Guild icon
DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-04-19 00:00:00Z and 2020-04-20 00:00:00Z
Avatar
Hello! How can i disable replays of my best race? And sorry for my english :)
Avatar
cl_race_show_ghost 0
Avatar
I think maybe there is a bug in solo part. When one player touch the switch, the other player can be affected as well. I am not sure if that is expected. This map's name is #megaRosenkohl
04:54
04:54
more clear vesion
Avatar
it’s expected yea
Avatar
Hello again. Can i set tunes only for 1 player?
Avatar
[quakenet] ChillerDragon BOT 2020-04-19 08:16:29Z
doubt
Avatar
hm Command laser is not defined. Why :/
Avatar
[quakenet] ChillerDragon BOT 2020-04-19 09:21:49Z
where
09:22
maybe it is still rifle?
Avatar
@TimiT you mean with the ddnet mod or generally, by coding it?
10:15
Ddnet server
10:33
llvm 10 released :o
10:36
looks like it has support for C++2a
Avatar
How create commands? Only edit code?
Avatar
@deen do you know how i can make the players-cache work with python3?
Avatar
[quakenet] ChillerDragon BOT 2020-04-19 11:24:23Z
TimiT what kind of command do you want to create? But it usually involves writing code yes.
Avatar
@ChillerDragon you program exactly like I do πŸ˜„
11:51
I wonder if everyone else also does that? I really like working from something observable in the client
Avatar
Chat-commands
12:04
Thanks
Avatar
@Learath2 if u want to test on macos u need to isntall the library https://miniupnp.tuxfamily.org/files/
files download of the miniupnp project
Avatar
@jao import diskcache?
15:11
it's compatible to py2 + py3
15:42
status β†’ Status
Avatar
[quakenet] ChillerDragon BOT 2020-04-19 15:43:33Z
new github username ryo?
Avatar
I need to turn ^((\?)?[ifs](\[[\w\d]+\])?(\s*|$))*((\?)?r(\[[\w\d]+\])?$)? into C
Avatar
what is that?
Avatar
[quakenet] ChillerDragon BOT 2020-04-19 15:44:21Z
just include some regex lib
Avatar
it matches valid teeworlds argument strings
15:44
Preferably before oy starts getting mad
Avatar
[quakenet] ChillerDragon BOT 2020-04-19 15:44:51Z
:D
15:44
struggel
Avatar
I guess I'll use a finite state machine
Avatar
@ChillerDragon ye
15:59
@heinrich5991 done
Avatar
74e943e Update ddnet-libs - def- 974df08 Merge #2146 - bors[bot]
Avatar
@deen cache.get('jao') works as expected on python2 but with python3 it returns None
Avatar
Hello again! I made map on last version on ddnet, load it into ddnet7, but when I run it in teeworlds, game freezes like windows xp (edited)
18:04
What should i do to fix it?
Avatar
@jao oh no, so that probably means they are not compatible...
19:01
well, who wants to switch all our server scripts to py3?
19:02
@TimiT that's weird, haven't heard of it. you could upload it somewhere for someone to take a look
Avatar
Hello, if I add custom tunings to the client, then the unpacker throws errors when receiving a tunechange from the server. How does DDNet clients handle that?
19:04
@TimiT you mean load the map with teeworlds editor?
Avatar
@deen I want
Avatar
@heinrich5991 good luck!
19:59
do you need any hints?
Avatar
yes. where are the scripts I need to port
Avatar
on ddnet.tw in servers/scripts
20:01
I guess for what jao needs ranks.py & players.py have to be in py3. they use ddnet.py though, which is used by everything else too
20:01
so i guess the easiest way would be to make ddnet.py py2/py3 agnostic and then port ranks/players
20:02
the clean approach would be porting everything
Avatar
@Learath2 your RepackMsg doesnt work for clientid -1 (to everyone)
20:05
guess you need two packets, one for 0.7 one for 0.6, then decide (server gets the info from the 0.6 packet)
Avatar
@jao it might actually be a unicode thing. could you try cache.get(u'jao')?
