- Welcome
- Invite Zydox to meeting wrt infolog upload stuff?
- Review meeting minutes past meeting
- Review 'how shall we keep track of who's doing what? Just meeting?'
- Progress of stuff to be done before release
- Default CMake build type
- GPL
- OS X
- MT official build
- New infolog upload site
- Infolog submit feature
- Next meeting
- Anything else? (WVTTK)
- End
Not present: jK (though reading log later)
Welcome
Tobi/hoijui: [13:42:07] <jk`gentoo@IRC> might be possible that I can't participate in the meeting today, still I will idle in the channel to read the log afterwards
Tobi: for the rest, welcome all
zerver: last meeting, i simply forgot the time
Tobi: ok, can happen
hoijui: hello
Tobi: I want to start with simple question, is it ok if Zydox joins meeting too for the infolog upload stuff?
Tobi: or does anyone have serious objections? :p
zerver: sure, let him in
hoijui: yes
hoijui: ok
Tobi: ok he'll be here in a bit I assume
** [CN]Zydox joined the channel.
Review meeting minutes past meeting
Tobi: any comments on it?
Kloot: I like the new format, much more readable
Tobi: ty Kloot, took a bit more time too then previous ones
Review 'how shall we keep track of who's doing what? Just meeting?'
Tobi: any comments on this?
zerver: etherpad works ok
Tobi: does the etherpad thingie still work? can't say I used it much since I simply didn't get around to any development last few weeks
Kloot: for myself I'm already noticing a lapse in using it, but couldn't get much work done last week
Tobi: [ARP]hoijui: for you, ~ means doing now and * means todo ?
hoijui: no, ~ means Big topic (further explained in the end of the doc), * normal topic
zerver: that etherpad page cant be allowed to grow big, try to be brief
Tobi: maybe at some point we should swap the 'author > i'm doing / todo' layout for 'i'm doing / todo > author', so that 'i'm doing' definitely fits on single screen.
Main points:
- take care first page doesn't grow too big, less detail if needed
- for hoijuis points, ~ means big topic (explained at the end of document), * means normal topic
- at some point maybe change from 'author > i'm doing / todo' layout to 'i'm doing / todo > author'
- currently it's fine
Skipped because it's mainly needs input from jK.
Default CMake build type
hoijui: now it is DEBUG2, should it be RELEASE?
Tobi: for whom does it matter, failing packagers who don't set any build type and users who build from source?
hoijui: yeah, users. for packagers it does not matter much
Tobi: I think it makes sense, IMO you may change it
hoijui: users which have no recent package on their systems repo should use RELEASE
Tobi: yeah
zerver: i have seen one or two reports of "slow running" build due to noob building debug by mistake
hoijui: those who need to suply stack traces with line numbers need DEBUG2
hoijui: ok, lets change it then.. we just have to remember to tell to use DEBUG2 when they should do a report
Tobi: what do ./configure-make packages usually do by default? or is it arbitrary?
Tobi: though even if all those defaulted to debug that doesn't necessarily mean we should do so too
hoijui: i don't know..
hoijui: packagers should use DEBUG2 or RELWITHDEBUGINFO
Tobi: maybe RELWITHDEBUGINFO is better default even?
Tobi: as fast as release and can still provide decent backtraces provided user knows gdb or the automatic backtrace thing happens to work
hoijui: would that give line numbers?
Tobi: not completely sure
hoijui: the debug info is still in the executable? or separate file?
Kloot: separate
Tobi: exe
hoijui: hehe
Tobi: separate?
Kloot: doesn't it create a .pdb ?
Tobi: I thought all cmake does was put it in exe always
Kloot: or whatever the gdb format is
Tobi: and only buildbot stripped it out into a separate file
Kloot: ah ok
Tobi: with Debug3 it definitely puts it in exe (got 246M spring exe here)
hoijui: Auswaschbar said, DEBUG3 makes no sense..
zerver: yeah, takes some time to launch big exe
hoijui: i dont remember what it has more then DEBUG2
Tobi: maybe I just use it cause I cba to find out if Debug2 had enough to debug everything I want :)
hoijui: yeah thats the same reason why i used it for a long time
Tobi: either way, RelWithDebInfo for default?
hoijui: yeah
Tobi: can always reconsider next week :)
Main points:
- We'll use RelWithDebInfo as default build type for cmake from now on (it was Debug2). Because:
- it is as fast as release
- it has debug symbols
Tobi: I added this, because I think atm shard is blatantly violating GPL. do we care and if so what do we do?
