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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 2021-10-27 00:00:00Z and 2021-10-28 00:00:00Z
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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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@deen any plans to keep the current site theme as a third option after Halloween? i really like the contrast feelsamazingman
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lynn
@deen any plans to keep the current site theme as a third option after Halloween? i really like the contrast feelsamazingman
the current site theme is the dark theme
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hmm im not sure what you mean, the link colors changed
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ye cuz i changed the old theme
05:42
there is no new theme
05:42
u probs never knew about the dark theme before right
05:42
it always existed
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i guess not? I thought the halloween theme was just adapted as the "dark theme"
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the dark theme was originally made for halloween years back too
05:43
we just keep it cuz its a cool dark theme
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well, im happy with this so im fine to not have the lower contrast "halloween" theme
05:43
:D (edited)
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ye it lacked lot of contrast
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looks great
05:44
does the color match the brand orange? cant tell
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the logo orange
05:44
ye
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okay cool
05:44
sorry web dev term
05:44
xd
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well im also a web dev lol
05:44
monkaS
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"the atc cta is not flush with the bottom of the fold"
05:45
ill start talking like that xD
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atc = add to cart
05:45
cta = call to action (dumb way to say button)
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this looks more specific things to u than in general xd
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fold = visible area without scrolling
05:45
yea i mean maybe it's more specific to e-commerce. (edited)
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lynn
fold = visible area without scrolling
the way i remember this one is like a newspaper, without opening it, you can only see the front "fold"
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After Halloween we just switch the default back from dark to bright theme, but anyone that explicitly set the theme by using the "Switch Theme" button will stay on their choice
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chillerdragon BOT 2021-10-27 08:47:18Z
👻
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Cellegen | HU 2021-10-27 08:48:51Z
🤖
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chillerdragon BOT 2021-10-27 09:24:02Z
There is some script to recompute points right? I migrated all my .dtb files to the new sqlite (poggers) and now it would be nice to add the points after the fact.
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for ddnet we do it with scripts/ranks.py
09:25
but that also generates the ranks websites
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chillerdragon BOT 2021-10-27 09:25:35Z
The magic scripts that make DDNet run. Contribute to ddnet/ddnet-scripts development by creating an account on GitHub.
09:25
ah its all mysql connect scripts
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well, it's called recalculate, but it just reads the values calculated by ranks.py and fills the db with them
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chillerdragon BOT 2021-10-27 09:28:17Z
ok so i gotta get ranks.py running
09:28
lemme see what i have to edit
09:28
I wish i could pr against scripts did i mention this already? :D
09:29
with Cache('/home/teeworlds/servers/players-cache', eviction_policy='none', sqlite_auto_vacuum=0, sqlite_journal_mode='off') as cache:for example using a relative home path would be a start to not force using the username "teeworlds"
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I don't think you want to get it running
09:30
it does so many things
09:30
better code your own points recalculation
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chillerdragon BOT 2021-10-27 09:32:05Z
creating a bit of html shouldnt be so bad right?
09:33
So what do you suggest? Rewriting my own script to recalculate points? :c
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chillerdragon BOT 2021-10-27 09:36:49Z
oky
09:36
thanks :)
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Hm, this crash is so bizarre
10:21
m_pGameWorld seems to have ended up null in the entity, however that should never really be possible
10:22
I wonder if this is somehow a stale entity wrongly considered a CCharacter due to ub
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Well, asan didn't catch anything weird
10:34
so that excludes most of the error sources I would have expected
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chillerdragon BOT 2021-10-27 12:02:43Z
Okay that script seems to work fine :) https://paste.zillyhuhn.com/kQ can/should i pr that against some ddnet repo?
12:04
Can not only be useful for .dtb migrators but also for users that run the new sqlite servers for a while before inserting the map records that define the points
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What is insane is pEnt can't possibly be null, which means the entity is still inserted in the gameworld, but such an entity cant possibly have a null gameworld pointer, but it does
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Seems the entire character object we are ticking for is nulled for some reason
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Jupstar ✪ BOT 2021-10-27 12:55:48Z
one could certainly test valgrind locally, which might find uninitialized values Else its probs a critical section issue or a logic error
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chillerdragon BOT 2021-10-27 12:57:46Z
Zwelf: Am i allowed to touch the ddnet-server.sqlite file? I replaced it with a new version but points where not picked up until i restarted the server. Are points chached or was it an issue with me replacing the file?
