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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 2021-06-08 00:00:00Z and 2021-06-09 00:00:00Z
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is there a dark mode on github ?
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yes
03:42
but u need to be logged in
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https://github.com/teeworlds/teeworlds/issues/897 this was the reason why it was ever implemented into teeworlds, but i guess this won't help alot with performance to run potatoworlds just another random setting imo

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...
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@TsFreddie xd, but this one is hard to fix actually, would require to change the components a bit a guess, or go savage and reimplement all the dummy network logic
03:48
cyborgworlds
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why is there a million layers of audio
06:02
it sounds amazing
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Deleted User
@TsFreddie xd, but this one is hard to fix actually, would require to change the components a bit a guess, or go savage and reimplement all the dummy network logic
What particles do you use?
10:08
9956242 Remove cl_load_country_flags - Jupeyy 1e79a16 Merge pull request #3885 from Jupeyy/pr_remove_flag_loading_config - def-
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No hurry to merge it, can wait until ~September I guess https://github.com/actions/virtual-environments/issues/3287

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
...
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the internet is down
10:43
fastly is down
10:43
10:43
monkaS
10:43
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Yeah, I figured something was weird when reddit didn't load and DDNet builds on Github started failing at the same time
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apparently lots of websites depend on fastly.com provider
10:44
even amazon
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it's down since a hour and not completly down, can work sometimes or not
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Countless popular websites including Reddit, Spotify, Twitch, Stack Overflow, GitHub, gov.uk, Hulu, HBO Max, Quora, PayPal, Vimeo, Shopify, and news outlets CNN, The Guardian, The New York Times, BBC and Financial Times are currently facing an outage. A glitch at Fastly, a popular CDN provider, is …
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For Amazon it's super-weird that they don't dogfood their own CDN but use a competitor instead
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some dev pressed the wrong button monkalaugh
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Fastly Engineer 1: Seems like a common error message. Can you check stackoverflow to see if there's an easy fix? Fastly Engineer 2: I have some very bad news...
11:00
monkalaugh
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Kennel
What particles do you use?
Standard, it's just bcs everything is cloned in that video
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Rafael Fontenelle 2021-06-08 12:33:05Z
Question for c++ devs: I'm in a Bash environment and I would like to fetch DDNet version from source code. I can achieve this with bash-ism, but I wonder if would be possible with an inline c++ command. Currently I use this bash-ism solution: version=$(grep "^#define GAME_RELEASE_VERSION" src/game/version.h | cut -d\" -f2) A Python-equivalent of what I am looking for (if this project was written in Python, of course) would be e.g.: version=$(python -c "from src/game/version import GAME_RELEASE_VERSION; print(GAME_RELEASE_VERSION)") Any c++ suggestion better than the currently used bash-ism above? (edited)
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echo '#include "src/game/version.h"\n#include <iostream>\nint main() { std::cout << GAME_RELEASE_VERSION << std::endl; }' | g++ -xc++ - && ./a.out
12:54
Alternatively, using just the preprocessor: echo '#include "src/game/version.h"\nGAME_RELEASE_VERSION' | g++ -E - | tail -n1
12:56
Or implement a --version flag in DDNet-Server/DDNet and run that
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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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Spotifys album art was also down, funnily enough not the music
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justabutterflier 2021-06-08 15:38:42Z
hi. my friend can't start ddnet it closing in a moment after starting without any logfiles etc.
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and was it always like that?
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justabutterflier 2021-06-08 15:40:29Z
think yes because he just installed ddnet
15:40
wait a second, i'll show properties of pc
15:40
some weak pc
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ok
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justabutterflier 2021-06-08 15:40:55Z
but i think it can start
15:43
win7 intel core 2 duo, nvidia geforce 7900, 2gb ram (edited)
15:43
very weak but should start
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for win7 i can only say, that there were ppl that had to update to newest win7 in order to play
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justabutterflier 2021-06-08 15:44:22Z
hm
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generally that pc should be enough to run the game at all
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justabutterflier 2021-06-08 15:45:02Z
+
15:45
maybe net framework
15:45
or msvc packs need to check?
15:45
what the msvc uses ddnet rn?
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none
15:47
we use mingw and ship all redistributables
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justabutterflier 2021-06-08 15:47:16Z
hm ok
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it should work on win7
15:47
i tested it on a vm lately
15:48
make sure to update win7 to latest here is the latest win7 64bit nvidia driver https://www.nvidia.com/Download/driverResults.aspx/82758/en-us
16:12
76834d5 update russian translations - Vy0x2 56cf732 Merge pull request #3887 from Vy0x2/master - def-
16:12
241f213 Update translations - def-
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@heinrich5991 do you know if there is some trick to get rust macros with non-local effects or some way to create a list at compile time? I need a list of annotated functions that I can call later at runtime
16:35
(I googled around a bit and found the crate inventory which does this (ab)using ctor as a list which is a very ugly hack involving running code before main)
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@Learath2 I think you asked the same question yesterday? or am I going insane? ^^
16:37
I'm not familiar with macros
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I did, but you weren't around so wanted to ask you too
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I googled yesterday and found out that this is essentially not possible
16:37
hm
16:38
maybe you can check how test crates do it?
