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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 2021-07-06 00:00:00Z and 2021-07-07 00:00:00Z
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chillerdragon BOT 2021-07-06 09:59:37Z
@Deleted User: i did not see a "Nouaa" in game also i did not play the last 2 days if you need to contact me either know how to detect fakes ingame or use wire/matrix/email
10:05
yo @heinrich5991 what is the recommended way of querying server stats by ip using the http master and curl?
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chillerdragon BOT 2021-07-06 10:42:26Z
got itcurl https://master1.ddnet.tw/ddnet/15/servers.json | jq '.[][] | select(.addresses[0] == "tw-0.6+udp://51.210.171.47:7303")'
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Kaffeine
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.
I noticed that from another pc, its howed /64 on my server, but at home it didnt. Lol
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fokkonaut
seems to cause stuff like this, even tho I only send empty strings when >= 64 got sent already
@Learath2 @heinrich5991 When I send more than 64 players, why are the players that are sent after 64 players have been sent already get shown in the client browser? I send empty playerinfo for >= 64 players, so it will still show the server, but for some reason it shows these empty ones in the browser instead of just ignoring them, is the array initalized from back to front?
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The sorting puts the empty ones up front I guess
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fokkonaut
I noticed that from another pc, its howed /64 on my server, but at home it didnt. Lol
at home it didnt
home server = LAN server = the_previous_server_info_mechanism. The new JSON-file based approach used only for wide net servers (ddnet grabber can't get info about your LAN servers). And this is why I couldn't reproduce the issue locally too. 😄
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no, it was my server
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fokkonaut
no, it was my server
Then you're not on DDNet 15.5.4 (at home).
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i was xD
14:27
@Learath2 monkalaugh
14:27
they actually rly progressing
14:27
monkalaugh
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i wish you could mention people via player id
14:35
with tab auto complete
14:36
because alot of people have unicodes as their name
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tell them to get a better name
14:37
u can also shift+tab
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louis
tell them to get a better name
you cant tell russians to get a latin name
14:54
they won't even understand what im trying to tell them
🥺 1
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louis
u can also shift+tab
ctrl-shift-tab on steam
15:11
@Iza you could implement it, but ids are more of a debug/moderation feature, so I don't think it's that useful
15:12
normal players shouldn't need them
15:13
What we could have is a mapping of cyrillic and other alphabets to latin letters, display both in player name, and allow completion with the latin name too. But that's quite complex for such an unimportant feature
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The mapping also gets arbitrarily complex for languages like chinese, hindu and arabic
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yeah, anything like this involving unicode will be a huge pile of compexity
15:16
just use shif-tab 😄
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For chinese and japanese I'm guessing we'd need to keep a pinyin table and a furigana table in memory 😛
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cursor in score tab when xd
15:17
to choose necessary player and tag him
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Oh well, if that translation table isn't even part of unicode then even worse
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A cursor way to highlight would actually be the easiest way to implement this
f3 1
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yeah, that's cleaner
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thats why its best just to add mention via player id
15:28
everyone can turn player id on
15:28
either with debug mode or in settings
15:29
when the server is full, its abit annoying to constantly tab, and even miss so you have to tab again
15:30
or maybe you can implement a mention via spec list
15:31
this thing
15:32
instead of just left clicking to spec, right click to mention (edited)
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passed physics with an 18/30, I just feel absolutely dirty
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chillerdragon BOT 2021-07-06 16:31:05Z
@Deleted User: i catched a gprof of the dummy having 1/4 fps of the main tee but i can not see anything obvious here https://zillyhuhn.com/tmp/gprof_main_400fps_dummy_100fps.svg
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lol countryflags (edited)
16:33
y*
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chillerdragon BOT 2021-07-06 16:35:08Z
yea ikr :D seems to profiled a lot of startup coe
16:35
i run 2 clients in parralel for a few hours one had the fps issue the other not. Here the profile of the one running same fps on dummy and main tee to compare https://zillyhuhn.com/tmp/gprof_same_fps.svg
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chillerdragon, do you also have one without dummy
17:24
to compare
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// engine/console.h // ... enum { // ... CLIENT_ID_GAME = -2, CLIENT_ID_NO_GAME = -3, } // ... for what purposes these ids should be used? (edited)
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chillerdragon ever checked if the fps are actually lower? with a external tool
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gerdoe
// engine/console.h // ... enum { // ... CLIENT_ID_GAME = -2, CLIENT_ID_NO_GAME = -3, } // ... for what purposes these ids should be used? (edited)
code says something map config
18:36
about ^
18:37
not much information but i think it's enough for me
18:37
thanks
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Its whether a command was executed from within the map file or not
18:38
GAME is always the map, same for CFGFLAG_GAME
18:39
that means the command can be executed from the map (there is the edit box "Server settings")
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ye, i see now
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chillerdragon BOT 2021-07-06 18:54:16Z
yea all that code in the profiler does not really looks like the regular tick code that affects fps seems to be more the initial load code
18:54
@Deleted User: does a hooman work as external tool? I noticed by my self that the game is way less fluent when i play with dummy then i checked fps
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also i found maps/%s.cfg executing - is there any difference between .cfg and .map.cfg (in maps folder)?
