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DDraceNetwork
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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 2020-10-14 00:00:00Z and 2020-10-15 00:00:00Z
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This is my attempt of making a dynamic camera option for people with motion sickness or high mouse sensitivity. The camera provides two new settings:
  • smoothness (cl_camera_smoothness): determines the speed of the camera
    • 0 being instant with no smoothness
    • 100 being the most smooth but slower camera movement.
  • stabilizing factor (cl_camera_stabilizing): determines how fast your cursor need to move before the stabilization kicks in
    • 0 being no stabilization, camera w...
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Люди = быдло. Discord = провал 2020-10-14 01:17:26Z
@Deleted User How to enable or disable golden spikes in fng2?
01:17
Also: What is vanilla Antispoof?
01:20
Anybody can answer?
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its exactly what it sounds like
01:36
alguien habla español
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when vanilla teeworlds connection packets are sent from spoofed ips
01:36
that feature helps to mitigate it
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vanilla antispoof should be turned on
01:37
this is english channel go to #off-topic
01:39
and @Люди = быдло. Discord = провал u cant "disable" golden spikes but u can set sv_player_score_gold and sv_team_score_gold to other values (to match the team spike points for example)
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Люди = быдло. Discord = провал 2020-10-14 01:43:02Z
Ok, answer then how i can turn on random_map command
01:43
Server answered so: Random map not supported in file based servers
01:43
But where is supported? (edited)
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are u sure fng2 has that command
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Люди = быдло. Discord = провал 2020-10-14 01:45:00Z
haha, i talking about ddrace server huh ^^
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when a command says "not supported in file based servers" it means u need the sql support to be enabled when compiling
01:46
not sure why that would be necessary for random_map tho
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Люди = быдло. Discord = провал 2020-10-14 01:47:45Z
oh ye, thanks, that i wanted to know
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Already told ya. If you don't want golden spikes don't put them on the map
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^ just use openfng5_Beat map instead of AliveFNG map
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[quakenet] ChillerDragon BOT 2020-10-14 08:08:05Z
so nice when the linter finds typos in variable names https://zillyhuhn.com/cs/.1602662856.png
08:08
#shellcheckmasterrace
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As far as i can see it was added for the android support, bcs Android does not support GL_QUADS. The config says "(fixes quad coloring on some GPUs)", but the question is, is it worth the performance loose, and is the info text only meant for android?? (only affects GL versions prior to 3.3, bcs in 3.3+ it was removed anyway)
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Дядя Женя 2020-10-14 12:48:22Z
@deen I suppose def- is your github accout? I made a simple video demonstrating overall new chat idea, in case you're gonna make a vote
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@heinrich5991 are you available?
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available
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can you give me some hints on how to debug the snapshots
13:24
is a type with 32k value a extended snapshot
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yes
13:24
can't be an ormal one
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in NewItem: bool Extended = false; if(Type >= OFFSET_UUID) { Extended = true; Type = GetTypeFromIndex(GetExtendedItemTypeIndex(Type)); } this stays false
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then there's something wrong with the code, either server or client-side
13:25
😦
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OFFSET_UUID is 64k
13:25
65k*
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wait, is this server or client code?