Kloot: AF claimed that SJ once made an exception for AI's
hoijui: AF told me, there is an agreement that AIs are excluded from the need to be GPL compatible
Kloot: but I'd want a citation of that
hoijui: yeah.., also... even if.. i woudl like to undo that
Kloot: same
Tobi: if he really wanted an exception he would have put it in the license.html or some other file in source
Kloot: anyway we've been assuming full GPL compliance for every AI project so far
hoijui: yeah true
hoijui: i got told, that in lots of universities, you are not allowed to make your source public during the course of a project
hoijui: is that true?
hoijui: cause.. most AIs are doen in university projects
Tobi: I've never bothered asking, but didn't do any stuff shared between uni and spring either
Tobi: although occasionally I have put source of something not yet submitted online and got no complaints whatsoever about it :)
hoijui: ok
Tobi: but then again the teacher had licensed it as GPL already, so maybe that changes the situation
Kloot: yeah and it depends on the university's regulations, which in practice no student ever reads
hoijui: yeah.. in my uni.. i never heard about anything like this, .. no prof would care for that :D
Tobi: either way, it's not an excuse to violate GPL
Kloot: I'm pretty sure if I started digging I could find some clauses related to publishing work done in university time
hoijui: well.. AF wont release it anyway until that date he gave..
Tobi: just don't release binaries then or include written notice valid for 3 years on how to get source
hoijui: and.. who would start a law.. thing?
zerver: what is the problem really, I thought the AIs were separate project
Kloot: they link to the engine
zerver: ok
Kloot: and include all kinds of headers from it, etc.
hoijui: hmm.. so.. it is not allowed to release anything (binaries) as long as source is not available?
Tobi: correct
hoijui: i mean.. we seem to agree on the theory, but what to do in practise
hoijui: so he can not publish new stuff from now on, or will we close his thread?
Tobi: well ofc in practice you can't do really much (except making sure no binaries are linked to on forum or so), but I think we ought to at least make a statement, cause otherwise next violation someone can just say: 'but at that time you didn't care either blablabla'
hoijui: hmmmm ok
Tobi: that's my opinion on it
hoijui: so he has to clear out links to binaries in the thread and.. can not add links to his forum?
Kloot: obviously preventing distribution is impossible
hoijui: so we make our stand clear, and disallow publishing further binaries
hoijui: that is easy to do
Kloot: but we can disallow links in any spring-project-controlled environment (forum/lobby)
hoijui: i guess we just try to talk to him nicely
hoijui: and eventually he will accept
hoijui: thats the best chance
zerver: this is a small issue imo, we should not be too hard
hoijui: well..
hoijui: there are quite some people writing config files already, integrating it into their mod/game
hoijui: and if he never releases source.., they are fucked, did the work for nothing
hoijui: with AF.. we can assume he will stick around, but for others.. who often go as fast as they go...
zerver: "for nothing", well depends on how you look at it
hoijui: it would be bad: one spring release later, it woudl be unusable, and no way to fix it
hoijui: or if they add something to the mod that needs a small change in the AI
zerver: it is bad, but they did get the binary for free :)
Kloot: imo if anyone feels he does not want to release his source, he should pick another engine
Tobi: either way I agree that just asking at first to remove binaries OR include a written notice to get source is a good start, next week we can see what is the reply and what to do further
hoijui: ok, i will talk to him if i see him online, or write pm before next weekend
Main points:
- Shard is violating GPL by distributing binaries and no source
- Hoijui will send a PM to AF to stop doing that (either cease distributing binaries OR include source OR include written notice on how to get source)
- Most important is to make sure one violation that hasn't been dealt with can be used as an excuse for more violations...
hoijui: i jsut saw an other guy trying to compile this week, and.. maybe we should make clear that we need a machine for this that we have access too, or we will not help
Tobi: well do you have the interest, even if you have such machine, to get it working on OS X?
