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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 2020-10-18 00:00:00Z and 2020-10-19 00:00:00Z
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Meh, no way to really know which version a save originated on, so all solo and race saves from today have been deleted
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@Learath2 I think you asked earlier where DDNet stuff is built
00:12
where was it?
00:13
ddnet.tw?
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ddnet.tw
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okay
00:16
A bug affecting mostly solo and race servers was noticed earlier today. Only records abusing the bug have been deleted. Since there is no way to know which version a save was created on all saves created today on race and solo were deleted.
00:16
@Learath2 contradiction: only records abusing the bug have been deleted <-> all race and solo records were deleted
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All race and solo saves were deleted
00:17
Records are there unless they were played on a broken revision
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so remove "Only records abusing the bug have been deleted."?
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Well I didn't only delete saves, I also deleted ranks
00:18
I deleted all saves, I didn't delete all ranks
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ah
00:18
aah
00:18
I see
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Did I word that badly?
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no, I didn't see that you were talking about saves
00:19
@Learath2 did the teehistorian git revision for the server work?
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Any reason it shouldn't work?
00:20
I extracted it from the json header of the teehistorian file
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because someone (I thought you) said they were broken
00:20
ooooooooh I didn't think of that
00:20
Ah the SHA was fine
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but?
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only the version was broken
00:21
because of caching
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hum
00:21
how does that work?
00:21
we don't generate the version I think?
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I think I fixed it with #3123
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@heinrich5991 We kinda sorta do now
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ᶰ°Konͧsti 2020-10-18 00:21:57Z
Tell me about the bug
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We parse version.h then we redefine GAME_RELEASE_VERSION
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okay, that's backwards
00:22
😄
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@ᶰ°Konͧsti a pull request made some commands only available inside map configs e.g. sv_solo_server but when merging we forgot that we use some of these in our resetfiles not in map configs
00:24
@heinrich5991 I wanted to instead generate version.h entirely, but I got sidetracked validating the shader code with glslang
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ᶰ°Konͧsti 2020-10-18 00:24:21Z
so maps that didnt have sv solo server in settings were able with dummy?
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@ᶰ°Konͧsti yep
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@Learath2 we should decide on either doing it from cmake or from source
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but most servers hadn't updated yet
00:25
@heinrich5991 we need to be able to override it on the command-line, so it should probably be in cmake
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I'd prefer source, so we can still compile ddnet with g++ **.cpp **.c (pkg-config libs)
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ᶰ°Konͧsti 2020-10-18 00:26:06Z
xd
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but you can do command line as well
00:26
we also need to generate source
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ᶰ°Konͧsti 2020-10-18 00:26:51Z
i remember /map Bumba, vote solo server, do /map Bumba and then chose any solomap to finish with dummy
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what is configure_file(src/game/version.h vd.h)
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It's a workaround for cmake 2.8 which we claim to support
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ᶰ°Konͧsti 2020-10-18 00:28:43Z
When make server tunes able for zones
00:28
Like disable hammer or collision
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have you tried compiling it on cmake 2.8?
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it just copies version.h to vd.h and thus creates a dependence
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ah
00:29
I see
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honestly, I couldn't be assed to download ancient cmake 😛
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yea
00:29
what's not tested doesn't work anyway
00:29
i.e. I doubt it worked on cmake 2.8 before your change
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It'd be nice if you could clean up the version stuff
00:30
I think we only need a way to suffix our releases
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ᶰ°Konͧsti 2020-10-18 00:30:34Z
When make server tunes able for zones
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@ᶰ°Konͧsti aren't all tunes available in tunezones?
