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mithro | howdy people | 01:10 |
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nash | heyo | 01:13 |
nash | mithro: So any luck with my bug? | 01:15 |
mithro | i think Lee decided to go to eb | 01:15 |
mithro | s/eb/bed instead/ | 01:15 |
nash | heh | 01:17 |
nash | Did he fix the fencepost error I reported at least? | 01:17 |
nash | mithro: So was there any update on the homeworld issue - is there an official way of doing it? | 01:27 |
* nash wants to make it so hitting 'Home' goes to your homeworld | 01:27 | |
mithro | just the resource that the server has | 01:29 |
nash | So no official - documented way of doing it? | 01:32 |
* nash doesn't want to rely on server specific features | 01:32 | |
nash | Anyway - about to go to lunch | 01:35 |
mithro | nash: well at the moment you kind of have to, MiniSec document doesn't define orders or similar | 01:35 |
nash | mithro: You should report that as a bug then... | 01:36 |
nash | Or at least make sure mtsec reports it | 01:36 |
* nash will do it | 01:37 | |
mithro | anyway got to run | 01:57 |
mithro | see ya! | 01:57 |
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mithro | howdy | 04:16 |
mithro | nash: ping? | 04:18 |
nash | yo | 04:18 |
nash | how is going mithro? | 04:18 |
mithro | okay | 04:19 |
mithro | nash: could you try something? set a move order with the current position as the destination | 04:19 |
nash | blerg - not easily | 04:19 |
nash | Currently the only orders that get submitted are by the AI | 04:20 |
nash | I don't have a UI for setting moves | 04:20 |
nash | I can try it in the pyton client I suppose, but that is painfully slow over the network (and I can't install it on this machine natively) | 04:20 |
mithro | hrm, you can't with the python client :/ | 04:21 |
nash | blerg... | 04:21 |
nash | okay I'll make a hack to always set dest to current location | 04:22 |
nash | Hmm... tpserver is segfaulting on me | 04:24 |
* nash knew he should have tested it after upgrading last night | 04:24 | |
nash | give me a few minutes | 04:24 |
mithro | nash: okay | 04:26 |
nash | hmm... tpserver doesn't compile out of the box anymore... | 04:26 |
mithro | oh? | 04:26 |
mithro | whats happening? did you re-run autogen.sh and ./configure? | 04:27 |
nash | ../../../tpserver/object.h:65: error: `uint32_t' was not declared in this scope | 04:27 |
nash | Yeah | 04:27 |
* nash blows away some configure crap and tries again | 04:28 | |
mithro | nash: that error looks very weird | 04:28 |
nash | Not that weird | 04:29 |
nash | Just a screw up with includes | 04:29 |
* nash notes it happens all the time when people use configuree | 04:29 | |
nash | much better | 04:30 |
nash | okay runhnign with "order = move to here" on fleets (all 1 of them...) | 04:30 |
mithro | i want to know if you are getting the same behaviour you where getting with colonise | 04:31 |
nash | Seems to do nothing | 04:31 |
nash | Actually wait a while.. | 04:33 |
nash | need to remember turns are not 10s on this server | 04:33 |
nash | Message is: Board 1 Slot 2 Turn 2 | 04:33 |
nash | Subject: Move order complete | 04:33 |
nash | Body: The move order is complete on this object | 04:33 |
nash | Seems to do nothing | 04:33 |
nash | I'll let it run a few iterations | 04:33 |
mithro | can you try a position about 5 units in any direction? | 04:34 |
nash | I can. Do you think it is going to prove anything? | 04:36 |
* nash notes you guys need a test harness... or a more sophisticated game so you can get people playing... | 04:36 | |
mithro | I think I know what is causing your weirdness | 04:36 |
mithro | (we atleast part of your weirdness) | 04:36 |
mithro | nash: I agree we need a test hardness | 04:37 |
nash | Well I just got it going in the wrong direction on a colonise order. | 04:37 |
nash | No, I take that back | 04:38 |
nash | I misread it | 04:38 |
mithro | i'm currently looking for an object which has arrived at the destination but still has a velocity | 04:38 |
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nash | Maybe that should be the next comp... | 04:40 |
* nash personally thinks you need force yourselves to sit down and play a full game of minisec. | 04:41 | |
mithro | nash: I agree | 04:41 |
jotham | i have been researching childrens games/websites/portals for the last 2 days at work, it is quite disapointing what is out there for them | 04:44 |
jotham | but this one thing is pretty cool, lego haev a tool that let you build/design a model in 3D then you can purchase your model and they will send it to you as a kit, including a glossy box with an image of the model on it | 04:44 |