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client
13:27
CSnapshotBuilder::NewItem(
13:27
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ah yea, extended not being true there is fine
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alright 😄
13:30
well maybe i should check if the linux behaviour changed and not the windows one xD
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just for explanation @Deleted User
13:32
UUIDS have IDs > 64k
13:32
in teeworlds code
13:32
those IDs are never sent over the network
13:33
in snapshots, they are mapped to IDs <64k
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yeah, i just know as much as i said in the issue, it tries to search uuids every tick for all 64 plüayers
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the line you showed does this translation
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ok seems like the linux behaviour changed.. thats good xd
14:10
the bad thing is, it calls the uuid search all the time for the nameplates
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caching hte lookup might be a good idea
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yeah, it litterally halves my fps xd
14:15
baa8b93 Add clang-tidy to CI and enable clang-analyzer checks - edg-l 7d476c3 Fix clang-analyzer-security.FloatLoopCounter - def- 476ac69 Fix memory leak in lock_create - def- 911cb5c CAutoMapper: Delete pUpdateLayer - def- 469888e array: Don't allocate size 0 - def- a4f13ed Fix clang-analyzer-optin.portability.UnixAPI - def- 7c86dd8 Fix external directory in .clang-tidy - def- 5c1b8cd Fix clang-analyzer-deadcode.DeadStores - def- 98d4baa Fix clang-analyzer-core.NonNullParamChecker - def- 0867424 Fix clang-analyzer-security.insecureAPI.strcpy - def- 6443e70 Fix clang-analyzer-core.CallAndMessage - def- 87b06d3 Fix clang-analyzer-core.UndefinedBinaryOperatorResult - def- 7f38bc0 Fix clang-analyzer-core.uninitialized.Assign - def- 812c5c1 Merge #3076 - bors[bot]
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Why is a uuid search done for the nameplates?
14:38
I thought as soon as we receive an extended object, we "translate" it's ID
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no, we translate it on the fly
14:44
not sure why I didn't implement immediate translation, perhaps there was no good place to store the reuslt, perhaps I was just lazy
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@Deleted User is the uuid lookup in nameplates from the SnapFindItem?
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yes
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That should be using m_pClient->m_Snap.m_paPlayerInfos instead
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ok 😄
16:01
i'd prefer if someone of u patches it tho, dont know how safe these variables are
16:01
when they get destructed or anything
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Дядя Женя 2020-10-14 16:15:56Z
Who do I safely get a tee render info and render it with wanted size?
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the getting isnt the problem, the refresh button just has to refind the skins for chatlines then too
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Дядя Женя 2020-10-14 16:23:50Z
Why RefindSkins()?
16:23
And when
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its called when the refresh button is clicked for skins
16:24
just add a call in the gameclient.cpp
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Дядя Женя 2020-10-14 16:24:57Z
Yes, I see from code it's just loading skins from your game folder (edited)
16:25
So I ask why do I even need that
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bcs it deallocates memory
16:25
so pointers of renderinfo would be invalid
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dont do it
16:25
its a rootkit
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[quakenet] ChillerDragon BOT 2020-10-14 16:26:00Z
no doubt
16:26
need curl to download virus btw
16:26
and git and wget xd
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ChillerDragon: paste the command directly instead
16:27
or give us the url where we can get the command from
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I removed your curl … | bash message
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[quakenet] ChillerDragon BOT 2020-10-14 16:27:57Z
wdym
16:28
i tried to make it short and convienient to get a diff
16:28
oh wait you mean because i control the paste?
16:28
oh its actually sketchy isnt it?
16:28
```
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yea, and I made it so that the convenient solution is not the one that gives ChillerDragon root on your machine
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Дядя Женя 2020-10-14 16:28:53Z
@Deleted User I can't understand, can we talk more about it?
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[quakenet] ChillerDragon BOT 2020-10-14 16:28:55Z
cd /tmp && wget https://raw.githubusercontent.com/DDNetPP/DDNetPP/master/CMakeLists.txt && curl https://raw.githubusercontent.com/ddnet/ddnet/master/CMakeLists.txt | git diff --no-index CMakeLists.txt -
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better
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[quakenet] ChillerDragon BOT 2020-10-14 16:29:19Z
didnt think of that sowwy
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well skins refresh deallocates all current skins
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afk food
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so all references to it are invalid
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Дядя Женя 2020-10-14 16:29:56Z
so pointers become invalid and, as I see, there is a garbage collector to deal with it
16:30
?
