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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 โ€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-01-11 00:00:00Z and 2021-01-12 00:00:00Z
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Is Zwelf around on irc?
00:29
I think I've seen him speaking from the bridge once or twice :P
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is online on freenode
00:31
along with me and twbridge
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I just noticed we basically reimplement std::future for our sql stuff. Was wondering if he looked into it at all
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and std::future actually is C++11 ๐Ÿ˜ฎ
00:32
For our engine jobs too btw
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what does it do?
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I for one didn't realize it
00:32
that I was reimplementing something C++ already has
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I didn't know about it at all until I listened to a talk yesterday
00:33
Promises are things that will happen in the future
00:34
You can wait on them, they evaluate either to a result or error out
00:34
Which is what we do with our sql result thing
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how can I poll this thing?
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It has the benefit of resolving properly in all cases, including exceptions and thread exit
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oh ok ty
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is it guaranteed to just poll if I pass a time of 0 to wait_for?
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@heinrich5991 I have no idea, never used them. The guy was talking about asynchronous features of boost and just mentioned c++11 has futures aswell
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if we can't poll them, they're not useful for our use case
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I'd guess wait for with 0 would return immediately. I don't see why it wouldn't
00:39
I will check the standard tomorrow
00:43
Can it really ever guarantee no blocking at all though? The scheduler can just drop us if it wants, no?
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it could in some way guarantee that we're not dropping to the kernel to check if the result is there
00:44
I guess that's hard to phrase in standard legalese
00:44
(our solution currently does that)
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Ah, maybe some lockfree programming magic?
00:44
Oh do we use atomics?
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yes
00:45
an atomic bool, to check if the result is there
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I like the api of a future btw. Maybe we could adopt a similar idea for the sql stuff. I don't like us having to allocate two objects separately
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good night ๐Ÿ™‚
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suggestion: add search in demos page in client
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suggestion: add voicechat proximity
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@Learath2 @heinrich5991 what about the actor model, is it any useful here? https://en.wikipedia.org/wiki/Actor_model
The actor model in computer science is a mathematical model of concurrent computation that treats actor as the universal primitive of concurrent computation. In response to a message it receives, an actor can: make local decisions, create more actors, send more messages, and determine how to respond to the next message received. Actors may modif...
08:24
i found about this thanks to actix.rs
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I only sort of like the idea. It's a nice design but I find it overkill for most systems
08:30
@Ryozuki what problem are you thinking of solving with it?
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@Learath2 i thought about putting the db behind that
08:32
here is an exampel of the pattern implemented in a chat app, in rust tho https://github.com/actix/actix/tree/master/examples/chat
Actor framework for Rust. Contribute to actix/actix development by creating an account on GitHub.
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Ah, I see. I think it's a rather massive solution for the simplest of concurrency problems
08:33
i mean
08:33
if u have it already implemented by someone
08:33
it doesnt rly matter if its "massive"
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We don't reall need any of the great properties of the actors
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but yeah i guess
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Ryozuki
it doesnt rly matter if its "massive"
Well these libraries are usually generic so you pay in compile time cost, it's also one more lib to link and it adds another pattern most people here aren't familiar with so it introduces some thinking cost
08:35
If we needed massive scalability and two way arbitrary messaging, it would work great
08:36
CAF allows you to transparently connect actors running on different machines and OSes via the network.
08:36
this is cool tho
08:36
intercommunication between servers
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Yeah great stuff especially if you like microservice architectures
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Some maps kill you quickly and you can't see how good your last run was, for example "Buckle Up".

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  • [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 cha...
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4520ea3 Reset practice after team saved and got killed - def- c8b4ce9 Merge #3465 - bors[bot]
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This function was never used and just disrupts the reading flow a bit.

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 valgri...
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[freenode] Zwelf BOT 2021-01-11 13:36:41Z
@Learath I didn't know about std::future in C++11 yet
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[quakenet] yiyi BOT 2021-01-11 13:48:19Z
hello,anybody?
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87d422d Remove unused onChangeTeamState - Zwelf 460f219 Merge #3494 - bors[bot]
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[quakenet] yiyi BOT 2021-01-11 13:48:44Z
can anyone tell me, which engine does ddnetwork developped by?
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DDNet is based on Teeworlds game, we use SDL2 and pure OpenGL for graphics
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[quakenet] deen BOT 2021-01-11 13:50:50Z
yiyi: oh, and the reason you don't see us in irc channel is because most of us are on Discord, which is bridged to this IRC channel
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[quakenet] yiyi BOT 2021-01-11 13:52:41Z
aha, i see, thank you!
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@Lady Saavik or someone speaking polish, can you please check https://github.com/ddnet/ddnet/pull/3433 ?
Anonymously contributed, will need someone with Polish language to check Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly re...
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d7a313b Another css-halloween stats fix - def-
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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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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What is the file naming convention here? We have "allwordstogether" convention for the most of files, and snake_case convention for some hundred files here and there (engine/shared, game/client/components, etc). There are also DDRace files in game/server/gamemodes (which I'm actually going to rename).
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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...
17:28

