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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 2021-10-01 00:00:00Z and 2021-10-02 00:00:00Z
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@timakro what about russian unique servers? im glad to host them too
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With russian discord unique race server too?poggers
06:42
No unban for mefeelsbadman
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fokkonaut
@Learath2 how is secured.gg doing with USA and GER?
Not so good yet.
08:19
Trying to work with deen on improving the handshaking a little, that would make filtering a lot easier.
08:19
However I'm onto something atm that should work pretty good
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chillerdragon BOT 2021-10-01 08:19:27Z
yay breaking protocol changes
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chillerdragon BOT 2021-10-01 08:20:01Z
:)
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Handshaking itself wouldn't be changed, I suggested introducing a "force reconnect packet"
08:20
however, I can also just abuse the "server is full" reconnect, which of course isn't transparent, but would stop pretty much anything currently leaking. (edited)
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Im not sure what you are on to tbh :D
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-> validate handshake using a custom challenge
08:21
-> whitelist flow, reconnect player and allow traffic to acutally pass through to the game server
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How much incoming traffic is guaranteed on secured.gg?
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Attack ,or clean trafifc?
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both
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Clean traffic just as much as the actual server can handle of course.
08:22
which in this case, is 10Gbps in both USA & DE
08:23
Attack traffic? Depends. Amplification attacks generally don't cause any trouble, and are filtered upstream. L7 (game) filtering 100Gbps, can however be upgraded pretty fast on our end. (edited)
08:23
We're aware
08:23
that's no problem
08:23
It's the first handshake packet which is being sent, which is not challengeable or cachable on our end. (edited)
08:24
which makes things a little problematic.
08:24
However, introducing a reconnect packet to implement a custom challenge, should work perfectly.
08:24
which would be seamless for the client
08:25
"first handshake packet" being "\x10\x00\x00\x01TKEN\xff\xff\xff\xff"
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yea but game traffic doesnt use tokens iirc
08:25
only in 0.7
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Ok, that doesn't really matter
08:26
We don't expect game traffic before handshaking
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true
08:26
but if he sends spoofed packets with ips from connected players
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A flow consists of
08:26
iph id, source ip, source port, dest port, dest ip
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Chances are a few packets will then still leak due to them perfectly matching that
08:26
but it'd be so low volume, it can't cause issues.
08:28
and you can of course also rate limit that traffic, even though I'm not a huge fan of rate limits
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problem on my server right now is, that OVH limits incoming traffic to a very low amount during an attack, that means the custom firewall cant filter all packets because also legit packets are being filtered
08:28
I'll move soon, then its not a problem anymore
08:28
great to see other servers working on a solution too
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If @deen can implement what I suggested, it shouldn't be a huge issue for servers that are with us
08:29
If he can't implement that, I'll abuse the reconnect mechanism that already exists, also not a huge issue. (edited)
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Just use that I think
08:29
older clients are still around
08:29
anyways^
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It'll display that "server is full, reconnecting in 4 seconds" message
08:30
so it wouldn't be super transparent
08:30
but it'd work
09:07
🙂
09:08
<idle>-0 [004] ..s. 19300946.505675: 0: generated and saved challenge: 454029306 <idle>-0 [004] ..s. 19300946.644496: 0: success! <idle>-0 [004] ..s. 19300946.644505: 0: yes
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@Fän do you mind elaborating on what is missing on ddnet's initial token handshake? Why do you need a custom challenge?
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denkbar
@Fän do you mind elaborating on what is missing on ddnet's initial token handshake? Why do you need a custom challenge?
Nothing's missing, to be fair. (edited)
09:43
Ideally, our filtering environment should be able to issue challenges, which it is. However, as of right now, we can't make the server "state-aware".
09:43
For this we'd a) require new gear, which is coming in some time october or b) simply make the player reconnect.
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that's interesting. Well, I hope it works 🙂
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Try connecting to a GER1 server and you should notice how it'll reconnect you (edited)
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yea, it does
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Only happens once though.
