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DDraceNetwork
Development / developer
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 2017-09-14 00:00:00Z and 2017-09-15 00:00:00Z
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This allows the common sequence for building programs: ./configure make make install
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<deen> Lots of activity on ddnet github
06:17
<deen> I'm kinda busy, so don't expect reviews
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<deen> also, DDNet GER is using kind of a lot of RAM since the debian 9 update. I guess it's mariadb, but don't have this on ddnet.tw and USA
07:26
<ochristi> were some configs replaced/defaults changed?
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I checked already
07:27
configs seem ok
07:28
oh, actually uses the same amount of memory on USA. So maybe something else is eating too much RAM
07:33
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yesterday i noticed lags and i checked status and ger was using a lot of ram
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<heinrich5991> deen: thanks for the link
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It's only me, or demos seems much smoother now ?
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They always seemed smooth to me
13:54
a34b1f4 Add compatibility with older CMake for package - heinrich5991 fdac17c Merge pull request #864 from heinrich5991/pr_dd... - Learath2
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<Learath2> heinrich5991: TXZ doesn't seem so be supported on that version of cmake
14:10
<Learath2> maybe we should update cmake afterall
14:12
<heinrich5991> but the gz thing worked?
14:12
<Learath2> yes
14:13
<heinrich5991> cool :)
14:13
<Learath2> oh noes
14:13
<Learath2> it didn't
14:13
<Learath2> it still produces an empty tar gz
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is there a way in mapeditor
14:52
to
14:52
ctrl z
14:52
xd
14:52
undo*
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cl_editorundo 1
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(not clear if that works, I just entered undo into the console and that's why I got)
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is there a setting that make you not respawn instantly when you kill
15:09
wtf why am i red
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@heinrich5991 a ddnet protocol documentation would be really cool
15:20
"If you want, we could work together to create some documentation. You can find me on IRC, or on many instant messengers."
15:20
i would be glad to help
15:20
(ik u told this to moien007 :P)
15:20
well, what would you like to see documented?
15:21
I asked that person because they probably know what exactly they need, so we could document it in the process
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<quinerr> hi, anyone here?
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why is the protocol.h made with a python script?
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<heinrich5991> hi quinerr :)
15:25
<heinrich5991> yes, ask away
15:25
<Ryozuki> quinerr, hi
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@Ryozuki because it is repetitive and would be prone to errors if it wouldn't be generated
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is there a setting that make you not respawn instantly when you kill
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<quinerr> i've seen (maybe) some of you want to push ddnet into Debian. are you still interested in this?
15:27
<heinrich5991> yes, I think we're interested in this
15:27
<Ryozuki> yea
15:27
<heinrich5991> (it wouldn't end up in a stable immediately, right? so we have some room for errors?)
15:27
<Ryozuki> (i also like writing in parenthesis :D)
15:28
<Ryozuki> 2015
15:28
<Ryozuki> :o
15:29
<heinrich5991> that's from deen, the maintainer :)
15:29
<heinrich5991> a few other devs hang out in this channel
15:29
<heinrich5991> why do you ask? are there specific problems we'd need to address for inclusion in debian?
15:31
<quinerr> no, i just want to sure my work won't ruin :)
15:31
<Ryozuki> heinrich5991, about the protocol, i want to create a console only client without graphics, to do some experiments. And i think its better to start from scratch than ripping of graphics from the original client.
15:32
<quinerr> I do have a question, are you prefer bam or cmake build system?
15:32
<heinrich5991> cmake
15:32
<Ryozuki> bam will be removed
15:32
<heinrich5991> we'll phase bam out eventually
15:33
<heinrich5991> Ryozuki: you can use my library, https://github.com/heinrich5991/libtw2
libtw2 - Some Teeworlds stuff in Rust
15:33
<Ryozuki> but i don't know rust
15:34
<heinrich5991> fair enough. so what you'd like to see documented is the high-level view of the protocol?
15:34
<Ryozuki> yea
15:34
<heinrich5991> i.e. stuff like "what messages do I send in which order to connect to a server"?
15:35
<Ryozuki> exactly that
15:35
<heinrich5991> that seems doable, let's do that together :)
15:35
<Ryozuki> :)
15:36
<quinerr> ok, then see you later
15:37
<Ryozuki> heinrich5991, so where we start?
