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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 2020-09-24 00:00:00Z and 2020-09-25 00:00:00Z
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why does ctrl+shift+d make u move
@louis you cant open chat?
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no actually i cant
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thanks to whoever shortened the search/exclude/server address fields in the server browser greenthing (edited)
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@752947895 update viruses definition list
05:20
a.k.a. viruses database
05:21
and update the client too >.>
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@murpi you're welcome
darkLove 3
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e395c3e Add Umbra to Vanilla mod - def-
07:54
Ensures that we don't delete a file that is being used by ingame map downloader already. As reported by Jupeyy in #2901
07:58
Even if players have cl_mouse_followfactor turned on Alternative fix for #2761 since players keep reporting confusion about this
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84cad65 Add new renderer(as streamed vertices) for editor - Jupeyy ceefdac Merge #2894 - bors[bot]
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df705f6 Fix 15.0.5 release date - def-
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I've heard about a skins DB cleanup recently. I understand that right now people can choose any skins from ddnet skins DB and use that on any server or mod. So for example if someone will upload a skin that's only appropriate for his mod (like a skin of a tank) that could lead to everyone will use that in DDRace and other mod and it will look inconsistent and lame. What I propose is adding to a skin a special flag (that could be a part of skin name for simplicity) that will ensure that this skin could only be used on server which want it. For example we can start those skins from underscore like _tank. I am sure it will be super easy to add validator to client info parser that will reject that skin and default it to something for servers that don't have allowed those type of skins allowed explicitly on their servers. Also that will be a simple patch for old mod servers owners that they could apply if interested in filtering. I wanted to add some special skins to be used in my mod that will be 100% inappropriate in other mods like: door, car, platform to use them as player interacatble tiles. But I think that right now those skins will not be accepted for the reason players will use that in ddrace and it will looks crappy. So I suggest this workaround. (edited)
08:42
Thanks @Soreu for telling me about a cleanup
08:43
sorry for editing here. Can't stand re-reading my lang errors
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I'd suggest the prefix to be x_ like it is done with x_ninja & x_spec, so for INF mod that could be x_zombie1
08:45
and such flag for not autodownloading skins would be good idea in general, as discussed already at the beginning of cleanup plan
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to be honest I am not much interested in filtering at all as my players are not allowed to choose their skins as it will break the game. Server assigns skins to them now based on a game class
08:46
*on a player class, e.g. Soldier, Zombie etc
08:47
Do we have an issue opened on that?
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@Deleted User in the end your server decides which skins are allowed. You can modify the server to forbid some skin names
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and such flag for not autodownloading skins would be good idea in genera
client will download a skin once he will see another character in a game. But only if server allows that character to set that skin at the first place
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The client will respect what the server tells it
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Oh, that is proposed and already is on roadmap, @deen ?
08:49
*was
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why? we don't need it for ddnet-server
08:49
you can add it in the code of your own mod
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I can make anything on my server right. But first the skin should appear in skin db.
08:50
The problem is that skin will not make it there if it could be abused on ddrace servers.
08:50
I have filters already (I don't allow client skins at all, but I want to be able to choose skins serverside from ddnet skin DB to assign to characters)
08:51
But ddrace servers don't have any filtering system AFAIA
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I see, true
08:51
do we need to forbid soldier and zombie? do they look bad?
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No, I am about adding newer skins to the DB that could be inappropriate, like skins of door, of visual FX of a platform, of a tank
08:52
I don't think you will like people running with a skin of a wall on ddrace servers 😄
08:53
or even with a skin of a tank or a part of a tank even
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Hm, easiest solution would be for server to tell client where to download skins, but we probably don't want that
08:53
I'm not sure how it works with the x_ skins
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That will be awesome soluation. But I understand it will require MUCH more effort
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x_ right now is excluded in client level, not server-side
08:55
The problem is if we do it server-side, many run old servers
08:56
so we'd end up with doors on all other mods and KoG etc
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It will work like that:
  • server is loading and have something sv_allow_x_skins
  • if he sees a client wants to set skin to a skins which body starts with x_ it should not allow that setting a default skin instead of sv_allow_x_skins is not set to 1
  • players on server with svallow_x_skins enabled will be able to set skin and will download x\ skins when they will see a character with a skin set (is that a way skin downloading works now?)
  • players on a server without svallow_x_skins set will not be allowed to set x\ skins and thus will not see any characters with such skins set on the server and so they will not download it
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and I don't want to maintain a list of skins allowed by mod in client
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I think that after adding that to ddnet server code (client skin validation) the only additional thing you will do is to tell a person pushing a skin to db to rename it as it is too wild to be used freely.
