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Script compile bug in sys/audio.cs #6

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StarSlam opened this issue Nov 2, 2014 · 10 comments
Open

Script compile bug in sys/audio.cs #6

StarSlam opened this issue Nov 2, 2014 · 10 comments
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@StarSlam
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StarSlam commented Nov 2, 2014

When downloading a fresh release of the master branch, the script compilation fails on file audio.cs

https://github.com/eightyeight/t3d-bones/blob/master/sys/audio.cs#L381

Placing the line singleton SimSet( SFXPausedSet ); with the other singleton definitions at the top of the file fixes the issue.

Not submitted as a Pull request as this might point the way to another bug? i.e. singletons defined after functions breaks script compilation.

@crabmusket
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Interesting, I can't actually reproduce this issue. Can you pull from master again, and then post your console.log either here or on pastebin or something?

@crabmusket crabmusket added the bug label Nov 2, 2014
@StarSlam
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StarSlam commented Nov 3, 2014

It doesn't run, it simply won't compile the .cs, Launching the executable simply crashes.
On Win7, using Cmake to compile T3D in x64

@crabmusket
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Ah, I'll try it with a x64 executable. EDIT: which engine branch are you compiling from? Development? EDIT: Okay, reproduced with latest development head CMake x64. Might be a little while till I get round to looking into this properly. Probable it's related to the TS changes that have gone into 3.7 so far.

@StarSlam
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StarSlam commented Nov 4, 2014

I've also tried T3D's 3.6.1 master branch with t3d-bones master branch as well, the game starts, but the console still spews out the following

//-------------------------- 11/4/2014 -- 01:40:27 -----
sys/audio.cs Line: 395 - syntax error
>>> Advanced script error report.  Line 395.
>>> Some error context, with ## on sides of error halt:
///                     string to pause sources on all channels.
/// @param %pauseSet    An optional SimSet which is filled with the paused 
///                     sources.  If not specified the global SfxSourceGroup 
///                     is used.
///
/// @deprecated
///
function sfxPause( %channels, %pauseSet )
{
## ##  // Did we get a set to populate?
   if ( !isObject( %pauseSet ) )
      %pauseSet = SFXPausedSet;

   %count = SFXSourceSet.getCount();
   for ( %i = 0; %i < %count; %i++ )
   {
      %source = SFXSourceSet.getObject( %i );

      %channel = sfxGroupToOldChannel( %source.getGroup() );
>>> Error report complete.

@crabmusket
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Hmmmm okay. I'll probably not get to this in the next two days due to work, but I'll see what I can find out!

@JeffProgrammer
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It's the last /// before function. The TS compilier doesn't like an empty comment with 3 "/"

...something I or james should probably fix :p

@lukaspj
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lukaspj commented Jan 18, 2015

Also discussed here: GarageGames/Torque3D#396

@jamesu
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jamesu commented Jan 18, 2015

This is a long-standing bug with the compiler. Basically "///" inserts a documentation block but the parser isn't parsing it correctly.

@crabmusket
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I thought that was only an issue on Linux!

@JeffProgrammer
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nope =)

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