hoijui: :D yeah ok..
hoijui: i think it would not need much effort
hoijui: we could set up some.. slave buildbot there
Tobi: that may be an idea yeah
hoijui: and once it is fixed (some OS X fan can do that), it would only need msall adjustments every few commits
Tobi: that applies _after_ it starts working reasonable on OS X at some point, then it's nice to prevent simple build failure regressions
hoijui: true.. someone had to do that.., but we had some that did that a few times already.., or it sounded so at least
Tobi: but getting it to work is an OS X person's job IMO (though I don't know what the exact state of that is atm)
hoijui: yeah, i agree
zerver: but os x is basically linux :)
Tobi: 'basically' <- that's the problem :)
hoijui: some parts yes.., but in terms of packages eg.. or default dirs, its compleetly different
hoijui: there is also assembler code..
hoijui: but yeah, i think we would manage to maintain it once it runs
hoijui: the prerequisite is a machine we have available 24/7
hoijui: its not like we would put a big load on it
zerver: yeah, would be good to know when a commit breaks the OSX build at least
Tobi: just make -j4 complete spring every 5 min or so :p
hoijui: :D :D
hoijui: i think aegis once mentioned he might have that, and AF said something too
hoijui: once a day (if there were new commits)
Tobi: nah, that can be talked about, should be possible to schedule nightly build or build after 1 hour of no commits
Tobi: I still need to look up how to do that in buildbot, after fixing makensis
hoijui: are you investigating the installer fails? or you mean.. after someone fixed makensis?
Tobi: no, I was trying to get buildbot going earlier this week, but somehow makensis takes like 18 min to build installer, while full spring compile takes 4-5 min on same box
hoijui: yeah true.. it takes quite long too here
hoijui: not more then compiling spring but... there is a long periode with no output
hoijui: ah
Tobi: 15 min of it it's just sitting in D state (uninterruptable sleep) without using significant CPU or disk (AFAICS)
Tobi: I think it should take at most 3-4 mins
zerver: speaking of that, cmake does not support multi core builds?
hoijui: cmake does
hoijui: but i think MinGW does not udner windows?
Tobi: in general it does (just make -jN, where N is number of processes to spawn in parallel)
hoijui: Kloot knows, thats the reason why we still have SCons
zerver: ok, im still using scons because i wasnt able to get that -j thing working
Kloot: -j is for scons, but make itself should also allow it
Tobi: I think I heard that too sometime yeah, that make -jN doesn't work on windows
Tobi: anyway, in the mean time: any points of action wrt OS X?
hoijui: we should declare that we want a machine donated, does not have to be fully/all ours
Tobi: should we put a request for OS X developer in dev forum / as news post even?
Tobi: or first investigate what current state is?
hoijui: yeah that too, but the machine is more important
hoijui: without it, the work of the dev is soon lost again
zerver: is osx sync proven impossible?
hoijui: i think someone once tested and said he synced
zerver: ok
Tobi: it's chicken or egg, I wouldn't say either is more important - we just need both :)
hoijui: yeah.. but we had a few devs already, and never a machine
hoijui: and the machine wont run away so fast
hoijui: but otherwise true
Tobi: true yeah, but is that code already integrated? I mean all of it, I know some parts are in master
hoijui: BD told me, that there is still stuff in yokosous repo that is not integrated yet, i forgot why though
hoijui: ok so.., we should declare that we want the two, so, who will do that? :D
Tobi: I can make a post I suppose
hoijui: nice
Tobi: will you try to gather some more data on what current state is? or maybe I can ask in that post too
hoijui: yeah
hoijui: BD will know most, if none of the other, former OS X devs is around
Tobi: if it's on forum it may be easier to find later on then hidden in chat log on forum :)
hoijui: yeah
Main points
- OS X keeps getting half fixed by someone who then disappears
- No way for non-OS X devs to maintain it; we can't even test whether it builds
- Suggestion: OS X build slave after OS X is made working properly
- Tobi will make post to request OS X dev + machine
- OS X does sync
- There's still some unmerged OS X code in yokosous repository. (reason for not being merged: unknown)
zerver: need to outline what is sufficient compatibility when it comes to MT
zerver: is everyone clear on why 100% compatilbility is impossible?
