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IRC Log for 2014-12-13

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13:14:43raptorsam686: do you happen to have those old forum attachments laying around somewhere still? The ones you had a backup copy of that let us restore some from the latest server loss
13:15:01raptormaybe they're on the bitfighter server, but i can't find them
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15:47:23raptorI'm not sure I know what I'm doing with the pleiades codebase...
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20:39:20raptorDISASTER
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21:18:00amgine123>.>
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22:35:25Watusimotohi
22:38:43raptorhi
22:39:46WatusimotoI found a crash in the editor I don't know how to fix (yet)
22:40:10Watusimotoinside idEntryCallback(), we do this:
22:40:10WatusimotoClientGame *clientGame = static_cast<ClientGame *>(object->getGame());
22:40:11WatusimotoUIManager *uiManager = clientGame->getUIManager();
22:40:23Watusimotobut objects don't really belong to a game in the editor any more
22:40:39Watusimotoso I need to figure out a static method to get the UI manager
22:41:48raptorSettings.get()->
22:42:05Watusimotobtw, I think my brain is broken, at least as far as Lua is concerned
22:42:11raptoroh goodie!
22:42:18raptormy turn then? :)
22:42:32Watusimotoyes
22:42:34WatusimotoI think so
22:42:44WatusimotoI left the function with my latest attempt commented out
22:42:54Watusimotolook in my last night's checkin
22:43:03WatusimotoI updated all the comments, documentation, and tests
22:43:08raptorI wasn't sure where you were, but I was going to try and test C API clearing of a table, then try calling our table.clear() Lua method from the C API. then comparing
22:43:22raptorthere was a checkin?
22:43:34WatusimotoI spent like 2 hours trying to make it work; I couldn;t make either of those approaches work
22:43:37Watusimotolet me see
22:43:55raptordoesn't look like you pushed anything
22:44:03BFLogBot Commit: 2acdbc1ee7 | Author: watusimoto | Message: Update with placeholder for lua_clearTable(), which still needs to be written; tests should pass when that function works
22:44:10raptorand are you working on 020 or 019 branch?
22:44:11WatusimotoI think I did :-)
22:44:12raptorah ha
22:44:14raptorheh
22:44:16raptorthanks
22:44:40WatusimotoI hope this is the 020 branch...
22:45:39raptoryes
22:45:41raptorgood
22:45:58WatusimotoI'm thinking about adding a static method to get the editorUI
22:46:13raptori thought you could already get any UI statically
22:46:18WatusimotoI can imagine having two gameUIs going at once, but not two editorUIs
22:46:32Watusimotoi don't think so
22:46:47Watusimotobecause we've always imagined having multiple game clients running at once
22:46:54Watusimotoso there would be multiple gameUIs
22:47:03raptorwhy would you need a static call again?
22:47:17WatusimotoidEntryCallback() is a static method
22:47:20raptorahhh
22:47:24raptorso make it not static
22:47:35Watusimotoit references the code above only on its way to getting the editorUI
22:47:46Watusimotocan you pass a non-static method as a callback?
22:47:56WatusimotoI think you can, but I remember it causing heaps o' trouble
22:47:57raptornot really sure, honestly - it was a wild guess
22:54:10Watusimotowe only use this callback in two places... maybe I could pass a UI along with the other stuff
22:54:24Watusimotothough that seems kind of icky
22:55:23raptorthe more I read about 'static' in c++, the more I find it icky...
22:55:37Watusimotothis is crazy
22:56:21Watusimotowe use an object to get a client game, to get a ui manager, to get the editor UI, to do a search for objects to make sure there are no duplicate ids
22:56:33raptorah yes... i think callbacks need to be static functions
22:56:41raptorbecause otherwise you need to pass an object
23:00:26raptori'd say pass in a pointer
23:00:36raptorwe pass in ClientGame* to a lot of callbacks
23:01:46amgine123if yu ever need testing call me!
23:42:32raptorlua stack for dummies
23:48:23raptorWatusimoto: i'm not sure I can use the C API to clear the table and to leave it on the stack...
23:48:44Watusimotono?
23:48:52raptorcalling a method with an element on the stack pops that element from the stack
23:49:06Watusimotoyou mean calling a lua function?
23:49:12raptoryes
23:49:23raptorso calling table.clear(filltable)
23:49:28Watusimototrue; I figured the function you'd call would push the table back on the stack
23:49:33raptorwould pop filltable from the stack
23:49:39Watusimotoyou can see what I was trying to do
23:49:42raptoroh so it would return the table again
23:49:45Watusimotoand that was my solution
23:49:51raptorhmmm
23:50:00Watusimotobecause you are right
23:50:28WatusimotoI figure a push is cheap
23:50:38raptoryeah, compared to a copy
23:50:42raptorok... i have an idea
23:50:49raptorlet me see if this works..
23:50:52Watusimotobut I couldn't figure out how to do an anonymous function that did clear then push
23:51:21raptori just added 'return tab' to our table.clear() method
23:56:03Watusimotoha, ok
23:56:08Watusimotois that weird?
23:56:23raptorit seems really weird but the more i think about it.. it is elegant
23:58:06Watusimotoit allows you to make sure the table is really clear
23:58:21Watusimototable.clear().clear().clear().clear()
23:58:41Watusimotooh wait, I blew that one
23:58:46raptorhahaha
23:58:56Watusimototable.clear(table.clear(table.clear(filltable))))
23:59:01raptorok, tell me if looks off before I run it: http://pastie.org/pastes/9779395/text
23:59:08raptor*if this
23:59:33Watusimotothat made my brain melt
23:59:39WatusimotoI have a lua allergy, I think
23:59:43raptorok, i'll just run it :)
23:59:50Watusimotorun the tests... you'll find out!

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