mail) and same problme
08:35:37kaenwell, time to drop windows support then!
08:35:43raptorhahaha
08:44:22kaenI can't seem to get vc++ to halt on this breakpoint I set...
08:44:59raptoryou're asking the wrong person..
08:50:10kaenomg I'm going nuts
08:50:29kaenI put an intentional segfault where I wanted to break, just to see if vc++ would open it in the debugger
08:50:48kaenfirst I had to kill the process because it's fullscreen-ness prevented me from getting to vc++
08:51:05kaenthen in vc++ there was one of those alert boxes which informed me of the access violation
08:51:19kaenafter clicking "break" rather than "continue" it took me out of the debug view...
08:51:40raptorsee what i mean about getting angry when debugging in vc++?
08:51:59kaenso the message I'm getting is that vc++ has a debug button just as a sort of in-joke for windows programmers
08:52:21raptorthere is a 'pause' debugging button that you have to manually add to the menus..
08:52:26raptorfound that last night
08:52:27kaen"lol, those linux guys are totally gonna spend hours trying to use this thing"
09:04:52raptoryeah.. i'm going just twiddle my thumbs and wait on the mailing list..
09:05:08raptorsam686 found another issue with multimonitor and SDL2
09:07:09raptorthat seems similar
09:07:17raptorhave to go! back later
09:07:19raptor Quit ()
10:00:15bobdaduckso this lua memory leak
10:00:36bobdaduckWhat about objects like bursts, which self detonate (delete?) after an amount of time?
10:00:49kaenhehe
10:00:58kaenthat's an interesting one
10:01:22kaenthe c++ object does get deleted for sure
10:01:34kaenthe lua proxy in c++ world probably is deleted as well
10:01:44kaenbut I would guess that the userdata in lua world is kept around
10:01:45bobdaduckI'm just wondering if I should change my burst-machine-gun turrets in DnD to have fire delays
10:02:36kaennow that I think about it, there's a good chance the bursts are, in fact, your problem
10:03:45bobdaduckI dunno I tried running a leak test
10:03:56bobdaduckwhere I had like twelve rapid-fire burst turrets going off constantly
10:04:06bobdaduckand I didn't notice any slowdown after 20 minutes
10:04:36bobdaduckI *think* the problem was the ranged classes like ranger making a new arrow every time it fires and then deleting it
10:05:16bobdaduckI've fixed it to reuse those so hopefully the code is more robust now
10:06:44kaenburst turrets would allocate/deallocate purely through c++
10:06:56kaentry a leak test by just spawning tons of bursts in a levelgen
10:07:46bobdaduckIts not a burst turret
10:07:52bobdaduckits a goalzone that fires bursts nonstop
10:08:04kaen"twelve rapid-fire burst turrets"
10:08:09kaenwas a little misleading
10:08:19bobdaduckokay sorry
10:30:41bobdaduckcan I have like an "onCrash" event?
10:49:46kaenbobdaduck, try http://pgl.yoyo.org/luai/i/pcall
10:50:52kaenpass it a function to call and pcall() itself will return false if it raises an error (instead of crashing the lua state)
10:53:49kaenhere's a slightly more informative overview: http://www.lua.org/pil/8.4.html
10:55:14bobdaduckhm
10:57:26bobdaduckwell millions-of-bursts script has been running for almost 25 minutes now with no noticeable decrease in cpu or ram or whatever
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11:36:20raptorgood day!
11:37:28bobdaduckg'day
11:43:08bobdaduckOkay raptor
11:43:11bobdaduckdeltatime again.
11:43:21Watusimotohello
11:43:31bobdaduckI need to get one second.
11:43:39bobdaduckis that just deltatime / 1000?
