Sunday, 2009-06-28

*** tpb has joined #tp00:00
*** ChanServ sets mode: +o tpb00:00
mithroheyo peoples00:07
mithrocherez: I think your missing some status reports00:08
llnzhi mithro00:08
Greywhindmithro: http://codereview.mithis.com/6001/show00:21
tpbTitle: Issue 6001: Removed panelPicture, as it is now redundant with panelInfo. - Code Review (at codereview.mithis.com)00:21
mithroGreywhind: got a screenshot?00:22
Greywhindmithro: http://img145.imageshack.us/img145/727/screenshottpthousandpar.png00:24
tpb<http://ln-s.net/3P5n> (at img145.imageshack.us)00:24
mithroGreywhind: hrm, I'm not sure that is the correct place for it to be located00:24
mithroit looks kinda squashed?00:24
Greywhindmithro: it would be more squashed anywhere else, i think... where would you put it?00:25
mithrowhat about keeping it where it was and just expanding it more left?00:25
Greywhindmithro: it'll still be very short, heightwise00:26
mithroI don't like how there is horizontal scrollbars?00:26
Greywhindmithro: well, i can either move it back down to the bottom and make the bottom panel taller00:27
Greywhindmithro: or i can keep it there and make the side panel a little wider00:27
Greywhindwhich would you prefer?00:27
mithrothe other thing is that the message panel looks strange now00:27
mithromaybe we should put them all on the left and make it wider?00:27
Greywhindmithro: as in, move everything to the left of the starmap?00:28
mithrowell except the system tree?00:28
Greywhindin two columns?00:28
Greywhindwell, if we're having two columns left of the starmap anyway, might as well put the system tree there too00:29
mithroNo as in one column on the left stacked00:31
mithroso it goes information, order, messages00:31
Greywhindah00:31
cherezAlright, what /is/ the difference between a description frame and a use frame?00:34
mithrocherez: did you look into the Describale.py and OrderDesc/Order stuff in libtpproto-py?00:34
Landonheh, I have ships moving00:34
mithroLandon: yay!00:34
Landonentertaining to watch a planet slowly travelling towards a cluster of ships00:35
Landonat a collosally slow speed00:35
mithroLandon: got some screenshots/movies?00:35
Landonwell I should get a movie of this, what's a good recorder on linux though?00:35
Greywhindmithro: taking some screenshots of the options00:35
mithroGreywhind: okay cool00:35
mithroin theory people can arrange them how they want00:36
mithroif we got around to saving/restoring their positions properly00:36
Greywhindtrue00:36
Greywhindok... here's the list:00:36
Greywhind1. http://img145.imageshack.us/img145/727/screenshottpthousandpar.png00:36
tpb<http://ln-s.net/3P5n> (at img145.imageshack.us)00:36
Greywhind2. http://img32.imageshack.us/img32/3161/tpoption2.png00:36
tpb<http://ln-s.net/3P5r> (at img32.imageshack.us)00:36
Greywhind3. http://img32.imageshack.us/img32/3161/tpoption2.png00:36
Greywhindoops00:37
Greywhind3. http://img14.imageshack.us/img14/1296/tpoption3.png00:37
tpb<http://ln-s.net/3P5t> (at img14.imageshack.us)00:37
Greywhind4. http://img514.imageshack.us/img514/605/tpoption4.png00:37
tpb<http://ln-s.net/3P5u> (at img514.imageshack.us)00:37
Greywhind5. http://img32.imageshack.us/img32/2131/tpoption5.png00:37
tpb<http://ln-s.net/3P5w> (at img32.imageshack.us)00:37
Greywhindtell me which you like best00:37
Landonmithro: aha found one, vid coming up soon00:41
cherezmithro: So the description frame is the part of a packet that says what the packet is and what parameters it has?00:42
mithroso Thousand Parsec has a concept of "description" and "describable" frames00:43
mithrodescribable frames have a bunch of data on the end which can be decoded by looking at the description frame00:43
mithroso for example00:44
mithrothe Order frame00:44
mithrois described by the OrderDesc frames00:44
mithrowhich is how we have NOp, Move, etc "order types" while only having one type of frame00:44
