IRC log for #bzflag on 20110803

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19:21.06randomparticlei notice in TimeKeeper.cxx there are some global static definitions such as:
19:21.07randomparticlestatic struct timeval   lastTime = { 0, 0 };
19:21.39randomparticlewhy is that used rather than a local static since the value is not accessed outside of the function?
19:22.13JeffMprobalby just for memory savings
19:22.23JeffMsince we create multiple timekeepers
19:22.35randomparticleah, ok
19:23.18randomparticleanother thing i've noticed: the bz time starts at zero. is that necessary?
19:23.36randomparticleif you didn't have to start from zero, you wouldn't have to calculate differences
19:24.01JeffMeveryone who uses a timekeeper should be computing deltas ayway so I don't know if it matters
19:24.14JeffMI don't think we actualy care how long we have been runiing
19:24.18randomparticlewould simplify the code and make it slightly more efficient
19:24.30JeffMI doubt it is a huge performance issue
19:24.47randomparticletrue. but an accumulation of small performance issues eventually becomes a large performance issue
19:24.56JeffMnot always
19:25.03JeffMit's not like we are hard up for CPU cycles
19:25.08JeffMwe always have to wait on GL anyway
19:25.42JeffMhave you checked to see if 2.4 has the clock fixes from 2.99?
19:25.48JeffMcus that may affect your issue
19:25.57randomparticledoesn't look at first glance as though it does
19:26.07randomparticlehaven't investigated it fully though
19:26.16JeffMyou should backport that then and see if it helps
19:26.36randomparticlewhat i've done is take out the time code and put it into a small C program i'm running constantly
19:26.43randomparticleif i get a big leap, it will print it out
19:27.14randomparticlebut so far runningg 3 hours without anything weird happening
19:27.15JeffMthat may not show you anything, as the issue may be that something else is blocking the timer and putting it into a state
19:27.36JeffMit could be say GL is hanging for a bit and making timekeeper wait longer then it is comfortable
19:27.41JeffMyour app won't ever get into that state
19:27.45randomparticleyeah
19:27.56JeffMtearing things apart is not always the best way to fix them ;)
19:28.16randomparticletrue. but i'm just eliminating another possibility
19:28.26JeffMand probably elimnating the cause
19:28.36randomparticlethat's possible also
19:28.58randomparticlewhatever it is that's happening, it's not happening very often
19:29.09randomparticleonce every several thousand frames
19:29.39randomparticleis quite hard to debug because it means waiting around for a long time
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19:30.37JeffMbackport the changes, see if that helps
19:30.48JeffMif DT goes negative it could cause your issue
19:31.48randomparticlebut it's massively positive
19:31.49randomparticlethat's odd
19:32.05JeffMyeah kinda like an unsiigned wraparound? ;)
19:32.22JeffMhence why getting a negative in there could be bad
19:32.22randomparticlewas mentioning that possibility to NTH yesterday
19:32.35randomparticlebut i'm not so sure
19:32.48randomparticlei've had it happen twice within five minutes, or not at all for 2 hours
19:32.56JeffMDTRemenak also mentioned that to you when you started this, when he asked if the clock stuff got backported
19:33.01randomparticlethe clock isn't going to wrap around twice in 5 mins i think
19:33.02JeffMit was to prevent just that case
19:33.09JeffMno but the DT may
19:33.12JeffMif it's small enough
19:33.41JeffMsubtracting 1 from 0 in an unsigned byte makes it go to 255
19:33.59JeffMthat kind of wraparound, not the adding kind
19:34.20JeffMand some of the fixes were to make sure that the deltas never went below 0
19:34.40JeffMso again, backport them and see how it goes
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