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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 2018-10-02 00:00:00Z and 2018-10-03 00:00:00Z
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Hopefully I'm not leaking any memory. Couldn't verify on macOS due to the lack of proper debugging tools.
06:04
3852f0e CMake option to disable autoupdater. Closes #1292 - Learath2 2696ac1 Handle the platform differences in CMake. - Learath2 662d23d Test flag on CI - Learath2 b075983 Merge pull request #1300 from Learath2/dd_pr_autoupdateflag - def-
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@deen are the mysql windows dlls 64 or 32 bits?
12:12
and why they dont follow same structure as other libs
12:12
(lib32 lib64..)
12:12
i want to fix the windows mysql issue but im not a cmake pro pepeH
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probably because no one tested them and they don't work at all 😄
12:33
no idea
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@deen ternary operator has last precedence so the or is evaluated first then the : right? nothing shady there xD (edited)
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how to generate /game/generated from the python scripts?
12:44
make DDNet doesn't help (edited)
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try making all
12:45
🙃
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but so much stuff
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or try server
12:45
mm i dont have generated either and i made client and sv
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server doenst do it either
12:46
you should have it or you cant build the server&client ^^
12:48
@timakro i have it under build/src/game/generated
12:48
build = cmake build folder
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right, just figured that as well
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i am puzzled by the current extended network protocol situation what are packets and objects and events and why are some in generated/protocol and some in shared/protocol_ex_msgs.h ?
13:02
seems really complicated
13:05
i think i dont need objects and events
13:06
should i put my packet into shared/protocol_ex_msgs.h or the python script which generates game/generated?
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i think i solved it
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@heinrich5991 @Learath2 might now ^
13:25
know
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does anyone know how to access a CPlayer's respective CClient data from within CPlayer?
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@jxsl13 there's a bug about macos finishing that was opened for you, is it still an issue?
13:55
Reported by jxsl13 on IRC. Stack trace Process: DDNet [21206] Path: /Applications/DDNet.app/Contents/MacOS/DDNet Identifier: org.DDNetClient.app Version: 11.0.3 Code Type: X86-64 (Native) Parent Pr...
13:56
@jxsl13 Client() gives you IClient which is supposed to be the public interface that you use for CClient. If something isn't there then move it over to the interface or very hackily cast it to CClient*
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cmd +q caused that if I'm not mistaken
13:57
haven't seen a crash message since.
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Ok, then let's close it I guess?
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I suppose yes.
13:59
Client() is not known in player.h ._.
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huh? It's known in players.cpp
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(vanilla)
14:00
lemme check that
14:02
linter seems to be a little bit limited
14:05
hm, not known :/
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oh, you're in player.h, not players.h?
14:07
That means you're inside the server, there is no Client inside the server obviously
14:07
It's a bit bad that there are two different CPlayer objects
14:07
classes
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Cellegen | HU 2018-10-02 14:08:00Z
ty deen it worked (pm)
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well, the client one is CPlayers
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player.cpp server code
14:09
ain't hacking on any clients 😄
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Then how do you expect to call into Client code?
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well, I want to access stuff from m_aClients[ClientID] for the respective CPlayer, e.g. weird messages sent
14:12
so I thought that there could be some link between m_apPlayers[..] and m_aClients[...] (edited)
14:14
if there isn't i'd need to access CServer from CPlayers
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when fix /times?
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Outputting useful error messages is also an area in which Teeworlds/DDNet could improve.
Per @heinrich5991@#1302 Especially in system.c we throw out most if not all errors. Would be useful to output errors from standard functions. This would also litter the console output a bit so would have to be implemented along with a verbosity level.
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@timakro figured the protocol thing out?
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i think so
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We don't have a generated target in cmake but might be a good idea to add one
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anyone any idea, how to access m_apPlayers from the gamecontex from within CNetServer::TryAcceptClient(...) ? (edited)
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@jxsl13 server side? wdym
16:44
ok srv side
16:45
why do u need that lul
16:46
btw there is no wae created for it
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need to kick afk players that are e.g. longer than 10 minutes afk in order to allow other players to join (edited)
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ChillerDragon 2018-10-02 17:56:38Z
? @Deleted User
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@jxsl13 then why do you want to work in that function
18:23
@jxsl13 you could use the lastInput(smth like that) key to see if someone didn't move after 10min
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because I want to kick afk players exactly when someone tries to join the server and that should be handled there, the join and the rejection when no slots are available to join.
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well
18:26
why not on gamecontext
18:26
wait
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Cellegen | HU 2018-10-02 18:27:15Z
@Deleted User ger and ger2 is different sadly owo
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ah no u can't there ok
18:59
Casts, smart pointers, nullptr instead of NULL or 0, stl, foreach, auto, static_assert, etc. What you think?
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This adds a new network message sent from the server to the client when a client connects. It tells the client that the server is a DDNet server and it is is used in addition to the gametype to determine whether the server supports DDNet features. This can be used by server modifications e.g. Unique Race which support DDNet features but want to use a different gametype string.
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@jxsl13 the correct flow would be to have CNetServer ask CServer who to kick who would inturn ask CGameContext who to kick
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Within the main function, where is the CGameContext stored in order to pass it to either netserver :? or whatever is needed?
22:22
or at least the pointer
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Passing CGameContext is bad flow, it speghettifies the code
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Oo how else would the netserver ask CGameContext who to kick or CServer
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Use CNetServer::SetCallbacks to set a new callback for find viable slot
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I mean to pass it in order to make it a member variable
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CServer already has a m_pGameServer which points to the game context
22:26
as I said CNetServer being aware of CGameContext or CServer is horrible flow
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hm, Thx for the tip.. gotta get to know how callback stuff works.
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it's just a function pointer
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