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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 ā€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-02-12 00:00:00Z and 2020-02-13 00:00:00Z
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ChillerDragon 2020-02-12 00:00:01Z
but did you know that selfkill caused a crash on d7?
00:00
i thought d7 is the super clean super stable branch?
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D7 is a constant work in progress
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ChillerDragon 2020-02-12 00:01:04Z
00:01
men why cant branch switching be clean
00:01
ever
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It currently requires a huge vanilla restructuring to get working, so Iā€™m doing that
00:01
That submodule pissed me off so much too
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ChillerDragon 2020-02-12 00:01:57Z
ye
00:01
same here
00:02
sorry for that
00:02
:/
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The problem with kill in d7 is that the gameworld pointer is invalid at that point šŸ˜›
00:05
Iā€™m rewriting gamecontroller in a way that we no longer need to inherit from the vanilla controller when writing our own controllers
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ChillerDragon 2020-02-12 00:08:08Z
looks good to me @Learath2
00:08
so what is this branch now?
00:08
a fork of d7?
00:08
looks more like master
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No its a branch off of master
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ChillerDragon 2020-02-12 00:08:37Z
why is it called d7 then
00:08
clickbait
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Wanted to give fokkonaut a hand with the new chat commands thing
00:09
i wasnt thinking while creating the branch
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ChillerDragon 2020-02-12 00:09:30Z
why /me <text> <text> and not /me <text> ? is this some irc thing i do not get?
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Hmm, its probably a bug in the code that reads the argument list
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ChillerDragon 2020-02-12 00:10:22Z
idk how the new system works but it looks fine
00:10
i guess most important is that binds like say /pause still work
00:10
seems functional to me
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Oooh, didnt think about the binds
00:11
We should add a way to bind chat commands
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ChillerDragon 2020-02-12 00:11:37Z
it is working tho
00:11
so all fine i guess
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Well its a janky way to keep them working
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ChillerDragon 2020-02-12 00:12:07Z
well so before you remove it
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Master supports both old and new style of sending commands
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ChillerDragon 2020-02-12 00:12:15Z
keep in mind its a important thing
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Would it be fine if you had to change binds?
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ChillerDragon 2020-02-12 00:12:41Z
its a good idea to support old clients anways
00:12
yikes @Learath2
00:12
like how?
00:13
yet another reason not to update to 0.7?
00:13
loosing all binds
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bind q ccom pause
00:13
Oh I know a less janky way to keep old style chat commands
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ChillerDragon 2020-02-12 00:13:53Z
ā¤ļø
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Strip the /, get the command name, find the command, go through OnCommand
04:56
but binding is probably better
04:56
and redoing
04:56
binds
04:56
otherwise we will never detach from the chat commands...
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@Deleted User https://github.com/ddnet/ddnet/issues/1997 can you take another look?
So while i was on Windows now, I noticed, that SDL 2.0.9 and higher run insanly bad, and i really mean around 100% worse than 2.0.8. I used the latest client and run with 2.0.8, 2.0.9 and 2.0.10 fr...
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@deen nothing i can do i see a huge difference between 2.0.10 and 2.0.8 from https://libsdl.org/release/ so even if its not on software side, they seem to compile without optimazations or something also, if they gpu is their limiting factor they might not notice the difference so much(obviously)
11:39
their tmp release also has bad performance
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@Deleted User no chance to build sdl2 with visual studio? then we'd get the debugging info
11:47
I see the same difference, but apparently they can't repro it
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i did
12:02
but as i said sdl has dynamic api and vs cant debug it @deen
12:03
12:03
dunno if u can disable that or smth
12:03
probs need a static sdl build
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@deen see github
12:23
cant do more, bcs i am not really into sdl
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if you have the problem too the guys in the mailing list lie for some reason
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ok, thanks a lot. too bad there isn't anymore information
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@deen see github
12:51
u can see the line numbers in the last screens
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Is it only @Deleted User that has the issue?
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@Learath2 well deen said he noticed it too on wine, but these guys from sdl are all like "YO I GET 700FPS, SO NO BUG" instead of actually checking a difference
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http://lists.libsdl.org/pipermail/commits-libsdl.org/2018-August/002913.html this was the commit probably, and it also feels wrong it updates something every frame, instead of only if "it has been stolen" but hopefully a real sdl coder sees it, else it never gets fixed xD
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@Deleted User you could try with and without that commit and report the difference
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i should, but don't want to switch to windows all the time, but if no SDL coder answers i'll do it probably šŸ˜„
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Is it only @Deleted User that has the issue?
