macsforme | how do we need to test this? joining as player? alone or with others? shooting? sending chat? observer mode? | 01:01 |
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macsforme | I played for a bit and didn't notice any regressions | 01:32 |
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tupone | macsforme: Optic_Delusion: thanks, I think is enough. your test is for the nonblocking recv working or not. If not, you could not play | 06:43 |
tupone | I'll wait another day before pushing | 06:51 |
Optic_Delusion | It passes my little test | 08:36 |
Optic_Delusion | tupone | 08:36 |
Optic_Delusion | with help, i was able to download the branch, and no crash on replay server while listing replays | 08:37 |
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blast007 | Optic_Delusion: did you test with the regular client too to see if that one had issues again? | 10:40 |
blast007 | and is it consistent? | 10:40 |
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tupone | I guess windows is not tested, my worst nightmare :) | 11:14 |
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Optic_Delusion | the crash does not happen at the listing of replay files. It happens just after that, at the loading of the replay file and the world file changes. This means my test was completely meaningless, and that blast knows me all too well | 18:28 |
Optic_Delusion | sorry tupone, i was actually no help | 18:29 |
blast007 | Optic_Delusion: do you reconnect after you load a replay? | 19:06 |
blast007 | tupone: do you know of a way to reproduce the problem that the PR fixes? | 19:07 |
blast007 | I had tried on my server that induces a lot of out of order packets and delays, but I didn't notice any stuttering on the client | 19:07 |
blast007 | I had a second client running that was in autopilot and had 10 bots | 19:08 |
tupone | I don't know a way to reproduce clearly, maybe a firewall that drop a tcp message at all. | 19:35 |
tupone | maybe disabling udp | 19:36 |
tupone | Optic_Delusion: it is a crash or a lock of client? it happens to both standard and this new one | 19:37 |
blast007 | I think I'd have to set up a bridge system between the client and the server to induce packet loss, at least for TCP | 19:50 |
blast007 | or a router | 19:51 |
blast007 | set up a bridge or a router* | 19:51 |
tupone | but tcp messages are only a few, I think bzflag could work without udp | 19:55 |
tupone | the issue is difficult to raise, as the server try to send data as soon as they are ready. Maybe hacking the server and removing that setting :) | 19:58 |
tupone | If someone could test that windows build continue to work as usual, for me is ok | 20:02 |
blast007 | tupone: The build fails on Windows. "identifier "ssize_t" is undefined" | 22:27 |
blast007 | elsewhere we just use an int | 22:28 |
blast007 | I'm not noticing any problem in-game, though I was only in observer | 22:44 |
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