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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 2017-09-23 00:00:00Z and 2017-09-24 00:00:00Z
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"To run the tests, you have to install GTest"
08:51
what is gtest?
08:52
ah
08:52
libgtest-dev
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i think there should be a way to disable ci tests on readme and files that don't participate when compiling
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I got a question. Lets say person a has rank 1 and person b has rank 2. But then person a gets an eveb better rank. Will the rank get overwritten or will person a have rank 1 and 2
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You only have one rank per name
10:42
Will person b then have r2 oder r3
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And when u do /top5
10:43
Will he be listed at 2 oder 3
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So rank gets overwritten
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Completely
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Your old times are saved, you can look them up with /times <name>
10:44
K ty
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@Ryozuki what do you mean, disable CI tests on readme?
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and other files that dont participate on compile
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like the 3 tests done automatically
11:44
when you make a pr
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i'm back 👋🏻
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hi (edited)
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!!!!! @xPapla
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@Ryozuki I don't really understand what you mean
15:08
do you want to remove the badges from the readme?
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Maybe we should have labels in issues? Like client, feature, bug, server, network
15:09
?
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does it have advantages?
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arrangement ?
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<Learath2> heinrich5991: he means disable the CI tests on files that don't change compilation
15:14
<Learath2> don't think I've seen any option in any of the CIs so we'd have to roll our own
15:15
<heinrich5991> Learath2: doesn't seem worth the complexity
15:15
<Learath2> most prolly, not like we have a limit on the amount of CI jobs we run
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yeah to complex i guess
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[ci-skip] ?
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<Learath2> nor does it take too long, except for travis which takes half an hour to find us a mac
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you can just merge before the tests pass if you want to disregard them
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<Learath2> yeah you can add [ci-skip] in your commit message but don't think we need to
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it's not like they're blocking
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u can trigger build only on tags
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but it's helpful that they trigger on pull request – we want to see if there's a compilation error
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Who supports Trashmap here?
15:46
Failed to change setting because an error occurred [Map]This error wasn't caused by you, please contact a server administrator to fix the problem
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ger is laggyt
15:48
@Dr. Jekyll its @timakro
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@Dr. Jekyll is your map file larger than 2mb?
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yes
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Then it won't work on trashmap, 2mb is the limit
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The maximum file size is 5MB. The filename has to end with '.map'.
15:50
" "
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ger is lagging D:
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The text is wrong then :p
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K :[
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2MB maps? ^^
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wow, are we living in 99 ?
15:53
😮
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<grumpy grandpa> back in my day, maps over 100KB were considered big
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I'd say >1mb is big nowdays
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5169k map :[ (trimmed to 3979)
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1mb is big nowadays?
15:54
where are we living 😮
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well, if it is useless? 😃 we could probably optimize it a bit
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yea, we can optimize everything and its fine!
15:55
but 1mb isn't that much xd
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we went over this, its not optimizable
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zaf or ger?
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@Dr. Jekyll sorry, I don't mean your map in particular,
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Savander you can make good looking maps with 300kb or so easily
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but the map format
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the format is fine
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More compression! 😄
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@Dr. Jekyll zaf or ger?
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ger
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No i mean, that in general. 1mb is not a big deal. We have enough transfer, space
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@Dr. Jekyll how can you say that the current format is fine if you haven't heard the proposal for a better format? ^^
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to store thousands maps >1mb
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you have to transmit them to the clients as well
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It's also about downloading them
15:58
Not only space on server
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tbh I don't know what percentage of ddnet traffic is map downloads
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i said, enough transfer, proper connection speed
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traffic isn't free, @Savander
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hmm actually envpoints aarent compressed so maybe it could be better
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i know, but i bet
15:59
you won't reach limit
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If you have to download with a bad connection 1mb can take a while 😄
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I was talking about server traffic
16:00
server traffic isn't free
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what do you mean by server traffic? Up/Down ?
16:00
or maybe i missunderstood what you are trying to tell me
16:00
😄
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map downloads is what the server sends
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bandwidth costs (edited)
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but [5:58 PM] heinrich5991: tbh I don't know what percentage of ddnet traffic is map downloads
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i know that bandwidth costs, but nowadays providers gave you a big amount of bandwidth
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IIRC we had at least one country where we didn't have all too much traffic
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especially for downloads, try to use OVH. Unlimited traffic
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we can't choose servers freely ^^
16:04
we have a lot of different constraints, especially around attacks
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@Dr. Jekyll fixed on ger
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i know, but ovh in my opinion is good for storage systems
16:05
anty ddos, unlimited trafficc, not big costs
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this talk is going to end nowhere
16:05
pls stop
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you can throw money at problems
16:05
or you can try to optimize it at a different level
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Fixed how limit up to 5 ?