08:58
In a case the skin is not appropriate ofc
08:58
For all server owners who don't change anything it will just be as if there are no x_ skins
08:58
which is like now, because "wild" skins are not accepted to a db I think
08:59
but server owners who want to use special skins will be able to do that
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that doesn't work since the server is not the one forbidding x_ skins, it's the client
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I am proposing the server to do that. I can give you lines of code for that. I've already prohibited all client skins in my server as only server should assign them. But I can make it conditional.
09:00
(in zombie mods server assigns skins)
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But we can't modify all the old servers running
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hmm...
09:00
you're right
09:00
I've got this. Let me think about it
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I guess we could create a new network message that the server sends to client to inform it that the server will do skin filtering
09:01
if no such msg is sent, as on old servers, the client does the filtering. otherwise client allows any skin server sends
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oh... we should add a server info flag that server will do skin validation
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yeah, something like that
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and disallow client to use x_ skins on a server without it
09:02
though it could be easily hacked
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as everything that's done clientside
09:02
abuser could remove clientside validation
09:02
and server will accept x_ skin
09:02
a server without serverside validation I mean, old one
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yeah, but that's fine since the server sent the flag to indicate that it will do the validation on its own
09:03
I would say that's a case of "works as intended"
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but we want to protect old servers without validation mechanism and a flag
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old server would never send that flag
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a hacked client will ignore absense of that flag on old servers
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hacked client? I don't follow, sorry
09:04
How are we getting hacked?
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I mean that a player could remove client side validation that checks for a server flag and will hardcode to allow x_ skins on any server
09:04
so absense of such a flag will mean nothing as old server will accept any skin
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By modifying the client source code and recompiling?
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yes
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Of course everyone can do that 😄
09:05
how is that hacking?
09:05
You can modify the source code right now to allow x_
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Ok let's call it abusing 😄
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I don't see what that would abuse
09:05
you just see more skins on your own client, nothing else
09:05
no one else would see the skins
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We want to protect old servers without serverside skin validation, right?
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not protect, there is no attack 😄
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And we do that by adding to a client a check that will search for a server info flag
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I think it will be much easier for me to just implement this than explain to you why it's no problem, sorry 😄
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Ok, if you don't care that a door could be used as a skin on old ddrace servers then it's perfect for me
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No, that can not happen...
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or if you think it will not be abused
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it can't be abused with what I proposed
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Hm...
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the client only decided which skins itself can see, not which other clients see
09:07
Do you want to implement the feature or should I?
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I expect you to do that for many reasons.
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I just still don't get why this is not a problem
09:09
1. We add x_ to inappropriate skins like a dunno penis 2. Old servers will accept any skins client will request 3. An old client which can set any skins (for example he downloaded a skins manually from database) sets x_penis 4. He logs into an old server and sets his skin 5. Newer clients will see his skin as they will download it and nothing will stop them from doing that
09:09
am I getting it wrong?
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No, old client can not set any skin
09:10
Old clients ignore all skins with x_
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Wdym? Is x_ filtering is already there?
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new clients will ignore the x_ skin too if the old server doesn't say that it does any filtering
09:10
of course it's there already
09:11
Then it's much simpler
09:11
Thanks for explaining wasn't aware of that
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but the x_ filtering is in the wrong place so that's why we need the update path
09:11
to move it from client to server
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It should stay both on server and both on client I think
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Didn't read it all, but client has set download link for the db
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once you will release any client with no x_ filtering there will be no way back
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as I explained a few times, client should only check x_ if server didn't say that it will do the check
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could the link contain also exclude of specific skinpack?
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@Deleted User what do you mean by no way back?
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@deen ah, yes, Riht
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sorry, but this discussion is leading nowhere
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then we could just set skinpack to i.e. MOD
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@Soreu that's not flexible enough. We want server to be able to set any skin
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server yes, but not the client
09:13
and skins with prefix of x_ are not selectable by the player
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what do you mean by no way back?
hm... I just liked how x_ magically appeared to be alreay in a client. If it wasn't there we would have a bigger problem But I realised it's not a problem as client side validation will reman there just will become conditional
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x_zombie in skinpack MOD
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@Soreu yes, they are selectable with f1, player_skin. and they are accepted by server. But in the end the c lient doesn't render them but replaces wiht default instead
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so that is kind of a solution though
09:15
not best one ofc
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can't wait to make a game of penises fighting tanks
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Can't wait to give a real transport to my mod's players
09:16
and destroyable walls not made of lasers too (edited)
09:16
also maybe to use zombie skins from that pack too
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@heinrich5991 help, GameInfoFlags can't be extended any more 😄
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Thanks for listening me, explaining and finally accepting this @deen
09:17
by a chance will you add allow zoom flag to it?
