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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 2020-08-30 00:00:00Z and 2020-08-31 00:00:00Z
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seems like ppl are really clicking it: !img Also they probs not worth it too much. We can still leave them as config. And smth else: maybe for rescaling we should now use the resize function its cubic and will probably give a bit better results(even if it wont fix the issue above)
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Noticed on CHN2: ``` [Current thread is 1 (Thread 0x7f91466e3fc0 (LWP 4964))] (gdb) bt #0 GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50 #1 0x00007f9146ea2535 in GI_abort () at abort.c:79 #2 0x00007f9146ef9508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7f914700428d "%s\n") at ../sysdeps/posix/libc_fatal.c:181 #3 0x00007f9146effc1a in malloc_printerr (str=str@entry=0x7f9147005bf8 "munmap_chunk(): invalid pointer") at malloc.c:...
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3767eeb Update entities by Soreu (fixes #2652) - def-
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[quakenet] ChillerDragon BOT 2020-08-30 07:40:48Z
if there were no bans then evading bans would be much harder. think about it guys
07:41
isnt ddnet the safe place for people that got banned on ddmax? Why are you so eager to keep people out of this community
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There are some extremely persistent trolls who keep destroying the game play for many players
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[quakenet] ChillerDragon BOT 2020-08-30 07:42:26Z
im sure there are other ways to make trolling harder than banning
07:43
yea but i see sometimes banning is the only or most efficient option. And it can be a solid last weapon. But seems like nowerdays it became first choice
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We currently have 1 IP address banned globally, so I don't think it's as big of a problem as you make it out
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[quakenet] ChillerDragon BOT 2020-08-30 07:47:12Z
oh cool yea u might be right :)
07:47
but isnt it about the player and not the ip? Thats the issue with long time bans isnt it
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What is the point of tolerating people that make gameplay bad for others? It's a net negative, they usually don't bring anything to the table
08:40
when konsti rushes to add a feature just cuz he wants a useless 3key bind
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Whoever did the multi modifier patch, careful with the edge cases
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i think he copiedi t from somewhere else
08:41
maybe he doesnt even understand it
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Binds consisting of only modifiers shouldn't be bound
08:42
Except for single ones
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ᶰ°Konͧsti 2020-08-30 08:42:23Z
Who is banned globally
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Which caused a lot of bugs in the original patch to add modifiers
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ᶰ°Konͧsti 2020-08-30 08:42:38Z
i didnt make the pr
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it should also not collide with the 3key binds we have
08:42
the debug mode and such
08:42
iirc
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A random botter
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ᶰ°Konͧsti 2020-08-30 08:43:11Z
lifeban and rangeban and nameban all botters
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nameban konsti then
08:43
troll
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@Ryozuki debug mode and editor maybe we could make into special binds that always happen
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ᶰ°Konͧsti 2020-08-30 08:43:29Z
I never botted GWchadThonkery
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@ᶰ°Konͧsti are u plsplsplslol on github?
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ᶰ°Konͧsti 2020-08-30 08:44:05Z
plsplsplstroll is abcqwerty
08:44
Im Zoozti
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Zoozti a fitting name
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@deen could you publish new engine under beta if it's done? so people can try who has issues before, more test would be better for this one.
