Source Control?

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Source Control?

Postby Tomalla on Wed Aug 11, 2010 3:00 pm

I was following series of Programming tutorials of Valve Developer Wiki and found this article:

http://developer.valvesoftware.com/wiki ... Source_SDK

So it says that Source Control is really important and stuff and now, since I'm planning to start a bigger project, I'm trying to install Perforce ( I'm quite sure there won't be more than 2 users working at the project ). I'm stuck at the very beginning, because I can't configure Perforce correctly and an article assumes you have already done this. I installed the visual client and the server, used default ports, proxies and whatever. When I try to connect, it says it can't establish a connection to a server. So I guess default ports ( 1666 ) are not a good choice. My question is then: what ports, proxies and other adresses should I have to configure client and server correctly? I realize it's a really newbie question, but I'm just not into this. I hope there's someone here who is.
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Re: Source Control?

Postby Noodles on Wed Aug 11, 2010 4:03 pm

Not a helpful answer I know but I think most people use Subversion (SVN) for control when developing a mod.
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Re: Source Control?

Postby Plague on Wed Aug 11, 2010 4:10 pm

Agreed, an SVN would better fit just in case you need to expand the people working on it.
There are a number of ways both paid and free to set up an SVN.
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Re: Source Control?

Postby Tomalla on Thu Aug 12, 2010 3:47 pm

Thanks, SVN is really much easier. I made a repository and Commited the whole "src" folder, with the exception of Release_episodic and so on folders - those I ignored, like in this screenshot:

Image

In these places my Visual Studio was apparently storing compiled modules, which speeds up compiling process ( after performing a small change, the compiler compiles only this modified module and links it with others ). Frankly, I don't know what happened, but from now ever since, Visual Studio compiles the WHOLE project every time! It lasts forever ( 5, 6 minutes maybe ) and it's the most urgent problem.

Secondly, after setting up the SVN and repository, debugging has been screwed up. When debugging a project, I can't watch any variable! Here's a screenshot showing it:

Image

The "Add Watch" button in the context menu is ... disabled, don't know why. Before, this option was enabled every time. I'm really stuck because I wanted to track down what weapon variables were for and now I cannot.

Am I ... doing something wrong? While setting up the SVN maybe?
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Re: Source Control?

Postby Tomalla on Thu Aug 12, 2010 9:19 pm

Alright, compiling thing is solved; I was just editing common scripts which are used by other objects. I suppose the compiler had to update them as well ( over 500-600 files that is ). At least now I know why it's happening.

And back to the debugging case; why can't I watch the variables' values while the game is running? I have to pause it in order to see the actual values and I need it to preview their values as the game runs. Is it normal behavior?
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Re: Source Control?

Postby Tomalla on Wed Aug 18, 2010 5:16 pm

Now, despite I can't watch variables while game is running, I'm unable to see what values do they have when stopped as well! The entries in "Watch 1" window are all in red with one message:

CXX0017: Error: symbol "<variable name is here>" not found


Any ... help, please?
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Re: Source Control?

Postby coder0xff on Wed Aug 25, 2010 5:01 am

They symbol is most likely outside of the current scope.
For example, say you have this code:

Code: Select all
void funcA(void)
{
  doSomething();
}

void funcB(void)
{
  int aLocalVariable = 5;
  funcA();
}

void funcC(void)
{
  funcB();
}


You may have 'aLocalVariable' in your watch window, but if you are at a different place in the call stack (funcC or funcA) then aLocalVariable isn't currently in scope (it will only work when inside funcB) - which means it doesn't exist at the moment. I can't remember for sure ATM, but if you look in the call stack and double click the stack frame you want (in this case, funcB) then it might (should) show it to you. The IDE features you "should have" vs. "do have" are often different, sadly, especially in C++.

And oh yeah! Debug build. Release build sux.
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