mithro | jotham: i heard about that a while go, it sounded pretty cool then too :) | 04:45 |
jotham | am trying to find examples of things that go beyond websites, i.e. that have real world parts to them | 04:46 |
jotham | but there is very little | 04:46 |
mithro | what do you mean "real world parts" | 04:46 |
jotham | for instance there is one site that has a blue-tooth enabled tamagotchi device (virtual pet) that you must let 'play' online with other virtual pets (and can breed) but you have to exercise in real life by taking it for a walk (i assume it has a gyro in it like a pedometer) | 04:48 |
mithro | nash: i forgot how slow the stable version of tpclient-pywx was | 04:51 |
nash | mithro: Very slow. | 04:51 |
nash | Very very very slow | 04:52 |
nash | And hard to use | 04:52 |
mithro | hard to use I remeber | 04:52 |
mithro | well I found atleast 1 bug | 04:54 |
nash | So anyway - when is MTSec coming out... it looks interesting ;-) | 04:56 |
* nash wants to have a fully usable client for that | 04:56 | |
mithro | nash: i'm hoping 6 months :) but it's likely to be 12 | 04:57 |
nash | What needs to be done still? | 04:58 |
* nash wants to push TP, as it has done a lot already, and it can get to a good state | 04:58 | |
nash | Do you have a plan? A tasklist? People assigned to do X? | 04:58 |
nash | Without that you can s/months/years/ on your past estimate | 04:59 |
mithro | nash: pushing is good, I'm not very good at pushing | 04:59 |
* nash volunteers to kick some heads | 05:00 | |
* nash actually kicks some heads to get the right to kick some heads | 05:00 | |
mithro | current plan, Step 1: Finish AI Competition, Step 2: Impliment Protocol 0.4 using MTSec as a test | 05:00 |
mithro | in C++, how does on call a function on an object instance? | 05:01 |
nash | object->method(); | 05:01 |
nash | () is invoke in C & C++ | 05:01 |
mithro | you use -> even when it's not a pointer? | 05:01 |
nash | If it's not a pointer use . | 05:02 |
mithro | IE "Vector3d vel" ? | 05:02 |
nash | vel.method() | 05:02 |
mithro | okay, thats what I expected | 05:02 |
jotham | is't it -> for a pointer and . for a reference | 05:02 |
nash | (You can also do (*object).method if you want to avoid -> on pointers | 05:02 |
nash | . is also (and traditionally) for value, reference looks like value | 05:03 |
mithro | isn't object->method syntaxtic sugar for (*object).method ? | 05:03 |
* nash hates reference syntax | 05:03 | |
nash | mithro: Yep | 05:03 |
jotham | if you use the proper, and kinda verbose casting syntax you can save those risks afaik | 05:03 |
jotham | scroll down to just before "dynamic_cast" and it lists the various cast types for C++ http://www.cplusplus.com/doc/tutorial/typecasting.html | 05:04 |
tpb | <http://ln-s.net/JMt> (at www.cplusplus.com) | 05:05 |
jotham | ok, going home, bbiab | 05:05 |
mithro | nash: was your problem that objects that arrived at a destination still had a velocity? | 05:05 |
nash | No, they got a new velocity | 05:05 |
nash | They headed of in a bogus direction - always one of the 4 cardinals, or between the cardinals | 05:05 |
mithro | in the direction you use to be heading? | 05:06 |
mithro | (or inverse?) | 05:06 |
nash | Nope | 05:06 |
mithro | hrm... | 05:07 |
mithro | you sure the objects where are the same position? | 05:08 |
mithro | IE a planet is slightly different coords to a system | 05:08 |
nash | Look at my dump in the bug report | 05:10 |
nash | You can see where the ship was 1 turn ago - when it began it's strange intergalatic jaunt | 05:10 |
CIA-20 | [email protected] * tpserver-cpp/ (9 files in 2 dirs): Set the velocity to zero when arriving somewhere. | 05:10 |
TBBle | Wait. C++ casts are ugly to discourage their use. What're you trying to use them to avoid? | 05:11 |
mithro | nash: it may be related to that bug, can you see if that fixes it? | 05:11 |
nash | mithro: okay | 05:12 |
nash | give me 10 minutes | 05:12 |
nash | (this work thing you know) | 05:12 |
mithro | Lee will most probably kick me for that implimentation :) | 05:12 |
nash | mithro: Can you give me a summary of the state of mtsec, and the tp04 protocol design. | 05:13 |
nash | probably email or something | 05:13 |
nash | mithro: Take a few minutes to see the results | 05:14 |
* nash restarts with 10s turns | 05:16 | |
mithro | okay I'll probably do the summary during my Comms IV lecture :) | 05:16 |
* nash wants to get you guys a plan | 05:16 | |
nash | And see mt sec before 2008 | 05:17 |
mithro | anyway must head to Comms 4 | 05:19 |
mithro | might not have wireless there so i might not be back till I get home | 05:19 |