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wdym by engine
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Opengl pr
08:45
Or jupeys pr
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i would call that renderer
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Yea renderer than :d
08:45
test it already iirc
08:45
@nori if u have it on steam
08:45
right click ddrace
08:45
click betas
08:46
then nightly builds
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Inb4 revert revert revert opengl changes
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Oh so nightly has it
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i think it was readded ye
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@nori no, nightly doesn't have it yet. but will readd soon
08:55
e84d3a2 Resize non devidable by 16 images for 3D/2D array textures - Jupeyy c85ffb9 Revert "Revert Jupeyy's OpenGL changes" - def- b1e98b5 Show warnings with non divisible by 16 textures(3D/2D array textures) - Jupeyy 3101747 Merge #2666 - bors[bot] 570f148 Analyse 3D/2D array texture sampling data when creating context - Jupeyy af4923b Add config variable, to ignore the check after it executed once - Jupeyy 3767eeb Update entities by Soreu (fixes #2652) - def- 92616f1 Merge pull request #2664 from ddnet/pr-revert-revert - def-
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@deen add back entities for "blockwords" - I didn't touch this one
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oh, well, nvm, they are not deleted
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@Soreu I ran an optimizer over all the files you sent me
09:18
which is probably why they show up as changed
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Ye, I just misunderstood the commit changes
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@Learath2 @heinrich5991 adding a field to the projectile netobject to indicate the id of the owner would break stuff? (edited)
09:34
maybe a alternative netobjectex for projectile with it
09:34
so we can apply alpha correctly to explosions and projectiles
heartw 1
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We don't like to touch the vanilla objects iirc, but you could actually add the id to the end and the clients will tolerate it
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but i cant know if its filled correctly in case u connect to a old server right?
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The new "Get or default" should work for the old server case
09:40
Ah, actually we only added that for netmsgs, not objects
09:41
Objects are rather tough to work with
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maybe i can just add a projectileex
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How will you associate it with a projectile?
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but i dont know if client supports it
09:41
i would replace completly projectile
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You don't need to know, just send it, clients that don't support it will drop it
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idk how to associate it
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Ah, you want to replace it, I don't think that's such a great idea
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do you know how?
09:42
packets dont have a id that i know
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I don't know a way to associate them either, nor do I know a good solution to this actually
09:42
@heinrich5991 might come up with something when he is around
09:43
adding get or default to netobjs isnt feasible?
09:43
let me check that thing
09:44
its in the CUnpacker
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ᶰ°Konͧsti 2020-08-30 09:44:28Z
i am really worried about DDNet once will build moving tiles
09:44
I hate them
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u bringing the topic is what will make ppl add that
09:45
0iq
09:48
You'll need to implement a way to replace an object in a snap with another one
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hm i see
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ᶰ°Konͧsti 2020-08-30 09:59:27Z
it would only be cool if its really good working like feeling like a real block, not like a stopper and also shown in entities. The quad tiles are so laggy buggy and shitty
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in addition to the other functions like SnapInvalidateItem(int SnapID, int Index), the client interface gets a new function SnapReplaceItem(int SnapID, int Index, void *pItem, int ItemSize);. in the snap sanity check loop, this function is called at the appropriate places when a old netobj is detected this requires support code in datasrc/{network,datatypes}.py
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@bubasio there's no applying. Just start committing to the open source code https://github.com/ddnet
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It's not exactly trivial to code let alone code in a way that performs well
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lul, apparently discord just showed me really old messages for a moment
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ᶰ°Konͧsti 2020-08-30 10:02:25Z
cuz the link Learath posted
10:02
GWchadThonkery
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Discord really should get a handle on the massive embeds...
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@Learath2 its cuz it doesnt limit images in embeds
10:04
i think
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@Learath2 Theoretically it did. enclosing link in < & > like <https://github.com/ddnet> will not create embeds
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i use linux
10:18
on steam
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No one uses Linux and Mac on our Steam version 😄
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fake news
10:18
feelsbadman
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Yeah, but like 20 people peak 😄
10:19
but in other news, it looks like we might be added to SUSE
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did we fix the rpath issue?
10:20
I think they don't want rpaths at all
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ᶰ°Konͧsti 2020-08-30 10:21:03Z
i played with steam Linux but ill stay on normal client
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isn't that would be better if ddnet use XDG_DATA_HOME on linux? home directory :\ meh
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One from each country and so on instead of doing one country fully first before moving to the next. This makes loading servers like Japan and AUS much faster since they're at the back of the list. This also reduces the peak number of packets sent to each IP at once.