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ᶰ°Konͧsti 2020-10-18 00:31:11Z
no
00:31
Hammer off isnt available for tune zones
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I wonder what that breaks which made us disable some tunes
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ᶰ°Konͧsti 2020-10-18 00:31:44Z
Only whole map
00:31
its not disabled
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it's not a tune
00:31
I think
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ᶰ°Konͧsti 2020-10-18 00:31:58Z
Just not possible
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That would explain it
00:32
@ᶰ°Konͧsti yeah there is no hammer off tune 😄
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ᶰ°Konͧsti 2020-10-18 00:33:00Z
but a server setting
00:33
and if u want it off for a specific zone only u still have to use spam tiles
00:33
u can set strenght to 0
00:33
But it would still unfreeze
00:34
Collislion zone also doesnt exist i think
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I'm off, can't learn vocabulary like that, I'm constantly distracting myself with discord 😄
00:35
good night 🙂
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@heinrich5991 what vocabulary?
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you know it 😉
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ah, gl
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ᶰ°Konͧsti 2020-10-18 00:35:38Z
Gn8 Heinreich
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@ᶰ°Konͧsti can't make server settings behave like that sadly
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ᶰ°Konͧsti 2020-10-18 00:38:19Z
cant just create a tune zone for it? xd
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One could maaybe code something like a "config zone" but it'd break a whole lot of things and waste a TON of memory
00:39
Maybe more tunes can be added
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ae90bdf Show halloween skins only on Halloween - def- 08045f6 Only assign skin when non-Halloween skin has been chosen - def- 91773cd Merge #3116 - bors[bot]
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ᶰ°Konͧsti 2020-10-18 00:44:08Z
Maybe more tunes can be added
@Learath2 thats what i mean
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It only required fixing one weird CMake 2.8 oddity. I guess we should merge this if we are keeping to claim 2.8 support.
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Mind boggling
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Дядя Женя 2020-10-18 01:57:28Z
Did you change tee collisions or deep fly somehow?
01:57
or hammer logic
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About those weird crashes on Windows, i made this thing: https://github.com/ccomrade/c1-launcher/blob/master/Code/Launcher/CrashLogger.cpp It catches all unhandled fatal SEH exceptions within the process and logs stacktrace and few other things. No external tools or libraries are needed. It uses just basic WinAPI. The code is not so nice because it works with WinAPI and it also needs to be compatible with VS2005 compiler that has no C++11 support. To obtain nice stacktraces with source file names and line numbers, you need to provide symbol files (.pdb) next to your EXEs/DLLs. In CMake you can use -DCMAKE_BUILD_TYPE=RelWithDebInfo to generate them. Also, it seems MinGW doesn't use the Microsoft's proprietary debug info format, so it can't generate symbol files that VS or Windows itself can parse probably. If it can help, feel free to use the code. Both 32-bit and 64-bit code is supported. VS debugger is still much more powerful than this thing, but at least something.
Open-source Crysis executables. Contribute to ccomrade/c1-launcher development by creating an account on GitHub.
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[quakenet] ChillerDragon BOT 2020-10-18 08:14:44Z
omg new ddnet servers messes with my skin how can i opt out @heinrich5991 ?
08:15
wait is it forced?
08:15
should be events 1 imo
08:16
guess its time to downgrade the server :/
08:16
oh sorry heinrich looks like @deen is to blame
08:16
sorry for the spam im lil pissed xd
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[quakenet] ChillerDragon BOT 2020-10-18 08:24:39Z
oh btw @deen the demo that recorded the kill feed bug does not exist. Probably another bug that kills autorecording on timeout protection.