nash | mithro: Nope - didn;t fix it | 05:19 |
nash | Want the dump? | 05:19 |
mithro | nash: yes | 05:19 |
nash | Object ID 299 Type 4 Name: 'A Fleet' | 05:19 |
nash | Size 2 | 05:19 |
nash | { x = -319767296, y = -1572175000, z = 0 } | 05:19 |
nash | { dx = 200000000, dy = 0, dz = 0 } | 05:19 |
nash | 0 children: | 05:19 |
nash | 5 orders: 3 1 0 4 5 | 05:19 |
nash | 1 current orders | 05:19 |
nash | OrderSlot 0 Type[ 3]: Colonise | 05:19 |
nash | Turns: 21 Resources: 0 | 05:19 |
nash | Colonising object 36: | 05:19 |
nash | Object ID 36 Type 3 Name: 'Cassious' Shadow 5' | 05:19 |
nash | Size 2 | 05:19 |
nash | { x = -519767296, y = -1572175000, z = 0 } | 05:19 |
nash | { dx = 0, dy = 0, dz = 0 } | 05:20 |
nash | 0 children: | 05:20 |
nash | 0 orders: | 05:20 |
mithro | can you tell me the position of the object you are trying to colonise? | 05:20 |
nash | 0 current orders | 05:20 |
nash | End col | 05:20 |
* nash tells mithro to look at what I just pasted again... ;-) | 05:20 | |
mithro | i'm lagged :) | 05:20 |
nash | C&F | 05:20 |
jotham | but then lots of C++ coders have racist-toned statements to make about all the *_cast methods | 05:21 |
jotham | oh TBBle already proved that point | 05:21 |
mithro | is squarerooting 0 safe? | 05:21 |
TBBle | racist-toned? | 05:21 |
jotham | TBBle: prejudiced | 05:21 |
mithro | bblr | 05:22 |
TBBle | Oooooh kaaaaay.... *bizarred* | 05:22 |
jotham | a lot of C++ coders do have prejudical things to say about the various *_cast methods | 05:23 |
TBBle | That'd be because of all the warnings and gotchas attached to them in The C++ Programming Language, I should think. | 05:24 |
jotham | right, which is all i was trying to say :p | 05:24 |
jotham | but i also notice the same people tend to have things to say about pointers too | 05:25 |
TBBle | And it doesn't answer my question, which was what were you suggesting using them to avoid? | 05:25 |
jotham | avoiding using -> on pointers, something nash said | 05:25 |
* jotham shrugs | 05:25 | |
jotham | i have a cold and don't claim to be an expert on C++, but i've seen plenty of prejudical things said about most of the languages features | 05:26 |
TBBle | Why would you avoid using -> on pointers? For that matter, I'm not clear how typecasting can fix that. | 05:26 |
mithro | a divide by zero is bad right? | 05:26 |
* jotham shrugs | 05:26 | |
jotham | yeah a divide by zero is bad | 05:26 |
mithro | nash: do you ever get this when trying to colonise something in the same system? | 05:27 |
mithro | is assert part of C++? | 05:27 |
jotham | you can use assert in C++ yeah | 05:27 |
TBBle | jotham: I think you're casting too wide a net in your aspersions. I'm desperately unfond of _casts, although obviously they're better than C-style casts, but lurve pointers. ^_^ | 05:28 |
mithro | what do you need to include to get it? | 05:28 |
TBBle | <assert.h> I think. | 05:28 |
jotham | assert.h? | 05:28 |
TBBle | Anyway, if the language designer writes a book that attaches a lot of warnings and gotchas to a particular feature, people who aren't prejudiced against them are either very expert, or have missed the point. (Or haven't read the book ^_^) | 05:29 |
jotham | naah, people also pass prejudices on without questioning them | 05:29 |
TBBle | Language features are not people, they are allowed to be considered ugly, second-class, or a bad idea. | 05:29 |
TBBle | jotham: That's true, but not what I said. | 05:30 |
jotham | anyway, i have a cold and you seem to be quite excited by the topic | 05:31 |
jotham | i have no opinion on the _cast, was just providing it during the topic of C++ | 05:31 |
TBBle | I'm a bit worried when you've somehow conflated racisism with prejudice with aesthetics of language feature use, particularly when I've recently enjoyed a couple of days fixing 32-bit assumptions caused by excessive typecasting. | 05:32 |
TBBle | Well, not a couple of days. Day and a half. | 05:32 |
jotham | it was an offhand remark, i apologise for making it | 05:32 |
jotham | i'll remember not to be silly in here | 05:32 |
mithro | nash: can you paste the stuff between | 05:33 |
mithro | 2007-02-27 16:03:09 < Info > End Of Turn started | 05:33 |
mithro | 2007-02-27 16:03:09 < Debug > Moving 48746 at 500000000 speed | 05:33 |
mithro | 2007-02-27 16:03:09 < Debug > IGObject::setNumOrders | 05:33 |
mithro | 2007-02-27 16:03:09 < Debug > Container object 10 | 05:33 |
mithro | 2007-02-27 16:03:09 < Debug > Adding service 'Tpserver-cpp' | 05:33 |
mithro | 2007-02-27 16:03:09 < Info > End Of Turn finished | 05:33 |