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we have ALLOW_ZOOM already
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right now ifcity devs are enforcing clients to use k-client just to use zoom
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they are doing that because they want people to use their client, not because DDNet client doesn't support it
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as they don't want to rename their mod to contain "race" in their game type
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what their reason is for enforcing their client I don't know
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As far as I know vanilla client checks if Race is in the name of a game type
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that is not required, they just have to set ALLOW_ZOOM bit in GameInfoFlags
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and then decides if it should allow zooming
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no, that is just the fallback for old mods that no one updates
09:19
new mods can use ALLOW_ZOOM, as I just said
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hm... so they could just set that flag serverside? only ddnet supports this, right? not 0.6 and 0.7 vanilla clients?
09:19
(which is fine too)
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Nice
09:19
I will advice my players to tell ifcity devs to set that flags then
09:20
and thay they don't really need k-client
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I'm sure sure they don't even know K-Client is often autobanned
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I think they don't care
09:21
or are seeing this as a holy fight against bans
09:21
*bot bans
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Why is my ddnet getting deleted randomly? (edited)
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@Deleted User it's the gameinfo@netobj.ddnet.tw net object they need to implement
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09:22
@Kingston probably your antivirus solution mistakenly auto-detecting it as malware, happend to many
09:22
please report to your AV vendor that that is a false positive, and add an exception
09:22
@Learath2 if I need more flags, can I just make m_Flags2 for GameInfoEx, right?
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Maybe my WS detects it as virus or smth
09:23
I have no AV atm
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@deen GameInfo is one of those versioned netobjects, so yes you add an m_Flags2 and you bump version/add a size check
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actually don't even need to do anything with the size, we already disabled size checks for that one
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@Kingston AV = Antivirus
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yeah, i noticed
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@deen what are you adding?
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I will advice my players to tell ifcity devs to set that flags then
@Deleted User kclient has probs some backdoor or some shit
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Support for server to allow client to use x_ skins
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then mod-specific skins can be added to DDNet's skin DB
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We can also just hardcode support for zooming out in city mods, because I don't like them enforcing their client for no good reason
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won't hardcoded solution no longer work if they happen to add like more letters to the name? xd
09:28
to mod name*
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sure, they could do that, but then it's obvious they're doing something shady to enforce their own client
09:29
and are not just too lazy to implement the proper net object
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what is their own client?
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Ah, already checked that
09:30
No bitcoin miner 😦
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haha, would be super easy to hide in a game btw
09:30
since many games run at high cpu load for no good reason anyway 😄
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so no one would wonder why cpu is at 100% while gaming
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You could probably even run it on the gpu with a game like tw
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well maybe they use the gpu
09:31
monkalaugh
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or maybe you just set no vsync and it's rendering 100 frames and only 1 gets shown
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im at 60-80 fps
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I'm sure we have a combination of settings that gets our cpu usage more sane, I couldn't figure it out
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black desert online has rly demanding graphics
09:33
xD
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@deen do you want me to open an issue to keep track of it?
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@Deleted User nah, implementation is nearly done
twinbop 2
09:34
@Learath2 cl_refresh_rate 480
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best dev team ever 😄
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is what I play with, ~20 CPU usage
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By the way, do you think that allowing a server to set position for motd will be hard?
09:40
Will it require breaking changes or could be implemented easier way?
09:41
I want to make an onboarding (interactive help/tutorials) system for my mod. Movable MOTD window would be sufficient, no need to make any complext and separate netgui.
09:42
Broadcasts are not well suitable for this as they're not very readable and are at the center too.
09:42
Chat is even less visible.
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To allow server to set any x_ prefixed skin and client won't filter it out. As requested by Pure_luck for his mod to show players as tanks, walls, etc. Won't be enabled on DDNet-Servers, thus such skins can be added where a server modification wants to fine-control what skins are allowed and can enforce such skins.
🌟 1
💖 1
👍 1
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I think that's how my players feel when they request something to find out that I am about to deploy changes already 😉
09:47
@deen I like that this solution allow a server owner to decide how skins filtering system will be implemented.
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to be used for nightlies and release candidates to be able to tell them from regular releases more easily. For example: CPPFLAGS="-DGAME_RELEASE_VERSION=\"15.0.5-rc1\"" cmake .
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@Ravie @louis Just so you know: #2917
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To allow server to set any x_ prefixed skin and client won't filter it out. As requested by Pure_luck for his mod to show players as tanks, walls, etc. Won't be enabled on DDNet-Ser...