You're invited to talk on Matrix
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the file is only opened once when starting the server and kept open as long as the server is open. The server is still using the file from the startup, even if you removed/moved it if I understand the linux file systems correctly
13:40
if you are touching it with the sqlite executeable, you are fine (or the sqlite python library)
13:43
so just replacing it while the server is running doesn't work
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chillerdragon BOT 2021-10-27 14:04:51Z
Oh okay so that was the issue then nice. But when two servers write via sql connection it syncs live. Ye linux somehow keeps some zombie files :D
14:05
But yea good to know one shoud not replace the dtb file
15:12
looks cool
16:37
As part of our roadmap issue today we are starting a rollout that updates the issue closed icon from red to purple.
16:37
we did it, communism is no more
16:43
1e16c90 Update spanish.txt (#4256) - n0Ketchp
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justabutterflier 2021-10-27 17:01:00Z
hi! my friend have some problem: when he set cl_refresh_rate 0 it's ~4k fps but when he sets 2000, he have ~1000 fps how to explain that? (edited)
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gfx_refresh_rate at 0?
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justabutterflier 2021-10-27 17:06:17Z
i'll ask
17:08
yep
17:08
it's 0
17:08
exactly, it was 1500, but he set 0 and it's the same
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graphics thread might have to sometimes wait for cpu thread, so it's not that unexpected
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justabutterflier 2021-10-27 17:09:52Z
he says when he set cl_refresh_rate to 1000 it's like V-Sync is on
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How to exploit a double free vulnerability in 2021. 'Use-After-Free for Dummies' - GitHub - stong/how-to-exploit-a-double-free: How to exploit a double free vulnerability in 2021. &...
17:47
ARM only bug ^_^
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Is it arm-only though? x86(-64) is usually the odd one out, IBM's Power CPUs have a similar memory model to ARM
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Is there a way to go past the zoom out level in the editor?
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i don't think so
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we could make it respect the cl_limit_max_zoom_level
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would be nice
18:04
i cant select the whole map at this zoom rate
18:04
and i cant move my mouse while selecting
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as requested by Knuski

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 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/...
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Ryozuki
As part of our roadmap issue today we are starting a rollout that updates the issue closed icon from red to purple.
lol why tho
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further encourages repo maintainers to just close everything prematurely now smh (edited)
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@deen concern about zooming in editor: it'll enable people to crash their client by zooming out too far or too fast. I guess you considered that?
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Jupstar ✪ BOT 2021-10-27 18:33:15Z
i mean they have to change config for that
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ah right
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Um, I think I'm out of ideas for this crash
19:27
I just dont see it happening ever, let alone frequently :/
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Jupstar ✪ BOT 2021-10-27 19:28:36Z
@Learath2: do you now the commit before these crashes happened?
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Jupstar ✪ BOT 2021-10-27 19:28:48Z
ok
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I've been digging into the coredump
19:29
But it makes no sense to me
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Jupstar ✪ BOT 2021-10-27 19:29:11Z
but i remember the bug i introduced once
19:29
and from there i read all commits
19:30
most suspecious are the ones i dont fully understand, the removale of volatile and the teehistorian stuff The rest looks pretty harmless, tho i only read the history of the src/game/server history
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The volatile removal should change nothing where a single thread is involved
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Jupstar ✪ BOT 2021-10-27 19:32:48Z
yeah
19:32
thats what i wasnt sure about, if something like the database is async somewhere and writes to the log
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Hm, that is unless ub is involved actually
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Jupstar ✪ BOT 2021-10-27 19:33:00Z
but i also didnt find anything
19:33
was antibot updated?
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I remember some ubsan warnings about ccharacter alignment
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Jupstar ✪ BOT 2021-10-27 19:34:18Z
alignment or about using it even tho the destructor was called
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Jupstar ✪
was antibot updated?
