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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 2020-06-20 00:00:00Z and 2020-06-21 00:00:00Z
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91c44f1 Sixup needs it's own maps - Learath2 9f53623 Merge #2285 - bors[bot]
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Has anyone looked into the horrendous map download speeds in 0.7? It seems our old fastdownload hack was better
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Up to 0.7.4 it's only twice as fast as 0.6 by default. 0.7.5 increased this to x8, but the whole thing still heavily depends on latency
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@redix can you point me towards the change?
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There is sv_map_download_speed. In 0.7.5 it was just increased to 8 (https://github.com/teeworlds/teeworlds/commit/1b0e9abd41aaeb4ed8372f7fb6680984aaafa358)
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it set a configuration variable
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@heinrich5991 I couldn't figure out why cmake won't update git_revision.cpp on the actual servers btw
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It does on my computer
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@Learath2 from a quick glance, the problem seems to be that someone build an in-tree version
08:57
I wonder how this hasn't fallen apart yet
08:57
I guess I'll add an hard error when cmake detects this
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@heinrich5991 huh, you sure that's the problem? it'd be odd to have that happen on every server
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hm, no doesn't seem to be the problem
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Oh, but deen might be scping the src folder over
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still odd that we have two times the generated files
09:03
WARNING: The file has been changed since reading it!!!
09:03
@Learath2
09:03
you also on ger?
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*ger2
09:04
yes
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I'm done with it, just reverted back to 7d428676e296cf2f50aea9feb3bf435cc6490c46 until the times are also in
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6db72b2 Times are no longer negative in 0.7 - Learath2 14e6227 Merge #2286 - bors[bot]
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@Learath2 let's put GER2 on master again and try sixup?
09:24
Done 😄
09:25
6f3a7a6 Fix git_revision.cpp updating for out-of-tree builds - heinrich5991 ff705a3 Merge #2287 - bors[bot]
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Nice, seems to work
09:27
Let's update the rest of the servers when you feel like it's tested enough
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Okay first bug, ninja seems to make you invisible 😄
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ddnet 0.7 maps must have the 0.7 layer compression in them, no?
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@Learath2 is it because armor/health==0?
10:01
had a similar problem when converting fng
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0.7 cant do call votes
10:02
after trying to call vote
10:05
oh, call votes crash the entire server
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emotes dont appear on 0.7
10:19
ok, just one of the emotes work idk why
10:24
if you type in chat /emote happy 1, then the ooop! emote works but the rest doesnt. the ooop emote applies to all emotes, doesnt matter which emote you pick, it always shows the ooop! emote
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okay let me revert this once more 😦
10:27
@noby when the ninja timer runs low the character becomes visible again
10:27
so odd
10:27
The client seems to think that the character died
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had a bug on .6<->.7 fng where ur tee would disappear for u when u got shot
10:28
fixed it by setting the health/ammo to nonzero if sixup and frozen
10:28
near the very end of ccharacter::snap if (m_FreezeTime > 0 || m_FreezeTime == -1) { if (Server()->IsSixup(m_pPlayer->GetCID())) pCharacter->m_Health = pCharacter->m_Armor = 1; }
10:29
probably shitty fix but hey it worked
10:29
maybe u can take this info and make a proper fix from it
10:30
we send negative armor?
10:30
wtf
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that would probably cause invisible tee too lol
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Why do we send negative armor even? some hack for encoding times?
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where do u send negative armor i havent seen this actualy
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m_Armor = 10 - (NinjaTime / 15);
10:32
for sufficiently large ninjatime this is negative
10:32
turns out i have this code too o.o
10:32
but changing whats sent in snap works around it i guess
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Yep that fixes it
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ill be interested to see how yall properly fix it
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need to find a better way to map Ninjatime to 10 armor
10:34
just a little math
10:35
although honestly I wonder which clever 0.7boi thought he was the cleverest when making negative armor == death
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it's just being validated I guess?