TBBle | Anyway, I initially asked because I'm also not an expert, and was suddenly worried about the 'risks' you mentioned, but I couldn't see in the backlog. | 05:33 |
nash | mithro: I have NFI. | 05:34 |
nash | I may have | 05:34 |
nash | mithro: Looking now | 05:35 |
nash | Blerg - which one do you want? | 05:35 |
nash | mithro: There is a lot here - there are quite a few objects on teh map at this point | 05:36 |
nash | Do you want me to paste the whole thing? | 05:37 |
* nash pokes mithro | 05:39 | |
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mithro | nash: ping? | 05:57 |
nash | yep | 05:58 |
nash | Do you want the big paste? Or shall I mail you or something? | 05:58 |
mithro | [16:23] <mithro> nash: can you try the following, | 05:58 |
mithro | [16:24] <mithro> change line 193 of object.cpp from if (futureposIsEnd) { to if (!futureposIsEnd) { | 05:58 |
mithro | [16:26] <mithro> and try again? | 05:58 |
nash | okay | 05:59 |
mithro | try that first | 05:59 |
* nash notes that wasn't in this channel | 05:59 | |
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mithro | fencepost error? | 06:00 |
nash | The off-by-one error I reported last night as well | 06:01 |
mithro | nash: does changing line 193 fix your problem? | 06:03 |
mithro | i'm mainly after the " 2007-02-27 16:03:09 < Debug > Moving 48746 at 500000000 speed" lines | 06:03 |
nash | mithro: Sorry - work interfereing with debugging | 06:06 |
mithro | nash: that okay | 06:07 |
nash | mithro: Nope | 06:08 |
nash | Still screwed | 06:08 |
mithro | :/ | 06:08 |
nash | 2007-02-27 17:10:10 < Info > End Of Turn started | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > IGObject::setNumOrders | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > Moving 3894967296 at 200000000 speed | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > velo [0, -200000000, 0] | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > Moving 4294967296 at 200000000 speed | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > velo [0, -200000000, 0] | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > Container object 1 | 06:08 |
nash | 2007-02-27 17:10:10 < Debug > Container object 1 | 06:08 |
nash | 2007-02-27 17:10:10 < Info > End Of Turn finished | 06:08 |
mithro | hrm, and those 2000* are the wrong bits? | 06:19 |
mithro | nash: well have to head home now | 06:20 |
mithro | will have some more commits for you when I get home | 06:20 |
nash | okay - I'll be leaving shortly too | 06:21 |
nash | Don't forget to fix that off by one errror | 06:21 |
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mithro | opps no nash | 07:14 |
mithro | ~seen nash | 07:16 |
tpb | mithro: nash was last seen in #tp 55 minutes and 2 seconds ago: <nash> Don't forget to fix that off by one errror | 07:16 |
jasmine | nash was seen 55 minutes and 2 seconds ago. | 07:16 |
CIA-20 | [email protected] * tpserver-cpp/ (12 files in 2 dirs): (log message trimmed) | 07:29 |
CIA-20 | Fix the previous patch so it works.: | 07:29 |
CIA-20 | Previous Patch: | 07:29 |
CIA-20 | - Tried to fixed updatePosition so when an object arrives somewhere it's | 07:29 |
CIA-20 | velocity is set to zero (this patch finishes the previous | 07:29 |
CIA-20 | one) | 07:29 |
CIA-20 | This Patch: | 07:29 |
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mithro | okay | 08:03 |
mithro | (18:32:31) Mithro: yes | 08:04 |
mithro | (18:32:39) Lee: the latest patched didn't fix a problem, btw | 08:04 |
mithro | (18:32:49) Mithro: both patches? | 08:04 |
mithro | (18:33:21) Lee: yes, the velocity should still be set, the velocity is how far it travelled in the last turn | 08:04 |
mithro | (18:33:33) Mithro: no, velocity is the current heading | 08:04 |
mithro | (18:34:26) Mithro: 3 by Int64, velocity of object | 08:04 |
mithro | (18:34:35) Mithro: not previous velocity of object | 08:04 |
llnz | i guess it could go either way, but my interpretation of it was always the difference from the previous position | 08:06 |
mithro | well thats the interpration the client has always used | 08:07 |
mithro | whats the use of the previous velocity? | 08:08 |
llnz | tells you were it was last turn, and were it's likely to be next turn | 08:08 |
mithro | but if it's stopped thats a bit of a misnomer? | 08:09 |
llnz | hummm... | 08:09 |
llnz | it depends a little on when the EOT is... | 08:10 |
llnz | oh well | 08:10 |
llnz | if you want it that way then fine | 08:10 |
mithro | if there is an advantage of your intpretation, maybe we should do it that way? | 08:11 |
mithro | you would know what the previous position from the previous turn? | 08:13 |