mithrocherez: got that all down?00:45
cherezYeah.00:45
mithroso the protocol.xml stuff needs to be able to describe both cases right00:46
mithroit needs to be able to describe "this part of the packet is describable" and "this part of the packet contains the description"00:46
mithroright?00:47
cherezRight.00:47
mithronow to make it slightly more complicated00:48
mithrothere are two types of things which you want to describe00:49
mithrothings which are common to all types, and things which are unique to each type00:49
mithroIE the difference between class variables and instance variables00:49
mithroGreywhind: I also though up another thing you could do00:50
Landonah hm, I don't think the screen recorders like recording 3d apps00:50
mithroLandon: try fraps00:50
Greywhindmithro: what's that?00:50
Greywhindthe thing i can do, taht is00:51
Greywhind*that00:51
mithroGreywhind: I think if the order queue has a limit of only one order, we should hide the whole ordering stuff00:51
Greywhindmithro: order queues can be limited to one order at a time?00:51
mithroyes00:51
Greywhindmithro: and what do we hide exactly?00:52
Landonmithro: that isn't for linux though, is it?00:52
mithroLandon: oh - no it's not00:52
mithrolet me look up the linux equivalent00:53
Landonlet me see if transcoding the file helps any00:53
mithroLandon: what tool are you using to record00:57
GreywhindLandon: try this: http://nullkey.ath.cx/projects/glc/00:57
tpbTitle: glc (at nullkey.ath.cx)00:57
Landonmithro: istanbul00:57
mithroGreywhind: the list of orders in the queue00:57
Greywhindmithro: so just automatically show the single order's details, and no list?00:58
mithroGreywhind: yeah00:58
Greywhindmithro: i don't know if i'd prefer that as a player, actually00:58
Greywhindi can try to do it if you want though00:58
LandonGreywhind: cool, thanks00:59
mithroGreywhind: well - why would you prefer to see the list of orders if only one order can be given?01:01
mithroLandon: maybe try recordmydesktop too?01:01
Greywhindmithro: well, there could be different types, for one01:01
mithroGreywhind: that is why you still have the drop down box01:01
Greywhindmithro: it would just be kind of strange to suddenly just see the options for the order rather than the queue-style01:01
Greywhindi can try it thoughj01:01
Greywhind*though01:02
mithroso I'm thinking that you could use an order-queue for say "current attack stance"01:02
mithroLandon: http://recordmydesktop.sourceforge.net/faq.php#Some_windows_are_not_recorded!01:02
tpb<http://ln-s.net/3P6E> (at recordmydesktop.sourceforge.net)01:02
mithroLandon: and I disagree with llnz about the move stuff01:02
Greywhindmithro: yeah, i see what you're saying01:02
Greywhindmithro: i'll put it on my list01:03
Landonmithro: oh?01:03
mithrowhen I originally wrote the battlexml stuff, the move stuff was more like movements on a chess board01:03
mithrocherez: did you get what I said last?01:03
Greywhindmithro: so... any thoughts on which layout you like best?01:03
Landonso I would need to handle collisions in the battleviewer then?01:03
mithroI kinda like http://img514.imageshack.us/img514/605/tpoption4.png01:04
tpb<http://ln-s.net/3P5u> (at img514.imageshack.us)01:04
mithroLandon: well not so much collisions, but ship collision avoidence01:04
Landonright01:04
mithroLandon: so if you imagine you where displaying a game of chess in a pretty way it might help01:04
Landonhm01:04
mithroor http://img32.imageshack.us/img32/3161/tpoption2.png01:05
tpb<http://ln-s.net/3P5r> (at img32.imageshack.us)01:05
Greywhindmithro: which do you think is better?01:05
mithroGreywhind: there is also something wrong with the title in the message bar01:05
Landonmithro: I don't see how the chess analogy works though :P they move the pieces in the 3rd dimension to avoid colliding01:05