I dont think we got the API change in
19:35
I wonder if it has sth to do with the virtual destructor
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Jupstar ✪ BOT 2021-10-27 19:35:21Z
its bcs of the order how destructors are called
19:35
it uses a character feature in the destructor call of ientity (in the world call) but at this point its not a character object anymore
19:36
atleast the character part could be considered destructed already
19:37
src/game/client/prediction/gameworld.cpp:151:23: runtime error: downcast of address 0x55c0d1095db0 which does not point to an object of type 'CCharacter' 0x55c0d1095db0: note: object is of type 'CEntity' 00 00 00 00 98 15 ec cc c0 55 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 e0 60 c8 cd ^~~~~~~~~~~~~~~~~~~~~~~ vptr for 'CEntity' #0 0x55c0ccb3e4d4 in CGameWorld::RemoveEntity(CEntity*) /media/ddnet/src/game/client/prediction/gameworld.cpp:151:23 #1 0x55c0ccb38fd2 in CEntity::~CEntity() /media/ddnet/src/game/client/prediction/entity.cpp:33:16 #2 0x55c0ccaedef6 in CCharacter::~CCharacter() /media/ddnet/src/game/client/prediction/entities/character.h:31:7 #3 0x55c0ccb21846 in CCharacter::~CCharacter() /media/ddnet/src/game/client/prediction/entities/character.h:31:7 #4 0x55c0ccb4901a in CGameWorld::CopyWorld(CGameWorld*) /media/ddnet/src/game/client/prediction/gameworld.cpp:532:4 #5 0x55c0ccacc291 in CGameClient::OnPredict() /media/ddnet/src/game/client/gameclient.cpp:1710:19 #6 0x55c0cc577bf0 in CClient::Update() /media/ddnet/src/engine/client/client.cpp:2812:20 #7 0x55c0cc583ede in CClient::Run() /media/ddnet/src/engine/client/client.cpp:3237:4 #8 0x55c0cc5a5b0e in main /media/ddnet/src/engine/client/client.cpp:4341:11 #9 0x7ff8e66a6151 in __libc_start_main (/usr/lib/libc.so.6+0x28151) #10 0x55c0cc2f2e0d in _start (/media/ddnet/DDNet+0x705e0d)
19:38
this is also the last issue of https://github.com/ddnet/ddnet/issues/3050 and the fix is rather hard
CC=clang CXX=clang++ CXXFLAGS="-fsanitize=undefined" CFLAGS="-fsanitize=undefined" cmake -GNinja -DWEBSOCKETS=OFF -DMYSQL=ON -DCMAKE_BUILD_TYPE=Debug -DVIDEORECO...
19:38
i tried it, but it relys on so many things, kinda annoying design
19:40
(ok in this case its the prediction code, but i think its pretty similar to the server code) cant remember if that was fixed in the server code or even happened
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Mh, thats clientside
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did the server bug always happen on the same line (Collision()->IsSwitch)? Found that a bit strange since there are many other calls to GameContext/Collision before this one
19:47
but don't really know how to debug these kind of things (edited)
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Jupstar ✪ BOT 2021-10-27 19:48:45Z
Mh, thats clientside
19:48
server uses similar code tho
19:49
but i doubt that this causes the bug
19:51
but if this was smth different can you post the bt? or add it in the issue (@Learath2)
I remember some ubsan warnings about ccharacter alignment
19:57
sad that the thread sanitizer is so hard to use :D
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Jupstar ✪ BOT 2021-10-27 20:49:57Z
oh nice with TSAN_OPTIONS="ignore_noninstrumented_modules=1" it works quite well nowadays
20:50
no idea how much it disables, but i tested it on a small program with a datarace and it detected it :D
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Jupstar ✪ BOT 2021-10-27 21:05:52Z
possibly the volatile buffer or smth, so maybe safe under x86 but not all hardware, but didnt dig deeper into it
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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 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--und...
22:56
``` WARNING: ThreadSanitizer: data race (pid=1133109) Read of size 4 at 0x000004e0db44 by thread T29 (mutexes: write M4012, write M3986): #0 Mix(short, unsigned int) src/engine/client/sound.cpp:148:26 (DDNet+0xa76897) #1 SdlCallback(void, unsigned char*, int) src/engine/client/sound.cpp:290:2 (DDNet+0xa6a905) #2 SDL_RunAudio SDL/src/audio/SDL_audio.c:752:13 (libSDL2-2.0.so.0+0x269ba) Previous write of size 4 at 0x000004e0db44 by main thread: #0 CSound::SetListen...
Exported 144 message(s)