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so, at that point my ip address is whitelisted?
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The flow, not the IP directly
09:47
there's more to it, but yes, your client is whitelisted at that point.
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the thing is, when I open a second client, the dialog also doesn't appear again
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@Fän how does that thing work? I currently have a website https://f.zillyhuhn.com running to validate an ip address via tcp handshake, could that be replaced by ur reconnect thing?
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If you're asking if you can run this with your dedicated server / vps, then likely not
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wym?
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It uses xdp / eBPF
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whats that
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XDP (eXpress Data Path) is an eBPF based high performance data path merged in the Linux kernel since version 4.8.The idea behind XDP is to add an early hook in the RX path of the kernel, and let a user supplied eBPF program decide the fate of the packet. The hook is placed in the NIC driver just after the interrupt processing, and before any mem...
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and why shouldnt i be able to use this?
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VPS gets killed even with XDP xd
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Not all NICs support this, especially not in a virtualized environment.
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Not on my vps
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And even then, there's the capacity issue.
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but the firewall infront
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If you have a 1Gbps link, and that gets blasted, there's nothing you can do
10:29
k*
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fokkonaut
but the firewall infront
An interesting article about that from CF https://blog.cloudflare.com/how-to-drop-10-million-packets/
Internally our DDoS mitigation team is sometimes called "the packet droppers". When other teams build exciting products to do smart things with the traffic that passed through our network, we take joy in discovering novel ways of discarding it.
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We do all our filtering in XDP / eBPF, and it's great, however not everyone can just "set that up"
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I know, but I know someone who could
10:30
can you explain me how it works, maybe in dm
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Fän
Ideally, our filtering environment should be able to issue challenges, which it is. However, as of right now, we can't make the server "state-aware".
^
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idk wym
10:31
Or in what relation this is
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I've explained how the whole thing works a few msgs above
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however, open sourcing this as example won't work
10:32
as your server still can't handle > 1Gbps or whatever its capacity is, and even if we did open source this or smiliar, attackers will be able to find a way around.
10:32
Good luck!
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@Fän maybe instead of disconnecting with "full" you could instead display something like "Please wait..."
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denkbar
@Fän maybe instead of disconnecting with "full" you could instead display something like "Please wait..."
not possible
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^Yes possible
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Not how it is rn
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deen already mentioned it, and I've made the changes
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ah, okay
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just need to push it live.
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Isnt that message clientside?
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Not at all.
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Oh didnt know
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That's how we force the reconnect
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ah, the client uses the keyword "full" for detecting whether it is full
10:38
now, everything makes sense
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denkbar
ah, the client uses the keyword "full" for detecting whether it is full
yea
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denkbar
ah, the client uses the keyword "full" for detecting whether it is full
correct.
10:40
if(g_Config.m_ClReconnectFull > 0 && (str_find_nocase(ErrorString(), "full") || str_find_nocase(ErrorString(), "reserved"))) m_ReconnectTime = time_get() + time_freq() * g_Config.m_ClReconnectFull;
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hum, "please wait four full seconds" contains "full" 🤔
monkalaugh 1
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Oh god, hpw did we leave that in there? String matching EW
11:26
s/hpw/how/
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Works great for me 🙂
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I mean it worked out, but still it’s very meh software engineering 😄
11:27
but it does help a lot now 😉
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So what is the idea btw? How does making people reconnect help?
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I explained above
11:28
upon first connection, our xdp mitigation will challenge the connection, instead of the game server doing so (edited)
11:28
once that's verified, it'll reconnect the player to "sync" states
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Ah, that’s a nice idea. I had a PoC that used an xdp filter on the server and I instead used a bpf map
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Well, bpf maps aren't the issue here
11:31
As we're intercepting the initial handshake challenge, the actual game server won't receive it
11:31
that's why we're reconnecting the player
11:31
to whitelist the flow, we're of course still storing data in bpf maps
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Well, I was talking about what I did. I did let he game server receive the initial handshake. I can see how handling that entire flow in xdp would be more efficient
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As a generic solution I would be really happy if some hosters provided a way to upload custom xdp into some upstream firewall.