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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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@Kaffeine feels like "allwordstogether" except_when_it_gets_too_long_to_stay_readable
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suggestions
18:20
also we need a blocker server for NA, every time i go to SA shithole blmap i get violated intimately by spikes/stutters there is always a number of ddnet CAN maps that have 0 players on at all times, could we convert some into blocker servers?
18:20
thoughts?
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@cummy DDNet USA - BLOCKER exists
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As suggested by... everyone on discord: 3 6 12 18 32 If you don't have an option to make reward points amount whatever you like - it's just a great time to implement this, cuz it's not that hard and really needed for balance. (I'm planning to make a voting for maps difficulty in the future. Could be useful to set exact points amount instead of only stars)
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32 for 5* is crazy af lol
19:41
should be 3 6 12 15 18
19:41
or 3 6 9 12 15
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Cristian
32 for 5* is crazy af lol
no 15 points is not much for 5* there are some rly hard 5* race
19:44
maybe not 32 but at least more than 25
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mm i think 25 for 5* is the limit
19:46
more than that would be crazy
19:48
and rerate race server would be a nice idea cuz players will play it so much
19:48
for pointa
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still not much
20:09
imagine playing antibuguse and gettins 25 points
20:09
it doesnt seems like much
20:09
while 25 points would be fair in other 5* race maps
20:12
maybe we could get some kind of time based points, so that it would be about average time too and not only about difficulty
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Does anyone brave enough to check a commit? https://github.com/ddnet/ddnet/commit/af843600e73cf9b2aff28b78d66a075e9261f745 The commit introduces a Reset() method and what is the ugliest is that the Reset() is called twice โ€” one time from the CGameControllerDDRace() constructor which constructs a CGameTeams member, the constructor of which in its turn calls the Reset(). And the second time on the next line: ((CGameControllerDDRace *)m_pController)->m_Teams.Reset(); I see no reasons to keep this. (I'm OK with Reset() method but not OK with the ugly second call) (edited)
20:21
9033968 Freeview mouse moves faster when zoomed out (fixes #3459) - def- 3bc3a80 Merge #3496 - bors[bot]
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@Kaffeine if that truly does nothing, there's no problem in removing it
20:28
just make sure it's actually doing nothing ๐Ÿ˜‰
20:30
refactoring to avoid the cast is also fine, obviously ^^
20:30
95e4418 Keep showing last checkpoint after kill - def- f9aae5d No network clip in client prediction - def- d0cdf23 Merge #3493 #3497 - bors[bot]
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heinrich5991
refactoring to avoid the cast is also fine, obviously ^^
I'm going to surprise you. ๐Ÿ˜‰
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heinrich5991
@Kaffeine if that truly does nothing, there's no problem in removing it
ะ”ัะดั ะ–ะตะฝั 2021-01-11 21:15:07Z
Nothing in this code is doing obviously nothing
21:15
There should be some shitty case
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Continued the work of @edg-l. Supersedes #3472.

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://gi...
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Deleted User
okay thanks! will try this
update: the spike lags are still appearing in my game and gave up on finding new solutions. im gonna wait for next update now
22:31
cbda5b7 Make netclipping of entities and events respect shown distance (fixes #3420) - def- 5d45f06 Merge #3498 - bors[bot]
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Deleted User
update: the spike lags are still appearing in my game and gave up on finding new solutions. im gonna wait for next update now
You can try nightly version already to see if that helps: https://ddnet.tw/news/nightly-build-revived/
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whats the difference in nightly build? (i still have the spikes) i felt the game more tough
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do u get lagspikes on older clients
23:05
nightly build just has the new features still in development
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yes i do
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then it might not be a problem with the client and rather a problem with your specific computer or your internet
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Port some cleanup and refactoring from the upstream and add some custom refactoring. Changes overview:
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Port some cleanup and refactoring from the upstream and add some custom refactoring. Changes overview:
Exported 129 message(s)