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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 2018-08-16 00:00:00Z and 2018-08-17 00:00:00Z
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my irc is dead :c
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@jxsl13 the #ddnet irc channel is quiet anyway
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ChillerDragon 2018-08-16 09:07:44Z
09:07
whats going on here? :c
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PM me your IP address
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What can I do now? Remove password from my server?
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Which mod is it?
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ddnet newest version
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In any case for ddnet based servers you can remove password, or change ip and not sv_register your server
09:59
ty
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(changing port probably suffices)
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after fixing that crappy old source of mine, it seems that the patch I stated in the exploit issue seems to work
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Is it the same patch we have in the ddnet source? (with the vanilla compatible handshake?)
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more or less yes
10:12
east patched my zcatch source a few years ago, sadly this never found its way anywhere
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please fix https://github.com/ddnet/ddnet/issues/500 before importing it into vanilla
Token handshake shouldn't rely on NET_CTRLMSG_ACCEPT, that's not guaranteed to arrive. Probably better to check the first normal message you receive. Vanilla handshake assumes that the clie...
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This reverts commit 0fbb33876b98a00c9697aaf1a016cc07a3a52612.
🤖 1
12:46
0d0a991 Remove frontpage video containing bot - heinrich5991 2ef039b Merge pull request #54 from heinrich5991/pr_revert_video - def-
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Stopper behavior is only changed when the player would otherwise go entirely through the stopper. Players can still enter a stopper as far as the stopper can still affect them. One-way blockers have a bigger range, and thus allow tees to enter furtherly. A possible (manual) test map for this is test_stoppers.map, sha256sum ed8be386e54a03d7bd7ed69fdd962c86f51f654427972d58d492c8905c8fbdb7, crc 48812a51.
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there we go, a fix for stoppers
15:24
if someone wants to test this, I can produce binaries
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@heinrich5991 how is a CANTMOVE_LEFT_TWOWAY different then a CANTMOVE_RIGHT_TWOWAY then a CANTMOVE_RIGHT | CANTMOVE_LEFT?
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@Learath2 they are additionally set when the reason for the CANTMOVE is a two-way blocker
15:36
see also the comment in src/game/collision.h, line 20 and 30
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pff, stupid backwards compatibility
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yeah, that was fun to figure out
15:39
I got out a piece of paper and sat for half an hour or so
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collision.cpp L640 has a typo
15:41
also what would "until your center leaves you" mean?
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until your center leaves the tile
15:42
that was the typo I just fixed, is there another one in there?
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"...so we have just have to stop you from exiting the stopper in the..."
15:43
"...so we just have to..."
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done
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@heinrich5991 what was a ModPos? modulo pos?
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@Learath2 you can test it on the map I provided, btw
15:46
ModPos?
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vec2 ModPos = Pos + DirVec(d) * Distance;
15:47
also GetMoveRestrictions basically returns which ways you can't move right?
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ah, ModifiedPosition, basically
15:48
yes
15:48
like the constant names suggest
15:48
CANTMOVE_RIGHT
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So confusing, who decided that twoway stoppers should behave any different from one way stoppers?
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GreYFoX
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what is a PureMapIndex?
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a map index
15:51
not sure why they called it "pure"
15:51
index into the map array
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collision.cpp L657, L654. I'm guessing the magic constants need to match
15:53
also L658, don't we have a define for that somewhere?
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no, I grepped
15:53
TILE.*32
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weird, how do we even render it? 😄
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fixed the magic constant in L657, L654
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@heinrich5991 DirCoord gets the velocity in the relevant axis?
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and position, etc.
15:55
yes
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hmm, could modifying GetMoveResctrictions to only return the relevant restrictions maybe simplify the code?
15:57
guess it's symmetrical
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what do you mean by "relevant restrictions only"?
15:58
ah, you mean, depending on the current velocity?
15:58
I don't think that will make the code simpler
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e.g. pass direction you are moving in to getmoverestrictions yes
15:58
yeah, won't make any difference
16:01
@heinrich5991 do CANTMOVE_RIGHT/LEFT/UP/DOWN get used? except as intermediaries used to craft the actual flag with TWOWAY and HERE?
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yes
16:02
in the rest of the stopper code, see the first PR (edited)
16:08
afk for a while
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@heinrich5991 did you consider using one bit to indicate twoway and one bit to indicate here?
16:15
The code looks good to me, I don't see any other way to simplify or clear it up
16:15
maybe the twoway and here being bitflags might help a little
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@Learath2 one bit for twoway and here is too little
23:27
I also have to know in which direction it's one way/here
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CANTMOVE_RIGHT already encodes that no?
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no
23:28
we can have CANTMOVE_RIGHT|CANTMOVE_RIGHT_HERE|CANTMOVE_DOWN|CANTMOVE_DOWN_TWOWAY
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oh true, restrictions don't encode just one tile
23:29
CANTMOVE_DOWN|CANTMOVE_DOWN_TWOWAY
23:29
what does this encode?
23:30
I mean physically
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it means that you can't move down, and that there's a twoway stopper below you
23:30
so you can move as long as you're 18 units above the next tile
23:31
*move down
23:33
thanks for looking into the PR so fast, btw **
23:33
^^
Exported 91 message(s)