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That won't ever be a thing.
11:34
It's a liability that no hoster will willingfully take.
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Yeah, too flexible
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You can cause quite a lot of trouble otherwise.
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Then some reasonable subset language
11:35
I just wish I could configure the firewall without having to ask a hoster to do it for thousands of dollars
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Well, there's also the issue of most hosting providers not even knowing what eBPF / XDP is.
11:36
Which is the reason as to why custom ddos protection providers are so successful nowadays.
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Fän
Well, there's also the issue of most hosting providers not even knowing what eBPF / XDP is.
Its rather "new"
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"new" technology from 2016
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Some companies are using JAVA 6
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I’m not sure a reasonable subset exists, an upstream firewall would have access to traffic not even destined for you. I could see it maybe being a thing on an “upstream” firewall that is right before your server
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Learath2
I’m not sure a reasonable subset exists, an upstream firewall would have access to traffic not even destined for you. I could see it maybe being a thing on an “upstream” firewall that is right before your server
Which no sane provider would allocate >10Gbps to
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Yeah, I don’t see it happening. Maybe a very crippled verifiable language that gets compiled down to bpf
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Maybe just use "standardized" stateful protocols instead 🤔
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As in?
11:41
The solution that would work on most hosters without much friction would be to mimic the protocol of some popular game
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Even then, providers like Hetzner have basically no protection.
11:43
The only provider I could think of would be OVH, which most servers are still being attacked on (edited)
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Hetzner offers ddos protections, but mostly you end up nullrouted 😄
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I don’t think hetzner null routed us even once the last 3 years
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We got nullrouted twice in 6 months already, not KoG
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Fän
Even then, providers like Hetzner have basically no protection.
11:45
But you right, hetzner isnt the best player out there
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Avolicious
But you right, hetzner isnt the best player out there
This is just for amp-related floods
11:45
Anything actually spoofed won't be stopped at all.
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@Fän btw did you consider the 2 other protocols we support when you wrote your rules?
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"DNS reflection, NTP reflection or UDP floods on port 80."
11:47
basically things that were blocked using static ACLs in 2010 already
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Learath2
@Fän btw did you consider the 2 other protocols we support when you wrote your rules?
I haven't tested older clients
11:47
If you're talking about the info request (i don't have a sample of that atm), then yes, that's passing just fine.
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Vanilla 0.6 doesn’t have a token, 0.7 doesn’t use the same layout for the header (e.g. the token isn’t in the same place)
11:49
If you are only deploying this filter while under attack it’s fine to drop these, but if it’ll be always deployed we might have to allow those flows through albeit with a ratelimit
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Of course I'm not very deep into all this, but isn't it granted to assume that most players would use the newest version?
11:49
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Yep, a very large percentage of players would be using either the ddnet client or derivative clients that will use our version of the handshake
11:52
But the servers support all 3 versions of the handshake, so we probably should allow those through aswell
11:53
Or if this is only deployed during attacks maybe we should just not advertise on the 0.7 master during that time
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I can likely add support for 0.7
11:55
not entirely sure about vanilla 0.6 though
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You can just let that through with a ratelimit and let it drop in userland?
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Just to get complaints about "server getting ddos"?
11:55
Rather not
11:55
I'll see what I can do
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Learath2
You can just let that through with a ratelimit and let it drop in userland?
Let's say a newer client uses the protocol 0.6 uses, however sends their version as newest (afaik a certain packet contains the ddnet client version), will it allow that to pass through?
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The server doesn’t really pass things through
11:57
Not sure what you mean
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ok, let me rephrase
11:57
Right now, the newest version connects using an initial challenge
11:57
if the client did not send the challenge, but connected smiliar to how 0.6 connects, would it still allow the player to join?
