0.2.8 (beta 3 tagged)
It wasn't your fault I changed the compilation flags to DEBUGLEVEL=1, that alone causes the crash. Really odd, I absolutely have to go after it. I'm reinstalling the chat code. Sorry.
Edit. This is not good. The server crashes on round start when DEBUGLEVEL is smaller than 2. The crash is an obscure memory management crash when the countdown is to be displayed. (not in the custom memory manager, that's precisely what gets disabled at these settings.) The true error is something that happened before that. This will not be easy.
<Deity of choice> bless binary search. By littering copies of the code that triggered the crash all over the place I identified the cause. It's a very old bug (existing probably about forever) in nNetObject::SyncAll() where a network message's ID was written to after the message possibly already had been deleted. I replaced all plain message pointers in nNetobject.cpp with smart pointers.
Edit. This is not good. The server crashes on round start when DEBUGLEVEL is smaller than 2. The crash is an obscure memory management crash when the countdown is to be displayed. (not in the custom memory manager, that's precisely what gets disabled at these settings.) The true error is something that happened before that. This will not be easy.
<Deity of choice> bless binary search. By littering copies of the code that triggered the crash all over the place I identified the cause. It's a very old bug (existing probably about forever) in nNetObject::SyncAll() where a network message's ID was written to after the message possibly already had been deleted. I replaced all plain message pointers in nNetobject.cpp with smart pointers.
v0_2_8_beta3 is tagged.
Packages are building.
Z-Man is tired.
(So there is a chance that the tagged sources are crap, I suggest testing them a bit more before we release packages. As long as we don't release, we can still move the tag.)
And good news: I have a confirmed false timeout on tape. Confirmed because it was me who timed out right after connecting. I think I'll be able to make something out of it.
Packages are building.
Z-Man is tired.
(So there is a chance that the tagged sources are crap, I suggest testing them a bit more before we release packages. As long as we don't release, we can still move the tag.)
And good news: I have a confirmed false timeout on tape. Confirmed because it was me who timed out right after connecting. I think I'll be able to make something out of it.
- Lucifer
- Project Developer
- Posts: 8640
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
- Contact:
Heh, can't release yet.
Attached is the map I'm trying to get into my cvs client, built just a few days ago. What am I doing wrong? When I connect to the server, I get "Can't connect, the server was shut down".
Attached is the map I'm trying to get into my cvs client, built just a few days ago. What am I doing wrong? When I connect to the server, I get "Can't connect, the server was shut down".
- Attachments
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- belly_of_the_beast_server-0.1.xml
- (7.28 KiB) Downloaded 91 times
Your error was probably reading the docs I shall put a warning up that they are heavily outdated.
The dtd for zones needs to be map-0.2.8_beta3.dtd.
The top level tags need reshuffling.
The zones come after the walls.
It's no longer <Zone type=>, it's <Zone effect=>.
Here's a corrected version. Bug report: one of the zones is too far in the middle, I did not do anything about that.
Looks cool!
Oh and sorry, more than two zones won't work properly yet; the first to conquer any enemy zone wins the round.
The dtd for zones needs to be map-0.2.8_beta3.dtd.
The top level tags need reshuffling.
The zones come after the walls.
It's no longer <Zone type=>, it's <Zone effect=>.
Here's a corrected version. Bug report: one of the zones is too far in the middle, I did not do anything about that.
Looks cool!
Oh and sorry, more than two zones won't work properly yet; the first to conquer any enemy zone wins the round.
- Attachments
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- belly_of_the_beast_server-0.1.xml
- (7.24 KiB) Downloaded 151 times
- Lucifer
- Project Developer
- Posts: 8640
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
- Contact:
Hmmm, I don't suppose you could take a few minutes and put the updated docs over on the new-fangled wiki thing, could you? (I made a section specifically for map stuff that's not yet finished, so those of us using bleeding-edge features can see it)
ANd thanks for updating the map for me. I'll get it up in a minute, gonna check my tea level, and I need to go to bed pretty soon.
ANd thanks for updating the map for me. I'll get it up in a minute, gonna check my tea level, and I need to go to bed pretty soon.
- philippeqc
- Long Poster - Project Developer - Sage
- Posts: 1526
- Joined: Mon Jul 12, 2004 8:55 am
- Location: Stockholm
- Contact:
make that a few hours... updating the tutorial and writing it in wiki syntax.Lucifer wrote:Hmmm, I don't suppose you could take a few minutes and put the updated docs over on the new-fangled wiki thing, could you?
Could you (should we) make a copy of the current tutorial under a heading like "tutorial 0.1" or something similar (*). The one I'm working on now address the syntax of map-0.2.8_beta3.dtd.
-ph
* I think by now ppl have noticed that when ever I address version stuff, my IQ drop below that of the average houseplant.
Canis meus id comedit.
Branched beta3 specific thread:
http://forums.armagetronad.net/viewtopi ... 5144#35144
http://forums.armagetronad.net/viewtopi ... 5144#35144
A short hack for the text insertion from instant chat keys. I had to make PLAYER_CONFITEMS a little larger (probably could be a bit smaller than 60). Use it as:
Edit: it only works when you are not in chat mode already.
Code: Select all
INSTANT_CHAT_SHOULD_INSERT_TEXT_playerNumber_instantChatNumber
- Attachments
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- chat_macro.diff.bz2
- (1.46 KiB) Downloaded 92 times