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I can also build the official releases/rcs/nightlies on my normal computer instead of my home server now. 8 min instead of 34 min is much more comfortable. rcs and nightlies will also have a proper version number showing like "15.0.5-rc1" or "nightly20200924"
👍 3
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@heinrich5991 I'm confused. I can't get CPPFLAGS to work in my Debian 6 chroot
14:07
works everywhere else
14:07
cmake 3.9.2
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[quakenet] Learath2 BOT 2020-09-24 14:20:12Z
have you checked that whether the flags get to the actual compilation lines?
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they don't get there
14:31
upgrading cmake also didn't work
14:31
I'm really confused why cmake is not looking at CPPFLAGS on Debian 6
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why do you use debian 6?
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have u tried CXXFLAGS
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yes, same problem
15:18
I'll do it another way now
15:18
I use Debian 6 because building a portable executable for Linux is the ugliest thing in the universe
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do we need such downward compability for linux
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You need to choose a distribution with super-low libc and libstdc++ version to stay compatible with all the weird ones
15:19
I think centos used some 12 year old libc on a still-supported version last time I checked
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ah, thats sad then xd
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They made progress! Centos now only supports 9 year old glibc!
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debian wiki only says that CPPFLAGS isnt supported https://wiki.debian.org/Hardening
15:21
Notes for packages using CMake
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ah no, RedHat 5 from 2007 is still in support and uses glibc 2.5 from 2006. So we're at 14 years we need to support atm
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I wonder how this stayed this horrible for this long
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but why should we support redhat 5 users from 2007?
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oh well, I use Debian 6 with glibc 2.11 for building, so RedHat 5 never worked
15:25
because some people run that on their servers and can't recompile on their own
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i find that to be a rly weird and rare case
15:25
did someone complain in the past?
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Not really rare
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well its just like windows xp
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every time I updated glibc version
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We had someone here a month or so ago running on a container where you can't replace the kernel so you can't get above a certain glibc version
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and why they dont update their server
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and we also can't use musl, since we have c++ additionally
15:26
some weird-ass hosters living in 199X I guess
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OpenVZ doesn't let you touch the kernel
15:26
OpenVZ is much cheaper for the hosters
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oh right, and without new kernel you often can't update userspace
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how to know what my vps uses?
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Capitalism dictates that upsell shitty cheap stuff
15:27
@Ryozuki your kernel is usually a giveaway
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what does that mean
15:27
i use hetzner and u can upload ur own distro iirc
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Hetzner doesn't do OpenVZ
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they use something kvm-based
15:28
i don't think i've seen openvz used for years actually
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The latest OpenVZ kernel is something like 2.6
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so much images
15:28
monkalaugh
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You can install anything on a hetzner vps/dedi. I use debootstrap to install devuan from the rescue system
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ah yes, ur battle against systemd
15:29
i wanna try nixos
15:29
some day
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I think I also bootstrapped netbsd in the oddest way possible. Writing the live usb image to a hdd
15:30
Why would you say systemd on such a nice day? Now I need to go sleep it off
15:31
@Learath2 is there a alternative to runit
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There are many, how simple do you want it to be?
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is there one made with rust?
15:31
monkalaugh
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Probably not, but given PID1 is supposed to be dead simple, you can be the first one to write one
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https://www.fpcomplete.com/rust/pid1/ see this is how you not do it
This post covers a simple Rust application to explore topics like async/await, unsafe Rust, signal handling, and error handling.
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might be a interesting project to do
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come on, what's wrong with systemd? 😄
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@Comrade dont start!
15:34
this wont end good
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i know 😄
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minit, runit, busybox init are all good examples of what one should be doing in pid1
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Since 2015, the majority of Linux distributions have adopted systemd, having replaced other systems such as the UNIX System V and BSD init systems. systemd has faced mixed reception from Linux users, with arguments that systemd suffers from mission creep and bloat, as well as criticism over software (such as the GNOME desktop) adding dependencies on systemd—frustrating compatibility with other Unix-like operating systems
15:36
i guess this is the main complain
15:36
unix philosophy about doing 1 thing only and doing it well
15:37
@Learath2 what about OpenRC
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Systemd is a monolith, a blackbox absorbing projects at a staggering rate. It's sole intention is to make it so impossibly hard to replace it that you just have to use it
15:37
The person that invented it even said so
15:38
I've used OpenRC for quite some time, it works splendidly
15:38
For a desktop you really do want something more comprehensive than minit/runit
15:39
xd
15:39
aw apparently nixos uses sytemd
15:39
i rly want to try a non systemd next
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It's mind boggling how someone could think fragmentation is bad in this context
15:40
You want more options, not less
15:41
And for the absolute troglodytes that argue systemd helps with compatibility across distros. How you initialize your system and what you have running as PID1 has squat to do with compatibility
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@Learath2 did u join this creed https://systemd-free.artixlinux.org/
A comprehensive, step-by-step guide for migrating from systemd to OpenRC in Arch Linux, with a proof-of-concept video.