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It won’t take up a slot. The server has a “handshake” built for 0.6 clients that abuses a behaviour of the client. So it will get a tad deeper into the netcode then will get dropped
11:59
I can tell you the path it takes in code if you want to take a look
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So SECURITY_TOKEN_MAGIC iow TKEN is what we use to indicate a client supports the ddnet protocol. In CNetServer::Recv IsDDNetControlMsg will check if the magic is in the packet. If not it will take the 0.6 path. Which is in CNetServer::OnPreConnMsg, this will simulate an accept, there is a nice comment there you can read about what it does
12:07
It basically abuses the fact that the client will return the gametick in it's input packets. So we send a generated gametick, and in the input packet we check that it is the same generated gametick we sent
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Cool, can add support for that.
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How are you thinking of doing it? Will you re-implement it in XDP or will you pass it through?
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Assuming that it doesn't support the same reconnect mechanism
12:10
I'll have to wait for the new gear to come in
12:11
and I then can mess with it, and send custom generated responses to the server and such
12:11
which will make the entire "reconnect" thing useless as we can handle it in an easier way
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well, instead of auto reconnect you can also instruct players to reconnect
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fan is the guy from secured.gg right?
12:13
i feel grateful but i cant stop thinking about the day he will abandon us
12:13
xd
12:13
if this works out
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Hm, what easier way? Don't think storing the handshake packets is viable
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Learath2
Hm, what easier way? Don't think storing the handshake packets is viable
It's not.
12:14
As of right now, we reconnect the player to send another handshake packet
12:14
to forward to the server, after validating the actual connection as legitimate
12:14
with the new gear, we can instead generate packets and send them as a "replacement" handshake packet
12:14
that way we won't have to reconnect players at all
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Hm, so the firewall/the system in between will do a handshake with the client, if it's a legit connection it'll do another one with the server then let them speak with eachother? I guess that works since we don't have tokens in actual game packets iirc
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Ryozuki
fan is the guy from secured.gg right?
it's nice to finally have someone that knows what they are doing with xdp and has access to some decent hardware 😄
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ye but that doesnt remove my worries xd
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That's how our Rust filter works aswell, to some extent
12:16
Obviously there's more to it, but that's one of its main functionalities
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@Learath2 do u have access to said xdp code?
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We've all been messing around with this kind of solution but with our peasant 1g links it's just too easy to overwhelm
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this is rly great, but with such a long lived game as ddnet people come and go you know it
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@Ryozuki nope, not sure what the conditions are around that one
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its better to be prepared
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I'm guessing they keep the firewall stuff a bit of a secret, which is fair, given the nature of this kind of thing
12:23
btw if this solution proves useful we should probably implement a reconnect message so people don't get the "full"
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It won't be required with the new hardware anyway
12:24
We're having trouble with a vendor, so things might take another week or two, but at that point we'll have a lot more control over traffic flow
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Will you officially support teeworlds/ddnet filters for all customers?
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So this whole "reconnect" thing is just temporary
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denkbar
Will you officially support teeworlds/ddnet filters for all customers?
Once we consider the filter as fully functional, yes.
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cool, I want one
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(which means support for 0.6, 0.7 and current version)
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but will u need a dedicated or just a vps?
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VPS will do just fine
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thats nice
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We'll probably sooner or later move to 0.7 protocol ourselves
🥱 1
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So another protocol change?