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what garbage collector? XD
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Дядя Женя 2020-10-14 16:30:21Z
k, there is no
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the refind function just updates these renference
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Дядя Женя 2020-10-14 16:30:48Z
But the references are used for drawing tees, isn't it? (edited)
16:31
I mean in-game players
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yes, and thats why they need an update
16:31
they get updated
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Дядя Женя 2020-10-14 16:31:31Z
So when should I call for it
16:31
Not the every frame I suppose
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just add a function UpdateLineTees() and refinds all renderinfo
16:32
and add that function call to the gameclient's RefindSkins()
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Дядя Женя 2020-10-14 16:32:29Z
Ok, I see it now. BUT
16:32
I still have a problem and I need a hint for that 'cause I suck in cpp
16:33
For now I use references from m_pClient to render info
16:33
which becomes invalid when player leaves the server
16:33
which causes bugs if there is still his message in our memory that wants to be drawn
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yes, that doesnt sound good
16:34
the best is you copy the information you need and dont rely on it
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Дядя Женя 2020-10-14 16:35:35Z
Yes, I thought about it, but I don't know how to make a copy of renderinfo in c++ xD
16:35
help me pls)
16:36
also I'm not sure if it means that I should handle memory dealloc myself when there is no more line for such renderinfo
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just list what information u want exactly
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Дядя Женя 2020-10-14 16:41:54Z
I need CTeeRenderInfo because RenderTools()->RenderTee() asks for that
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btw @Дядя Женя CTextCursor AppendCursor = Cursor; AppendCursor.m_StartX = AppendCursor.m_X; if(m_aLines[r].m_TextContainerIndex == -1) m_aLines[r].m_TextContainerIndex = TextRender()->CreateTextContainer(&Cursor, m_aLines[r].m_aText); else TextRender()->AppendTextContainer(&AppendCursor, m_aLines[r].m_TextContainerIndex, m_aLines[r].m_aText); except the ": " which is still added, it will align the text msg
16:47
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but the ": " could just be removed from the text(added seperatelly) (edited)
16:48
then it would fit perfectly
16:51
can you view a pr squashed into one commit in github
16:52
is "files changed" always all commits?
16:52
found it 😄
16:53
ok @Дядя Женя , u only want it for the tee render info?
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Дядя Женя 2020-10-14 16:54:14Z
16:54
its not
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as said, remove the ": "
16:54
then it is
16:54
anyway void CGameClient::RefindSkins() { for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_aClients[i].m_aSkinName[0] != '\0') { const CSkin *pSkin = m_pSkins->Get(m_pSkins->Find(m_aClients[i].m_aSkinName)); m_aClients[i].m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin; m_aClients[i].m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin; } } m_pGhost->RefindSkin(); }
16:55
here u need to add ur code (edited)
16:55
just do smth client m_pChat->RefindSkins();
16:56
and then implement that function like you already did with the m_AuthorRenderInfo
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Дядя Женя 2020-10-14 16:57:08Z
I did already
16:57
But I don't understand the part implement that function like you already did with the m_AuthorRenderInfo
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but good that i read the code
16:58
its missing a updaterenderinfo() call 😄
16:59
have to patch that, gimmi a minute
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Дядя Женя 2020-10-14 16:59:16Z
ok, should I commit my last version?
16:59
ok, nvm, there should be only 1 small fix
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ok, well idc, if you implemented it its fine
17:05
tbh alot of stuff confuses my, you can retreive most text stuff from the cursor. the chat text height can just be stored in the chat line instead of the text container
17:05
the text container shouldnt care about such information
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Дядя Женя 2020-10-14 17:08:46Z
feels like it was fixed somehow
17:08
magic, Idk
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i think we should remove the : anyway, else its colored
17:10
even tho its not part of the message
17:10
the ": "*
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Дядя Женя 2020-10-14 17:13:28Z
will see what I can do
17:15
there are some problems in old code with width calculations and margin (edited)
17:15
that I still did not rework
17:17
would that be good enough? XD
17:19
@Developers: The repository 'https://dl.bintray.com/sbt/debian Release' no longer has a Release file.
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this feature bugs out really hard in the new version
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@Learath2 did u change this ^ ?
