Difference between revisions of "Running Bug List"

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To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list
  
This is list of our current high-priority bugs for Bitfighter. 
 
  
Not all issues belong on this list -- only those that are a high priority for the next release.  Other cases should be added to the [https://code.google.com/p/bitfighter/issues/list Google Code bug tracker].
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==019d==
 
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1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version.
===General Bugs===
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# Figure out how to get ids working properly with walls/polywalls
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# <del>Disable fast regen when standing still trying to build something with engineer</del>
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# Lua API doc fixes:
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#* event method signatures are not documented
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#* Check that all the old the Lunar classes mentioned at http://bitfighter.org/wiki/index.php/Scripting_018 are also in the luadocs.
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#* How to document the global enums 'WeaponInfo' 'ModuleInfo'?
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# Improve screen for loading levels in editor -- perhaps general keyword search, or options for picking by author/title/file, or perhaps navigating a folder tree
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# in onShipLeftZone/etc. events with 'ship' object, either the ship or the ship:getPlayerInfo() doesn't return the same userdata object each time anymore
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# Start game with joystick plugged in; remove joystick; go to Options>Input... crash!  Can't even get a stack trace in Windows!
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# Two clients connecting to a server, all on the same machine, some how share a gameconnection.  This is evident when one client does /idle, but immediately respawns without the user typing a key
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# <del>Memory leak in setting up our scripting environments.  A temporary workaround was put in by sam686 in [https://code.google.com/p/bitfighter/source/detail?r=4d6f2a48d2543b95939382c8619686a9ac5e7529 4d6f2a48d254].  To duplicate, revert sam686's change, go into a level and do /addbots 50, then /kickbots, repeatedly.  To see a nice graphic of where the memory is being created:  http://sam6.25u.com/upload/3snapshot13.png</del>
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# <del>Memory leak with menuitems in scripts again:  http://pastie.org/pastes/8064689/text  MenuItems *are* wrapped in a shared_ptr but aren't being cleaned up???  ==> [[User:Watusimoto|Watusimoto]] 07:59, 23 June 2013 (UTC) I do not believe this claim; I placed a break point on CounterMenuItem, which we use in the curves menu plugin.  I can see the items being created, then deleted when a new menu is created and the old items are (finally) discarded.  When the game gets closed, the last remaining items are deleted.  So I feel pretty confident that everything is (eventually) cleaned up. ==> ''I win - it was a leak'' [[User:Raptor|Raptor]] 15:05, 23 June 2013 (UTC)</del>
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# luaW_gc is only called when we exit the game - should this be called sooner, like when we change levels? ==> [[User:Watusimoto|Watusimoto]] 07:42, 23 June 2013 (UTC) Isn't this called automatically by the lua garbage collector?  ==> Yes it is.  Does that mean the garbage collector is *only* called when exiting the game?  If so, is that what we want? [[User:Raptor|Raptor]] 15:05, 23 June 2013 (UTC)
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# <del>LuaW memory leak:  add game object, like with TextItem.new(), then don't call call levelgen:addToGame() on it...  leak!  ==> [[User:Watusimoto|Watusimoto]] 07:42, 23 June 2013 (UTC) I think this is not something to worry about.  We can warn coders about this problem in our documentation, but there is no reason, besides a programming bug, that this would happen -- there is no point to creating an object and then not adding it.  Please correct me if I'm mistaken</del>
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====Things to test after next lua rewrite====
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# Levelgen: Having addItem() in main() may randomly fail on repeated ctrl+R in editor or repeated level restart, showing message "***LEVELGEN ERROR*** Error encountered while attempting to run script's main() function: ***.levelgen:44: attempt to call missing or unknown method 'addItem' (a nil value).  Aborting script."
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#:<code>-- for bug #33 from sam686<br>function main()<br>&nbsp; for x = 0, 20 do<br>&nbsp; &nbsp; for y = 0, 20 do<br>&nbsp; &nbsp; &nbsp; item2 = ResourceItem.new()<br>&nbsp; &nbsp; &nbsp;  item2:setGeom(x * 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(item2)<br>&nbsp; &nbsp; &nbsp; textitem = TextItem.new()<br>&nbsp; &nbsp; &nbsp; textitem:setText(x .. "," .. y)<br>&nbsp; &nbsp; &nbsp; textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(textitem)<br>&nbsp; &nbsp; end<br>&nbsp; end<br>end</code>
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Latest revision as of 21:29, 15 November 2014

To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list


019d

1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version.