Landondoes that give me free reign to open up the 4th dimension and teleport? heh01:06
mithroLandon: so you move the pieces around the other ones01:06
mithroeven though the move was01:06
mithromove knight from a,b to d,e01:07
GreywhindLandon: since you're in 3D already, it's pretty unlikely that there will be no way to move around something01:07
mithrothat might require moving around a bunch of other pieces01:07
Landonwell what I'm wondering is , hypothetically Ic ould have a cube of enemies01:07
Landonspaced far enough that I can't move between01:07
Landonbut for some reason the ruleset wants me inside01:07
mithroLandon: then you make the other peices for while you place the one in the center and then they move back01:08
Landonah, ok01:08
mithroLandon: the easist way would be to just require a minimum distance between pieces01:08
Landonyeah, I think I can grab a bounding sphere and get the radius of that01:08
*** tote has quit IRC01:08
*** Demitar has quit IRC01:08
mithroand attach the objects to a position on a spring01:09
Landonstarting to sound like I might need a physics library01:10
mithroas well, multiple objects may be at the same location01:10
mithroIE you might have 12 scouts all at position x,y01:10
*** tote has joined #tp01:11
Landonok01:11
mithroso you'll have to arrange them in some way at that position01:11
mithroLandon: I'm not sure you actually need a physics library and for now I would ignore the problem and put a big "TODO: fix this shit"01:12
Landonyeah01:13
Greywhindmithro: http://codereview.mithis.com/600101:14
tpbTitle: Issue 6001: Removed panelPicture, as it is now redundant with panelInfo. - Code Review (at codereview.mithis.com)01:14
LandonI kind of do want to see what would happen with a dozen scouts at the same position though if I do get around to that01:14
Landonsounds entertaining01:14
mithroLandon: well hopefully alanp will have you some interesting battles before GSoC is through01:15
mithroLandon: did you get my email with the in-game graphics from homeworld and eve?01:15
Landonwould be hell for firing at though01:15
Landonyeah01:15
mithroLandon: so you now have laser fire and move and death working?01:16
Greywhindmithro: here's the screenshot of the newest layout: http://img43.imageshack.us/img43/727/screenshottpthousandpar.png01:16
Landonstill working on move01:16
tpb<http://ln-s.net/3P6S> (at img43.imageshack.us)01:16
LandonI need to add a few more things01:16
Landonright now I can tell a ship to go somewhere once01:16
Landonbut only once, so I need a way to update the movelist01:17
mithroI would make the messages on the right take up less space01:17
Landonhaha, speakingof eve I just got an email telling me I was a millionaire and I should come back during their free trial01:18
mithroSins of a Solar Empire would be another good one to check out01:18
*** Demitar has joined #tp01:22
Greywhindmithro: http://codereview.mithis.com/600201:27
tpbTitle: Issue 6002: Fixed winIdleFinder to work with tp04. - Code Review (at codereview.mithis.com)01:27
Greywhindi'll be back in a few minutes01:27
mithrocherez: poke?01:27
cherezmithro: Present!01:28
cherezLeft off at describing class and instance variables?01:28
mithroyes01:29
mithrodid you understand what I was talking about there?01:29
cherezI believe so.01:29
mithroso usedesc == instance variables01:30
mithroopps01:30
mithroI mean01:30
cherezusestruct?01:30
mithrousestruct == instance variables01:30
mithrodescstruct == class variables01:30
cherezSo when is the descstruct transmitted?01:32
mithrothey are transmitted in the OrderDesc01:32
mithroor ObjectDesc01:32
cherezBut the descstruct values are universal to packets of that type?01:33
mithrono01:33
mithrothe descstruct values are universal to orders/objects of the given type01:33
cherezIsn't transmitting them with every object/order superfluous then?01:35
mithrocherez: they are only transmitted with the OrderDesc/ObjectDesc01:35