20:06
(came up with that thinking about what you have to keep in mind when porting to py3)
Avatar
@fokkonaut yeah, never figured out how to fix that either
Avatar
@deen if it's a problem in py3, he should rather try b"jao"
20:10
u"jao" and "jao" are the same in py3
Avatar
cool, that works
20:11
b'jao'
20:11
but ddnet.py still needs to be ported to py3 compatibility
20:11
getting invalid syntax there in line 810
20:11
python3 scripts/test.py to try
Avatar
@fokkonaut generating two packets for every packet sounds so wasteful though 😦
Avatar
@Learath2 seems like the only way to go
20:13
timakros fix
20:14
But that wont work when doing it like you want
Avatar
that's even worser
Avatar
so 2 packets :P
Avatar
there must be an elegant way to do this
Avatar
but then we shouldnt call it RepackMsg, instead PackSixup
20:15
well, maybe just one packet, and while sending it we re-set the data and the size
20:16
either to pMsg->.. or Pack->
20:16
depending on the version
Avatar
problem is pMsg no longer contains the msgid at all
Avatar
why?
Avatar
I'm so off my game this week, I keep coming up with the shittiest of ideas
20:18
@fokkonaut because we pack it later so the msgid translation can happen at the very end before we send out the messages
Avatar
i try something
Avatar
that branch is broken btw, it might not work at all
Avatar
I will work on my mod, but thats the same basically
20:19
when it comes to the general idea
Avatar
I think we might need to go even lower then CServer
Avatar
I dont think so
Avatar
but lower then CServer we don't know about CMsgPacker
20:20
that'd make things so spaghetti
20:21
as always @heinrich5991 had the right idea to begin with, this quickly gets ugly when we do it inside the source
Avatar
@Learath2 i dont get any better than you, for my need I also needto support IDs >= 32, but I dont really get something
Avatar
what will you do with IDs >= 32?
Avatar
0.7 has some
Avatar
Also, I guess if we can't do the translation at the lowest level, maybe we'll have to do it at the highest level?
Avatar
no idea, i just need >= 32 :(
Avatar
Where we actually first start to pack the message
21:21
What's the problem with >= 32? it should pack just fine into a byte
Avatar
atm i cant get it to work (still the old system)
21:22
well nvm, lets first clean that up
Avatar
wait, you are on 0.7 you shouldn't have any trouble sending 0.7 messages
Avatar
@Learath2 msg 32 and up take more than a byte
21:23
because it's left shifted once (for the system flag), and there's a continuation and sign bit
Avatar
ah, how does 0.7 handle that?
21:24
where does the system flag go?
Avatar
0.7 fixes the packing
21:25
so that multi-byte integers aren't a problem anymore
21:25
the system flag is packed right at the beginning
21:25
(bit hacky if you ask me, but it's fine)
Avatar
we also fixed the problem no?
Avatar
mayhaps
21:25
but when repacking, you mgiht need to shift the packet by one byte if the new ID is longer/shorter
Avatar
@fokkonaut you can use the same approach I am using, but I think I'll migrate away from it
Avatar
why?
Avatar
I'm thinking of moving the translation all the way up to where we initially pack the message
21:26
shit but then we don't know who we are sending it to
21:27
we do need 2 packets
Avatar
@heinrich5991 do you see a way out of this? If we repack it at the very end before sending we need to generate two packets, one for 0.6 one for 0.7, if we repack it any lower than that the network will need to be aware of CMsgPacker and that's just spaghetti. If we repack where we first decide to send the message we don't know the target thus we don't know how to pack it
21:29
we should re-do teeworlds in protobuf πŸ˜›
Avatar
I guess generate two packets for every packet that goes out to more than one target?
21:32
if even you don't see a way out, I guess I'll have to go with that
Avatar
@heinrich5991 can you have a look at my build test btw? It fails since I merged your GetDataSize stuff from vanilla. https://github.com/fokkonaut/F-DDrace/runs/582507528
F-DDrace is a server mod for Teeworlds 0.7 developed by fokkonaut. - fokkonaut/F-DDrace
21:42
ah, i know it i guess
Avatar
nice
21:43
why are these embedded images so big, so annoying
21:46
o.o
21:46
when entering a link like this <link> it wont show the preview
Avatar
that's not a "fix test" btw, it's a "fix implementation" πŸ˜‰
Avatar
well, I get what you mean, but before your commit i handled it the ddnet way, i just merged the conflict wrong
Avatar
but your datafile reported wrong sizes, that's a bug πŸ˜› not a broken test
Avatar
true
Exported 148 message(s)