16:38
maybe it's on compiler level
16:38
it does sound like you're trying to do a lot of magic tho 😛
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Hm, I didn't write tests in rust yet, let me check how they achieve it
16:39
@heinrich5991 I'm just trying to reproduce the magic we can achieve with the C preprocessor or in more dynamic languages like python or php
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ok, I think we can achieve C-level stuff
16:39
are you talking about X-macros? https://en.wikipedia.org/wiki/X_Macro
X Macros are a technique for reliable maintenance of parallel lists, of code or data, whose corresponding items must appear in the same order. They are most useful where at least some of the lists cannot be composed by indexing, such as compile time. Examples of such lists particularly include initialization of arrays, in concert with declarati...
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I'm looking to reproduce exactly what we have in ddracecommands.h. I have commands annotated with the macro #[command], I need to register all annotated commands with the bot
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would it be okay to read the code again, from a macro?
16:45
register_commands!("commands.rs"); (edited)
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Oh, could I? commands.rs would also need to be generated, wouldn't that cause issues with incremental compression?
16:45
compilation* 😄
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you implement the commands and annotate them in a file, right?
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Well I have a module for each "module" and each module can register their own commands
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okay. can you explain why it is similar to ddracecommands.h? for me ddracecommands.h is a central list for all commands
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Well just thinking about one module at a time it's exactly like ddracecommands.h
16:48
I don't mind doing myawesomemodule::register_all() I just don't know how to generate register_all
16:49
In C++ register_all() would just be #define CONSOLE_COMMAND(...) #include "ddracecommands.h"
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where ddracecommands.h is a list of all ddrace commands?
16:49
I don't see why this is different from listing all the commands
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Well we don't do it but ddracecommands.h is actually obsolete. Unreal e.g. generates a similar file at compilation from annotations on functions
16:51
I guess they do resort to a custom preprocessor though, mh, I guess what I want isn't possible in C++ either
16:52
It's definitely possible in php and python though, the way you annotate flask routes and/or symfony routes is what I was looking to emulate
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Rocket is a web framework for the Rust programming language that makes it simple to write fast web applications without sacrificing flexibility or type safety.
16:53
ah, they also list them
16:53
hm
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yep, that's the first thing I looked at
16:53
I think it's just not possible right now, I saw one issue about some compile time state, maybe it'll become a RFC sometime
16:53
anyway, just wanted to check with you whether you knew something I was missing
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apparently not
16:54
one idea that I have, but not sure whether it'll work:
16:55
annotate the module with #[generate_register_all] and in that macro scan the module for #[command] and generate a register_all function
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That could work, I didn't even know I was allowed to read the entire file. It shoult(tm) even work fine with incremental compilation
16:57
It's quite fun to work with rust macros btw, having access to the ast is really nice
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interesting, haven't done it yet
16:59
I only used macro_rules! to generate repetitive code https://doc.rust-lang.org/rust-by-example/macros.html
Rust by Example (RBE) is a collection of runnable examples that illustrate various Rust concepts and standard libraries.
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heh, I can do this when https://github.com/rust-lang/rust/issues/54725 is stabilized
This issue is intended to track a number of unstable APIs which are used to inspect the contents of a Span for information like the file name, byte position, manufacturing new spans, combining them...
17:03
anyway, I'll just list them all in a #[commands(...)] for now
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do you use grafana or similar? @Learath2
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@heinrich5991 if here can you take a quick look at something?
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sure
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someone can help me about server side?
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Deleted User
someone can help me about server side?
i would just ask your question, that way anyone checking the channel with an answer can just reply
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yep wait
18:57
need some screens
19:00
yes so im stocking some informations with account system in a txt, as you can see m_KillCounter is here
19:01
and now im trying to increment it when i kill someone
19:01
that should work?
19:01
that code is from a old block mod
19:02
im trying to update it
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makes sense to me but that if chain is redundant since all cases are identical
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the "0" for the kill counter appears in my account file but doesn't increase when I kill someone
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when is the file written to?
19:09
also this mod looks extremely similar to kurosio's style 😅
19:09
i have stuff like this in the xpanic repository
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Google Mod. Contribute to Rei-Tw/blocker-mod-src development by creating an account on GitHub.
19:10
rly old
19:11
i love reading this
19:11
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chillerdragon: and u think i am the only one with such commit messages
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this eico person is amazing (edited)
19:29
half the commits are "mhm" and some of them are just "sdfsdf"
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thats Captain Teemo
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my personal favorite is "uhm improved balls"
19:31
half of my commits are "Fix" (edited)
19:40
@lynn
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yes so for my problem i dunno :c
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On the unique race servers we have the strangest bug. After doing a certain part on a certain map which involves falling a long distance and entering a blue teleport rocket is behaving strangely. You can no longer use it to get horizontal speed, it slows you down when you try to get speed (in the usual way that is walking and shooting behind you on the ground). Does this sound familiar to somone here? Did ddnet maybe fix something like this since we forked? I can't really imagine bcs I know you treat physics changes as no go usually.
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timakro: is this reproducible? if you're going very fast horizontally, going even faster will slow your actual speed down
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I'm asking because we can't reproduce on ddnet servers.
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hm. it's not ringing a bell for me
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maybe the unique servers changed the tele code
21:01
or ddnet changed it and unique has a different type
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