mithro(hence the name descstruct)01:35
cherezSo the description frame is only sent once?01:36
mithrowell, it's sent as many times as you want01:41
cherezIs it sent separately from the Order/Object packet?01:41
mithrobut it makes sense to only request the frame once per object type01:43
mithroyes01:44
cherezOh, that makes things simpler.01:44
mithrothere is a chance you could get an object type/order type before you know how to unpack it01:45
mithro(because you are yet to get the OrderDesc/ObjectDesc for that type)01:45
cherezWill those transmit anything not in protocol.xml?01:46
mithrono01:46
mithrowell01:47
mithrothey will have an unknown list of parameters01:47
mithrocherez: I think your best bet to to checkout the tp04 branch of libtpproto-py and play with that a bit01:48
cherezAre those parameters separate from the parameterset parameters?01:48
mithrono - those parameters are described by the parameterset descstruct stuff01:49
mithrostruct="I SS T [ISS[x]]"01:50
cherezOkay, so all that gets me the that one integer in the protocol that's specified as descstruct.01:50
mithrothat is the struct string for ObjectDesc01:51
mithroso that last list is the important part01:53
mithroit's basically01:53
mithro['parameter type', 'parameter name', 'parameter desc', 'descstruct data']01:53
*** Greywhind has quit IRC02:08
CIA-23landon tpclient-pyogre * r376bd7f2b568 /src/battleviewer.py: Added several todo items as well as basic moving framework02:33
mithroLandon: any luck with the screenshots/movies?02:34
*** jnengland77 has quit IRC02:50
Landonon my laptop now, but I didnt have any luck getting glcapture to work02:52
LandonI'll try recordmydesktop after I get back upstairs though02:52
LandonI think I might try to get a screenshot taker in the battleviewer if its simple enough02:53
mithroLandon: I'm pretty sure a screenshot taker is simple enough, a video recorder is more complicated03:08
Landonyeah, I've already found code for a screenshot taker03:12
Landonah looks like jmtan already has screenshot code in there, sweet03:17
Landonit should transfer to the battleviewer03:17
*** reac has joined #tp03:59
llnzhi reac04:00
CIA-23ric daneel-ai * r514cd9f9841c /daneel_ai.py:04:01
CIA-23daneel_ai.py: Fixed a bug in the end of turn wait loop in gameLoop()04:01
CIA-23that prevented the client from realising the turn had completed when04:01
CIA-23all clients had requested an end of turn prior to the actual end of turn.04:01
CIA-23ric daneel-ai * rfc9bcf179819 /daneel/basic.py:04:01
CIA-23daneel/basic.py:04:01
CIA-23Added getLastTurnTime() function that returns the time of the object04:01
CIA-23that was updated last.04:01
CIA-23Modified startTurn() so that if the delta parameter is set to one, only04:01
CIA-23add object constraints if the object's modified time >= last_time04:01
reachi llnz04:01
reacllnz, not sure if the channel gets bug tracker updates too but I just submitted some bugs in tpserver-cpp with their fixes onto it04:06
llnzno, the channel dosn't, i'll have a look04:07
reacjust small problems with thresholdturntimer.cpp that were irritating me04:08
llnzwhich tracker?04:08
llnzsf?04:08
reacgoogle one04:08
llnzah, found it04:10
CIA-23landon tpclient-pyogre * re0d261478c6f /src/battleviewer.py: Moved move related stuff to the Participant object which is attached to each Entity04:11
CIA-23landon tpclient-pyogre * r6281e17ab110 /src/battleviewer.py: Filled out the Move event04:37
llnzreac: the thresholdturntimer is a bit messed04:39
reacllnz, well with that my fix it seems to work as described04:53
llnzreac: everything except the problem with updateTimer is right, applying now05:12
Landonhrm05:39
Landonbattleviewer is segfaulting05:39
*** jmtan has joined #tp06:15
*** verhoevenv has joined #tp06:22
*** jmtan has quit IRC06:41
CIA-23llnz tpserver-cpp * r0418629d1078 /tpserver/ (thresholdturntimer.cpp thresholdturntimer.h): (log message trimmed)07:00
