Guild icon
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 2021-07-05 00:00:00Z and 2021-07-06 00:00:00Z
Avatar
2534396 A Puzzle Partners, M Ravillion, M Synergy - ddnet-maps
13:41
i bought the STM32F3DISCOVERY board to try this
13:41
monkaS
Avatar
Stockfish 8 actually won games against Alpha Zero. But Stockfish 11 (which is still classical evaluation engine with no neural net support) totally decimates Stockfish 8, and Stockfish 13 (which uses neural net) totally decimates Stockfish 11. Stockfish 14 just got 30 elo points stronger than 13.
>
As it stands now, Stockfish 14 is the strongest chess entity humanity has ever seen.
14:41
interesting
14:41
Avatar
The NNUE evaluation was first introduced in shogi, and ported to Stockfish afterward. It can be evaluated efficiently on CPUs, and exploits the fact that only parts of the neural network need to be updated after a typical chess move. The nodchip repository provides additional tools to train and develop the NNUE networks. On CPUs supporting modern vector instructions (avx2 and similar), the NNUE evaluation results in much stronger playing strength, even if the nodes per second computed by the engine is somewhat lower (roughly 80% of nps is typical).
14:49
poggers
Avatar
@heinrich5991 why does my server not get shown in the serverbrowser anymore when numplayers is > 64?
16:25
very unpleasing and happens since http master
16:26
Could you fix that?
16:26
@deen
16:28
client shows that serverinfo without problems (on LAN), so it has to be filtered in the http cache
Avatar
@fokkonaut I see your server in the actual servers.json
Avatar
thats weird
16:34
client bug
Avatar
so I'm guessing a bug in the clientside implementation that is filtering it
Avatar
But why doesnt it filter on LAN?
Avatar
Well LAN uses the old protocol, I'm guessing the bug only appears when reading from json
Avatar
Could you try to fix it?
16:48
I cannot find the cause (edited)
Avatar
@Learath2
17:13
probably the client not respecting the numclients and numplayers entry
17:14
it makes its own which is quite dumb i think, because for > 64 server i dont send more than 64 player infos, because the client cant store more (https://github.com/ddnet/ddnet/pull/3772/files#diff-c12ee25c1c87ff99bf19db9b17e6ded9ba91df0e6fb5902105e862e1f2f7c405R124-R132)
17:15
That makes a mismatch
Avatar
I guess @heinrich5991 can take a look when he is back but I guess we should change that loop to go up to min(numclients, array.length)
17:16
it should go to max(numclients, array.length)
Avatar
Nope, then you can make the client overflow the array by sending broken serverinfo 😄
Avatar
But then that wouldnt help in my case?
17:18
array.length would always stop for me at 64
17:18
but my server reports more numclients
Avatar
but then it wouldn't cause an error, it would run up to 64 and return false
Avatar
huh?
17:20
ah
17:20
i see
17:20
well
17:20
Thats bad tho, then it cant send the real player num
17:20
well, it just simply wouldnt respect it
17:21
i could fix it by sending every playerinfo
17:21
but thats too much lol
Avatar
Hm, do you send a num players matching the amount of players you have?
17:23
s/players/clients/
Avatar
i send a real numplayers/clients
17:23
but the playerinfo list ends at 64 entries
Avatar
ok, I guess that can be used too, anyway @heinrich5991 will have to take a look at it
Avatar
I dont understand why it got changed in the first place
17:25
LAN uses the old protocol which works just fine, I can send 75/128 and it doesnt fail, even with a list of only 64 players (clan, name, country, score...)
17:26
numclients and numplayers are affected, they just have to get their old value back, the one that comes directly from the server not by making an own one in the client by counting. Thats a bad idea anyways i think
Avatar
Avatar
fokkonaut
I dont understand why it got changed in the first place
It was completely rewritten, I'm guessing it was just a mistake or oversight not an intentional change
Avatar
@Learath2 in favourites it just works fine
17:49
if "Leak IP" is on
17:50
because that makes a normal request
17:50
via normal serverinfo, which is not broken right now
Avatar
i see a 123 player slot server btw
18:05
or is it just important that there are more than 64p playing
Avatar
Avatar
Deleted User
i see a 123 player slot server btw
thats my testserver, and yes, that works. But it is about numplayers and numclients, as they are (as mentioned above) now calculated clientside
Avatar
Q: Doesn't the extended serverinfo protocol handle 128p just fine normally without the hax?
Avatar
no, because clients still have their MAX_CLIENTS limitation
18:31
but it used to work fine except for playerinfo (names, clans, score, country..)
Avatar
I fixed it by sending empty strings and 0's as playerinfo to fill the rest up
18:48
and 1's for IsClientPlayer() of course
18:48
because that one has to be valid
18:50
its probably the "correct" solution and the other thing is not broken, but its just not the most efficient solution
18:59
seems to cause stuff like this, even tho I only send empty strings when >= 64 got sent already
18:59
ah, probably the http master re-sorting stuff
18:59
or the client afterwards
19:00
At least the server doesnt disappear anymore
19:00
should be a temporary fix only, until it's fixed on the client's side
Avatar
Hi everyone. Is there a source for the generator of https://master1.ddnet.tw/ddnet/15/servers.json ? After update to 15.5.4 the client shows 16 as hard players limit on some mod server (the server based on some old 64 players support from ddrace).
Avatar
@Kaffeine what server?
Avatar
Avatar
deen
@Kaffeine what server?
My InfclassR (195.123.214.91:8303). After the update I've got complains about "I couldn't join the server because it was full 16/16". The persons didn't even try to connect (the connection works just fine). Hmm, probably I need to tune the work with masterservers... Maybe I'll understand the issue tomorrow, but any extra clue would be helpful.
Avatar
I think this is the interesting part: https://github.com/heinrich5991/libtw2/blob/master/serverbrowse/src/protocol.rs But @heinrich5991 should know
Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
Avatar
(For previous client versions the server shows 15/16 and then 16/64 players.)
Avatar
Avatar
deen
I think this is the interesting part: https://github.com/heinrich5991/libtw2/blob/master/serverbrowse/src/protocol.rs But @heinrich5991 should know
Thanks!
Avatar
which ports does ddnet-server use by default?
22:28
(without econ)
Avatar
8303?
22:45
okey thanks
Exported 86 message(s)