11:44:01Watusimotohey raptor -- just for the record, the code that I wrote for kickbot was just a modification of your code; it only looks like I wrote the whole thing because of teh way I applied the changes
11:44:03raptorhello
11:44:16raptorheh, ok
11:44:19Watusimotoso the code is all yours, except for moving part out into another function
11:44:24raptorbobdaduck: one second is 1000 ms
11:44:30Watusimotothat's all
11:44:54raptorI feel very possessive of my code and take great offense that you dared have the gall to touch it
11:45:01bobdaducklol
11:45:39raptorbobdaduck: if you want the fraction of a second that has passed, then yes, do deltaTime / 1000
11:46:04raptor(I hope that last statement came through as a joke ok..)
11:46:09raptor:)
11:47:01bobdaduckI have an object array thingy
11:47:16bobdaduckwith a... built in timer? I guess? That's what I'm trying anyway.
11:47:42bobdaducktimer = 0, and then ontick timer = timer - 1
11:47:52bobdaduckand then when the event fires add 1000 to the timer.
11:47:59bobdaduckHow do I do that properly though?
11:48:12raptorwait wait, back up
11:48:18raptorwhat do you want to do?
11:48:23raptorat a high level
11:48:40WatusimotoI detected the sarcasm, yes :-)
11:49:25bobdaduckRegulate an event firing?
11:49:36raptorregulate how?
11:49:45bobdaduckmake it so it only goes off every second.
11:49:55raptorok, schedule a repeating timer
11:50:17bobdaduckcan't for various reasons
11:50:28raptordefine 'various reasons'
11:50:51bobdaduckWell I've made a new object you can buy in DnD. I call it "sentinel"
11:50:55bobdaduckand it fires bursts.
11:51:01bobdaduckcurrently, it fires wayyy too many bursts.
11:51:19WatusimotoI feel like I've been rewworking these joystick buttons my whole life
11:51:31raptor:(
11:51:35bobdaduckAnyway you deploy it and it only fires when there's someone to shoot at (so I'd have to supress the timer or something?)
11:52:03bobdaduckAnd then I'm looping through all the sentinels in the game ontick
11:52:12raptorbobdaduck: so what is the exact behavior you want, lie still until someone approaches
11:52:13bobdaduckso the timers have to be different for each
11:52:37bobdaduckIt already does that. Its just when it starts shooting bursts its shooting a burst every tick
11:52:39raptorwhen they approach fire, but don't fire unless a second has passed since last fire?
11:53:02raptorok
11:53:03raptoryes
11:53:18raptorthen you'll want a 'timer' associated with each sentinel
11:53:34raptorit'll just be an integer, you set it to 0
11:53:40raptorwhen it fires, you set it to 1000
11:53:42bobdaduckI just did sentinelArray["timer"] and am currently using that
11:53:56raptoreach tick you subtract the deltaTime from it
11:54:08raptorif the timer is below 0, then it is allowed to fire again
11:54:19raptorand you reset it to 1000
11:54:45bobdaduckohey it worked.
11:55:03bobdaduck...all I did was change firedelay - 1 to firedelay - timeDelta?
11:55:24raptoryes, otherwise you'd have to wait for 1000 ticks which is like 30 seconds
11:55:42raptor33 seconds
11:56:20bobdaduckahhh
11:56:27bobdaduckokay
11:56:31raptordid the lightbulb click on?
11:56:34raptor:)
11:56:38bobdaduckA little.
11:57:34bobdaducktimeDelta is a little ambiguous still.
11:58:38bobdaduckI get why -1 didn't work but not why timeDelta did work xD
11:58:44raptorit's the number of milliseconds since last tick
11:59:07raptorthat's all it is
11:59:25raptorso if you have a timer set to 1000 milliseconds (1 second)
11:59:31raptorand you want it to count down
11:59:40raptorbut it only counts down in each tick
11:59:51raptorthen it needs to count down by how much the tick lasted
12:01:44bobdaduckohh
12:02:26bobdaduck makes a little note on every function onTick() line in all his codes
12:10:25bobdaduckSo... timeDelta will usually represent 33?