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throw money at problems? Just choose proper hosting before 😄
16:06
but right, you can optimize it at different level, didn't say that
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have you seen how hard deen had to work to find a proper server?
16:06
more constriants don't help with that
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@timakro still getting error on a 3979kb map
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have you seen the struggles to find a server that doesn't throw us out the moment we get attacked?
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I know, i was here since 2014
16:07
but im not talking about gaming servers, only about web servver
16:07
and if i understand, maps are downloaded via http
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by ddnet clients, true
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most of them are ddnet, no?
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yes, most of them are, I think
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huh, just tested a 2.8m map
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@timakro Then what's it testing for validdation? " If the uploaded file is no valid map the server can't run"
16:14
it runs onlocal server
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can you send it to me
16:23
on solo, ghost resetes every passing of start line
16:23
but time not
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<Learath2> @Savander we used to run servers on OVH before, iirc their anti-ddos didn't do much for us
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This is fixed in my ghost PR 😀
17:08
Push it!
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<Learath2> what are we pushing?
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This PR fixes a lot of issues with the ghost and race recorder, introduces a new ghost file format and implements some pretty useful features. A quick overview: When you cross the start line multi...
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<Learath2> It's a big PR I haven't tested it thus I won't be applying it until I do :P
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<Learath2> Not even sure if it's a good idea for everyone
17:16
<Learath2> does everyone want a recorder behaviour change?
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request has a week 😄
17:17
should be discussed
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<Learath2> record on tee spawn, stop after 20s(quite arbitrary imho) if race didn't start?
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Not that bad, since on race
17:17
the behaviour before startline is important as well
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<Learath2> but for ddrace it's quite useless
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ghost is more usable on race
17:20
shorter races, smaller changes in time
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<Learath2> would be nicer if we could keep record on start behaviour on ddrace and optionally enable record on spawn with 20 cutoff on race
17:25
<Learath2> but yeah i've seen some weird behaviour from the recorder before so it def needs fixing
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i agree
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do people share ghosts?
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<Learath2> also idk how we check for race_start and race_end but might be a nice idea to have game messages for events like this
17:27
<Learath2> might actually be cute to have the #1 ghost stored on the servers to be downloaded along with the map
17:27
<Learath2> could see how your run compares to rank1
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how are you syncing the ghost playback when YOU cross the start line, if theres an undetermined glength of time before the ghost crosses the start
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yea, good idea
17:29
anyway, that 20s cuttof
17:29
is not only for demos?
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<Learath2> Savander god knows, as said I never tested it :P
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<Learath2> @Dr. Jekyll also god knows as idk how we get the race_start event at all
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@redix god
17:30
tel us
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<Learath2> we probably try to infer it from server time suddenly changing to 00:00:00
17:31
<Learath2> and as we start the ghost recording from the same event, i'm guessing it lines up
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if available it uses the race timer (stored in the warmup tick) to determine the race start
17:35
otherwise it searches for the start line. if it is non solo the race will restart on every start line touch
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<Learath2> warmup tick == 0 => race didn't start?
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end is determined by the finish message
17:36
some flag is set when the race is running
17:37
but in general it would be nice to have some netmessages to determine race start and end
17:38
right now the code directly writes the ghost data to file. do you guys prefer to flush all data at the end of the race instead? 😄
17:41
i could remove the 20s at the beginning of the demo if it is a non solo server. but having the few secs before race starts at the beginning of each demo should not be a disadvantage i think
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<Learath2> heinrich5991: do you think FetchFile maybe belongs in engine.cpp along with HostLookup?
19:12
<Learath2> or anyone else familiar with the code ^^ :P
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@Dev Hello, https://github.com/ddnet/ddnet/pull/612 As a part of this project, Dr.Jekyll & me are working on a tutorial map together. I asked timakro sometime ago if he could add a feature like the information tile for quads. Basically an image (animation in this case) which shows up when u stand on a specific tile. Since he isn't able to do it bcs of a lack in time. I wanted to ask if here is someone up to implement it. Thanks in advance.