15:41
?
15:41
xD
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It's systemd absorbing other projects that actually help with this and create a vendor lock-in to create this illusion
15:42
I'm only using arch so people can't use the "you never used systemd, you can't have any opinion" on me anymore
15:42
I'll be going back to gentoo when I'm back in italy
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why gentoo?
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Learath2 and I should preorder some CPU fans for inevitable replacements
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I love that I'm not locked into any software with gentoo. It also has a great way to patch software I'm installing with ebuilds
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I've been test-compiling ddnet all-day because of this stupid debian6 issue 😄
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I also love that I can strip features that I don't need from software
15:44
@deen what cpu u have btw?
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How long does it take to compile with a 6700k?
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can we time it?
15:44
i want to know how well my ryzen does
15:45
its 100€ cheaper xD
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all of ddnet from scratch? cmake -GNinja -DWEBSOCKETS=OFF -DMYSQL=ON -DCMAKE_BUILD_TYPE=Debug -DVIDEORECORDER=ON -DAUTOUPDATE=OFF -DANTIBOT=OFF -DUPNP=OFF -DPREFER_BUNDLED_LIBS=ON; time ninja ninja 89.44s user 8.97s system 693% cpu 14.190 total
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I've been looking into getting a ryzen
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debug build though
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How has it been @Ryozuki?
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@Learath2 i love it
15:47
@deen i get errors compiling using bundled
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Let's see how well a macbook with a 7700hq does
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ok, let's switch to unbundled
15:48
13.288
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❯ time ninja [215/215] Linking CXX executable DDNet-Server real 0m11.242s user 1m42.917s sys 0m10.609s
15:48
11?
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my ryzen has 6 cores
15:48
12 threads
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linking probably takes a lot of time, you used debug?
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i used ur cmake line
15:48
with bunblded off
15:48
bundled*
15:49
AMD Ryzen 5 2600 (12) @ 3.400GHz
15:49
did u do it in release?
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nope, debug
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real 0m17.601s in release
15:51
btw when i tried building with bundled it was mainly this errors
15:51
./obj/mysys_ssl/../../mysql-8.0.15/mysys_ssl/my_aes_openssl.cc:245: undefined reference to `EVP_CIPHER_iv_length'
15:51
EVP_
15:51
everything
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eh, we should probably just delete the mysql bundle
15:51
it doesn't even work i think
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I can't build with sql at all 😄
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./obj/libmysql/../../mysql-8.0.15/sql/auth/sha2_password_common.cc:153: undefined reference to `EVP_MD_CTX_destroy' /usr/bin/ld: /usr/bin/ld: DWARF error: could not find variable specification at offset 19a9 /usr/bin/ld: DWARF error: could not find variable specification at offset 1a09 /usr/bin/ld: DWARF error: could not find variable specification at offset 1a74
15:51
what is this
15:51
xD
15:52
dwarf error?
15:52
xD
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One day we will get a nice way to compile for old glibc and nice package management for C/C++
15:53
Atleast I hope
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the package management for c/c++ are distro package managers
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fully static build?
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@Learath2 for glibc there is a nice way I think, but stdlibc++ is harder
15:54
@Comrade glibc might also depend on kernel versions, not sure
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Executed in 24.77 secs
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executed?
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sounds like mac
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yep mac
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everyone has at least 3.2 kernel today, so don't worry
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mac cross-compiling is much slower to me
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@Comrade just a month or so ago we had someone with 2.6, stuck there because OpenVZ
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im on 5.8.10
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OpenVZ is broken thing 😄
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living on the edge
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nobody should use that
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There are still many hosters selling OpenVZ vpss and many users that just don't know any better buying them
15:55
@Ryozuki does that have wireguard built in yet?
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how do i know that
15:56
xD
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maybe it's rude, but it's only their problem if they pay for some OpenVZ trash
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wirefilter?
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Ah they added it in 5.6 so you have it
15:56
wireguard is high performance low level tunnels
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@Comrade sure, but we still try to help them as well as they can
15:57
and for Linux in my opinion you should use your package manager or build yourself
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I never download prebuilt binaries online
👍 1
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yeah thats a rare thing to do on linux
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This is why I don't really like flatpak
15:58
Well that and it's part of the global conspiracy to turn linux into hacker windows
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@Learath2 r u familiar with ddnet editor code?
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@heinrich5991 @Learath2 could you review https://github.com/ddnet/ddnet/pull/2918 please? I need it for my automatic builds script changes
to be used for nightlies and release candidates to be able to tell them from regular releases more easily. For example: CPPFLAGS="-DGAME_RELEASE_VERSION="15.0.5-rc1"" cmake .