llnz | the advantage was that it was cheap to figure out and didn't need to be calculated and set separately | 08:13 |
mithro | llnz: i'm assuming you don't like the patch's solution? | 08:14 |
llnz | it works, it makes it work that way around, i supose it's what i would do | 08:17 |
mithro | llnz: the debugging I added should help us figure out nash's bug too | 08:19 |
llnz | yeah | 08:19 |
mithro | I would like to add similar debugging to the other orders | 08:19 |
llnz | tpserver-cpp does not exist to debug clients | 08:20 |
llnz | it would make it very slow, even with log messages to info and above | 08:20 |
mithro | llnz: but from what I'm seeing, its a tpserver-cpp bug, not a bug with his client | 08:20 |
llnz | ok, you can add it i suppose | 08:21 |
llnz | what was the refactoring you hinted at earlier? | 08:21 |
mithro | well the following bug exists, Ship A (single frigate) is 1 Turn away from Planet it's trying to colonise, Enemy Ship B is 1 Turn away from defending the Planet | 08:21 |
mithro | What will happen will depend on the object ids, | 08:21 |
mithro | if Ship A is a lower id, it will arrive and colonise the planet, Enemy Ship B arrives and has combat with an Enemy Planet | 08:21 |
mithro | if Enemy Ship B is a lower id, it will arrive and see an empty planet, then it will have combat with Ship A | 08:21 |
llnz | ah | 08:21 |
llnz | EOT processing..... | 08:21 |
mithro | how I would like it to work is the following, | 08:22 |
mithro | Collect all x orders, preform all x orders | 08:22 |
mithro | Collect all y orders, preform all y orders | 08:22 |
llnz | is this for minisec, or all possible games? | 08:23 |
mithro | well - that was the other refactor, move all order collection and processing to the game module | 08:25 |
mithro | s/game/minisec or mtsec/ | 08:25 |
llnz | well, i have been thinking about it, but i'm a little unsure about it | 08:25 |
llnz | just what sort of control should the rulesets have | 08:26 |
mithro | so for example, Minisec most probably makes sense to do it the following order, <doCombat><Move><Intercept><updatePositions><doCombat><Colonise> | 08:26 |
llnz | and if and what the core should do itself, and was interfaces, etc | 08:26 |
llnz | two lots of DoCombat? | 08:27 |
mithro | well, if objects are at the same position before a move, they should probably do combat? and if they end up at the same location they should do combat to? | 08:28 |
llnz | so if two scout fleets are at the same place, they should fight twice each turn? | 08:29 |
mithro | llnz: not sure - maybe combat always occurs after move? | 08:29 |
llnz | that sounds better, or fleets (like scouts) have to fight twice before a move order can take them away | 08:30 |
mithro | but its a game module issue? | 08:30 |
llnz | yes, i guess so | 08:32 |
mithro | llnz: so would you be happy with a patch which does that - IE moves the processing to the modules and do the ordertypes seperately? | 08:33 |
mithro | or do you wish to do that yourself? | 08:34 |
mithro | (any patch would have to be cleared by you - like the libltdl stuff) | 08:34 |
llnz | i would like to do it myself | 08:35 |
llnz | first i would move the current EOT out to the game modules, the fix it from there | 08:35 |
mithro | so how long is it going to take you to do it is the next question? | 08:35 |
mithro | well some EOT is common (ie the frame sending) | 08:36 |
llnz | can i do 0.4.1 first? | 08:36 |
mithro | llnz: it's probably a good idea | 08:36 |
llnz | i need to sit down and figure out what's common, etc | 08:36 |
mithro | I think the updatePosition and similar are common - but when it's called is pretty much module specific | 08:37 |
llnz | yeah, so have to think about how to do it, nicely | 08:37 |
mithro | he he okay | 08:39 |
mithro | on a side note, can we run something over tpserver-cpp to fix the formatting? | 08:39 |
llnz | EOT in tpserver-cpp is currently 139 lines long and is around order (2n + n^2) | 08:40 |
llnz | mithro: i try to update it as i touch things, same with int -> uint32_t, etc | 08:40 |
mithro | llnz: tpserver-py is order (x*n) | 08:41 |
mithro | combat is done by building a set(position)(list of object ids) | 08:42 |
mithro | preforming combat when the list of object ids > 0 | 08:43 |
mithro | s/> 1/ | 08:43 |
mithro | which is only order(2n) (n to build the map then n to iterate over the list) | 08:44 |
mithro | (but expensive in terms of memory) | 08:46 |
mithro | llnz: I would like to figure out nash's bug before 0.4.1? | 08:47 |
llnz | so would i | 08:47 |
mithro | hopefully we can figure it out when nash comes back | 08:48 |
mithro | llnz: it appears to be [0, 1, 0] * speed | 08:49 |