12:10:57raptoryes, unless the last tick took a lot longer to process (usually because doing loads of CPU logic)
12:11:12raptorin practice it'll be 33 - 42 or so
12:11:39raptorbecause the server onTick fires every 10(?) milliseconds
12:12:24bobdaduckcool I think I get it sorta
12:14:20bobdaduckOh man
12:14:27bobdaduckI should implement trade posts.
12:14:40raptorfeature creep!
12:15:20bobdaduckOf course!
12:15:25bobdaduckThat's like, the whole point of the level.
12:15:28bobdaduckNext to levelgen carnival.
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12:32:51-mquin- [Global Notice] As you've probably noticed we're experiencing a bit of network disruption. Please bear with us while we check the tubes for kittens.
12:33:51raptorsave teh kitties!
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13:52:38raptorWatusimoto: the hedgwars folks are trying to convince me to use http://gna.org/ for downloads
13:52:53Watusimotowhat's that? I'll check it
13:53:03raptorno ads, etc.
13:53:11Watusimotoit has a yak on the front page
13:53:12raptorit's Gna!
13:53:44bobdaduckpros/cons?
13:53:49WatusimotoGna! was down from Wednesday Feb. 8 circa 11pm until Tuesday Feb. 14 at 6:44 pm.
13:53:58Watusimotounnecessarily precise times are annoying
13:54:05raptorwe have to meet the requirements: http://about.gna.org/#art3
13:54:11raptorwhich we do for 019
13:54:29Watusimotowhy not just distribute from bitfighter.org?
13:54:38raptorgood question
13:54:51Watusimotoif we have to upload somewhere anyway... it's not like there's any danger of overflowing our bandwidth requirement
13:54:55Watusimotoallotment
13:55:01Watusimotowhatever the word should be
13:55:32WatusimotoI would be willing to host the binaries at gna if it were less work or somehow better than our alternatives
13:57:10raptorI count about 17GB in downloads since 018a was released
13:57:25WatusimotoI wonder why their home page has a "clean reload" button
13:57:36raptorbecause its stuck in the 90s?
13:57:38Watusimoto17GB isn't much, sadly
13:57:57Watusimotobut that's probably quite a few downloads, even at 10MB
14:01:30bobdaduckSo... Gna doesn't really bring us anything?
14:01:50raptorprobably faster downloads than bitfighter.org
14:01:55raptorbut we're small
14:02:12bobdaduckbitfighter currently takes me about five seconds to download, and say maybe ten to install
14:03:45bobdaduckwait, after a test
14:03:53bobdaduckit takes a full minute to download
14:12:53bobdaduck_ has joined
14:15:34bobdaduck_There's no lua documentation for slipzones
14:16:24raptorhooray!
14:17:49bobdaduck_fix pls
14:18:10raptorthere's probably no lua interface for it either
14:18:27bobdaduck_I haven't checked
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14:27:47raptoryeah there's no lua_interface
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14:51:56raptorWatusimoto: FYI, for your window issue with SDL, I posted this: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-June/088626.html
14:52:15raptormostly because trying to duplicate it crashes the game (for me and kaen)
14:52:36kaenit's also preventing me from usefully debugging in windows :<
14:52:58raptori thought vc++ was doing that.. :)
14:53:02kaenheh
14:53:13kaenfunny thing: restarting vc++ made it trip breakpoints again
14:53:25kaenso maybe it's 70/30
14:53:32raptorhahaha
14:56:59Watusimotomore sdl woes! fun!
14:57:21LordDVG Quit (Remote host closed the connection)
14:57:22raptorSDL2 is really taking off... most, if not all, Linux games in steam are using it
14:57:39Watusimotoit's pretty good, when it works
15:01:28Watusimotowhat kind of color is this?!? no wonder my buttons disappeared! 0x003cedf4 {r=-1.0737418e+008 g=-1.0737418e+008 b=-1.0737418e+008 }
15:01:51raptorthe color of RAM
15:02:41Watusimotoyes!
