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Between 2021-08-05 00:00:00Z and 2021-08-06 00:00:00Z
I understand the amount of work that would have to go into this, but here's a (mostly) complete list as a starting point. I didn't include commands for server/envelope settings since you have to use the UI most of the time anyway, and I used the command prefix edt_ for these but ed_ would be more ideal if it wasn't already in use.
File menu:
I watched a live stream where someone struggled with this, not knowing
that right click has different functionality from left click, and had to
manually click on each entry to remove them all except one.
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
changing map is not possible to determine since it's technically a reconnection
19:12
i think the reason getting killed resets afk is because it resets your entire player object and afk must be a part of it, probably better that way
1
19:13
otherwise afk status would have to be decoupled from player and moved to some connection level class with references to your tees (maybe that makes more sense actually?)
A player could disconnect during a lag spike and the server may be recorded as having high ping, making it harder for players to find later with sort and filter settings active. My suggestion is to store a player's ping every 30 seconds and keep the lowest value, or take the average if the differences are not significant.
mm maybe you can just keep using disconnect ping, and compare against the last disconnect ping. if the new value is higher, take the average and store that. otherwise, store the new value
21:43
dumber system but much easier to reason with + nice automatic behavior
registred server sends self info to master server and players parse that info and with old ping system - pings every server directly, someone who have server could look up recent pings and look for ips(edited)
okay but let's say you have 60 ping to a server and you disconnect in a ddos at 999 ping. then you have 500 ping and your filter makes it so you dont see it anymore
i think it's better if the game server handles the request for all connected clients, and it does it frequently enough to record your incident ping before historic
22:50
and the server just broadcasts the ddos flag asap to all clients
22:53
im even wondering now if it would be better to keep a running average, and compress similar historic values as a single average value that's multiplied by some amount
22:54
brain working
22:58
ping = (ping * max(days since first connect, 30) + new ping) / (max(days since first connect, 30) + 1)