mithro | or similar | 08:49 |
llnz | yeah, i noticed that | 08:49 |
mithro | btw are asserts on by default? or do you have to turn them on? | 08:52 |
llnz | should be on by default | 08:52 |
llnz | caused the server to exit directly, ungracefully | 08:53 |
mithro | yeah | 08:53 |
mithro | what formatting do you use? 2 or 4 spaces? | 08:55 |
llnz | 2 spaces | 08:55 |
mithro | some bits are using 2 others 4 | 08:55 |
llnz | i know, the bit you reformated to 4.... | 08:56 |
mithro | i didn't reformat anything? | 08:58 |
llnz | humm... moving EOT out to the game modules means that potential i can remove all trace of combat from core server | 08:59 |
llnz | yes you did, or you made me, back before 0.1.0 iirc | 08:59 |
mithro | he he okay, i don't remeber that | 08:59 |
mithro | llnz: yes it looked that way | 08:59 |
llnz | that would make it more flexible | 09:01 |
mithro | yeap :) | 09:01 |
mithro | I have to admitt i was suprised in the way you ended up doing it | 09:02 |
llnz | suprised how? | 09:03 |
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*** llnz changes topic to "AI Programming Competition in progress - http://www.thousandparsec.net/tp/comp.php | metaserver - metaserver.thousandparsec.net | 2007-02-26, TP ranked 126th on SF" | 09:35 | |
jotham | i found some nice opensource fonts | 09:46 |
jotham | and have got the event stuff sorted, need to do a mockup of the summary screen tomorrow | 09:47 |
jotham | and look at adding the widgets | 09:47 |
llnz | cool | 09:47 |
llnz | mithro: c++ has default args | 09:48 |
* llnz goes to fix the code | 09:48 | |
jotham | and mithro i can't use those example xml files you generated because of some missing entity types, homeworld and maybe some others, will investigate tomorrow | 09:48 |
jotham | anyway this cold has imploded my brain, night | 09:48 |
mithro | llnz: wasn't sure | 10:21 |
mithro | i'm back now, sorry when to dinner | 10:21 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/tpserver/ (object.cpp object.cpp object.h object.h): | 10:26 |
CIA-20 | Use default parameter instead of separate method in Object: | 10:26 |
CIA-20 | Just a slight simplification. | 10:26 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/modules/games/minisec/ (move.cpp move.cpp): | 10:29 |
CIA-20 | Move order fixed max_speed = distance for completion, and ETA: | 10:29 |
CIA-20 | ETA is a little odd, because currently every order takes at least 1 turn, so return 0 is wrong. | 10:29 |
mithro | so llnz, how does it go? | 10:31 |
mithro | it appears nash didn't come back :/ | 10:31 |
llnz | :-( | 10:36 |
llnz | maybe he will be around later | 10:36 |
mithro | i guess it's only 9:30pm where he is | 10:37 |
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* nash waves | 10:47 | |
nash | mithro: llnz: Heyo! | 10:47 |
llnz | speak of the devil! | 10:48 |
mithro | [21:03] <mithro> it appears nash didn't come back :/ | 10:48 |
mithro | [21:08] <llnz> :-( | 10:48 |
mithro | [21:08] <llnz> maybe he will be around later | 10:48 |
mithro | [21:09] <mithro> i guess it's only 9:30pm where he is | 10:48 |
nash | Sorry - been watching dacing with the stars with my wife ;-) | 10:49 |
mithro | nash: that sounds like punishment enough ;) | 10:49 |
nash | Not that bad. It could be much much worse... | 10:49 |
mithro | llnz: http://sourceforge.net/projects/gcgreatcode/ http://astyle.sourceforge.net/ | 10:50 |
tpb | Title: SourceForge.net: GC GreatCode (at sourceforge.net) | 10:50 |
nash | mithro: Why? | 10:50 |
tpb | hmm... mithro: Why are the weaponpoints comming out of the parser a list, i can see why you'd have the pixels inside the weaponpoints as a list, but multiple weapon point lists? multiple weapons on one machine? how do we associate the weapon type with the weapon points for that type, nash | 10:50 |
* mithro ponders tpb | 10:51 | |
mithro | maybe I should turn that off | 10:51 |
nash | Is it possible to make sure tpb doesn't say anything unless we mention his name | 10:51 |
nash | It can be okay, but only with name | 10:51 |
mithro | tpb: tp? | 10:52 |
tpb | Rumor has it tp is the framework for creating the games, mithro | 10:52 |
nash | Hmmm - just doing a pull on the tpserver changes... | 10:52 |
nash | What is if (distance == 0) [_$_] return 1; | 10:52 |
nash | I really can't parse that statement | 10:53 |
mithro | llnz: astyle seems to be doing a fairly good job | 10:54 |
nash | llnz: Can you tell me what that statement does? | 10:55 |
llnz | when the distance is 0, it makes the ETA 1 turn, because an order has to take at least one turn | 10:56 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/tpserver/ (9 files): | 10:57 |