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@Learath2 no, we did not yet
10:26
@Learath2 i feel like just not creating the stub would be the easiest, but @heinrich5991 probably prefers the clean solution
10:26
@nori yes, there's an issue forthat
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ᶰ°Konͧsti 2020-08-30 10:29:36Z
this is cool deen, when i open client or refresh browser i cant click the one i want to go at because every half second the list moves xd
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this doesn't f ix the moving
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ᶰ°Konͧsti 2020-08-30 10:49:45Z
it does actually i think? Because ger servers load like instantly and then one by one the high ping ones Come but i guess i could already fix that by filtering off china servers xd
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There is no fixing the moving sadly
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Well, you could just have the server counts on ddnet.tw in the json file we download anyway
11:59
and only update the pings for each ip once
11:59
@Learath2 ^
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I play on Linux steam, it's nice
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@Jupeyy I just noticed I can't input öäü on Linux. Any idea? Might be related to the font fallback thing.
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big dots in freeze - small dots in freeze - no dots in freeze Could not we just came to the 'no dots' back in the ~2016 when I been asking about it so hard ? Being a tester I have not used those dots a single time. Whatever. Does this change override custom entities for players ? So we need to make backups. Since they are not frequently updated some users might lose the data Talking about https://github.com/ddnet/ddnet/commit/3767eebead65d482a5666df145f368ef070ec2fd (edited)
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@BannZay players should put them in config_directory.bat
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@deen I did not know about it. Where should I put my 'data\editor\entities_clear\ddnet.png' ?
12:25
into '%config_directory%\editor\entities_clear\ddnet.png' ?
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awesome, thank you! It was not clear for me as my editor folder is empty in cfg directory
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We could use the new warning popup for that at startup. The problem is that users keep updating their files in $DATADIR (data/ next do DDNet.exe) and then get angry/confused when the autoupdater changes something. Instead users should have their custom files in $USERDIR ($APPDATA$/Teeworlds, ~/.teeworlds). To implement this we could store a hash for each file.
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yeah, we should make that more clear
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Would it be possible to move custom files once detected that those are not the default ones? like the mentioned custom entities many players have
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the only problem I see is that cfg directory just one but user can have multiple copies of the DDNet client (with different customizations). Most likely its a pretty rare case
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or allow a custom data dir directly in the client directory like: default_data and custom_data
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I preffer to have multiple themes in client so you can change a theme in game but seems it is too complicated
13:05
so users will create themes instead of direct replacement of existant files
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@Deleted User you can set that in storage.cfg already
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@deen yes but most ppl aren't me xd
13:06
like not intuitive
13:06
@BannZay that would be the nicest solution yes
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https://ddnet.tw/ reachable for you guys?
yes 3
13:08
Oh well, now it works again for me. I think Cloudflare is not 100% reliable
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monopoly of cloudflare will eat web
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wow, how many bug reports to you have for SDL @deen xD
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only 3 I think, but they keep reappearing
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xDD
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I guess the name of config_directory.batis already confusing, and the fact it's not a regular shortcut so not everyone knows it's a thing they can just open
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yeah
13:11
probs u right
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a3958b0 Upgrade SDL2 for Linux Steam release to 2.0.12 (fixes ddnet#2679) - def-
13:15
[ddnet/ddnet-libs] New branch created: pr-sdl-linux-steam
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are there any way to get the ip list of current player in the server? when being ddos i think we can use something like iptables by bash script to block all data packet except these form ip list of current player.
14:03
it was very depressing to disconnect from server after 1~2 hours' playing bucause of ddos.
14:03
14:03
ouch
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do you mean an auto-generated whitelist?
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yes, when being ddos, i think we need a auto-generated whitelist mechanism to keep all data packet except these form current player.