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@Learath2 you dont need the armor indicator for freeze/ninja in 0.7
10:38
0.7 has its own ammo for ninja
10:38
its a bar
10:38
. (edited)
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@Xusep m_Armor = absolute((10 - (NinjaTime / 15)) % 10); Is what I went with to keep things the same between 0.6 and 0.7
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absolute doesn't really make sense, I think
10:39
clamp would be more useufl
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It's like a countdown that keeps looping until the last round
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u tagged the fake noby
10:39
lol
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that's how it used to work anyway
10:40
If we are changing that I'd rather map it properly to 10 shields
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whats wrong with just sending a different value if 0.6 vs 0.7
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hello?
10:40
just use the bar for 0.7
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Like m_Armor = ((float)NinjaTime/NinjaDuration) * 10;
10:41
Hello, 0.6 clients can still spec 0.7 clients and they need the duration aswell
10:41
cleverboi
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@Learath2 are you sure we kept looping?
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Hm, let me double check
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I think 0.6 clamped it in the client
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DDNet port to TW 0.7. Contribute to ddnet/ddnet7 development by creating an account on GitHub.
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lol i am noby
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@heinrich5991 yep you are right
10:42
I guess a proper mapping to 10 shields is better
10:44
Ah I see what we were doing with clamping
10:44
yeah that looks better
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c53528b Allow spectators to start votes - def- 4a81009 Merge #2284 - bors[bot]
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We can keep testing after those get merged
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@Learath2 this also allows for the ninja bar in 0.7?
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yes heinrich
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We discussed earlier the history behind the the return value of the ShellExecute function, and why its value in Win32 is meaningless aside from testing it against the value 32 to determine whether an error occurred. How, then, should you check for errors?
11:31
I guess we can just cast the result to intptr_t and not rely on implementation defined behaviour
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"We want the general concept, judging from Discord. :)"
11:31
what does this mean
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As in we want some sort of learn link
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that the idea of linking the wiki from ingame is wanted
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8d422df Fix snapping for ninja - Learath2 c464e3e Merge #2288 - bors[bot]
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does this work (int)(uintptr_t) or do i have to wrap it with ()
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should work like that, not sure if the double cast is absolutely necessary, you can probably just cast to an (intptr_t) and compare that against 32
11:37
I wonder who even has 16bit code
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the docs say you can only compare this as an int
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I guess the docs are more authoritative, just cast it twice then
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the security warning is not stern enough for me
11:44
passing user input to this function gives you arbitrary code execution
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Only notify the player initiating /load about the error and don't send 'Loading initiated by ...' and 'Saving initiated by ...' messages resulting in two messages per /load and /save. Not sure if the old behavior is better or if we want to keep the new with sending two messages per /save and /load.
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@heinrich5991 can you just tell me a remark that will make u satisfied
11:53
so we dont waste more time
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from the comment: "this may not be called with untrusted input or it'll result in arbitrary code execution."
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i rebased
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07f0239 Add Learn button which opens the ddnet wiki in the browser. - edg-l 4edac31 Merge #2281 - bors[bot]
12:10
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b032edd Fix votes called from 0.7 - Learath2 07f6e71 Merge #2289 - bors[bot]
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@Learath2 github cog is live now and cleaned up
12:36
$build_status #2281
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nice pic
12:37
#2291
12:39
teeworlds#1234
12:39
teeworlds/teeworlds#1234
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I&#39;m noticing that on joining a server there is no message anymore that the spectator group was joined and due to this the related sound is not played. It was working in Teeworlds 0.6.2 so t...
12:40
oh right it needs owner
12:40
if its not from ddnet
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673f59d Restore old message behavior when using /load and /save - Zwelf a3ab572 Merge #2290 - bors[bot]
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ddnet-web#1
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on Linux. Chromium is set as my default browser, I don't have it running. So the new chromium process will stay in foreground, thus DDNet client is blocked. @edg-l
12:51
67643e8 Make PlayerResult messages an union variant - Zwelf 1e4ccd7 Small style and readability fixes in sql_score - Zwelf 17e77d7 Merge #2291 - bors[bot]
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Only appends saves, just in case you forgot where you saved. Unfortunately only stores your own name, not your entire team.