08:25
i rly dont understand the halloween code and how to turn it off neither events 1 nor events 0 helps
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c81eb50 Fix halloween logic - ChillerDragon b3769a0 Merge #3132 - bors[bot]
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ChillerDragon: halloween only gets set to true when events 1 is set
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[quakenet] ChillerDragon BOT 2020-10-18 08:49:07Z
i fixed it in a pr @deen
08:49
u were only showing halloween skins when halloween is not set
08:49
i guess uv seen it xd
08:50
maybe i can get a thsirt after all this yr :D
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4f57396 Get CMake 2.8 working - Learath2 e88a7de Merge #3131 - bors[bot]
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[quakenet] ChillerDragon BOT 2020-10-18 09:13:02Z
meh can u guys even tell a difference? https://zillyhuhn.com/cs/.1603012286.png
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Hey, i'm back
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ᶰ°Konͧsti 2020-10-18 09:40:17Z
@ChillerDragon delete IRC when
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Yes, left is vector, right is old
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[quakenet] ChillerDragon BOT 2020-10-18 10:03:32Z
correct deen but still
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@Zwelf Could you take a look? Recorded on real server. (GER2, 8305) ``` ================================================================= ==4360==ERROR: LeakSanitizer: detected memory leaks Direct leak of 360712 byte(s) in 11 object(s) allocated from: #0 0x51fb22 in operator new(unsigned long) (/home/teeworlds/servers/DDNet-Server-asan+0x51fb22) #1 0x561d77 in CServer::GetAnnouncementLine(char const*) /home/teeworlds/src/master/src/engine/server/server.cpp:3563:20 #2 0x...
10:58
GER2:8309: ``` /home/teeworlds/src/master/src/base/vmath.h:106:17: runtime error: division by zero #0 0x545572 in vector2_base normalize(vector2_base const&) /home/teeworlds/src/master/src/base/vmath.h:106:17 #1 0x7091b2 in CCharacterCore::Tick(bool) /home/teeworlds/src/master/src/game/gamecore.cpp:130:25 #2 0x510354 in CCharacter::Tick() /home/teeworlds/src/master/src/game/server/entities/character.cpp:772:9 #3 0x5e828e in CGameWorld::Tick() /home/teeworlds/src/master/s...
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If someone wants to try, you have to execute the client with a config that contains dbg_gfx 1 If opengl debug is supported it will show "Enabled OpenGL debug mode" in the console
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a seemingly empty name on ger1 :8298
14:25
ㅤ:
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@redix what's your github again? You made the F-client for 0,7, right?
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Nope. It's from @fokkonaut
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[quakenet] ChillerDragon BOT 2020-10-18 14:41:18Z
f-client by fallenKN :troll:
14:41
@onbgy
14:42
@trml here?
14:55
Should make code more readable by explaining that the array is used for dummy. Also makes modders life easier if there is a need to scale up dummy count. I left out two places that do not include client.h https://github.com/ddnet/ddnet/blob/3be8a592e52a03e555b6aa29a8dea529797bb645/src/game/client/prediction/gameworld.h#L92 https://github.com/ddnet/ddnet/blob/3be8a592e52a03e555b6aa29a8dea529797bb645/src/game/gamecore.h#L212 Moving the enum to protocol.h for example is probably not ...
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@deen i think server commands that return a time should also use hours
15:17
in accordance with the client
15:18
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i think only mapinfo is the one left out
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Дядя Женя 2020-10-18 15:41:53Z
15:41
demos don't do it as well
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We have to be careful with the format for "finished in: ". It's parsed by the client
15:51
I'll fix the "Finish time:"
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We should probably add a warning comment for the "finished in" string
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Will also look into #3140 and fix here.
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why does the client need to parse that?
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for demos and ghost names
16:06
then we can hack the client
16:06
and display it with hours
16:06
after parsing
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i think there's a finish time packet already, use that in the client
16:07
and then wait a few months and you can change the format in server
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we will have to remember
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you can add a static_assert that checks the system time and once some date passed fails the compilation with an error message that reminds you
16:07
😄
16:08
(not a serious suggestion)
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Amazing idea
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a.k.a. how to make package managers hate you
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[quakenet] ChillerDragon BOT 2020-10-18 16:44:03Z
what do you guys think of some way to make it easier to maintain a custom ddnet client? Like a api. Functions to hook in a plugin system or even some lua thingy like ath has. Something where one can modify the ddnet client without touching the source so hard that there is a merge conflict every month.
16:45
i played some minecraft these days and its awesome how users can combine client mods as easy as drag and dropping them into a mods/ folder. Would be fun for ddnet imo.