15:37
<heinrich5991> see you
15:37
<heinrich5991> feel free to come to this channel and ask any questions :) we still have to improve documentation on building
15:41
<heinrich5991> Ryozuki: gimme a few minutes, currently have to pack some stuff
15:41
<Ryozuki> np
15:41
<heinrich5991> do you know how we could document that?
15:41
<heinrich5991> should we do a flow-chart?
15:41
<heinrich5991> mh.
15:42
<Ryozuki> i have little experience with flow-charts
15:42
<Ryozuki> but they are good i think
15:43
<Ryozuki> u know any opensource program to make them?
15:45
15:45
<heinrich5991> anyway, probably get the content first and worry about presentation later
15:45
<Ryozuki> lol
15:46
<Ryozuki> this is a web tool but looks good also https://www.draw.io/
15:46
<Ryozuki> and yea
15:47
<heinrich5991> I don't know how much you looked into the source already ^^
15:47
<heinrich5991> but how I tried to get ahold of this process was to check what the client sends first (NETMSG_INFO IIRC)
15:48
<heinrich5991> and then switch back and forth between client and server source code to see what they do in reaction to these
15:48
<heinrich5991> I suggest heavy use of grep or some full-text search ^^
15:53
<Ryozuki> after connecting, it send a CNetMsg_Cl_StartInfo packet
15:53
<Ryozuki> i can't find where it connects tho
15:55
<Ryozuki> SendControl(NET_CTRLMSG_CONNECT, SECURITY_TOKEN_MAGIC, sizeof(SECURITY_TOKEN_MAGIC));
15:55
<Ryozuki> looks like its this
15:55
<Ryozuki> what is a control message?
15:56
<heinrich5991> ok, this is a different layer
15:56
<heinrich5991> we can document that as well :)
15:56
<Ryozuki> good :o
15:56
<heinrich5991> it's basically a tiny protocol that the high-level teeworlds protocol uses
15:57
<Ryozuki> so we should start with that?
15:57
<heinrich5991> it provides connections and opt-in reliable messages
15:57
<heinrich5991> mh. dunno, the higher level might be more useful
15:57
<heinrich5991> do you have a prefernece? ^^
15:58
<heinrich5991> (the low-level protocol has basically nothing to do with teeworlds, the game)
15:58
<Ryozuki> do i need the low level protocol to connect to the server?
15:59
<heinrich5991> well depends. do you want to use the source code network.cpp, network_server.cpp network_client.cpp network_conn.cpp?
15:59
<heinrich5991> if yes, then you don't need to figure out the details of the protocol
15:59
<heinrich5991> (these don't access the UI in any way, they cna be used without the rest of teeworlds)
15:59
<Ryozuki> i guess its lot easier to use that source
16:00
<Ryozuki> well then go for the high level
16:00
<Ryozuki> i will also dont have to fight with compression
16:01
<heinrich5991> yuo
16:01
<heinrich5991> yup
16:01
<Ryozuki> so, connecting is made using the low level-ish protocol but after that its high level, right?
16:01
<heinrich5991> yes
16:01
<heinrich5991> the high-level protocol communication starts with NETMSG_INFO in src/engine/client/client.cpp
16:02
<Ryozuki> yes
16:02
<Ryozuki> i think its better to look at gameclient.cpp
16:02
<Ryozuki> it uses SendInfo on OnConnected
16:03
<heinrich5991> that's a few packets later
16:03
<Ryozuki> hmm
16:03
<heinrich5991> first, the engine connection is established, and then the game connection ^^
16:03
<Ryozuki> ah
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it sounds like an interesting conversation
16:04
keep going 😄
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<Ryozuki> sec, im writing this down
16:07
Contribute to ddnet-protocol-info development by creating an account on GitHub.
16:07
<Ryozuki> we can continue
16:09
<heinrich5991> aww, I wanted to add that to my doc collection in libtw2 :P https://github.com/heinrich5991/libtw2/tree/master/doc
libtw2 - Some Teeworlds stuff in Rust
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maybe the first line should tell you which files do this? 😄
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<heinrich5991> anyway, content ^^
16:09
<Ryozuki> well this can be temporary
16:09
<Ryozuki> i dont mind where it is, if i can access it
16:09
<Ryozuki> :P
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It wasn't be cool, to make that repo in "ddnet" group? Clippy
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<heinrich5991> ok. will be away for an hour or so soon
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as it is a part? 😄
16:10
+ I SUGGEST! To split it in seection like
16:10
only DDNet
16:10
and Teeworlds
16:10
if its possible
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<heinrich5991> it will mostly bbe compatible
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<heinrich5991> afk now
16:11
<Ryozuki> :/
16:12
<heinrich5991> I#ll give you another two minutes.. ^^
16:12
<Ryozuki> is NETMSG_ENTERGAME used to enter the game from spectators?