18:56
we need to get 10k fps
18:56
AMD FidelityFX Super Resolution (FSR)1 uses cutting-edge upscaling technologies to help boost your framerates in select titles2 and deliver high-quality, high-resolution gaming experiences.
18:57
it rly does that, i tried it on dota 2
18:57
monkalaugh
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i already have 10k
18:59
but next goal 100k
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gimme some
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need better single core performance tho xD
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i have 100-500 fps
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play entities
18:59
disable health hud
18:59
and scorehud
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ye i said i have 100-500 fps
19:00
not 50-60
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but is a cpu limit anyway, if u play a map with weapon spawns it already lower fps, bcs the client iterates through them
19:00
dude 500 is nothing xD
19:01
my phone gets almost 300 fps and its 6 years old
19:01
some 32bit arm shit xD
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ye thanks bud
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yeah how is it so low
19:01
u have win98 or what
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gt430 pro gaming
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mhh maybe bad drivers
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Deleted User
u have win98 or what
winxp for life!11!!!1
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i doubt that GPU is that bad tbh
19:03
come germany for 2 months work for 400€ basis and buy new pc
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start a gofundme
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lmfao xD
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from @Titi [2021-06-22 22:14:32][chat]: 'Dragere' entered and joined the red team DDNet: nghttp2_session.c:2156: session_prep_frame: Assertion session->last_sent_stream_id < frame->hd.stream_id' failed. [1] 5403 abort ~/jeux/tw/DDNet-15.4-linux_x86_64/DDNet [2021-06-30 01:31:24][datafile]: loading data index=8 size=62 uncompressed=152 DDNet: nghttp2_frame.c:1124: nghttp2_frame_add_pad: Assertion nghttp2_buf_avail(buf) >= padlen - 1' failed. [1] 17984 abort ~/jeux/tw/DDNet-15.4-linux_x86_64/DDNet [2021-07-06 21:06:24][chat]: 'twelve' entered and joined the game [1] 5596 segmentation fault ~/jeux/tw/DDNet-15.5.4-linux_x86_64/DDNet (edited)
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hello @lynn . who are you . why did you copy past my message posted in "bug "channel . are you a bot ?
19:10
no i'm not a bot. i posted it here since it's development-related
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Oh i choosed wrong channel. sorry. i am not good with discord
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no, you're fine actually, both channels work, i just wanted to make sure devs at least saw this
19:12
also it would help to know what version this is @Titi
19:12
oh you said latest
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hm, smells like a curl bug
19:40
@Titi can you take a look when launching the game what version of curl is getting loaded?
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@Learath2 Hello. Maybe you need this ? : [2021-07-06 21:41:37][http]: libcurl version 7.64.0 (compiled = 7.55.0-DEV)
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yep, so are you on linux?
19:43
and where did you get ddnet?
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Oh. I posted on "bugs" channel. i am Debian Linux
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So this is the version on apt?
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curl version ?
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No, ddnet version. I mean as in did you download it from ddnet.tw or from your package manager (apt)
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apt version is old 11.8.1. My version is downloaded on website . last version ( you can see version on my copy /paste )
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Okay, so can you do an ldd ./DDNet next to the executable?
19:47
Feel free to censor any lines, I'm wondering what curl this is linked to
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do you need a past there ?
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past?
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past= a copy
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ah a paste? yeah that would be great
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i tryed this command :
19:48
ldd ./DDNet | grep curl libcurl.so.4 => /usr/lib/x86_64-linux-gnu/libcurl.so.4 (0x00007fc06e90a000)
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perfect
19:48
So it is using system curl which is significantly ahead of the development curl we compile with
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@Learath2 can you french ?
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un peux, mais pas suffisant 😛
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Ok pas de probleme
19:49
Ok so i have to update my linux debian maybe .
19:49
tand this is not ddnet bug but my old curl
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Well you can try that, but if it's an API breakage by curl it won't help. In that case maybe compile ddnet yourself or use a FlatPak
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Ok i will try it.
19:52
Why did you start to think that the probleme was about curl ? you saw that only with my bug pasts ?
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nghttp2_frame.c:1124: this is a part of nghttp which is internally used by curl for HTTP/2 connections
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Ok . thans for help. i will come back to sayy you if its is ok with copile or flatpack
19:53
tgood by
19:53
lol i used "t" for write
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@Learath2 I used the option with cmake like this : cmake -DPREFER_BUNDLED_LIBS=ON .. Because i saw on the readme file this : "If you don't want to use the system libraries, you can pass the -DPREFER_BUNDLED_LIBS=ON parameter to cmake. " . the game is compiled .
Exported 136 message(s)