CIA-23Straighten out ThresholdTurnTimer. Reported by reac.07:00
CIA-23Renamed updateTimer to updateTimerNowOverThreshold to make it clear07:00
CIA-23what it does. Fixed bug, calling wrong alert, now calls07:00
CIA-23thresholdFinishedNewTimer instead of timerExpiredStartEOT.07:00
CIA-23Fixed noted checking for negatives on unsigned values (made them07:00
CIA-23signed and then copy to unsigned once they are definitely positive).07:00
*** alanp has quit IRC07:18
* llnz notes he is into his third rewrite of RSPCombat in minisec07:23
* llnz wanders off07:46
llnzlater all07:46
*** llnz has quit IRC07:46
mithroLandon: I have not been seeing the daily updates to your blog?08:07
*** reac has quit IRC08:19
*** jmtan has joined #tp09:01
*** greenlion has joined #tp10:24
Landonmithro: oh, whoopsi'll get them up10:37
Landonhey jmtan10:44
Landondid you ever have any problems with ogre segfaulting when you add frame listeners?10:45
jmtanhey Landon10:47
jmtannope, but python-ogre does segfault on occasion, particularly with cegui commands10:48
jmtanusually the problem was with utf8 strings or memory leaks (for my cegui probs)10:49
Landonhm10:49
Landonwell my problem is a little weirder than that10:50
Landonin my code I set a UserDefinedObject for each Entity10:50
LandonI check the types when I make them, after I set it, after I make the frame listener for the entity10:50
Landonall are the correct class, Participant10:51
Landonbut when I use the ingame console and check the userObject turns into a FrameListener object10:51
Landon(obviously, that's if the framelisteners aren't registered, or it would be segfaulting before10:51
LandonI get far enough to pop open a console)10:51
jmtani'm not too sure how ogre uses UserDefinedObjects, you're saying that when you setUserObject and call getUserObject it returns differently?11:03
Landonyeah11:04
jmtanif you don't keep a reference in your own application, those objects you pass in may actually get garbage colleced11:04
jmtanmaybe you could try storing them in a list and see if it still changes?11:05
Landonok11:05
Landonjmtan: nope, segfaulting11:26
Landonbut the user object is correct now11:27
jmtanoh, so the problem is that 1) user object returns wrongly and 2) segfaults after adding the framelistener?11:27
LandonI guess so11:28
LandonI figured they were related11:28
Landonbut it appears not11:28
jmtanis it possible to step through using pdb from a point just before registering the framelistener?11:30
LandonI've done that11:30
Landonand it segfaults at the startRendering call11:30
Landonodd though, because I did get them to work before11:32
Landonmaybe I'm using framelisteners wrong?11:34
LandonI'm creating a new instance of my MoveFrameListener class for each entity11:34
Landonand registering each of those11:34
jmtani'm not sure, do you know what's changed since the time they were working?11:36
Landonthats the only change I've pinpointed it down to11:37
Landoncommented out all my userobject stuff11:37
Landonso it's just left creating the framelistener and registering it11:38
jmtanthat part is uncommitted at the moment?11:39
Landonit's committed but broken11:39
jmtanhm i can't find where you created the MoveFrameListener, could you give me the lineno?11:40
CIA-23landon tpclient-pyogre * rd4af00b7d71d /src/battleviewer.py: Fixed up battleviewer code, but it still segfaults11:42
Landonyou'll need to pull11:43
Landonit'll be lines 157,15811:43
jmtani think it might be the same problem, you're creating them as locals so they may be getting garbage collected, just a guess11:47
Landonoh whoops11:48
LandonI reverted the code before I pushed the fixes11:48
Landonjust before that though I set user objects in a self.userobjects dict11:48
LandonI've been talking to the people in #ogre3d, I think I'll try reorganizing how I use the framelistener11:49