17:22
i just remember alot of ppl worked in the editor files xD
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Дядя Женя 2020-10-14 17:36:03Z
it looks weird
17:36
I think everybody used to see white ":" as not the part of player's name
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but also not part of the chat
17:40
u can also split it completly
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oh this looks much better
17:44
i can only suggest to delete conrners in central messages
17:45
like this mb
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nice sketch
17:46
totally can see the corner
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Дядя Женя 2020-10-14 17:46:43Z
that's not so ez
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there is a DrawUIRect that can pass corners.
17:47
but i guess determine the top chat might be difficult
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Дядя Женя 2020-10-14 17:47:51Z
it's ok, but that will look like shit
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why is the perfectly good chat getting redesigned? xd
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Дядя Женя 2020-10-14 17:48:09Z
so you should make a corners like you do on maps
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only left side with up and down corners?
17:50
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Дядя Женя 2020-10-14 17:51:33Z
Don't you think it looks bad?
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dk, i can decide it only after look-up on finished chat (edited)
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@Дядя Женя https://github.com/Jupeyy/ddnet/commit/76d870346c88da0b69cf5ac072d9a7d9446fb569 splitted, can be used as you want, and colored as you want
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Дядя Женя 2020-10-14 18:56:03Z
18:59
Just generated some more bugs, cool
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bcs u have to revert the text stuff (edited)
19:39
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E.g. popups like "ddnet-info.json" failed will cause weird NaN glitches, bcs the impl relys on ChangePosition to clean movetime and animation start
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Its already increased by the for loop. Might have made the hook shorter(for very very long hooks) the past 3 years xd
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@noby @Learath2 crashed again, luckily heinrich got us debug info in time: https://github.com/ddnet/ddnet/issues/3028
Just happened on GER2 on full server on Ultranova map: Core was generated by `./DDRace64-Server_sql -f servers/8298.cfg&#39;. Program terminated with signal SIGSEGV, Segmentation fault. #0 0x00...
21:13
do we have backtrace / server paused in debugger to get other stack variable values
21:13
im abit preoccupied for the next hour or so but i wanna look into it as soon as i can
21:14
the thing id look at first tho
21:14
is dist < 0 by chance?
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6ff5335 Remove code for CRC in most places, except where needed for net compat - heinrich5991 070504b Update ghost format to v6: Replace CRC with SHA256 - heinrich5991 a604d91 Move ghost code to client - heinrich5991 3fdfe7e Merge #3054 - bors[bot]
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maybe we should create an issue for the config( what we want to keep etc. ) instead of spamming that pr 😄
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fd08482 Add missing UpdateRenderInfo call - Jupeyy 6ed79ff Merge #3099 - bors[bot]
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34c4166 Update ddmax_freeze (by saltyElefant, fixes #3098) - def- 66248ef Merge #3102 - bors[bot]
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@noby might not have debug info because I only deployed the binary earlier this day 😦
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but the header lines looked plausible didn't they?
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well okay, let's check the coredump
21:48
but let's take it with a grain of salt
21:51
@noby do you have any variable whose value you know?
21:51
in that function?
21:53
@noby here rn?
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i will be here in like 15min sry
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kk
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ca645bf Fix hookchains - Jupeyy 09549eb Merge #3101 - bors[bot]
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6eb6fad Fix offline client that is not in menu - Jupeyy 9e060d7 Merge #3100 - bors[bot]
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@heinrich5991 what kind of variable would be useful
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anything in that function or class would be nice
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rlh_record_in should be 3 at most and 0 at least
22:33
is that useful atall
22:33
can we look at the value of dist
22:33
or did it not reach that point
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yes, it's a large negative value
22:33
dist?
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dist
22:33
well
22:33
i guess thats the problem ..
