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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 2020-03-10 00:00:00Z and 2020-03-11 00:00:00Z
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for tilemap layers with version <= 3 keep the check but use GetDataSize from ddnet for version 4 i don't really see a reason for keeping it
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@redix to not read out of bounds
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when unpacking the tile skip stuff it allocates new memory with the exact size anyway
00:15
but it might be a good idea to add a bounds check there =\
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I see. that sounds like a reason 🙂
00:15
oh, is it an out of bounds write? 😦
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nope just read
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how does the unpacking work?
00:16
I wrote that. I should remember
00:16
ah no, I didn't
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oy wrote the unpacking. linked the commit above
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I only wrote the write code. phew
00:16
ah, that doesn't look exploitable
00:16
good
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louis u little shit
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@heinrich5991 @redix I fixed GetDataSize in my client already, can one of you look into this again and make a pr?
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Ah the demo bug, I definitely know which demo bug he is talking about
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@Learath2 can you commit your command stuff you did in the branch to master?
09:23
would be cool
09:23
(ddnet7)
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It 's not a great idea without the patch in master
09:23
I mean teeworlds/teeworlds master
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it is fixed in master
09:24
Just no release yet
09:25
or do you mean the pr
09:25
you did
09:25
I think this makes console more friendly. The patch was originally made by @H-M-H for ddnet but it wasn't really convenient to cherry-pick.
09:27
Does this pr + the commits from you in ddnet7 work together?
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Yep, they belong together, otherwise the pr in ddnet7 sends argument format in the ddnet way and the client craps out
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Ah yea, but there is some other commit in F-DDrace that fixes commands with latest master
09:36
i dont know which right now, but would like to add that to ddnet7
09:36
because F-Client users are not able to use commands without pressing esc first on dddnet7, but on FDdrace it works
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u know the name f-client is already taken..
09:38
for a variety of reasons u should not name ur client after this well known bot client
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this is for 0.7, for new players, it doesnt matter imo
09:43
@Learath2 can you merge all the commands.h commits to ddnrt7?
09:43
they are missing and required for master client to use commands
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name it fokkolient instead :p
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Mh, nah
09:44
I dont think its a big problem tbh
09:44
Its 0.6 <-> 0.7
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@fokkonaut @ChillerDragon btw, the template is done in around 50%, so should be able to finish it today
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Nice
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if u expect all 0.6 players to stay in 0.6 forever sure
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I dont care
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kiddy answer but ok
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@noby I dont care about 0.6 players and whether they move to 0.7. I just want to play in 0.7, develop my client, ddnet7 a bit and F-DDrace, to provide something for those who play 0.7
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thats cool
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Also, I personally like to go with vanilla
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im not trying to stop u from doing that lol
09:51
i just think u might want to change the name
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first fix skins, they look utterly trash
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I know there was this bot client before, but its not that I have a F-Client for 0.6, where confusion can occur, its 0.7 and most 0.7 playery never played 0.6, so I dont know where the problem is. Also F-Client by Fallen is not that spread
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well if u dont care if ppl get confused i guess it doesnt matter
09:54
also i dont think thats true, plenty of players have moved from 0.6 to 0.7
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@fokkonaut what do you mean by commands.h commits?
11:02
my pr should be adding those aswell
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no, commands.h stuff is in vanilla master already, but not in ddnet7
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but it should be a part of my pr in ddnet7
11:04
well not pr, branch
11:05
but can you add them to master
11:06
all of them
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I can get the entire thing in master, but then vanilla master wouldn't be able to see the commands properly
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? ofc
11:07
my client is Vanilla master and on fddrace it works
11:07
fddr has those
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It would show all the commands, but the argument lists would break the console
11:08
so you shouldn't be able to use the commands registered by ddnet
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ahh, yea
11:09
oy has to get active xd
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@fokkonaut no, I don't want to look into this. if you tell me Size I could maybe make an educated guess
11:45
nice that you're doing ddnet on 0.7 🙂
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@heinrich5991 :)
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@fokkonaut I'll look into it for the reasonable price of 10 euros per hour and it's free if it takes less then an hour
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Trafalgar Law 2020-03-10 13:00:24Z
@fokkonaut I'll look into it for the reasonable price of 10 euros per hour and it's free if it takes less then an hour
@Learath2 Then you will wait 10h free 100€ troll
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oh no, you just found an exploit in every employment contract
troll 1
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Most hourly people I know actually have a minimum billable hours clause in their contract, so they bill you atleast X hours even if it takes less
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@fokkonaut just add || pTMap->m_Version == 4 to the check. For tele, speedup, ... layers just leave it as it is. They cannot use tile skip anyway
14:04
none of the layers renders
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Wasn't it just on vanilla maps?