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not really fun how bad minecraft performs tho
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[quakenet] ChillerDragon BOT 2020-10-18 16:45:41Z
haha yes its the worst
16:46
i never looked into ath but maybe their system is not too bad
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a clean code base would be nicer, than spamming stuff with more and more plugin systems
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[quakenet] ChillerDragon BOT 2020-10-18 16:46:46Z
do we have a system already?
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no
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[quakenet] ChillerDragon BOT 2020-10-18 16:46:59Z
or is more and more a hyperbel of 1?
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the plugin system would be required to maintained just as the code, so it would break stuff here and there too i guess.. the code isnt ready for this in a bigger style
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[quakenet] ChillerDragon BOT 2020-10-18 16:48:31Z
hm
16:48
there is a way to provide a antibot lib already hm?
16:48
that is something similar isnt it
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well i dunno what u need but ofc its doable, as said it just needs cleanup
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[quakenet] ChillerDragon BOT 2020-10-18 16:49:52Z
what is dirty atm?
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adding hooks everywhere is dirty
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[quakenet] ChillerDragon BOT 2020-10-18 16:50:12Z
hm
16:50
so any ideas how to do it nice?
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allow more polymorphism with better structured code (edited)
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[quakenet] ChillerDragon BOT 2020-10-18 16:50:43Z
yikes
16:50
arent there nice hook loops already for all the components
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mh? you cannot overload them can you?
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[quakenet] ChillerDragon BOT 2020-10-18 16:51:57Z
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
16:52
just add an api component
16:52
or something like that
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u just want to add a component?
16:52
how does lead to merge conflicts
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[quakenet] ChillerDragon BOT 2020-10-18 16:52:28Z
im nub im just spitting out ideas
16:52
what do you mean?
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add your component somewhere.. finished
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[quakenet] ChillerDragon BOT 2020-10-18 16:52:58Z
oh no i did never add a component everytime i changed something i did it directly in place
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then u have all access to the component interface
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Polymorphism is costly with how shitty compilers are at devirtualization
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что делать если при заходе в игру пишет Dowload ddnet-info.json failed и больше не находит карты и сервера?? ːsteamsadː
17:06
all 3 people have 1 in common, they are all russian
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I actually had an interesting project for a while. I stole the idea from unreal engine. You tag the function with a macro and the preprocessor generates pre and post hooks for it
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I've reported a similar issue few days ago
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@Learath2 sounds interesting xd
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@murpi best is you ask @deen to silence that warning again, it might be too aggressive
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@murpi would be great to see a log when it happens next. Also there is #3080
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It does look very worrying for a quite recoverable error :D
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how do get log's though? (edited)
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maybe they just blocked by ddnet.tw?
17:10
or vice versa
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@murpi you can either have your console on, or you can add logfile client.log to your config
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where do you find the said log?
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I think deen said it appears in the config directory, but I have absolutely no idea tbh with you
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Polymorphism is costly with how shitty compilers are at devirtualization
@Learath2 is llvm shit at that?
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for me it says it's in C: but it's not
17:11
hm okey
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@Ryozuki llvm is currently the best, though idk if the improvements landed in stable yet
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i kinda like a lot the idea of llvm
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but polymorphism is clean and still fast, its just an additional pointer loaded
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Gcc has made progress too but theirs is just too agressive for now to be enabled
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from vtable
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@Deleted User yeah but it is a cost to be kept in mind and imho avoided if possible
17:13
RTTI isn't too pretty either
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@Learath2 is it wise to compile cmake stuff with clang instead of gcc?
17:14
export CXX=/usr/bin/clang++ monkalaugh
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@Ryozuki I do both before pushing nowadays.
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i rly want to use clang only
17:14
better error reporting
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gcc is still a bit faster probs, but they got closer
17:14
(the executable)
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I'm much more excited about lld
17:15
If lld finally becomes stable we can finally ditch the old binutils
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LLD is a linker from the LLVM project that is a drop-in replacement for system linkers and runs much faster than them.