15:02:44Watusimotothat's it!
15:03:08bobdaduckrofl
15:07:24bobdaduckplayerInfo:isTyping()
15:10:00bobdaduckor perhaps isBusy()
15:10:19bobdaduckanything that makes <<bobdaduck>>
15:10:20Watusimotoit really was the color of RAM
15:13:30Watusimotoan ugly, petty, spiteful color
15:14:43bobdaducklol
15:49:44bobdaduckWatusiomoto
15:49:48bobdaduckIn DnD
15:50:07bobdaduckShould I make a purchasable bodygaurd?
15:50:26bobdaduckI would only have a few days to make it.
15:51:03Watusimotois that question for me?
15:52:20BFLogBot Commit: 239805e6d44a | Author: watusimoto | Message: Button colors working! Yay!
15:52:22BFLogBot Commit: 15150fd78792 | Author: watusimoto | Message: Auto-resize labels that are just too fat for a round button
15:52:23BFLogBot Commit: 1f9c84e2b15f | Author: watusimoto | Message: Merge
15:59:04bobdaduckyeah
15:59:22bobdaduckPeople being able to buy robot bodyguards yes no?
15:59:38bobdaduckno wait
15:59:51bobdaduckthey won't be robots because I can't initiate robots or ships via levelgen.
16:00:00bobdaduckThey will be like resource items that fire bursts or something.
16:00:06bobdaduckMaybe a circle.
16:00:06bobdaduckxD
16:01:09raptorNO CIRCLES
16:01:29bobdaducklol
16:01:38bobdaduckWell you can already buy circles they just cost like 30,000 gold
16:01:58bobdaduckBut I mean if it was a circle it would save me having to code the "stay near your ship" part.
16:02:26Watusimotoif that was a question for me, I have no idea what you are talking about!
16:02:58raptorWatusimoto: bobdaduck has created his own gametype with our Lua API and is going to unveil it friday
16:03:13bobdaduckIs it a new gametype?
16:03:16bobdaduckMore like a new game.
16:03:19WatusimotoI gathered something like that was afoot
16:03:44bobdaduckI mean maybe its a new gametype. The "Explore" gametype. Loosely correlated with dungeons except no actual challenges.
16:03:58Watusimoto but mostly I just don't want to know :-)
16:04:08kaenif only I could unsee it...
16:04:24bobdaduckxD
16:04:47fordcars has joined
16:05:00bobdaduckForDCARS.
16:05:02kaenmaybe it's time for you to give this some serious thought, bobdaduck: https://love2d.org/
16:05:04bobdaduckYou have a bot for me?
16:05:18fordcarsnearly :D
16:05:24kaensince you're hitting odd limitations in our poor-man's "game engine"
16:05:30bobdaduckxD
16:05:46bobdaduckthe limitations are part of the fun
16:06:03fordcarswhat tyhe
16:06:08bobdaduckalso zone swords
16:06:30fordcarsK FINE ILL WORK ON YOYUR FERAIING BOT
16:06:41fordcarsfor once ;)
16:06:56bobdaducklol its okay
16:06:59kaenwell, I tried
16:07:02bobdaduckI was just earlier today thinking
16:07:28bobdaduck"hey if I had fordcars bot I could use it to stress-test the memory usage that 12 players is likely to evoke!"
16:07:46fordcarshahahahahahahaha
16:08:22bobdaduckBecause as of now DnD.levelgen
16:08:34bobdaduckis 3260 lines of code long
16:08:38fordcars:P
16:08:55fordcarsyou really had some free time heh?
16:10:05bobdaducklol
16:10:09bobdaduckIT HAS ALL BEEN WORTH IT
16:10:59bobdaduckthe time, the pain, the begging the devs to make a goalzone whip, the shop system, everything.