Landonapparently it's not in good practice to initialize more than one or a handful of them11:49
jmtanwhat about the listeners? did u put the "mfl" objects in a list too?11:49
Landonno11:50
Landonhm11:51
jmtani'd second the advice about framelisteners as well, since you can't predict the order they are called11:51
Landonwell, adding the listeners to a list seems to have fixedd it11:52
Landonheh11:57
Landonit works now11:57
Landonthis is too entertaining11:57
Landon"Watch out for that planet, it's coming straight at you!"11:58
jmtanheh, move events on a planet?11:58
Landonit's the only entity name I remember, therefore the easiest to get out of the dictionary11:59
Landon:P11:59
CIA-23landon tpclient-pyogre * rd772f80755f2 /src/battleviewer.py: Fixed FrameListener segfaulting problems due to garbage collection, move events work properly now12:05
*** jmtan has quit IRC13:44
*** alanp has joined #tp14:06
*** tuna-fish has joined #tp14:14
*** epyon has joined #tp14:59
epyonmithro, tansell, ping!15:00
epyonI have a git problem :/15:00
epyonTo git+ssh://git.thousandparsec.net/git/tpserver-cpp.git ! [rejected]        refactor -> refactor (non-fast forward)15:00
epyonerror: failed to push some refs to 'git+ssh://git.thousandparsec.net/git/tpserver-cpp.git'15:00
*** Greywhind has joined #tp15:22
ezodepyon: you need to do a git pull first, looks like llnz made a commit to your branch15:31
*** tuna-fish has quit IRC15:33
*** mhilmi2 has joined #tp15:59
*** llnz has joined #tp16:09
*** mhilmi has quit IRC16:10
llnzmorning all16:23
* llnz grumbles about work16:23
*** mithro has quit IRC16:58
*** mithro has joined #tp16:59
*** mhilmi has joined #tp17:44
*** mhilmi2 has quit IRC17:53
*** mhilmi2 has joined #tp17:56
*** mhilmi has quit IRC18:05
*** greenlion has quit IRC18:33
*** nash has joined #tp19:02
*** mhilmi2 is now known as mhilmi19:11
epyontried git pull, still failure :/19:19
llnz?19:22
llnzwhat is the problem?19:22
mithroLandon: please report those problems as bugs19:29
mithropython-ogre should be keeping references to those objects for you19:29
llnzepyon: ?19:29
epyonTo git+ssh://git.thousandparsec.net/git/tpserver-cpp.git ! [rejected]        refactor -> refactor (non-fast forward)19:30
epyonerror: failed to push some refs to 'git+ssh://git.thousandparsec.net/git/tpserver-cpp.git'19:30
llnzepyon: you need to pull the changes from your refactor branch first19:33
epyon"git pull"?19:33
llnztheir might be conflicit too, so also check git status19:33
llnzyes, git pull19:33
epyon"already up to date"19:33
llnzok, check git status19:34
epyonno problems19:34
epyongit commit succeeded, I get the error on push19:34
llnzodd19:35
epyonmaybe I should do git pull origin?19:36
llnzgit log, what are the latest few commits?19:36
llnzmaybe19:36
epyonPlayerVier refactiring part 119:37
epyonView*19:37
*** Greywhind has quit IRC19:38
llnzpost the names back to "Player agent TCP Connection goodies"19:39
llnzpastebin might be a good idea19:39
epyonhttp://pastebin.com/d7fc3d03119:40
tpbTitle: pastebin - collaborative debugging tool (at pastebin.com)19:40
llnzok, you are missing a commit (or two)19:41
epyonD:19:41
epyonhow do I get them?19:41
llnzgit pull should have fetched one, and a second one will be created for the merge19:41
epyongit pull tells me that I'm up to date19:42
llnztry "git merge origin/refactor"19:45
llnzthough i'm not sure19:45
llnzmithro: any ideas about this git issue?19:52
CIA-23epyon tpserver-cpp-refactor * rfff1caccc638 /tpserver/ (playerview.cpp playerview.h):19:54
CIA-23PlayerView refactoring part 119:54
CIA-23* created a templated private class for holding groups of19:54
CIA-23data for objects, components and designs in player view19:54
CIA-23epyon tpserver-cpp-refactor * r5954ba3bf6f6 / (3 files in 2 dirs): Merge commit 'origin/refactor' into refactor19:54