22:33
lets add check for that
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but I don't know if we can trust the debug info
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int dist = (hx * hx) + (hy * hy); dist = dist ? (int)sqrt(dist) : dist;
22:34
i figured
22:34
that this shouldnt be negative
22:34
wait why
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this is the debug info of another binary
22:35
if it also matches this one, it's pure luck
22:35
4:51 PM] heinrich5991: @noby do you have any variable whose value you know? the problem is that pretty much every variable in that function is dependant on the position of the tee and the mouse
22:36
so if we cant tell those things then im not sure :x
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need to wait for the next crash I guess 😦
22:37
why is the dbg info on this one messed up?
22:37
was it using the older binary
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yes, it was using the one I hadn't updated yet
22:37
aw
22:38
lets pretend that the update fixes it
22:38
🙃
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Дядя Женя 2020-10-14 22:47:12Z
Is there any config for repeating chat counter
22:49
cl_friend_messages cl_show_ids Is there any other commands that can affect chat now?
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Дядя Женя 2020-10-14 23:01:13Z
Is there any way friend will not pass that exp? if (m_aLines[r].m_ClientID >= 0 && m_aLines[r].m_aName[0] != '\0') (edited)
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mhhh, maybe if he has no name
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Дядя Женя 2020-10-14 23:06:17Z
is it the valid reason
23:06
to break the chat
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you can also change that line, the problem was just then the chat message window itself was r == 0
23:06
so it did add ": " for me 😄
23:06
maybe u can check it somehow else
23:07
like when u are typing stuff
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Дядя Женя 2020-10-14 23:07:14Z
fuck it, it will just not show the heart if you're friend with player named null
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xD
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Дядя Женя 2020-10-14 23:08:08Z
Does it look like an old chat?
23:08
If so, I'm ready. The only thing left is to make a toggle in game setting hud
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well the : is obv different but i already knew that 😄
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Дядя Женя 2020-10-14 23:08:47Z
I will not fallback the ":" thing
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so yes, looks same
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Дядя Женя 2020-10-14 23:08:52Z
don't even ask me
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idc about it btw
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Дядя Женя 2020-10-14 23:09:09Z
the most thing I was unsure about is heart
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i just dont want code in the text.cpp xD
23:09
bcs the cursor can solve all your problems
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Дядя Женя 2020-10-14 23:09:51Z
I've removed my "NewLineOffset" related code from text.cpp (edited)
23:10
Even improved old code a bit
23:10
for chat.cpp > OnPrepareLines
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in chat.cpp change whatever u want
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Дядя Женя 2020-10-14 23:11:03Z
Im doing exactly that
23:11
Didn't even want to change anything else
23:11
but unfortunately I need width/height info of text containers
23:12
for my future updates as well. And someone else's I think
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@heinrich5991 @Learath2 pls check repo
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@Дядя Женя ok, but i'd prefer to have a proper reason to why u want it, bcs the textcursor can already return width and height
23:13
so its just bloating the already bloating text.cpp even more
23:13
makes a rewrite just harder and harder
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Дядя Женя 2020-10-14 23:15:42Z
@Deleted User what members exactly
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m_X returns the current X value, so you can check it against the X value before the function call, same for Y aligned size gives you the exact font size
23:16
and so on
23:16
we can discuss this tomorrow or smth, just look around a bit 😄
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Дядя Женя 2020-10-14 23:17:01Z
but you didnt have any width/height of text container
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well x advances the whole lines
23:18
if i am wrong, i'd still prefer to put it in the cursor not in the text container
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Дядя Женя 2020-10-14 23:27:29Z
@Deleted User But if you're using multiple cursors to edit the same container?
23:27
which I do ofc
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yes u can just add floats to each other if u want the full size 😄
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Дядя Женя 2020-10-14 23:29:15Z
I've made last commit, you can look at it if you want
23:29
and give some commentary ofc
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yeah but not today, tomorrow 😄
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Дядя Женя 2020-10-14 23:29:39Z
k
23:30
I'll just add toggle in setting menu and I'm done with chat, so that will be your problem now 😄
23:30
is it ok that my PR fails nearly all tests?
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Дядя Женя 2020-10-14 23:46:34Z
Made a checkbox for old chat style in settings
23:46
Chat is done now
Exported 309 message(s)