15:59
@deen what about including a small git hash if u built it on ur own
16:00
commit*
16:00
by default
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2be54a3 HTTP: Set final m_State after running completion function - def- 56e996c Merge #2915 - bors[bot]
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@Ryozuki you could do that, I spent enough time already on this thing 😄
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ok maybe ill try after this gets merged
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Is there any concern with the version string getting too long?
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CMake supports only major.minor.patch.tweak
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yeah, for cmake I still used the one from version.h
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It's still in that format, we just add a suffix for our own version string, as far as I can see
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@Learath2 nah, you can also replace it totally with -DVERSION=nightly20200924
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and is cmake okay with that?
16:07
if you use "nightly20200924" instead of "1.2.3.4"
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It still reads them from src/game/version.h
16:08
so those will still be 15.0.5
16:09
Hm, I guess I could also switch to only allowing a suffix
16:09
and use 15.0.5-nightly20200924
16:09
is that better?
yes 1
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i dont think it makes sense
16:10
to use version there
16:10
i mean the "15.0.5"
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The only thing that would give more info would be replacing the date with a commit hash
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its probs easier for your RC to allow fully change the version
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@Learath2 but not so easy to understand for average players. they'll understand 20200924 is the date
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definitely
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@Deleted User i think for rc appending -rc1 etc is enough
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@Learath2 https://github.com/ddnet/ddnet/pull/2884#issuecomment-696691153 do u know how to prevent scrolling from affecting the editor zoom when used on a scrollbar?
16:11
xD
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@Ryozuki in the editor zoom location check if a popup is hot/active/something like that
16:11
ok
16:12
15.0.5-20200924
16:12
shorter and better imo
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I really want SnapReplaceItem but it's a marathon to code that and I don't really feel motivated enough
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nightly is redundant
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eb725f8 Allow specifying -DGAME_RELEASE_VERSION - def- ebb4e3d Center update info text, add -DINFORM_UPDATE flag - def- 1a17fef Use VERSION variable in cmake to specify version number more cleanly - def- d6edc78 Use steam info in cmake more, so i need fewer ugly shell scripts - def- 75dcbb8 Merge #2918 - bors[bot]
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@Ryozuki are you looking into the git hash? Otherwise I'll create an issue I guess
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im fixing the scrollbar rn
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Hm, dissecting interleaved connections is soooo hard
16:30
Not sure if it's supposed to be dissectable actually
16:53
fixed
16:54
it should also fix any other scrollbar scrolling we add in the future xd
16:54
(in the editor)
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f7cf854 Make sure turning dyncam off in settings works - def- ab8ad77 Merge #2916 - bors[bot]
17:08
2587328 add scrollbar to auto rules list, fixes #2514 - edg-l ffade19 don't show scrollbar if not needed on auto rules - edg-l 9cdaba8 fix style - edg-l af29d8d remove unnecessary condition - edg-l 76f3dbf fix scrolling triggering zoom - edg-l fb3b409 fix style script - edg-l 7000987 Merge #2884 - bors[bot]
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i wonder how should i indicate/know "built on ur own"
17:12
u already can know the hash with GIT_SHORTREV_HASH
17:12
we can shorten it to 7 chars tho
17:13
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Does anybody know why ddnet and teeworlds are setting display mode even when I am on my native display resolution and the game is set to use it too? It makes my display turn black and blink a led for 2 seconds. That's annoying and seems to be unnecessary.
17:14
(in fullscreen mode)
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linux?
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Yes
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gnome
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@Deleted User different color mode?
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🤔 wdym?
17:15
aren't any program use 24-bit nowadays?
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@deen he means the display turns black like when u change resolution
17:15
no?
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Also I am still annoyed to get 5 second freeze on exit. But that's another story.
17:16
That's DDNet only
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debug it?
17:16
compile your own debug build, run with gdb
17:16
and check where ith angs for the 5 seconds
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What signal I should send to it?
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[quakenet] ChillerDragon BOT 2020-09-24 17:17:05Z
how would u check where it hangs with gdb?
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no signal, run inside of gdb, when you hit quit and it hangs, press ctrl-c in gdb
17:17
then check backtrace
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I will try
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[quakenet] ChillerDragon BOT 2020-09-24 17:17:19Z
oh yea
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But still that resolution change annoys me too.
17:17
It was there for ages I guess. That's the reason I use borderless window. But it has lower performance.
17:17
Much lower
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I am trying to debug my C program with GDB to find out where it hangs. As a newbie to GDB, I am able to run it, but have no idea how to make GDB stop and tell me where the program hangs. I tried...
