mem_copy(&pPacket->m_aChunkData[pPacket->m_DataSize], &SecurityToken, sizeof(SecurityToken));
unsigned char a[4] = { 0 };
unsigned int b = 0x11223344;
memcpy(a, &b, sizeof(b));
printf("%x %x %x %x\n", a[0], a[1], a[2], a[3]);
prints
44 33 22 11
vec3 CSkins::GetColorV3(int v)
{
return HslToRgb(vec3(((v>>16)&0xff)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
}
vec4 CSkins::GetColorV4(int v)
{
vec3 r = GetColorV3(v);
return vec4(r.r, r.g, r.b, 1.0f);
}
(edited)const int TeamColors[2] = {65387, 10223467};
if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
}
(edited)no u
long long time_freq() { return 1000000000; }
on linux it is long long time_freq() { return 1000000; }
and then windows is sum other shitb'\xff\xff\xff\xff\xff\xff\xff\xff\xff\xfflis2\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\xff\xff3\xfe\xb7\xf9 l'
does anyone have a hunch why I'm only getting 0-2 while the vanilla client or ddnet client still finds all servers? (edited)sock = socket.socket(family=socket.AF_INET, type=socket.SOCK_DGRAM)
sock.setblocking(False)
...
sock.sendto(packet, (server.ip, server.port))
I'm getting normal responses and it worked before the ddos without any problems, it looks like it would get filtered to me but not sure how (edited)$sock = socket_create(AF_INET, SOCK_DGRAM, SOL_UDP);
socket_set_nonblock($sock);
...
socket_sendto($sock, $packet, strlen($packet), 0, $server->getAttribute('ip'), $server->getAttribute('port'));
but yeah guess I'll have to check for differences after work even though it's strange that it happens only since the ddos on the master servers