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@Learath2 On Sunny Land I noticed that graphics are borked, just at the start already
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ᶰ°Konͧsti 2020-06-20 14:05:46Z
kek
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@Learath2 and the finish time shown is also wrong
14:05
it's supposed to be 60:46, not 00:03
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ᶰ°Konͧsti 2020-06-20 14:06:27Z
Imagine Sunny Land was released as Novice map afacepalm
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@deen Well the map I load as is from servers7/maps, I'd guess it's broken there too
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ᶰ°Konͧsti 2020-06-20 14:08:41Z
can i still glitch through kills on 0.7 monkaS
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which converter tool is used?
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@Patiga the one in the repo iirc
14:12
afaik it only embeds images, doesn't do anything else
14:12
turns out images for tiles need specific sizes in 0.7, while 0.6 doesn't care
14:13
so I'll need to pad the images that are used for tiles, hm
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and I need to figure out how the times are actually supposed to be calculated
14:14
I actually don't know how we store the times tbh
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emotes still broken feelsbadman
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so actually it's not just pad, but you have to scale the image. I hope no other maps use this, don't want to adapt my script. I'll check if I can find other maps
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@deen [5:31 PM] redix: in theory it should be enough if width and height are divisible by 16
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[4:34 PM] redix: that would work but maybe something in the implementation requires 1024*1024
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how do you join team on 0.7? (edited)
15:12
cuz /team switches to teamchat
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Trafalgar Law 2020-06-20 15:14:19Z
[2020-06-20 17:13:45][server]: shutdown from game server (sql open wordlist error) │························· [2020-06-20 17:13:45][sql]: SQL connection disconnected │························· [2020-06-20 17:13:45][sql]: SQL connection disconnected Happend when I try to start ddnet6 srv
15:14
(The server is crashing)
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[quakenet] ChillerDragon BOT 2020-06-20 15:16:26Z
using /team
lol 2
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Trafalgar Law 2020-06-20 15:18:35Z
@murpi If you use vanilla client you have to write first /team then press esc and then type your team number
15:18
and then go for it :D
15:18
or /team <number> and then esc
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ah, ok. thanks
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timeout protection for 0.7 doesnt work
15:28
shows unable to connect to the server after trying to rejoin the server
15:31
also trying to use /timeout (code) on regular 0.6 client causes connection problems
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oh I should probably send a RemoveCommand for /team
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@Trafalgar Law need a wordlist in data/ since a recent commit
15:44
we should ship it though(?)
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Trafalgar Law 2020-06-20 15:44:53Z
That means?
15:46
you need that data/wordlist.txt fiel
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holy jesus, 0.7 timeout protection is really broken
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Should probably just disable it for 0.7 clients
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Trafalgar Law 2020-06-20 15:47:54Z
@heinrich5991 And where do I get this file? :O
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It should be there in the source
15:48
yep it's in data/wordlist.txt 😄
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Trafalgar Law 2020-06-20 15:49:28Z
Let me look :X
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@Learath2 can you test timeout protection with me?
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Trafalgar Law 2020-06-20 15:50:47Z
True its theire
15:50
But why the srv can't start then?
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We have a rather large issue with the gametimer, we use the warmup timer since necropotame changed it but we can't really use the warmup timer for 0.7 nor can we go back to the gametimer as that'll break animations
15:51
what do?
15:51
@murpi
15:51
sure
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@Learath2 can we use the race time from 0.7?
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@Learath2 find me and join with 0.7.4 client
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@heinrich5991 is there really a racetime? I see support for it in score but that's it
15:53
@murpi can it be 0.7.5 instead?
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datasrc/network.py: NetTick("m_RaceStartTick"),
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uh, yeah try
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@Learath2 ^
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Blind I am
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Trafalgar Law 2020-06-20 15:55:17Z
Well, @heinrich5991 do you knwo why he can't open then the file if its exist?
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is it in the data directory the server uses?
