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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 2020-12-19 00:00:00Z and 2020-12-20 00:00:00Z
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Closes #3421

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addres...
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@Learath2 can it be that extended net messages differ in their uuid?
01:12
because i cant seem to send a ddnet client the capabilities msg
01:12
and i cant seem to receive the show distance msg from a ddnet client
01:12
(it worked before, i dunno why i cant receive it)
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i am out of ideas, for real :D
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ofc not
01:52
the uuids stay the same
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ye i mean
01:59
idk xd
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debug what exactly you receive on the client when you send it e.g. capabilities
02:19
I'd print a hex dump dbg_msg
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Дядя Женя 2020-12-19 06:15:53Z
Why won't you just send ddnet version as one number, so check if it's greater then X, then it supports something
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@Дядя Женя because we want to support other mods
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Дядя Женя 2020-12-19 07:01:24Z
What do you mean by mods
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modifications
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Since my english is pretty bad I can't clearly describe why is this important, but thrust me - it is. You should never set the default game refresh rate to infinity, it leads to some hardware problems. 500 for default should be just enough (I'm playing on 333 and everything is smooth and OK). If the player wants it - he can set it to infinity by himself if he knows what he's doing
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Still doesn't seem to work with different team and /showothers 1, but maybe that has always been the case

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested...
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Anyone here got an idea how people rename themselves from one name to the same? They trigger the message '$name' changed name to '$name'. This is printed in gamecontext.cpp:2183 if WouldClientNameChange returns true. That function returns str_comp(m_aClients[ClientID].m_aName, aNameTry) != 0. So I'm confused. The names are printed exactly the same in logs (verified with hexdump), not just similar.
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but it also returns true somewhere else doesnt it
09:08
only if the Set parameter is true, which it isn't for WouldClientNameChange
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i see the opposite
09:09
or better
09:09
i see it true when setclientname is set
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what is setclientname?
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a function that is called by the gamecontext on player mconnect mesage
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But we only call that when WouldClientNameChange was true
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not when NETMSGTYPE_CL_STARTINFO is set
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ehm, we don't check that startinfo has been set already?
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so you can only change the name by this packet?
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ah, we do. first line is if(pPlayer->m_IsReady) return;
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but maybe the name was set before
09:12
or is that impossible?
09:12
NETMSGTYPE_CL_CHANGEINFO does not check for ready
09:13
but i also not 100% into this whole code
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could they keep renaming? I don't get it
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maybe they have some bot client that changes skins or smth like that and spam the info directly
09:14
idk
09:15
as said i dunno how sensitive the server is with packets, bcs im not too much into it
09:15
but thats something i could imagine xd
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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the server doesnt care about NETMSGTYPE_CL_STARTINFO
09:25
if(m_aClients[ClientID].m_State == CClient::STATE_READY) is outside of the return true
09:25
so i guess this is possible
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ok it does check it indeed
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[quakenet] ChillerDragon BOT 2020-12-19 09:47:59Z
@deen you mean the 'nameless tee' -> 'nameless tee' log messages right? Spammed all over the place by a few tees. As far as i remember those are usually clan or skin change binds bound to a and d for example
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ChillerDragon: Yes, but why would a clan/skin change show up?
09:54
I can't reproduce it or understasnd how
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yeah me neither now xd
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Would be much easier if our professional pentesters also reported how they did their cheats
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[quakenet] ChillerDragon BOT 2020-12-19 10:12:45Z
haha the front :D
10:14
hm i can also no longer reproduce it but i remember seeing my clan bind in my logs at some point
10:15
I really would love to see a nice pdf by pink rat documenting ddnet map skips :D
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ok, got it
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Introduced in https://github.com/ddnet/ddnet/pull/3095/files?w=1

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's...
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just wow
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I'd like to deploy 3426 quickly. Someone got time to review?
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[freenode] Zwelf BOT 2020-12-19 10:56:11Z
Okay, I've taken a look.
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7260dec Don't print name change message when trying to change to banned name - def- 7a48c06 Merge #3426 - bors[bot]
11:12
bdfb8bb Fix dragger being shown (fixes #3414) - def- c13eef8 Merge #3424 - bors[bot]
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7eb26c6 Remove redundant check for pPlayer->m_IsReady - def- 8d4e1a8 Merge #3425 - bors[bot]
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@deen here???
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@Roci sometimes
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@deen apparently their server broke while hosting a tournament, he was asking whether we could host gctf for them again
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ᶰ°Konͧsti 2020-12-19 11:54:09Z
feelsbadman
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guys can any1 help out with servers? we need 4 servers, else we will cancel the tournament
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Дядя Женя 2020-12-19 13:39:31Z
ping deen
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I got it set up, was going to do it but I didn't have access on the computer I was on
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[quakenet] ChillerDragon BOT 2020-12-19 15:44:41Z
@Roci sure i can help w servers
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Learath2 already did
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[quakenet] ChillerDragon BOT 2020-12-19 15:48:09Z
oh
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Sorry, I wasn't home
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The format of today's AoC looked 100% like a DCG, so I just used sed+prolog to run it: https://github.com/def-/adventofcode-2020/blob/master/day19.pl
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whats this magick
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Introduction to Prolog Definite Clause Grammars (DCGs)
18:36
an easy way to define a grammar in prolog. You could do it without that, but it's a bit more syntax
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Maybe I should consider this my sed-solution 😄
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if u want a challenge program it for a GPU
18:40
I don't, I've gotten lazy and am searching for the easiest solutions now 😄
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i also got lazy pepeH
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I have some multiprocessing languages on my list, but felt like it's too stupid to split up these small problems into chunks
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I actually had this grammar stuff in first semester.. too bad I already forgot everything
20:49
But I still remember the name of the algorithm
20:49
It's called CYK
20:50
We had to do the algorithm by hand in table form for the exam (edited)
Exported 94 message(s)