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[quakenet] ChillerDragon BOT 2020-09-24 17:18:06Z
did u try gfx_resizable 0 @Pure_luck?
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oh... sorry
17:19
I feel so stupid
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oh, we should definitely ignore resizing events when fullscreen is enabled
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It uses the same resolution for fullscren and for windowed mode
17:19
when I set it to 1600x1200 it tries to set it in fullscreen mode too
17:19
though I'd prefer it to use native resolution in fullscreen mode as lower resoluations don't make sense
17:20
I sometimes set it to windowed to be able to read some server debug while testing
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still black screen for you with native res?
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no, it's gone
17:20
sorry for that
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I still get it, weird 😄
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Well, I have black screen for ~300 ms but that's nothing
17:21
it's ok
17:21
not 2 seconds
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depends on your screen probably
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or CPU maybe
17:21
I have rather recent one
17:22
so I don't notice it now
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is this a gnome thing?
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I don't have problems now with screen resolution change
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@deen why do the news dont use the full space? e.g the last bulletpoint
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it wasn't native
17:23
I cannot debug in GDB as it's hanging entire DE for 5 seconds on exit
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is it intentional?
17:23
I cannot debug in GDB as it's hanging entire DE for 5 seconds on exit
@Deleted User monkalaugh
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maybe I should send it segstop idk
17:24
I will make a console script that will print which process is using cpu on ddnet exit
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ah, just a problem with my window manager
17:24
@Ryozuki so it fits in 5:4
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eh, got crash just during game (edited)
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try to remember what u did
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nothing, i guess
17:28
just played
17:29
r u using a official release or did u compile from master
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I've made a simple script to monitor processes in background. No need to debug DDNet. It's Xorg and gnome-shell processes going 100% on DDNet exit. It have started after last system update. I cannot tell if that's DDNet code fault. Just no other program is affected. (edited)
17:35
6168_Kim_Jong_Un
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@Ryozuki steam client
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I think DDNet is calling X/WM something and then is waiting for it to complete something.
Dance 1
17:35
It was instant before, but not now.
ghost_sad_but_cute 1
17:36
I am glad I am not epileptic but that emoticon is still annoying.
17:36
Too bad it doesn't deletes on user block.
17:36
kids that just got discord nitro use it
17:37
Oh.. I still haven't sent a SIGSTOP to gdb'ed DDNet with a background script
17:37
I might know what it is calling
17:39
Does it help?
17:40
Turning off V-Sync does not help. It happens in windowed mode too.
17:41
It's that 5 seconds delay with 100% cpu on Xorg and gnome-session before DDNet exits.
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Guys, I have problem with one player - @Saiborg gets his client frozen every single time we're at the end of [School] Hook and he falls in speedups
17:41
17:42
his client is frozen, he can't do a thing, but only hears sounds
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maybe this map contain tiles his client doesn't support? is he using ddnet?
17:42
I mean recent one
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DDNet, latest, from Steam
17:42
DDNet
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Try to zoom in
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what will happen if he will spectate to that point of a map from the start?
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he can go thru the part
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I still have the game open, cant do anything
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problem starts when he falls in & gets dragged by speedups
17:43
it's already 4th time, his friend had same problem two days ago when we played together
17:43
same map, same place
17:45
there's not a single unused tile in this place, just checked in editor
17:45
also, somehow I don't get this problem
17:45
@Saiborg I just saw you hitting 3 times before leaving
17:46
so seems like something worked at the end
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Nope xD The thing is the game doesnt freeze, i can hear the sounds and everything, but my screen gets stuck
17:46
It was stuck at this screen, but i could hear all the sounds
17:47
and move as well probably because i heard it
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well, I was seeing you at the beginning on part
17:47
of*
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probably because i died here when it "froze" and my controls are working, and i hear everything, but my screen is locked to this image
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version platform old gpu? opengl3 on?
17:49
xd
17:49
discord slow damn
17:49
version platform old gpu? opengl3 on?
17:49
discord slow damn
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@Saiborg Settings -> Graphics -> just paste screenshot as that will be easiest xd
17:54
^ his btw
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is it exactly that part on the screen?
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What do you mean Jupstar?