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Ppl who DDoS also join the server to watch by themselves suffering of others
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yeah i requested something like that years ago. so i think its not possible
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but i think ddoser use fake ip so they cannot join the server
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they use spoofed player ips to ddos
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When the attack is strong enough blocking in iptables is probably already too late. You rather want a firewall at provider level
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and ddoser dont have a way to get the ip of current player
14:11
by hosting their own server
14:12
when u refresh server list u send them ur ip
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oh no i did not expect that
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when u refresh server list u send them ur ip
@jao that makes sense but i never thought about that. i thought only admins can see ip's and only on that server
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but they also dont know which server you will join
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yes but they are admin on their own server
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When the attack is strong enough blocking in iptables is probably already too late. You rather want a firewall at provider level
@redix but this way make the ddoser'a attack weaker
(edited)
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they dont need to know exactly what server u join
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is that normal or just bad design that everyone who has a server gets the ip
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bad design
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It's due to the decentralized character of original tw
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that was frustrating
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also if you only refresh ddnet tab? maybe disconnect the tabs to prevent it a bit
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it may be a good way to set ddnet tab as default
14:17
already
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so when you press refresh it could ignore all non-ddnet servers
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i think we could use not only the ip whitelist but also the src port
14:19
it is hard for ddoser find the which port player actually use
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but they ddos the entire srv
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Whitelist all player IPs+port and ratelimit the rest
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do they need many ip adresses to ddnos or only one?
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but they ddos the entire srv
@jao even though i think this way can make the attack weaker cuz ddnet server had not to reply the fake packet which ddos send
14:25
and if we can block data packet in linux kernel mode it may be more efficient
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ddos ger2 rip
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ger1 too (edited)
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flag_unk server| +- | ▲ pps | ▼ pps 🇪🇺 MAIN | up | 265| 213 🇪🇺 MASTER| up | 84| 116 🇩🇪 GER1 | up | 4| 39 🇩🇪 GER2 |ddos|479.22k| 39.81k 🇩🇪 GER3 | up | 1.98k| 2.36k 🇷🇺 RUS1 | up | 3.49k| 4.27k 🇷🇺 RUS2 | up | 855| 964 🇨🇱 CHL | up | 495| 364 🇧🇷 BRA | up | 980| 1.23k 🇺🇸 USA | up | 998| 1.16k 🇨🇦 CAN | up | 74| 117 🇨🇳 CHN1 |down| | 🇨🇳 CHN2 |down| | 🇨🇳 CHN3 |down| | 🇨🇳 CHN4 |down| | 🇨🇳 CHN5 | up | 4.41k| 5.19k 🇨🇳 CHN6 |down| | 🇰🇷 KOR | up | 1.79k| 2.24k 🇯🇵 JAP | up | 909| 1.14k 🇿🇦 ZAF | up | 394| 448 🇦🇺 AUS | up | 140| 172
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they use spoofed player ips to ddos
@jao does not DDNet server use antispoofing techniques?
14:57
I am bad at this area, but in mind comes something like tcp handshake
15:01
what if server does some kind of handshake once per hour with each client to update a secret value which ddoser does not know. Or checking this value in packets takes to much resources to prevent small/medium ddos? (edited)
15:03
So you are whitelisted during this hour (hour is too small value probly)
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and then the ddosers steals ur ip
15:06
I been talking about protocol modification, so each packet to server has secret value
15:06
or does not - but then you are not whitelisted
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idk, seems like I am reinventing the wheel. sorry for offtopic
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ef8d6e8 Add zikkie live stream - def-
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@BannZay the issue is everything is under udp, some hosts will filter all that spoofed traffic if they see too much from a single source IP, that's could be a reason this guy is spoofing players IPs
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imagine
16:04
adding only 1 spawn
16:04
in 2020
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!ʎø1øʞıƝg 2020-08-30 16:08:28Z
Why is there no iptables specified for tw only like on ddnet IPTABLE firewall for all?
16:09
it's cheaper then buying expensive firewall
16:10
just saying
16:10
🤡
16:11
it's better then null routing traffic
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@Deleted User I see, thanks for the explanation
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[quakenet] ChillerDragon BOT 2020-08-30 18:02:22Z
is ger1 rip?
18:04
fix spawn mommy
18:06
wait the map has only 1 spawntile and its on the ground? xd how did that pass testing xd
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029f654 Revert "Add zikkie live stream" - def-
20:49
6fdd9f6 Adding Soapy Sandwich to the testers - WelfDDNet 81c2ded Merge pull request #96 from WelfDDNet/patch-2 - def-
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eb215f4 Add Quick Tournament #51 results - def-
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