15:56
(watch the messages in the very beginning with $APPDIR and similar)
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The issue with timeout seems to be that the 0.7 client doesn't notice that the local client id has changed
15:58
not quite sure how to convey that to it
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@Learath2 only possible with fakeids
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Yeah, just found out
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but then then every 0.7 client always has to think itself is id 0
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Timeout protection, atleast the hacky way we do it is dead
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It now needs to happen very early in the connection
16:37
(which is the correct place for it, but alas)
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Okay, I'll disable it for 0.7 clients, but it's rather easy to fix for custom clients
16:41
we can later add an extended message to let custom clients enable timeout protection
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Turns out there is no way to influence m_LocalClientID anymore. Another thing changed for the sake of change.
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Why do we even change client ids?
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28905c4 Disable timeout for 0.7 clients - Learath2 5ca6e9c Merge #2299 - bors[bot]
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@fokkonaut I'm sure east and @deen had a reason to do it this way around when they implemented it
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865afa6 Ingame time is in milliseconds - Learath2 4dd72df Merge #2297 - bors[bot]
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Did east go to the west or where did he go?
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east and hmh are both in tahiti
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probably not 😛
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Haven't heard of either for months now
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they moved on from this kid game
17:59
poggers
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I'm having trouble deciding what to do
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$build_status
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@Learath2 why is it red?
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mac infrastructure problems in the github build i think
18:30
at least that's what I saw in my PRs
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
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on github all checks are green
18:30
😅
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are there docs for the github api?
18:38
with all possible values?
18:45
This is what I referred to
18:46
$build_status #2297
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Did you remove the header maybe? the checks feature is marked experimental
18:46
$build_status #2296
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nah then it would say commit not found
18:48
oh i think i found the issue
18:48
i reversed the check for failed 😅
18:49
$build_status #2296
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now it should be right xd
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$build_status
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@Learath2 dont send 10 stars to the client when shooting pistol
19:21
when it collides
19:21
teh client doesnt use the angle you send to it
19:21
in 0,7
19:21
also, 0.7 clients dont need the broadcast timer, they have timer and finish netmsgs
19:23
and you shouldnt send 3 single stars for freeze, instead 10 with one object
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The timer I'm going to pull request
19:24
Merging the damage indicators together is hardly simple considering I see one at a time
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then pass a sixup amount of stars to the function
19:24
and handle both seperated
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eh? damageinds get translated to damage messages
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(that way you could also only send one single star for the pistol)
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a simple one to one mapping
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yeah, i mean dont "translate" them, just create one event for sixup clients and one for non-sixup
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Can't, there is one array of events that's sent to every client
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latest api uses graphql btw
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of course you can
19:26
in eventhandler::snap
19:26
you can decide
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Please enlighten me than, I don't see it happening without some massive hacks
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Or shoving everything in there and sorting it out later, which is wasteful of the space in the events array
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dont send the hooksound player attach from character.cpp to sixup clients, they handle hooksound based on coreflag_hook_attach_player clientside, so we get two sounds
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I guess an especially unelegant way would be to just double the size of the event storage
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could do that (edited)
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In the end we're just running 2 servers in one with a translation in between 😄
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As noticed on Sunny Land.
[5:31 PM] redix: in theory it should be enough if width and height are divisible by 16
Now running this over our maps and fixing them manually.
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yeah, I'll try to replace in a few maps and see if required
20:05
about 50 maps affected btw
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I don't really see a good solution for the damage indicators tbh, they work like this is there really a reason to change them up?
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they look super ugly
20:22
shoot a wall
20:22
then youll notice its a random side
20:22
and the Freezer stars a basically too close to each other i believe
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It'll always be a random side, no directions anymore
20:23
Well not really random, the bottom left third to begin wiht
20:24
Freeze stars are indeed too close but is it really that important?
20:26
I guess doubling MAX_EVENTS is only an 18kb per server increase in memory use
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sounds ok
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I don't know if it may happen, but if the game grows, and maybe someone streams it, you may not want to get people banned because racial slurs being seen on the chat by a troll.
Exported 328 message(s)