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no, also on an aip gores, but not sure whether that was saved with zillywoods client
14:07
or vanilla
14:07
i will try whether zillywoods breaks this, or vanilla client
14:07
if yes, then i will tell chillerdragon to stop support his editor (he made an experimental editor for 0.7 in his client, uses some of ddnet layers)
14:14
ok so the bug happens with maps that are saved with vanilla clients
14:14
@redix
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Yeah, because they use version 4 layers with tile skip
14:16
But these maps don't contain custom layers like tele and speedup
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ah, 0.6 doesnt use tile skip?
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okay, adding check for version >= 4 works :) thanks
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So i dont need to add it for the other layers i guess? but would make sense in terms of keeping it the same
14:20
or if i start making a map editor
14:20
like, adding those layers
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Well yes, you could add tile skip for the extended data. But this also requires serverside support. So the maps won't work on the current ddnet7 version
14:23
thank you :)
14:23
i wont add it then, but would i need to do something in order to be able to save maps from my client for ddnet7?
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If you want to support all the custom layers, you ofc need support for them in the editor :D
14:29
Same for other things like sounds, ...
14:29
Right now the client will just drop them when you load a nap from ddnet
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I forgot about the layer extensions project 😦
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@Learath2 not on vanilla, interesting 😛
16:28
@Learath2 how can I declare a function pointer to a function with C calling convention?
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hey, in ddnet client the entities background color will be rendered more and more when cl_overlay_entities increases. at 100 ofc, it is fully rendered without transparency. in my client, it is too on 100, but before 100 it is not rendered partly, but the main background gets more and more transparent, until at 99 it is basically white and at 100 again the entities bg color applies. No idea why, looked through everything and cant find why, any ideas?
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@heinrich5991 do you know the signature of the function you are pointing to?
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yes
17:57
it seems the only way to do it is to typedef the function pointer type in an extern "C" block :/
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oh in C++?
18:00
yep you need the extern "C" but you don't need an entire block, maybe that'd make it look a little better
18:02
@heinrich5991 a std::function doesn't really care about calling convention, idk what you are doing but maybe you could abuse that
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how do you not do a block?
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std::function can come with overhead though, not sure if it HAS to have overhead
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extern "C" void (*m_pfnLog)(const char *pLine, void *pUserdata); didn't work
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extern "C" typedef int (*fcnptr)(int) should work
18:04
@heinrich5991 define didn't work?
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ah with typedef it works
18:04
define?
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As in what happens? Does it assume m_pfnLog is a function it should call with c++ calling conventions?
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it gives a syntax error
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Hmm, what happens when you don't have the extern "C" anyway?
18:07
Linker issues?
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haven't tried
18:08
C/C++ don't necessarily share a calling convention (or do they?)
18:10
@Learath2 happen to know that? ^
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I'm not sure how it applies to function pointers, but C++ mangles function names which is the only incompatibility iirc
18:12
I think you are fine without the extern "C"
18:12
Oh and operator overloading, that also creates an incompatibility (still due to naming issues)
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but function pointers don't care about names
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yeah, that's why I think you don't need the extern "C"
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ok, will do without
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The whisper function should be where private conversations take place. I've noticed that a lot of server admins of bigger servers like to read through the logs including the whispers. Imo tracking them does nothing but undermine the privacy of the players.
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^ useless
Exported 141 message(s)