18:12
If you mean if its that part i get stuck on yeah.. I have a screenshot for when i got stuck the fist time as well.. let me send the pic 1min
18:13
18:13
This was the first time
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[quakenet] ChillerDragon BOT 2020-09-24 18:15:34Z
henlo
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[quakenet] MalwareTele BOT 2020-09-24 18:16:13Z
hi
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[quakenet] ChillerDragon BOT 2020-09-24 18:16:31Z
this channel is much more active
18:16
full of discord doods
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[quakenet] MalwareTele BOT 2020-09-24 18:18:58Z
why you have to type /notice Nimda I am not a bot to join
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when do you return from wild true-ascetic life
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[quakenet] MalwareTele BOT 2020-09-24 18:20:14Z
oh
18:21
ok its boring now i should go bye
troll 2
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i valgrinded, we have quite some invalid reads and writes but only in the server browser,
18:36
also cant reprod any frame drops
18:36
@Saiborg can you send me ur ddnet_settings.cfg privatly
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@Deleted User I happened 4 times in total, with Pak & his friend, alway in this part, and always only to the player that felt in the speedups
18:42
though to make it weird, their screen freezes right before that
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almost sounds like a bug in prediction xd
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on the screen from them they are in air, so looks like out of nowhere screen freezes in ~middle of this part, and due to this they fall in speedups
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do they all have background maps active?
18:43
and entites
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but I have totally no idea why or how, since I'm not affected when playing with them nor when doing it alone
18:44
For sure entities, but on first ocassion Pak didn't have custom entities bg, I explained him later how to do that
18:44
(I think)
18:45
idk about his friend Drakii, because he played that map only once
18:45
but I doubt not, since he knows even less xd
18:46
but I doubt he could have it somehow*
18:46
sorry, brain half dead rn
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ok, so many possibilities .D
18:49
could be a NaN or some overflow
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Explore the front end-based C++ features that C++ application programmers care most about in GCC 10.1 (G++ 10.1), which include many C++20 proposals.
18:54
monkalaugh
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@Deleted User but then how does it happen every time to Pak, but not a single time one to me? :c
18:59
I'd bet something with drivers, since that's lately hot topic xD
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maybe his setup, his CPU, his GPU
18:59
could be anything
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the only weirdness is that we have played several different maps, and it didn't occur on any of them
19:00
only on [School] Hook and only in the last part ._.
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yeah thats why i think its something with floating points
19:00
maybe it needs some position on the screen to happen (edited)
19:00
but really hard to tell
19:05
xD
19:05
@deen i cant type any passwort in passwort protected servers anymore
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oh, about passwords and servers... if I have password set in the config, could it just connect to the server automatically without the need to still click ok to join? The pw is autofilled, just still requires confirmation to join
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yes that was made bcs of security reasons
19:26
e.g. passwort steal
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@Deleted User where do i find that file?
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@Saiborg DDNet client directory -> double click config_directory.bat -> will be in directory that will pop up
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i have a file called settings_ddnet
19:27
is it that one?
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yes ty
19:29
enabled floating point exceptions now... instant crash xD
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absolutly cant find anything, but the x coordinate on both pictures is the same
20:31
thats insanly suspecious
🔍 1
sendhelp 1
🔎 1
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@Deleted User I saw some mesa bugs about this, for example https://forums.factorio.com/viewtopic.php?t=56377
20:39
@Deleted User what do you mean by typing pw? in f2?
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no
20:39
in the password field
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where is that field?
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go on password protected server
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ah, when connecting
20:41
alguien juega
20:41
someone play?
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can server's ip become an admin on join?
20:42
im about situation when you are testing stuff and reload it quite often, so, you are hosting it on localhost
20:42
@Quixe #general
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absolutly cant find anything, but the x coordinate on both pictures is the same
@Deleted User oh lol, indeed, didn't even notice o.0
20:52
@Quixe ask in #general, not in developer's channel ^^
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soooooOOOOOOOOOOOOOrrY
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@gerdoe F2 reload doesn't log you out
20:59
also, if you find it helpful: on my local server I set rcon pw to be single letter/number, so it's not annoying to login often, and you can also do bind with rcon_login <pw>
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As reported by @Jupeyy on Discord. @TsFreddie I'll take a quick look if I can fix it, otherwise please you take a look since your change caused this: ``` $ git bisect bad 387bc53030695b9b81e56278bb49a19f203971e8 is the first bad commit commit 387bc53030695b9b81e56278bb49a19f203971e8 Author: TsFreddie Date: Tue Sep 22 17:01:13 2020 +0100 ime window position & ime input handling ddnet-libs | 2 +- src/engine/client/input.cpp | 34...
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@gerdoe if you connect to 127.0.0.1 and are logged into rcon map reloads automatically when you save it in editor
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@Learath2 i find it funny, ##C guys citing the standard like someone cites the bible
22:27
ah, i must be rly bored to be reading this chat at 1230
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I can cite the standard like that too
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@Learath2 i see ur a man of culture too
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[quakenet] ChillerDragon BOT 2020-09-24 22:59:01Z
lmao
Exported 651 message(s)