12:26
anyway, can add support for 0.7 if someone can provide me a download
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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ddnet is a mod of teeworlds
12:27
it ended up being more popular
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I know, just not fully aware of all versions
12:27
well teeworlds changed protocol from 0.6 to 0.7
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Well I wouldn't hold my breath, I've been intending to port ddnet to 0.7 for 2 years now. I just don't have the time for it
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but ddnet stayed at 0.6
12:27
i wouldnt rush the 0.7 stuff
12:28
this will take lot of time
12:28
and lot of angry people
12:28
monkalaugh
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We do support the 0.7 protocol though, the filter should probably allow it
12:28
We just don't use it in the client
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porting to 0.7 fully would mean new skin system etc lot of changes and lot of ppl who dislike changes
12:28
xd
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@Ryozuki yeah the skin thing is going to be a huge issue
12:29
We'd probably have an extra netmsg to allow people to use legacy skins
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also we should never ever take their text rendering stuff
12:29
it sucks ass
12:29
it looks rly bad
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Ryozuki
and lot of angry people
ᵃᶜᶜᵒᵘⁿᵗˢ
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@TsFreddie @Ryozuki is insulting your text renderer
12:30
cmon
12:30
u know it
12:30
this is rly bad
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what's this
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teeworlds 0.7 chat
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its like it went to 2000's
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the skin system is nice tho
12:31
the only BIG downside
12:31
is we got lot of skins
12:31
that would be lost
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hm, ours does look prettier, why is that?
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@Learath2 ours looks like 0.6 teeworlds
12:31
0.7 changed it
12:31
to use the shadow weird
12:32
and it looks rly bad
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nah, not my fault that i kept the look
12:32
but screw Ryozuki anyway
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outline > shadow
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heh, I found a bug with cl_chat_old funny how I predicted this the second we were forced to include yet another config to keep old players happy
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we can remove it
12:33
im sure at this point only konsti and ravie use it
12:33
most ppl are 2 lazy to change
12:33
it
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if you turn it on and off you'll get messages without a tee on the left
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proximity voice chat ddnet when
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@murpi i wanted to look into that
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murpi
proximity voice chat ddnet when
that would be so toxic 😄
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always wanted to learn voip
12:34
i can see sp someone already
12:34
with a soundboard
12:34
and the nazi anthem
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Do I have to modify anything to allow 0.7 players to join?
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imagine having to moderate voice chat :/
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my server doesn't seem joinable on 0.7
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ur ddnet server?
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actually, nevermind! (edited)
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put map in maps07 folder
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Learath2
imagine having to moderate voice chat :/
integrate intels bleep system
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@Fän yes, you need to generate the 0.7 map, there is a tool included in the zip for it, and you need to enable sv_sixup
12:35
if there are any issues enabling the compatibility layer there will be a warning on the command line
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Fän
iph id, source ip, source port, dest port, dest ip
Q: Restarting the client should be changing the src port, do you think maybe you have a bug there? I only got the double connect the first time
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A: Had to limit flows to ip saddr temporarily
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TsFreddie
Click to see attachment 🖼️
is this some fake nintendo
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why does it have to be nintendo
12:38
its just a arm device with controller
12:39
does anyone want to donate a steam deck to me so i can test ddnet there? (for dev purposes obviously) monkalaugh
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Cellegen | HU 2021-10-01 12:40:15Z
sure y not
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our company's publisher got the dev kit
poggers 1
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Cellegen | HU 2021-10-01 12:40:25Z
might as well donate to ddnet
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don't think there is much that needs to be done specially for the steam deck
12:40
if it works on linux it should work, no?
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@Learath2 shh
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other than making a better controller support
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Cellegen | HU 2021-10-01 12:41:15Z
thonk
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besides why would you donate it to ryozuki, you should donate it to @Deleted User if anything is broken it'll be the gfx
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i always thought L and R to move and left stick gun right stick hook might be better than using stick to move btw
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with a controller its hard to hook + hammer + aim at same time
12:43
something quite frequent in ddnet
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Ryozuki
with a controller its hard to hook + hammer + aim at same time
and move
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Cellegen | HU 2021-10-01 12:43:12Z
auto aim for switch to make it easier kekw
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well but move would be on the other hand
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our ddnet rip off has aim assist lol
12:44
bitcoin got back to 40.000 there goes my hopes for normal gpu prices
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Cellegen | HU 2021-10-01 12:45:20Z
imagine using bitcoin
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you just tap other's avatar to auto hook. and hook aim will change angle to snap to a hookable surface if it is right at the edge of an unhookable surface.
