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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 2017-10-10 00:00:00Z and 2017-10-11 00:00:00Z
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The asynchronous output uses a writer thread for every file; the buffer is kept in a dynamically growing queue that is thread-safe due to the use of locks.
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happy github birthday
06:58
be0b52e Fix teehistorian crash on startup - heinrich5991 e2ecd27 Merge pull request #886 from heinrich5991/pr_dd... - Learath2
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<c0d3d3v> Can someone link me to the issue, that is about spam (cheat) vote kick. I saw a player today using a bot to vote kick players. In a way, that a mass of bots (dummys) join the game and instant vote (for an open vote). And their votes were counted. Why is this posible, is there not a vote protection for 1 or 2 min.?
16:45
<c0d3d3v> The player said "dnsbl" should be a keyword.
16:51
<Learath2> c0d3d3v: No issue, the player is vali, dnsbl is not accurate enough to use on all servers
16:53
<Learath2> already working on a fix
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<c0d3d3v> Yes, he is vali. Thank you. But why is it even possible? Can you give a short explanation. I thought you need to be a few seconds on the server to be able to vote. Why are his dummys instant able to vote?
17:05
<Learath2> c0d3d3v: you don't need to be on the server any amount of time to vote, that's the issue :D
17:08
<c0d3d3v> Ah ok, thank you!
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<Learath2> c0d3d3v: actually I wouldn't mind if you wanted to code that :P
19:15
<heinrich5991> hm
19:17
<heinrich5991> not sure if that fixes something
19:18
<heinrich5991> one could disallow participating in votes that started before you joined
19:18
<Henningstone> one could also join the dummies before starting the vote
19:18
<heinrich5991> one could also join the dummies 2min before the vote
19:21
<eeeee> what if you could only vote if the race timer has started for you (you've passed the noob filter)?
19:21
<heinrich5991> heh
19:21
<heinrich5991> I know the perfect blocking spot
19:22
<heinrich5991> but yea, that might work as a captcha ^^
19:22
<eeeee> hotfix it to add a solo?
19:23
<eeeee> otoh captcha has to be dynamic to really be effective
19:23
<eeeee> dynamic noob filters anyone?
19:23
<heinrich5991> well, we could wait until they code such a replay feature :)
19:23
<heinrich5991> would be nice to look at, a horde of zombies doign a noob filter
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make google recaptcha
19:24
"im not a robot"
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<heinrich5991> more annoying for normal people than for bots
19:25
I see! Vali would have similar thing
19:25
for his bots, like 10 robots
19:25
on the table 😄
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<Learath2> send a random math question to everyone who connects, cant vote until you answer it
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calculate the integral
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<Learath2> prove that all non trivial zeroes of the riemann zeta function lay on the line Re(z) = 1/2
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<eeeee> considering the teeworlds demographic, i'd say it's safe to ban anyone who answers a math question correctly since it's a bot more likely than not
19:55
<Learath2> ouch
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disbale vote at all!
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<eeeee> most people i see can't even figure out how voting works (at least on ctf5 servers i play)
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does anyone know why the delay between a player being able to fire (equivalent of yellow hookcoll-line) and actually firing tends to cluster around increments of 20000 µs
20:02
and why it only shows this pattern for most players
20:02
not all
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20'000µs = 20ms = 1 tick in a 50hz environment
20:02
I guess
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ahh that makes sense
20:03
any idea why this doesnt show for everyone? i had assumed ticks were hardcoded the same way into every client
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ticks are serverside, you can only shoot in 20ms increments
20:04
actually, the world only changes every 20ms ^^
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cool thanks so that definitely explains why most peoples lines look like this
20:05
but what could cause this?
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where do you measure this?
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teeworlds-fng2-mod - FNG mod for teeworlds, that advances the original FNG idea by golden spikes and other features
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serverside?
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its written to a file on line 396 and yes
20:06
that code was running on my openfng server for a few days to collect the data
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this code should only run in 20ms intervals
20:07
ah wait
20:07
OnDirectInput runs when the client input is received
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it just keeps track of the start and end times and then records the difference when the player shoots at an enemy
20:07
ye
20:08
meaning that maybe the difference is in peoples clients? i use ddnet client and so do most other fng players
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currently investigating
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ok, the normal client only sends a player input every 40ms
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(or if something relevant changed)
20:11
@noby this suggests a modded client
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vanilla only sends input every 40ms, and ddnet every 20? :O
20:12
this makes sense because redx uses hclient and his line looks different
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no, both vanilla and ddnet send every 40ms, unless something changed
20:14
(then they send it up to every 20ms I guess, don't really understand the code)
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hm thats interesting
20:15
where would i find info about how other clients send input
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in their source code, I guess
20:16
src/engine/client/client.cpp, SendInput
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ChillerDragon 2017-10-10 20:16:12Z
Savander - heute um 21:55 Uhr disbale vote at all! +1
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src/game/client/components/controls.cpp, SnapInput
20:16
these are interesting files in ddnet/vanilla
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I am curious, what does Snap mean?
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snapshot
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like a saved version ?
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like take a photo of a situation
20:17
the server sends world snapshots to the client
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so, the snapshot is always outdated? 😮
20:18
by tick or something ?
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in a sense
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yeah i saw that yesterday too when i was trying to make draw distance lower, the code makes it seem like some clients allow snapping and some dont?
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and the client sends snapshots of the player input to the server, hence SnapInput
20:18
lowering the draw distance?
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trying to break zoomhack
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well
20:19
can't really do anything about that
20:19
decreasing the draw distance seemed to work
20:19
i had someone test
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yes, but then you're interfering with dyncam, or with players moving fast into your direction
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even if u only decrease it by a small amt?
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well, matricks definitely knew about the problem, so he optimized it accordingly
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eh fair enough, was just a test i was doing
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you could ask him about that 🙂 (edited)
20:22
#teeworlds on irc.quakenet.org (IRC server)
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<eeeee> decreasing that distance doesn't sound like a good idea
20:23
<eeeee> why would you want that? to save traffic?
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to reduce the impact of clients that allow you to see beyond the normal radius
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because people have been modifying ddnet to allow it to zoom in fng and i have no way to detect this so ^ i can only try to make it less effective
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<eeeee> i see, that's fair. but would require more heuristics to e.g. accomodate fast moving players (snap them if they're predicted to be in view in the next few ticks)
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fast moving players and people with higher ping maybe? ill probably have to do something like this lol
20:26
does anyone know of a more reliable way to detect triggerbots than the thing i was trying to make? (measuring how consistent someones fire delay is)
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I like your research 🙂 (edited)
Exported 116 message(s)