Code reviews are very much appreciated! How it works When a client is started for the first time the following steps are happening. The player is asked for his language. A short explanation of DD...
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What with this ?
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turn quads on and off
20:38
conditionally
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basically animation triggers which everyone wanted since forever but never got 🤔
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i could probably do it
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well you could just make clever use of paralax and clipping 🐱
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triggerable clipping?
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no, just use paralax and clipping in a way that if you stand in for exampel a range of 5 tiles it shows up
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With the amount of animations which we need to show up this isn't considerable expect we use 100 groups.
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100 is not that much
20:45
ever looked at journey man in editor
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eeeh do you actually need animations ot be revealed?
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it looks kinda cluttered when they are all all going on at the same time
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9b65813 Fix settingscommands (thanks to SPSomeone) - def-
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I can't really see how you'd do sth like animation triggers without the code looking horrible
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the code in that pr looks horrible already
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deen: Is there sth like forward-declaration for a typedef?
20:51
trying to avoid an extra include if possible
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<Learath2> did we change something about how we build in 10 series?
21:20
<Learath2> none of the prebuilt clients after DDNet 9.3.1 work for me
21:20
21:21
<Learath2> if I build any of them myself it works
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Use a CJob instead. Also kept fetcher as a separate interface but it might also fit in IEngine along with HostLookup Appears to be working on Linux x86_64. Please test it on another platform before merging.
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Not sure if we want this anymore given we have C++11 now. Already had it so wanted to PR it.
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This seems to be a rather bad idea: https://github.com/ddnet/ddnet/blob/master/src/game/server/entities/character.cpp?#L1240 I guess we should think about how to handle tees in a team that already finished whereas the whole team did not yet finish again.
ddnet - DDraceNetwork, a mod of Teeworlds
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<heinrich5991> Learath2: could be put into engine, yes
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how to use cmake to build only the sql server without having libraries for the client installed?
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cmake -DMYSQL=ON -DCLIENT=OFF ..
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whats the target for the server with sql? it says DDNet-Server_sql doesnt exist
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just DDNet-Server
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ah i see
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<Learath2> @HMH why do we have kill immunity in the first place?
23:51
<heinrich5991> because without it, people would 1) not get ranks because they got killed before the race finished or 2) get the whole team killed because it is locked
23:51
<heinrich5991> it was done because old maps typically had kill tiles directly behind the finish line
23:52
<Learath2> 1) sounds about right no? if you die before the finish you don't get a rank
23:52
<heinrich5991> you could perhaps actually kill them and not let them respawn until the team finished
23:53
<heinrich5991> no, everyone has to finish before anyone gets a rank
23:53
<heinrich5991> in a team
23:53
<Learath2> ooh i see what you mean
23:54
<heinrich5991> "you could perhaps actually kill them and not let them respawn until the team finished"
23:54
<heinrich5991> I think that is actually the solution, right there
23:54
<heinrich5991> maybe post an issue about that
23:54
<heinrich5991> make them "paused" so they can watch the others
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just save names of tees who passed finishline in the teamobj maybe ?
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<Learath2> that would work, or could have a pending rank in team, so when the team finishes even if everyone is not there everyone who crosses the line gets a rank
23:56
<Learath2> btw now that we have C++11 are we also upgrading to STL?
23:56
<heinrich5991> I don't really understand. the team should only get a rank if everyone inside it has finished, right?
23:56
<Learath2> or still avoiding stl like the plague?
23:56
<heinrich5991> sounds unrelated to c++11 tbh ^^
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well we will likely pull in threading
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<Learath2> when thou crosseth the finish line in team your name gets added to an array
23:57
<Learath2> inside the team object
23:57
<heinrich5991> don't think about it in terms of code plz ^^
23:57
<heinrich5991> but in the behavior
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rather save the name of finished tees if they kill
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<Learath2> you die, it doesn't matter because everyone who were in the team at any point and crossed the line at any point gets the team rank
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if you just save all names right after finish and someone still alive changes name not the thing they expect will happen
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<Learath2> but what happens if you die and rejoin the same team
23:59
<heinrich5991> you can't rejoin a team that has started
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does not work
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<heinrich5991> yes. and where do you go? you go into spectator mode or where?
Exported 248 message(s)