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Cellegen | HU 2021-10-01 12:46:16Z
I feel like switch players will get banned on noby fng guaranteed
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hm, following people is still quite hard with the new serverlist, I wonder if we can do anything about that
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@Learath2 shareable server links
12:55
the server browser can have a extra button
12:56
"share server link in chat"
12:56
joining should require confirmation
12:56
and it should be heavily rate limited
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Hm, how would you click the link tho?
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ddnet would provide the functionality
12:56
a special packet
12:56
not an actual link
12:57
just something u can click
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That part is easy, I was more thinking UX
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maybe add a new tab
12:57
on the esc menu
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We dont have a cursor while playing to click with
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to see shared servers
12:57
by people
12:57
so its not intrusive in the chat
12:57
and can be easily ignored
12:57
by non interested people
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If we had accounts we could do parties. Everyone follows the party leader
12:58
we could do that already
12:58
parties dont need accounts
12:58
well it would only last a single server
12:59
at this point it would be easier to just join a team
12:59
and make a command
12:59
/flw <ip>
12:59
/accept
12:59
gg
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Minecraft flashbacks.
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i find it amusing you add a dot to all sentences
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The server dictating the next ip to contact is dangerous
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but its just me maybe
13:00
xdd
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Ryozuki
i find it amusing you add a dot to all sentences
Habit
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Ryozuki
/flw <ip>
Actually this could work
13:03
flw would send a netmsg to all clients in the team, accept would be a clientside command
13:03
accept wouldnt even be a command actually, just a popup
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@Fän lol searching about people who add full stops on instant messaging apps i found this https://www.theguardian.com/technology/shortcuts/2015/dec/09/science-has-spoken-ending-a-text-with-a-full-stop-makes-you-a-monster
A new study suggests that people who finish messages with full stops are perceived as insincere. Let’s not get started on the creeps who put a nose in smiley faces
13:03
the internet is crazy
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Oh no
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“send nudes.”
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Linguist reveals why the punctuation mark is making you look 'passive aggressive'
13:04
ye thats what i felt
13:05
about ppl who add dots in msges
13:05
xd
13:05
deen does it sometimes too monkalaugh
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Just looks better in certain sentences, no? (edited)
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not for me xD
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Surely does for me
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i specially get nervous when ppl say
13:06
No.
13:06
xd
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Your opinion is invalid Ryozuki.
monkaS 1
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idk if they angry or smth
13:07
@Learath2 i know ur on mobile cuz u capitalize ur text
13:07
leeks
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You can actually tell exactly which device I'm on at all times
13:08
My ipad will turn :P into 😛
😛 2
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Tell me which device I'm on? 😐
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ur probs on mobile
13:08
but idk
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We havent known you long enough yet @Fän
13:09
Good ol' MacBook Pro with US-based keyboard (I hate it)
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if learath is on pc he is probs on gentoo or complaining about systemd arch
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Fän
Good ol' MacBook Pro with US-based keyboard (I hate it)
The keyboard or the macbook or both?
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The keyboard
13:10
the macbook is ok, but 60hz really sucks
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Ryozuki
if learath is on pc he is probs on gentoo or complaining about systemd arch
Dont get me started on systemd PaimonAngeryWOKE
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Fän
The keyboard
Is it the butterfly switches that annoy you or the layout?
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today ill get my ryzen 5600x, my rust programs will compile faster monkalaugh
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Learath2
Is it the butterfly switches that annoy you or the layout?
I'm EU-based (surprise surprise), and it's a US keyboard. See why I'm annoyed yet?
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I had to get the damn keyboard replaced 5 times because the butterfly switches are awful
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Ryozuki
today ill get my ryzen 5600x, my rust programs will compile faster monkalaugh
what did you have?
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ryzen 2600
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bruh xd
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that is surely old
13:11
lol
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works wonders tho
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switch to am5 kekw
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It's a great entry CPU for sure
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2600 came out in 2018
13:12
xd
13:12
not that old
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gerdoe
switch to am5 kekw
boo ddr5 booo
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Fän
I'm EU-based (surprise surprise), and it's a US keyboard. See why I'm annoyed yet?