CIA-20 | Added ping limiting code, and reformated touched sections in PlayerConnection: | 10:57 |
CIA-20 | Been meaning to do this for a while, was easier than I thought. | 10:57 |
nash | I really meant the [_$_] bit | 10:57 |
nash | Weird... got that problem from earlier again... | 10:58 |
llnz | ? | 10:58 |
nash | In file included from avacombat.cpp:22: | 10:58 |
nash | ../../../tpserver/object.h:65: error: `uint32_t' was not declared in this scope | 10:58 |
nash | llnz: WRT the [_$_], I don't know that syntax - is it a statement, a compiler hint? | 10:58 |
llnz | i don't know what that is | 10:59 |
llnz | where did you see that? | 10:59 |
nash | When I did a darcs pull - it was in the patch when I viewed it | 11:00 |
nash | Is it a darcs thing? | 11:01 |
llnz | might be | 11:01 |
* nash never used darcs before either | 11:01 | |
mithro | nash: yes thats a darcs thing | 11:01 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/tpserver/object.h : Added missing include of stdint.h in object.h | 11:01 |
nash | okay... I didn't think my C++ was that out of date (been about 6 years since I used it) | 11:01 |
nash | llnz: You missed the chance for a bug on sorceforget about this ;-) | 11:02 |
* llnz doesn't really like the sf tracker much | 11:03 | |
llnz | but it works | 11:03 |
llnz | prefer bugs that are hard or will take a while to fix | 11:03 |
mithro | llnz: gives us exposure :) | 11:04 |
* nash hates it too.. but he knows mithro likes the stats | 11:04 | |
llnz | nash: can you try the ship going away from target bug please (when up to date and built) | 11:06 |
mithro | i have to admit, I havn't found anything which is very good | 11:06 |
nash | A working bugzilla set up decently works damn well in my experience | 11:06 |
nash | llnz: In file included from game.cpp:27: | 11:06 |
nash | player.h:39: error: `uint32_t' was not declared in this scope | 11:06 |
llnz | grrr.. wtf is happening? | 11:07 |
mithro | nash: i've never been able to get bugzilla working to my liking | 11:08 |
nash | llnz: I have nasty warnign and error flags. I like clean compiles ;-) | 11:09 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/tpserver/ (player.h player.h): Added missing stdint.h include in player.h | 11:09 |
llnz | something else normally pulls it in, but i don't mind adding the includes anyway | 11:09 |
nash | mithro: Once I got a few saved searches and reports set up, using bugzilla at work is a dream. I have 100 bugs assigned to me at the moemnt, and no problems managing them. | 11:09 |
mithro | doesn't give us sf exposure? | 11:10 |
nash | llnz: I personally prefer to not have #include in headers at all... and leave it in the source file | 11:10 |
llnz | nash: same, except of things that are actually required to make the header cleanly compile by itself | 11:11 |
llnz | therefore, superclasses, templates (stl) and types | 11:12 |
nash | Nope, my headers have no includes - forces you to avoid cyclic dependancies... I also avoid typedefs and enums whereveer possible to make sure I can avoid #ifndef crud | 11:13 |
nash | llnz: superclasses and templates make it a little different for C++ | 11:13 |
mithro | nash: didn't get around to finishing the whats needs to happen | 11:15 |
nash | mithro: That's okay... I'll keep pestering you... but the sooner the better. | 11:15 |
nash | One of the things you need is to get that list down - it;s more for yourself. Then order that list and do it | 11:16 |
nash | llnz: In file included from designstore.cpp:22: | 11:16 |
nash | category.h:36: error: syntax error before `)' token | 11:16 |
nash | category.h:45: error: `uint64_t' was not declared in this scope | 11:16 |
nash | There is a pattern here... | 11:16 |
nash | ;-) | 11:16 |
nash | If you don't have a plan you'll just play around fixing little things and never tackle the big (important) tasks | 11:16 |
nash | Having said that I think the first thing you need to do is get a tp04 draft up | 11:17 |
nash | llnz: design.h has the same problem | 11:17 |
nash | llnz: Also strangely autoconf has decided to use g++-3.3, even though I have 4.1 installed | 11:18 |
nash | that may be part of it | 11:18 |
llnz | maybe | 11:18 |
* nash waits for the next round of patches... | 11:23 | |
nash | llnz: hello? | 11:35 |
llnz | here is comes | 11:35 |
nash | Cool | 11:35 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/tpserver/ (11 files): Added missing stdint.h include, and reforming in design.h component.h and category.h | 11:39 |
llnz | humm... should be reformatting, oops, my bad | 11:39 |