Kloot: gadgets can call opengl in the sim-thread, any others?
hoijui: would it be possible to scan all the mods gadgets for this, and refuse to load it with MT spring?
zerver: yes, but more importantly LUA code can save data while sim is running
Tobi: you mean Lua draw code?
zerver: global lua data can become invalid because sim runs in between call-ins
zerver: Update() makes a list of units, DrawXXX() draws effects for these units, but sim keeps running in between in the MT build, so the list of units is no longer valid
zerver: this is just an example of course
hoijui: but this would crash, not desync, would it?
Kloot: it might do one or the other
zerver: LUA crash, invalid unit id or something like that
zerver: and then there is also the OpenGL issue, with calls from Sim code
hoijui: ok. and how woudl the desync happen?
zerver: desync would not happen, only LUA crash
hoijui: ah ok
zerver: MT is compatible wrt sync
zerver: the OpenGL issue can be partially worked around with glShareLists that would allow some GL stuff in Sim
hoijui: can Sim not be totally GL free? (theoretically)
zerver: sure
Kloot: if a unit is deleted while lua still has a reference to it and some synced callout doesn't check for this, you might desync still
zerver: nope
Tobi: in Lua it are all unitIDs, so you'd get invalid unit ID error
Tobi: or if it's getter it usually just returns nil
zerver: synced call ins are not a problem, they run exactly the same as in single thread
zerver: draw is the only problem
Tobi: or if you're unlucky it returns properties of new unit that got same ID :p
Kloot: yes
zerver: nevertheless, glShareLists opens a new problem
hoijui: in the DrawXXX method, is it possible to prevent the crash by checkign each unit in the list agian, if its still valid?
zerver: yes, i did this with LUPS
hoijui: ok
Tobi: but what if it becomes invalid between the check and calling the call-out ?
Tobi: it seems to me only way you can check is checking that every property you fetch is not nil
Tobi: (though the probability for crash would be smaller already if you check)
zerver: iirc this cannot occur
hoijui: do you lock ?
zerver: because there are som locks
hoijui: perfect.. then i see no real issue
zerver: but the locks are just for deletion of units and such
zerver: unit properties change at runtime like crazy ;P
hoijui: that mean, they might be drawn in a wrong way, or any worse?
zerver: typically some artifacts yes
zerver: some lines drawn across the screen for instance because some coordinates are partially updated
zerver: nevertheless, glShareLists makes it hard to determine if a GL call made from Sim is invalid or not
hoijui: and removing all GL stuff from Sim is too much work?
zerver: well, it is removed already
zerver: problem is the mods
hoijui: and if we just refuse to run such mods? is it hard to scan for this?
zerver: it probably is
hoijui: mm :/
Tobi: I think it is ok to include MT in installer at some point once installer generation is working decently again, but I think non-MT should stay default
Tobi: and then there is the problem, how to make it toggleable. ofc in SL user can just change spring.exe to spring-mt.exe or so
zerver: yeah, dll hell
Tobi: no clue if TASClient has option like that
Tobi: zerver: how so, does -MT use different set of DLLs than normal spring?
zerver: no, i meant the launcher thing, spring-mt.dll
Zydox: Isn't it just for the lobby clients to start with "spring-me.exe script.txt" instead of spring.exe?
Tobi: yeah
hoijui: i did not work on the launcher recently
zerver: in qtlobby you can choose executable, thats all i know
Tobi: I guess indeed it could be up to lobby authors for now to offer some configurability to set the executable to launch (as far as they don't have that already)
hoijui: maybe i will if pureint is finnished
Zydox: I would assume it's quite easy to add that option to TASClient as well
Tobi: yeah should be
Tobi: zerver: was just including it the goal, or actually making it the default?
zerver: just including it, so that it becomes more widespread (right now its kinda hidden)
hoijui: well.. what woudl that mean... would the default build of spring build normal and MT, or just the buildbot?
