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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 2018-08-20 00:00:00Z and 2018-08-21 00:00:00Z
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the Vanilla servers on ddnet have been patched thanks to eeeee \o/
👍 1
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any accessible code @Learath2 to take a look at?
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ddnet - DDraceNetwork, a mod of Teeworlds
🦉 3
feelsamazingman 4
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hm, sadly still only a few ppl securely connected, but thanks for the update of east's code.
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patched zCatch servers aswell
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also patched infection
14:53
I'm calling it a day 😛
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Foot, tw-plus and fng2 remain to be patched
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not securely connected players experience a ping spike of up to 1000 (edited)
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@jxsl13 on which server is this happening and which antispoof patch is it running?
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mine zcatch
15:28
used the patch of east
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as I just patched it with eeeee's updated version, I have no information regarding the newer patch, which doesn't seem too different from easts, cuz sadly lots of players are not connected securely (edited)
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well whatever non standard client they use is their problem
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maybe the vital flag part of the second commit is missing.. checking just now
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for vanilla clients the token is only sent in the handshake preventing spoofing
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wait why are the servers being ipspoofed anyways
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cuz someone can
15:36
and does
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sadly you cannot really track the ips back to their origin :'c
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the ips are forged 😛
15:40
you can trace them back but they'll just get you some innocent machine
15:41
networking is more of a honour system, you trust that everyone puts their own ip as the source, but some asshats don't
15:41
usually networks check for that kind of forgery but again, some asshat networks dont
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I meant the packet origin
15:49
not ip origin 😃
15:50
hm, it seems that the vital flag stuff is the same as in your patch.
15:51
does the patch consider this issue? https://github.com/ddnet/ddnet/issues/500
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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I don't really know the issue tbh
15:52
the players getting 1000 ping shouldn't really happen as the invalid packets should be getting dropped quickly
15:52
maybe your server is struggling?
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that's basically the problem, that that packet does not arrive and thus people are not connected securely. (I got a cheap as hell of a server :D)
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people can only be connected securely with the ddnet client or another client that implements the extended TKEN handshake
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oh, meaning that vanilla is not yet able to handle that Oo?
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the vanilla stuff is just for the initial connection, we don't really have a way of making vanilla send a token on all packets
15:54
so the vanilla part is just a challange response to stop them from taking a slot
15:54
now I get why ppl are not connected securely 😃 thx (edited)
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@noby where's the client version stored :O?
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version.h
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version of client sent to the server?
21:42
ehm, nope :/
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version.h
21:43
is correct
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what folder or is there only one Oo?
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only 1
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As described in https://forum.ddnet.tw/viewtopic.php?t=6608 I created a tele layer, selected a FROM tele, tele number 12 and tried to fill selection using shift and dragging left mouse. ``` Thread 1 "DDNet" received signal SIGSEGV, Segmentation fault. CLayerTele::FillSelection (this=0x555557c78150, Empty=false, pBrush=0x555557c77720, Rect=...) at /media/ddnet/src/game/editor/layer_tiles.cpp:1031 1031 if((!pLt->m_pTeleTile[(ypLt->m_Width + x%pLt->m_Width) % (pLt->m_WidthpLt->...
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@Bojidar Marinov ^
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where does the server store that information when received from a client Oo?
21:52
hm, engine/server.cpp it seems
Exported 52 message(s)