CIA-20 | Lee Begg <[email protected]> * tpserver-cpp/tpserver/ (design.h design.h design.h design.h design.h design.h): Reformating in design.h | 11:42 |
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nash | llnz: So the redirect bug - shoudl it be fixed? | 11:44 |
mithro | redirect? | 11:44 |
nash | The fly of into space on colonise local object bug | 11:44 |
llnz | well, maybe | 11:44 |
llnz | but there is more logging on EOT to check what's happening | 11:45 |
* nash runs his AI... to see if it happens | 11:45 | |
nash | Yep.. It happened | 11:46 |
nash | 2007-02-27 22:48:17 < Debug > Object(303)->updatePosition(): Moving object to [855167296, -1678175000, 0] (which is the destination? No) | 11:46 |
nash | 2007-02-27 22:48:17 < Debug > Object(303)->updatePosition(): Velocity is now [-200000000, 0, 0] | 11:46 |
mithro | nash: what was the move part above it? | 11:47 |
mithro | (way above the updatePosition starts) | 11:47 |
nash | 2007-02-27 22:48:17 < Debug > Object(302)->updatePosition(): Moving object to [1345241128, -1824613756, 0] (which is the destination? Yes) | 11:47 |
nash | 2007-02-27 22:48:17 < Debug > Object(302)->updatePosition(): Velocity is now [0, 0, 0] | 11:47 |
nash | Not enough buffer | 11:47 |
nash | Can I save this to a file somehow? | 11:47 |
llnz | yes | 11:47 |
llnz | on tpserver-cpp console type: | 11:47 |
nash | tell me the magic mojo | 11:47 |
llnz | > settings set log_file thelogfilename | 11:48 |
llnz | errr... hold on a moment | 11:48 |
nash | Seems to work | 11:48 |
llnz | > settings set logfile_name thelogfilename | 11:48 |
llnz | > settings set log_file yes | 11:49 |
nash | Okay - happened again | 11:50 |
nash | 2007-02-27 22:51:40 < Debug > Object(321)->updatePosition(): Moving object to [767127296, -743140000, 0] (which is the destination? No) | 11:50 |
nash | 2007-02-27 22:51:40 < Debug > Object(321)->updatePosition(): Velocity is now [-200000000, 0, 0] | 11:50 |
nash | stuff at the top: | 11:50 |
nash | 2007-02-27 22:51:40 < Debug > Object(321)->Move->doOrder(): Moving 4294967296 at 200000000 speed (will take about 21 turns) | 11:50 |
nash | 2007-02-27 22:51:40 < Debug > Move->doOrder(321): Velocity is [-200000000, 0, 0] (will arrive at [767127296, -743140000, 0]) | 11:50 |
nash | 2007-02-27 22:51:40 < Debug > Object(322)->Move->doOrder(): Moving 316349432 at 200000000 speed (will take about 1 turns) | 11:50 |
nash | 2007-02-27 22:51:40 < Debug > Move->doOrder(322): Velocity is [-194744889, 45545889, 0] (will arrive at [1080379583, -769601193, 0]) | 11:50 |
mithro | maybe it should output where it's trying to go? | 11:51 |
nash | Can I ask: WTF is the 316349432 and 4294967296 numbers? | 11:53 |
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nash | back in a minute | 11:54 |
mithro | nash: the distance between the current position and where it's going | 11:55 |
mithro | nash: email sent | 11:56 |
nash | mithro: Looks good. | 11:58 |
nash | Will need to look over it a bit better tommorrow | 11:58 |
nash | anyway - how long before the next patch - I need to be up in 7 hours | 11:58 |
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mithro | nash: i don't think we have figure out what is causing your problem | 11:59 |
nash | I know - but I assume you want more targetted debuggind | 11:59 |
nash | Anyway - let me know, and I can run some more tests. | 11:59 |
nash | But for now, I'm off to bed. | 12:00 |
nash | BTW: You should be able to reproduce this with any client | 12:00 |
nash | Talk to you later | 12:00 |
nash | good night | 12:00 |
mithro | nash: i'm unable to reproduce with tpclient | 12:00 |
nash | Hmmm... interesting | 12:00 |
* nash may try | 12:00 | |
nash | bye | 12:00 |
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mithro | nash: any chance we could get access to your client to test with? | 12:01 |
llnz | hummm.... | 12:03 |
llnz | sorry, was afk | 12:03 |
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mithro | wb llnz | 12:39 |
llnz | thanks, adsl bounce | 12:39 |
llnz | tpserver-cpp> turn number | 12:42 |
llnz | The current turn number is 5860 | 12:42 |
llnz | 40.69 days | 12:43 |
llnz | had better sleep | 12:51 |
llnz | cya later | 12:51 |
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mithro | morning nash | 21:10 |
mithro | how does one handle two objects which are set to intercept each other? | 21:10 |
nash | Easy - Lowest ID moves first towards current location of target | 21:11 |
nash | Second lowest ID moves | 21:11 |
nash | Don't worry about uneven use of fuel or anything ;-) | 21:11 |
mithro | bblr | 21:16 |
mithro | have to go to the gym | 21:16 |
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