Tobi: buildbot could just make both I suppose
Tobi: maybe with some support from cmake so that if you enable MT the binary is called spring-mt.exe, so it doesn't overwrite the normal exe
hoijui: mm ok
zerver: yeah, until the launcher has some progress
Tobi: indeed don't want 'make spring' to go build 2 springs..
hoijui: MT spring shoudl be an additional build target, not the normal spring with some different defines
hoijui: so it does not need rebuilding all of spring when trying one or the other, everytime you switch
zerver: yup
Kloot: make two cmake build dirs then :)
Tobi: well it changes quite some global #define stuff so probably needs rebuilding almost everything
hoijui: yeah thats true.. but i meant..
hoijui: if i am in my local repo, and build nromal spring, and then MT spring, and normal spring again, and then MT spring.... it always rebuilds all of it
Tobi: ccache
hoijui: yeah...
zerver: yes, that would take time :)
Tobi: not sure how common use case that is though..
hoijui: yeah that would help, but with an additional build target, it would not cost anything anymore
zerver: msvc has got it right, each config in separate build dir
hoijui: we also have separate build targets for dedicated, and headless spring
Tobi: it's same with cmake
Tobi: you just need to decide for yourself what you put in which dir
hoijui: we would have to find a good way to share what can be shared
hoijui: so we dont have two long cmake build files with nearly identical content
Tobi: (just like in MSVC you can modify some global #define in the current build target and it will also rebuild in current dir, overwriting your previous build)
hoijui: we would have tools/MT/CMakeLists.txt, for example
Tobi: I'm not sure it's even possible with MT
hoijui: why?
Tobi: because without MT, locks aren't compiled in, and with MT, they are, and they are spread over lots of files
hoijui: hmm..., why is that a problem?
Tobi: it's a problem if you want to compile those files only once, because you need to compile them twice :d
hoijui: ah.. yeah i never though of compiling them only once
Tobi: how do you mean the sharing then?
hoijui: but to compile them to different locations/*.o files (no sharing)
Tobi: oh, just build dir?
zerver: sharing is a no-go
hoijui: yes
Tobi: as Kloot said
hoijui: yeah.. Kloot meant something else, with the same effect
hoijui: he meant to just manually specify a different build dir
hoijui: i would do that with cmake
Tobi: do you mean only on buildbot then?
hoijui: no, just excldue the MT build from defauklt build (in cmake terms: EXCLUDE_ALL)
hoijui: so it only builds when you run: make MT
zerver: and when building installer
hoijui: the buildbot will do that then
Tobi: ohh... you just want to save typing 'make spring' instead of 'make'
hoijui: .. no
zerver: he wants to save compile time
hoijui: yes
Tobi: yeah but point is you can already do that
hoijui: yes, as kloot said, by using different build dirs manually
Tobi: though maybe indeed for self-compiling users it's nice if it doesn't compile spring twice by default
hoijui: ..exactly
Tobi: think I get your point now
hoijui: ok
hoijui: i could have a look at this
zerver: good
hoijui: .. the same thing is parcitcally already done for springheadless
zerver: i appreciate it
hoijui: it also uses close to all source files of spring.exe (minus Rendering)
hoijui:
zerver: i think when MT is included in installer, mods will become more compatible
hoijui: yeah
zerver: i will investigate glShareLists
hoijui: making mods fail to load which have bad compatibility would also help :D
hoijui: of course only if we have at least one mod that is well compatible
zerver: and LUA incompatibility cannot be detected i think
zerver: so ppl will just have to learn to do it right
hoijui: hmm ok :/
Zydox: Is it recorded in the infolog, what LUA script which crashed?
zerver: yes
zerver: invalid GL calls also
zerver: i will expose some locks to LUA when i have time
zerver: right now LUA+MT is a bad combination
Main points:
- MT will be included next to normal exe
- Normal exe will remain default
hoijui: maybe Zydox could help there
Zydox: makeing statistics regarding the errors atleast...
hoijui: yeah that.. and if we have that, we could auto spam the mod makers with emails or something :D
zerver: :)
hoijui: or just tell them to watch the page (boooring)
Zydox: Though I'd say that one issue is this... that crash reports are only submitted if spring crashes... (or desyncs if the lobby is TASClient)
Zydox: so regular errors aren't submitted...
zerver: lua mt errors go unnoticed
Zydox: But that shouldn't be to hard to fix
hoijui: well, there will still be those in infologs when people crashed
Zydox: Atleast not with the TASClient solution, there the infolog script is scanned for a crash or desync after each battle... so it should only be to add LUA errors as well...
hoijui: do you think infologs should be uploaded whenever they have MT Lua errors?
zerver: not really, will be too much i think
hoijui: ok, yeah.. i coudl imagine that too
Zydox: If I could decide, I would upload every infolog... would give the abillity to see how often a setting crashes...
hoijui: new infolog site.. can you give a link to a site that has your recent changes?