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Let's think about sections? :>.
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<heinrich5991> no, I think that's the message that starts the game protocol
16:13
<heinrich5991> from that point, the whole conn is established
16:13
<Ryozuki> so after sending version info, the server answers with something?
16:13
<heinrich5991> yes, and you can find out by searching NETMSG_INFO in the tw source code ^^
16:13
<Ryozuki> if not i guess client loads and then sends a NETMSG_READY
16:14
<Ryozuki> :o
16:14
<Ryozuki> let me check
16:15
<Ryozuki> i just found https://github.com/heinrich5991/libtw2/blob/master/doc/datafile.md nice to have this documented aswell ^^
libtw2 - Some Teeworlds stuff in Rust
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I'm curious, why heinrich isn't main maintainer of teeworlds
feelsbadman 1
16:17
:/
16:17
very active, smart guy with powerful abilities
16:17
instead of, guy which don't want to continue with tw
16:18
and he's Moderator there, a long story behind.! :/
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<Ryozuki> after the NETMSG_INFO the server sends the map
16:18
<Ryozuki> (well, first NETMSG_RCONTYPE then the map)
16:18
<heinrich5991> so now I really have to go
16:18
<heinrich5991> bye
16:20
<Ryozuki> bye
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<Ryozuki> this is the progress so far https://git.io/v5HVq
Contribute to ddnet-protocol-info development by creating an account on GitHub.
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i think, those link can be changed later, so maybe just filename or something? or segment of code insidee that readme
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<Learath2> heinrich5991: can we even have an autoupdating game in debian?
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<Learath2> deen: is it possible to keep saves in a namechange?
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@Learath2 what do you mean, if you mean /save one can just load it with the old name ?
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<Learath2> well yeah, i guess i'll leave that to him
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<Learath2> heinrich5991: i think i'll just update cmake on circle before building
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<heinrich5991> Learath2: no
20:36
<heinrich5991> we have distro update then
20:36
<Learath2> ?
20:36
<heinrich5991> say hello to backwards-compatibility
20:37
<Learath2> i meant building cmake and caching it like bam
20:38
<heinrich5991> Learath2: was answering the other question, autoupdating on debian
20:38
<Learath2> oh yeah, so we'll need a LTS version for debian :D
20:40
<Learath2> heinrich5991: does make package require cpack to be in PATH?
20:40
<Learath2> seems to work but should i rely on it?
21:04
i can't type "Ę"
gota 1
21:05
In ddnet, cause it opens map editor
21:06
right Alt + shift + E
21:09
okay, left shift
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<Learath2> Savander your alt key might be stuck?
21:10
instead of Ę
21:10
it opens map editor
21:10
not only for me
21:10
for my friend as well
21:10
right alt + left shift + e
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<Learath2> oh didn't see the interesting dot under the E
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that's polish character 😄
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<Learath2> should disable that shortcut while typing i guess?
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yup, could be great
21:19
I didn't even know
21:19
that such shortcut exists..
21:19
I always used ctrl + shift + e
21:19
left side
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<fstd_> the worst shortcut is ctrl+shift+q :(
21:23
<fstd_> i accidentally it all the time, so i eventually changed it to ctrl+shift+p ^^
21:23
never used 😮
21:23
shouldn't be some kind of popout
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<fstd_> it unlocks ze cheats
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"HEy are you sure ? "
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<fstd_> no
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<fstd_> that shortcut is for people who are sure
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it's stupid to close game that way xD
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<fstd_> there are enough slow ways to close the game already
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but, i didn't even know about such a shortcut
21:24
and it's bound
21:24
by default
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<fstd_> it's not bound, it's hardcoded i think
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awesome
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<fstd_> and yes, you weren't supposed to know about it and it never hurt you :-)
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thank you, now I will destroy
21:24
all of my runs
21:25
because you told me about that shortcut :?
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<fstd_> you're welcome
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@Dr. Jekyll sv_suicide_penalty
23:37
or sv_kill_delay
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deen: here?
Exported 235 message(s)