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i see it in wine, 800 instead of 900 fps
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e6e5c31 Shooting Range Tournament - def-
17:19
b5551a9 add /tournaments/ entry - def-
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ChillerDragon 2020-02-12 17:27:27Z
hope we get some 0.7 servers this time o.O
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ChillerDragon 2020-02-12 17:27:35Z
ouch
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they crash, so i can't update
17:27
and no players, so not motivated much
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ChillerDragon 2020-02-12 17:28:05Z
i dont get the thing about the crashes
17:28
could you tell me how to reproduce it?
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ChillerDragon 2020-02-12 17:28:21Z
:/
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just seen it on all official servers
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ChillerDragon 2020-02-12 17:28:48Z
so i guess id have to import official db and runs some servers?
17:29
do you have a simple script that sets the servers up so i can try to reproduce?
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ChillerDragon 2020-02-12 17:29:31Z
k
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it seems to happen on map load
17:29
so probably trying to load every official map once should trigger it
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ChillerDragon 2020-02-12 17:29:53Z
Core was generated by `./DDNet7-Server -f servers/9304.cfg&#39;. Program terminated with signal SIGSEGV, Segmentation fault. #0 0x000055d5377fd8f2 in CProjectile::CProjectile (this=0x55d538fb29...
17:29
this one?
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could do that in a loop
17:29
yeah
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ChillerDragon 2020-02-12 17:30:07Z
yea sounds like a good idea
17:30
thanks i will try
17:30
whats the best way to get official maps? downloading the maps github repo i guess?
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for i in *.map; do ./DDNet-Server "sv_map $i; quit"; done or sth like that
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ChillerDragon 2020-02-12 17:30:42Z
yy i know some basic bash šŸ™‚
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ChillerDragon 2020-02-12 17:31:02Z
oh thats nice
17:31
thanks a lot
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ChillerDragon 2020-02-12 17:48:41Z
[2020-02-12 17:48:20][server]: failed to load map. mapname='blmapDT-UPTU'
17:48
but i guess that is not the issue since main servers do not have blockmaps huh?
17:49
but still it seems to be broken and make trouble on block servers
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ChillerDragon 2020-02-12 17:58:39Z
weird that your gdb output shows optimized variables
17:58
shouldnt that not happen in debug builds?
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ChillerDragon 2020-02-12 18:38:18Z
Hmm i iterated over all maps 2 times and never got a non zero exit code. Also i iterated over Bullets 1000 times and even joined manually because it seemed to be crazy shotgun killing it.
18:38
:/
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[quakenet] deen BOT 2020-02-12 19:00:54Z
too bad
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i don't have debug builds
19:18
ddnet uses relwithdebinfo
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ChillerDragon 2020-02-12 19:21:14Z
ah
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@deen does it happen to you, when a tourn map os loaded it errors and you have to reconnect? It happened me all the time i has the 4 client stream, might be becausd of that? I stream on windows btw
20:24
I think its cuz my 4 clients download at the same time
20:24
Idk
20:25
Maybe you dont get the error cuz u have the map beforehand if thats the case?
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@Ryozuki that happens because the map download happens multiple times at once and they all write to the same file
21:19
multiple clients don't synchronize at all
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i guessed that
21:20
do u have a workaround?
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@Deleted User looks like they got a fix: https://bugzilla.libsdl.org/show_bug.cgi?id=4897
21:20
@Ryozuki like sending you the tournament map beforehand? šŸ˜„
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every process should write the map to map.$PID.tmp and then move it into the correct location atomically
21:21
at least that 's what i do with my shell/python scripts when I have this problem
21:21
then the map is always in a correct state, either it doesn't exist or it's finished
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let me see if I can implement that
21:23
hey, the server does it that way already, see pid() in gamecontext.cpp
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ill check
21:25
str_format(aTemp, sizeof(aTemp), "%s.temp.%d", pNewMapName, pid());
21:25
ye
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do you want to implement it?
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If i do it will be tomorrow
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hm, actually it's super simple, I'll just do it now
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btw, is the cursor supposed to spin like crazy? šŸ˜„
kek 1
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For Ryozuki Fixes race condition when two clients try to save map at the same time.
21:44
Sometimes my cursor starts spinning, might have to do with GCC 9.2 upgrade
Exported 143 message(s)