Zydox: http://infologs.zydox.se/?Crashes & http://infologs.zydox.se/?Crashes&Version=1 ?
Zydox: As it's now the percentages are based of the number of crashes
zerver: interesting for statistics is mainly the acual crash address, and if this address is not in spring.exe, the topmost one that is in spring.exe
hoijui: this is stuff .. in addition to the one on koshis machine, right?
Tobi: uploading all offers some nice possibilities, like tracing Lua functions / features to see which are really completely unused
Tobi: so we can wipe them from next Spring unless we think they are really useful
Zydox: yeah, game spread over different OS's and stuff like that as well
Tobi: would need some more spam to infolog though (and probably also decoupling infolog from chat)
Zydox: (I'm a sucker for statistics)
hoijui: the most important thing we need, is a translated stack trace
Zydox: [ARP]hoijui: zydox.se is just the development site, it's using all crashreports from yesterday and before... (3000)
hoijui: and linkage of that with github, like bibims buildbot does
hoijui: ok
Tobi: for proper statistics it's right though that you also need all infologs; since you want to calculate if there's a correlation between a setting and a crash and you need to know the % of people with that setting of the whole 'population', and the % of people with that setting who crashed (or something like that)
Zydox: Tobi, exactly
hoijui: yeah true
hoijui: but.. woudl we really be able to use that data?
hoijui: and... we are not google
Zydox: But that would basically mean that it would have to be implemented into spring and submitted automatically...
Zydox: I'm becoming the next google
Tobi: more like microsoft with all it's 'send crash report' buttons :)
hoijui: :D
Tobi: don't know about privacy either
hoijui: i mean.. much more important is to get the basics up first, no?
Zydox: Should add a popup with "Are you OK to send game statistics to the spring site" and then a checkbox for "Always allow"...
hoijui: that without which it is stil compleetly useless
Tobi: yes
hoijui: first make it usefull, and then collect all the data, if it has ot be
Zydox: zerver had a nice idea for the debug symbols
zerver: the checksum, exe checksum calculated when spring crashes...
Zydox: buildserv should keep a record with debug symbols and which checksum they belonged to...
Tobi: makes sense to do that yeah besides the git describe stuff (that would be for human readable)
zerver: we thought about launching a second spring instance to reduce chance for crashes in the crash handling
zerver: like spring.exe --submitinfolog
zerver: this second instance calculates the checksum and opens a submission gui
Tobi: almost sounds like job for that launcher thing?
Zydox: would also work great if we were to start submitting everything later on, then that would just have to be called after each non crash as well
hoijui: yeah, would also profit from launcher, though.. .
Tobi: that way it would also allow the GUI to be written in a sane(r) language :)
hoijui: i think we shoudl really talk about what we want the site to do now
Tobi: true, we're getting sidetracked on longer term stuff
Zydox: Isn't this part of the solution on how to find out which debug symbols to link the report to?
hoijui: you mean the GUI that shows up when launchign spring.exe wihtotu arguments?
Zydox: Thought that was one of the main benefits of the crash report site?
Tobi: the checksum yeah
hoijui: spring version plus binary name should work too, as it did so far
hoijui: of course the checksum thing is better
Tobi: checksum could be nice addition to ensure integrity
hoijui: yes
Zydox: How can the information be accessed today?
zerver: version string?
hoijui: the infolog contains the full version (git describe + other stuff) of spring
hoijui: the stack trace has the binary names (spring,exe, SkirmishAI.dll, ..)
hoijui: you call a function with the stack trace + the full version
Zydox: An example: Spring 0.81.2.1 (0.81.2.1-0-g884a107{@}-cmake{MT}-mingw32MT-Sim)
Zydox: [ 5654] (8) C:\Program Files (x86)\Spring Engine\spring.exe [0x0093DCC9]
Zydox: How can I get something usefull out of that?