16:11:02bobdaduckI REGRET NOTHING.
16:11:52bobdaduckAnd Friday we shall melt my cpu and fry my internet in a haze of GLORIOUS SPACE-MEDIEVAL FIREWORKS
16:11:59bobdaduck Quit (Remote host closed the connection)
16:17:15fordcarskaen, do you know what this returns? curLoad:getModule(1)
16:20:49fordcarsit doesn't return Module.Shield anyway
16:20:55kaenodd...
16:21:08kaenwhat happens when you logprint it?
16:22:40fordcarsoh wait
16:24:04fordcarshahahahahahahahahaha
16:24:12fordcarssorry that is module 2!!!!
16:24:42raptorback later!
16:24:47raptor Quit ()
16:26:46fordcarsyay it works
16:26:56fordcarsback later too!
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20:11:36fordcarslater guys, gtg
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22:07:02BFLogBot Commit: 62250d9bce65 | Author: buckyballreaction | Message: Fix Level Info screen rendering below many UIGame items
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22:58:39raptorbugs bugs
22:58:50BFLogBot Commit: b665000b9419 | Author: buckyballreaction | Message: Fix loadout icon rendering as a symbol shape
23:12:17raptorkaen: you around?
23:16:12kaenraptor, yep
23:16:16raptorhi
23:16:19kaenhello
23:16:29raptoroh
23:16:31raptoryes
23:16:37raptorI'm looking at the Lua sandboxing
23:16:57raptordo you remember if watusimoto said that our Lua environment *used to be* sandboxed?
23:17:21raptorbecause I'm not sure what to look for in the code history...
23:17:52kaenI do not
23:18:06raptorhmmm
23:18:15kaenwhat do you mean by sandboxed?
23:18:25kaenwith the dangerous stuff removed?
23:18:28raptoryes
23:18:39raptorand maaaybe io access to only a specific directory
23:20:08kaenaround LuaScriptRunner.cpp:400 is where the script execution environment is set up
23:20:33kaenthere it's traversing all of _G and putting it all into the environment right now
23:21:00kaenprobably the safest way to sandbox is just to explicitly specify the members to put into the env
23:22:57raptorso whitelist
23:23:01kaenright
23:23:41kaenalternatively, you could set up a blacklist table of keys to skip
23:31:50raptorI think I do not have the mental power to start a Lua project..
23:32:25kaenheh
23:38:39raptorhuh
23:41:21raptorok, I think I've got a Lua script that will sandbox; from here: http://stackoverflow.com/questions/1224708/how-can-i-create-a-secure-lua-sandbox
23:41:33raptorhow to hook it in..
23:42:50kaenaround line 476?
23:43:25kaeneh, scratch that
23:43:35raptorno?
23:43:41kaenthe code in that link is basically setting _G["foo"] to nil
23:43:52kaenyou could just do that in the lua code on 399
23:44:30kaenhm, double scratch that. I just realized that 399 is defining a property on the "table" table
23:44:51kaenso actually, you should just do it around 476 :)
23:45:24raptoryes...
23:45:46raptori'm thinking... that giant sandbox_env sample in one of the answers
23:47:51kaenoh whoa
23:48:01kaenI was looking at the first answer :x
23:50:10kaenI don't really like that one.
23:50:39kaenexcept that it has a nicely nuanced whitelist for us :)
23:51:30raptoryes, i was thinking of just using the whitelist
23:52:03kaenokay, on 478
23:52:06kaen476*
23:52:31kaenif you change "table.copy(_G)" to that massive table literal
23:52:36kaenshould work like a charm
23:52:44raptoralready on it!
23:52:51raptorjust have to add lots of quotation marks..
23:53:19kaenthe run_sandbox bit is just a bad reimplementation of pcall() as far as I can tell
23:54:14kaenoh, I see. it's pcall inside of a setfenv
23:59:31raptordo i need to do the the table.copy?

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