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DDraceNetwork
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Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2017-07-18 00:00:00Z and 2017-07-19 00:00:00Z
00:32
looks like attachments don't work properly either (edited)
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<Learath2> deen || heinrich5991: do you happen to know why mods don't get server.cpp:L1104 ?
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highlite doesn't work too
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<heinrich5991> Learath2: "player has entered the game"?
00:36
<Learath2> y
00:36
<Learath2> mods don't get that line in their rcon but i don't really get why not
00:36
<heinrich5991> because mods only get the response to their commands I think?
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already reported rayb
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<Learath2> such a mess we made....
00:37
<heinrich5991> Learath2: m_RconAuthLevel
00:38
<heinrich5991> is the variable you're looking for
00:38
<Learath2> it's only set correctly inside commands no?
00:40
<Learath2> whoever made the mod stuff should have added an access level and a client id target instead of this mess of a variable
00:40
<heinrich5991> it might be intended that only admins can see the server log
00:40
<Learath2> ofc but why shouldn't mods know who joined the server?
00:41
<Learath2> it'd be nice not to have to use status to check which client id sp someone joined with this time
00:41
<Learath2> especially if the server is crowded, digging through that status
00:42
<heinrich5991> that line actually originates from vanilla
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Learath2: I don't think thats needed
00:43
<heinrich5991> Learath2: ^
00:43
<Learath2> @jao you don't someone might, i would
00:43
<Learath2> why am i not surprised...
00:43
<heinrich5991> hm?
00:43
<Learath2> never quite liked oy's work tbh
00:43
<heinrich5991> I don't think it's a bad idea to restrict the server log to admins
00:44
<heinrich5991> whitelists do work better than blacklists after all
00:44
<Learath2> i don't either, i just object to the way he did it
00:44
<heinrich5991> usually, his code quality is quite good – in this case, we have global variables :/
00:45
<Learath2> by default everyone gets access to the outputs of their own commands, everything else is determined by the print command.
00:45
<heinrich5991> no, even that is determined by the print command
00:45
<Learath2> that's how i'd do it, not how i think it is
00:46
<heinrich5991> ah
00:46
<Learath2> could even have the default access level at admin so mods don't see the server log
00:47
<Learath2> could go even further and make negatives levels, positives client id's and have one optional argument, wouldn't even break the original signature
00:49
<Learath2> heinrich5991: why was m_RconClientID used anyways? was matricks low on arguments?
00:50
<heinrich5991> well, you'd need to pass it through some kind of userdata
00:50
<heinrich5991> might have decided that the global variable approach is just saner for the programmer
00:50
<heinrich5991> and if that's the case, then the new global variable from oy seems a lot less problematic
00:51
<Learath2> we already pass CServer in the Userdata
00:52
<heinrich5991> yes. it'd need an extra userdata passed per executed command
00:53
<Learath2> struct CCommandContext { IServer *m_pSelf, int m_Level, int m_OutputTarget } \o/
00:53
<heinrich5991> doesn't work, the userdata is created on Console()->AddCommand
00:54
<heinrich5991> and it doesn't work to only pass it on ExecuteCommand, because different console commands take different userdata
00:57
<Learath2> the console can add it before calling the command
00:57
<Learath2> s/command/callback/
00:58
<Learath2> would even be logical for ExecuteCommand to take a Level and an OutputTarget
01:01
<Learath2> where there is will there is a way
01:01
<Learath2> :P
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<heinrich5991> Learath2: doesn't really make sense because the console is also used in the client
01:15
<Learath2> we also have ACCESS_LEVELs in console
01:15
<heinrich5991> but not OutputTarget (if I understand what you mean)
01:16
<Learath2> no i mean they don't belong either :)
01:17
<heinrich5991> one could extend the console class for the server
01:17
<heinrich5991> anyway, good night :)
01:18
<worstwishthegod> jao bad mod
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@jao thanks, fixed attachments
05:55
or maybe not, not sure
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<deen> inside of [align] stuff doesn't work
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@Ryozuki or @Learath2 want to investiage the [align] problem?
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is the bbcode a phpbb extension?
12:47
if so it might be outdated?
12:47
cuz forum updates
12:48
mmm
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<o_be_one> hello guys, 4942 is me on Discord ^^
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<deen> heinrich5991: ehm, the downloader is a binary file?
15:57
<deen> heinrich5991: I like source code
15:58
<deen> heinrich5991: and that reminds me, your rust map properties thing is broken and you never published the source code, so I guess I'll rewrite it in C++ and put it in DDNet repo of course
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<Nimda_9885> Desoxyribonukleinsäure by Im 'corneum just released on Moderate at 2017-07-18 18:29
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Have you idea, how to detect mobile via apache2 or nginx? or maybe solution via PHP? I have to serve proper version of website for mobile and non-mobile users (edited)
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humble bundle has a pretty sweet book bundle on cybersecurity, if anyone is interested in that
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T3ntuki (Rico) [EU] 2017-07-18 19:56:57Z
Buy me one pls. @Shishigami
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@Savander That's something you should do in CSS if possible
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i don't want
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i have to make major changes
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then you have to analyze the user agent
20:36
or resolution or whatever you want
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because im not talking about responsive design, but rather a bit different funcionality
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not sure what "mobile" even means? phone? tablet? laptop?
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depends on where you are
20:36
phone-tablet
20:36
vs laptop/pc
20:37
or something like that, google should help
20:37
huh looks like it should works
20:37
a massive array of potential devices
20:41
cool, i found PHP package for composer, which uses that website 😃
20:42
ohm, nevermind. I gonna use apache version
20:42
with htaccess
Exported 93 message(s)