Tobi: currently, only by saying !translate in #buildserv
hoijui: i guess we can ask bibim for the source of his script, or just write a new one
Tobi: yes, we can talk about some API for buildbot that infolog site can talk to
hoijui: its basically jsut calling addr2line for each line in the stacktrace, using the right debug symbols
hoijui: hmm
Tobi: preferably once buildbot is running better
hoijui: :D hmm..
Tobi: yeah, addr2line + lots of regexes is the trick
hoijui: nothign you have to do, zydox, i think, you will get back a list of lines to display, probably with the github URL already included
Tobi: yeah, it should be implemented as API on buildbot since that has the data
hoijui: yeah. until this is in place, just use a dummy function that returns the stakc trace it got as input
Tobi: we can talk about that outside meeting in one-two weeks or so, when I should hopefully have kicked makensis to work harder and made buildbot put installers online and stuff
hoijui: ok, i will probably also try to debug nsis a bit
Tobi: btw Zydox do remember the 'view stacktrace without downloading zip' feature request :)
hoijui: hmm...
Tobi: anyway, since this meeting is getting extremely long already, was this enough about this point? :)
hoijui: yeah :D
Zydox: Hmm... so I should make the crash report's statistics from those to pages link to the actual reports and make it possible to display the stacktrace from there?a
Tobi: [CN]Zydox: for stacktrace may work best for now if you can just dump stacktrace on page where you also display settings and stuff now
Tobi: i.e. this page: http://infologs.springrts.com/details?id=4
hoijui: yeah, individual report site
hoijui: and a link ot the raw infolog, if possible
Tobi: more details can be discussed after meeting (and dinner possibly :)) if desired
hoijui: mm :D
Zydox: I'll see what I can do and poke you guys about it later :)
hoijui: thanks
Tobi: kk thank you [CN]Zydox
- for proper statistics all infologs should be uploaded, not just the one with crashes
- rather focus on things that make infolog site usable soon (i.e. view stacktrace without downloading zip, integration with buildbot)
- the latter is currently only possible using !translate in #buildserv
- no need to upload infologs with MT errors (for now)
- use checksum to reenforce link between executable and it's debug symbols
Tobi: next week same time again?
hoijui: yep
Tobi: or does the length of this meeting suggest we need more? :)
hoijui: i will be totally away form PC most of next week
hoijui: from*
Kloot: no, just more highlevel discussion :)
Tobi: yeah probably
Tobi: ok hoijui
zerver: it's fine, well see if more meetings tend to get long
Tobi: next time I'll try harder to force the meeting to fit within 1 hour :)
hoijui: :D .. i do not care so much
Tobi: anyway, next week same time same place fine with everyone?
zerver: y
Kloot: y
hoijui: yes
Tobi: kk, good
Main points
- next meeting next week same time same place
hoijui: yeah.., spring is not compiling currently, but zerver siad he will change it
zerver: it compiles for me with scons
hoijui: ..thats it :D
hoijui: mm ok
zerver: regular or dedicated?
hoijui: it fails to compile on GCC and on MinGW here
hoijui: regular only on gcc, dedicated on both
hoijui: it is easy to fix but.. if you want to refactor your change anyway, i will just wait for that
hoijui: i dont need it to compile right now
zerver: i have done so already
zerver: but if my cleanup still fails, can u either send me the compile error or try to fix it?
hoijui: doh! :D, sorry then, did not fetch today
hoijui: still fials to compile
zerver: ok
hoijui: as it still uses GlobalUnsycned in dedicated server
hoijui: does dedicated server need this new stuff?
hoijui: or can we #outdef it?
hoijui: the team color is synced, yeah?
zerver: no
zerver: i will outdef it
hoijui: ah, perfect then
Tobi: Kloot: fyi, didn't got around to 1919 yet
Kloot: no problem, I only looked at it a bit more myself
Tobi: any new information?
Kloot: no.. if I dump the Lua stack I get basically the same as what I already knew
Tobi: ok, I'll just dive into it too later on