17:15
yeah
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no
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use rust tools + llvm utils
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xD
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LLD is quite slow yet, maybe in theory its faster xD
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thats the first sentence at their web tho
17:15
monkalaugh
17:16
LLD is very fast. When you link a large program on a multicore machine, you can expect that LLD runs more than twice as fast as the GNU gold linker. Your mileage may vary, though.
17:16
@Deleted User maybe at multicore is better
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@Deleted User you sure? I remember the chromium team reporting it was much better
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i dunno, i used it a few times, and linking was slower
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btw it says gold linker
17:16
apparently a thing used for rly big programs
17:17
instead of ld
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Gnu gold is also nice
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You can embed LLD in your program to eliminate dependencies on external linkers
:o
17:17
Link-time optimization (LTO) is supported by default.
17:17
@Deleted User ur lto
17:18
monkalaugh
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Also lld, clang, llvm have such pretty codebases
17:18
this is their test
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If you ever read gcc's source, its actually painful
17:18
Like you want to die amounts of painful
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@Deleted User r u sure ld is faster?
17:19
17:19
monkalaugh
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when i used it was defs slower
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when did u use it
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It might have been back when you tried it. It's got a lot of improvements over the last 3-4 years
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but i dont compile huge programs like a compiler
17:20
no like 2-3 months ago
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and im at clang 12 xd
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You sure you didnt misconfigure it or sth? :D
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don't think so
17:20
only thing i could imagine is as said, the size of the project
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i only see claims being lld faster
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I never saw any benchmarks with smaller projects tho, maybe there is some overhead thats much more obvious when its slower
17:21
Smaller*
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@Ryozuki just tell me a project where u tested both and i test too 😄
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can i test it with ddnet
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you can
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how to change the linker xd
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-fuse-ld=lld
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isnt there a envar
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-DLLVM_ENABLE_PROJECTS=lld directly into cmake?
17:26
dunno
17:26
not really aware of the llvm cmake stuff
17:27
just add to cpp flags
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ddnet e88a7dee0
17:28
hm
17:28
but how do i time link time specifically
17:28
lmao
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Just do it in CFLAGS and CXXFLAGS
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CXX=clang++ CC=clang CXXFLAGS='-fuse-ld=gold' CFLAGS='-fuse-ld=gold' cmake .. -GNinja CXX=clang++ CC=clang CXXFLAGS='-fuse-ld=gold' CFLAGS='-fuse-ld=gold' time ninja
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Well also LDFLAGS
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oh shit i used gold
17:28
lmao
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[quakenet] ChillerDragon BOT 2020-10-18 17:29:18Z
weird i can not reproduce the ping crash on debian+gnome
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oh its gold
17:29
i mconfused
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[quakenet] ChillerDragon BOT 2020-10-18 17:29:41Z
anyone using arch+gnome here? or any distro w a uptodate gnome version?
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didnt have lld installed xd
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It would be nice if we could get a -DDEBUG_ASAN to enable Asan easily
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real 0m17.006s user 2m32.348s sys 0m8.089s
17:31
clang-10: warning: argument unused during compilation: '-fuse-ld=gold' [-Wunused-command-line-argument]
17:31
why is it using this
17:31
omg
17:32
argument unused during compilation: '-fuse-ld=lld' [-Wunused-command-line-argument]
17:32
monkalaugh
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You probably need to clean up your build dir
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i do xd
17:32
oh
17:33
it doesnt recognice lld
17:33
as an argument
18:34
monkalaugh
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ᶰ°Konͧsti 2020-10-18 19:15:52Z
Ryozoozki
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bdb53e3 Fix two more filter out of bounds - Jupeyy c04621e Merge #3142 - bors[bot]
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@Ryozuki was there anything itneresting in logs?
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oh idk
21:39
i dont save the logs :/
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d9203d1 Remove Umbra from iCTF and Vanilla mods - def-
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@Ryozuki tested now, lld is indeed faster 😄
Exported 328 message(s)