Huh, I love US keyboards. Though I also just replace all accented characters with non accented ones. Makes me look uneducated but whatever, I'd rather have {}[]`~ easily accessible :P
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I code on QWERTZ keyboard, but my MacBook is QWERTY. I always need to get used to whatever keyboard I'm working on at that moment
13:14
And don't even get me started about how "@" is ctrl + L on the macbook (??????) (edited)
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I have karabiner on my mac so I can make the keymap match my desktop keyboard
13:15
Have you tried just remapping a bit?
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Hm @ is shift 2 for me
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alt gr 2
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My huge issue here is at uni, the computers all have italian keyboards
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Makes me code at snail pace. I look like an old man trying to find keys
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Also let's not talk about the useless touch bar at the top which is really only useful for emojis (which aren't even useful)
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Yeah, I miss my physical f keys and esc
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I can't even ctrl + f5 to reload cache.
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Having a touch esc is so annoying in emacs and vim
13:18
I mapped esc to `
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your ESC key is touch? o.O
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Yeah the shitty butterfly keyboard also came with that
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this is what my touch bar looks like (edited)
13:20
Though this is a M1 macbook
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Yeah touch esc was such a horrible idea they changed it the next gen, they also replaced the horrible butterfly switches
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maybe older mac's have touch ESC
13:20
oh yeah
13:20
I can imagine how that is awful
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Oh, if you have an m1 mac can you check if ddnet works there?
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Learath2
My huge issue here is at uni, the computers all have italian keyboards
makes you write spaghetti code monkalaugh
monkalaugh 4
bluekitty 1
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Learath2
Oh, if you have an m1 mac can you check if ddnet works there?
This M1 Macbook Pro is the first Apple device I bought, ever (edited)
13:22
that's why I was so surprised this is only 60hz
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Ravie
makes you write spaghetti code monkalaugh
👌
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anyway yes I can check
13:23
let's see lol
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I like the idea of M1 a lot. Hopefully other vendors will get on the hybrid core trend soon
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for some reason i read iMac there
13:25
works fine on m1
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Great \○/ don't need to bother with an arm build
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Learath2
Or if this is only deployed during attacks maybe we should just not advertise on the 0.7 master during that time
Why?
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People wouldn’t be able to join if the filter is set up as I think it is
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They can't as of right now
13:42
again, easy to implement once the new stuff arrives in frankfurt
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So registering on the 0.7 master would be wrong
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Well, 0.7 can be verified just by a refresh of the server list, because the serverinfo requests uses tokens already
13:43
And 0.7 still pings every server manually
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Saiborg
What is the reason we cant reconnect unlimited times to a server and we get timed out?
Ive previously asked this question, but had to unfortunalty leave before i could read the answers... basically i know a way to bypass the "maximum reconnect" attempts, and have been using it when i want to get into a server that is. Its a nice thing, but at the same time if its a security risk, its better that it gets patched
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I doubt you are actually bypassing the limit
17:17
unless you are changing ips
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chillerdragon BOT 2021-10-01 19:07:31Z
pog (@Learath2)
We&#x27;ll probably sooner or later move to 0.7 protocol ourselves
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@Saiborg I think there's no limit to reconnect attempts, the server just bans if you reconnect too fast
20:53
if you still think you've found a bug, feel free to PM Learath2 or me 🙂
20:53
@Fän do you have filters for existing UDP games?
20:53
(sorry for all the protocol replacement talk, I'm sure you're getting annoyed at it already given that you deployed filters for the current protocol)
20:54
which protocol would we have to imitate to get the best DoS provider coverage?
21:33
(why isalnum can segfault with glibc)
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localization makes everything worse
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for the programmer
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the users also don't enjoy the increased complexity leading to bugs and crashes
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my parents wouldn't enjoy english software
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Sure, it can be a requirement, but sometimes it's overused
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