CIA-23epyon tpserver-cpp-refactor * r3eb0b091f783 /tpserver/ (playerview.cpp playerview.h):19:54
CIA-23PlayeView refactoring part 219:54
epyon:D19:54
CIA-23* extrated common code from list sending into a templated19:54
CIA-23EntityList method19:54
*** mithro has quit IRC19:57
llnzah, good19:58
llnzcool20:00
Landontansell: got it fixed this morning, but will do in the future20:02
tansellLandon, so did you end up creating a video?20:08
llnzepyon: all sorted now?20:08
Landonah no, I still havent checked out recordmydesktop, I'l try that tonight20:09
*** mithro has joined #tp20:17
llnzepyon: i've always been a little shy of templates20:26
epyonthey'll be replaced with inheritance later -- but this can't be done without breaking the interfaces.20:27
epyonI'm preparing ground for that however20:27
llnzok, cool20:27
epyonhowever, in my humble opinion templates are what makes C++ so powerful :)20:28
tansellI like templates20:28
epyonat least templates are the reason I switched from FreePascal to C++ ;)20:28
tansellbut I remeber libatlas-c++ breaking C++ compilers with it's templates usage :)20:29
llnztansell: me too, though the compiles got better over time20:29
llnzs/compiles/compliers/20:30
* epyon is going to run an advanced class in "Advanced C++ Programing : Templates, Metaprogramming and C++0x" at the university next year :D20:30
* llnz gives up trying to fix that20:30
llnzcool20:30
tansellyes - they where not even doing anything all that complicated and it was like 10 years ago20:31
epyonAnyway, my main line of defence is that Open Source code should be foremost readable and understandable, compiling speed can be sacrificed20:31
tansellepyon, compile speed has never been a problem for tpserver-cpp20:36
CIA-23epyon tpserver-cpp-refactor * re1263a8b8180 /tpserver/ (playerview.cpp playerview.h):20:41
CIA-23PlayerView refactoring part 320:41
CIA-23* minor fixes20:41
CIA-23* general cleanup20:41
CIA-23* more repeating code removal20:41
epyonOk, further PlayerView refactoring will have to wait untill I will be able to break the interfaces :/20:44
tansellepyon, out of interest which coding style guide did you end up using?20:49
epyonnone, basically I'm following what is already there, just adding a few things agreed upon with llnz20:49
tansellhttp://sourceforge.net/projects/cpplint/ or http://code.google.com/p/google-styleguide/source/browse/trunk/cpplint20:51
tpb<http://ln-s.net/3PRQ> (at code.google.com)20:51
tansellmight be a good idea to setup a config file which supports the current coding convention20:51
epyonI'll think about it20:51
llnzepyon: btw, currently i'm using 4 space indents20:51
epyonlol20:51
epyonllnz: I'm reformating everything to 2 spaces :P20:52
llnzepyon: that's ok20:52
epyonthis is how most of the code was anyway20:52
llnzas long as it's consistent with a file20:52
llnzi know20:52
epyon<ESC>, V, PgDn, PgDn, ... =20:53
epyon:)20:53
* epyon , if he wouldn't be a windows person, would use vim for everything <320:53
tansellcherez, http://darcs.idyll.org/~t/projects/figleaf/doc/21:25
tpbTitle: figleaf -- Python code coverage analysis (at darcs.idyll.org)21:25
chereztansell: Thanks, I'll give that a try.21:26
tansellnfi if it works21:27
chereztansell: It works, although the output is a bit ugly.21:36
*** verhoevenv has quit IRC21:47
alanphrmph22:06
alanpfuck22:28
epyonswearing D:22:28
* epyon runs in fucking panic!22:28
alanphehe oops22:28
CIA-23epyon tpserver-cpp-refactor * rf1287fb7b3a1 /tpserver/ (7 files): Minor preliminary Design classes cleanup22:28
*** zzorn has quit IRC22:54
CIA-23epyon tpserver-cpp-refactor * r0aeb3cff5035 / (8 files in 3 dirs): Minor cleanups here and there23:12
CIA-23epyon tpserver-cpp-refactor * r8d464ca97ce0 /tpserver/propertyvalue.cpp: Compile fix23:12

Generated by irclog2html.py 2.17.2 by Marius Gedminas - find it at https://mg.pov.lt/irclog2html/!