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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 2021-11-13 00:00:00Z and 2021-11-14 00:00:00Z
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why does refreshing the server list sometimes do nothing since the update? (edited)
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Sorry, fixed
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@Iza what do you mean by "nothing"? you see no changes?
12:04
it's always re-downloading the list from the master server, but it doesn't throw away the old one until the new one arrives
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heinrich5991
@Iza what do you mean by "nothing"? you see no changes?
it kept the server list as it was like 5 minutes ago and didnt refresh when i pressed f5
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apparently master1 was down today
12:24
maybe that was the problem
12:27
although it should™ fallback to master2 in this case
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The UX with the silent refresh isn't great. Errors should result in some visible change. Refreshes should be more obvious
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the error should be displayed somewhere, yes
12:28
refreshes more obvious, idk
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Learath2
The UX with the silent refresh isn't great. Errors should result in some visible change. Refreshes should be more obvious
yea
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(I think that the UX with silent refresh is very much better than what we had before, simply reverting would decrease UX in the common case, I think)
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idk i had zero issues the way it was before
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for some people, refreshing takes a long time, thus they didn't like pressing the refresh button
12:36
I also didn't like that it'd throw away the old list before it was sure it could get a new one
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but thats visual feedback and visual feedback is important in stuff like that
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note that in your case you couldn't have joined any servers anymore after refreshing
12:37
because they'd be all gone
12:37
(I'm all for a better error display, see abvoe)
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I think I agree with izanagi there. The refresh making the page disappear for a second is very common
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I'm just saying that I think the state we had before was worse
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Anyway, proper ux for the current version is even better
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I think you need to say more why "common" is good
12:39
do you mean that users expect it?
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today when i refreshed and the master was down, i didnt see that it didnt refreshed
12:41
it shouldnt be like that
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yes
12:42
would you rather have had the server list deleted?
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what do you mean by that?
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previously, the way you'd see the error was that you couldn't see a server list anymore
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yea thats way better
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ok ^^
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at least i didnt have any issues with that
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I'd enjoy still being able to join servers
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chillerdragon BOT 2021-11-13 12:44:47Z
@Learath2: i copied those bois into ddnet and prefixed NETMSGTYPE_.. with protocol7:: https://github.com/teeworlds/teeworlds/blob/f35da54b6f2c5f9fd4bbd4559f887ccf8f8cc526/src/game/server/gamecontext.cpp#L307-L330but it does not seem to ship it to the 0.7 client. Any ideas?
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
12:46
@heinrich5991: when wireshark dissector update? :)last commit 7 months ago :c
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what do you need? 0.7 support? ^^
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heinrich5991
do you mean that users expect it?
Yep
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chillerdragon BOT 2021-11-13 12:47:53Z
Yep
12:48
but id take anything
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(common per se isn't a good argument, but user expectation is one)
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chillerdragon BOT 2021-11-13 12:48:20Z
0.6 isnt fully covered is it? like snap data
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ah yes
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chillerdragon BOT 2021-11-13 12:48:56Z
@Learath2: ? :c
12:49
do i need a magic - somewhere?
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What is a gamemsg even
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chillerdragon BOT 2021-11-13 12:49:50Z
i use it for flag events
12:49
like grab capture etc it creates sounds for example
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and translated chat messages
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I bet it get's dropped in CServer
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chillerdragon BOT 2021-11-13 12:51:01Z
okay why would it be dropped and where?
12:51
drop outgoing data?
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Oh actually, did you use SendPackMsg?
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chillerdragon BOT 2021-11-13 12:52:16Z
i only prefixed protocol7::
12:52
no other changes
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Use SendPackMsg there
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chillerdragon BOT 2021-11-13 12:52:42Z
ok ty
12:56
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/network.py at 0d916e2ef6a18e76bca60cad27b23360ac4c1b6c · ddnet/ddnet
12:56
Hmm it has no arguments
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(SendPackMsg is a template function, which will do template magic to make sure your protocol7 messages don't get inappropriately re-translated)
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chillerdragon BOT 2021-11-13 12:57:15Z
vanilla uses up to 4 ints as arguments should i just edit network.py?
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Are there 4 int arguments in the vanilla network.py?
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chillerdragon BOT 2021-11-13 12:57:47Z
ou idk lemme check
12:58
nah there its the same
12:58
but they dont use packmsg
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I hate having special cases everywhere :(((
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chillerdragon BOT 2021-11-13 12:59:20Z
i guess i have to implement template magic in SendGameMsg then?
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No wait a second let me read
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chillerdragon BOT 2021-11-13 12:59:59Z
im not working on a pr so it can be ugly :D
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Okay, create your msgpacker with 3 arguments
13:01
The third argument, should be true for the message to not be translated at a lower layer
13:02
After that you need to by hand make sure you only send this to sixup clients
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chillerdragon BOT 2021-11-13 13:02:29Z
i am not following
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I'm crying
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chillerdragon BOT 2021-11-13 13:02:49Z
how to create a msg packer
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CMsgPacker Msg(NETMSGTYPE_SV_GAMEMSG, false, true);
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chillerdragon BOT 2021-11-13 13:03:02Z
ou
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Are you sure you know how to use C++? 😛
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chillerdragon BOT 2021-11-13 13:03:12Z
no
13:03
ok now i get it thanks lemme try
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You can send the Msg with SendMsg but as I said, you first need to make sure the recepient is a sixup client
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chillerdragon BOT 2021-11-13 13:04:13Z
yea i was planning on doing that anyway
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The protocol7 stuff sadly turned out to be such a mess 😦
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chillerdragon BOT 2021-11-13 13:04:24Z
nah
13:04
i think its fine
13:04
soon we drop 0.7 anyways... right? ;)
13:04
0.6*
13:04
omg the typo of doom
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Eh translating some of the protocol at cgamecontext, some in cserver and some by hand is very meh
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chillerdragon BOT 2021-11-13 13:06:08Z
hrmm
13:07
ah now it works idk
13:07
thanks a lot babe <3
13:10
oh wow Server()->Sixup() returns 208 :D that was unexpected
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You mean IsSixup()
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chillerdragon BOT 2021-11-13 13:13:21Z
yea
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That smells like garbage memory :/
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chillerdragon BOT 2021-11-13 13:13:44Z
ikr
13:14
meh but ubsan doesnt catch it
13:14
must be one of those release only buggos
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asan &&/|| ubsan should be complaining imo
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chillerdragon BOT 2021-11-13 13:14:23Z
nope there its 0
13:14
classic
13:15
oh but 0 is also wrong
13:15
since im on 0.7 :D
13:19
IsSixup(-1)
13:19
🧠
13:20
shouldnt asan or ubsan warn for out of bound access?
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They don’t? ;/
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chillerdragon BOT 2021-11-13 13:21:57Z
well i did IsSixup(-1) and it printed 0 just fine without any complaints
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For -1 you need to implement the loop I have in SendPackMsg
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chillerdragon BOT 2021-11-13 13:22:07Z
ah wait
13:22
the ddnet readme example doesnt print to stdout
13:22
but to logfile
13:22
nvm it got catched
13:22
i am used to direct feedback in stdout
13:22
ik -.- (@Learath2)
For -1 you need to implement the loop I have in SendPackMsg
13:23
i guess its fair to explain that after i asked on how to create a msgpacker haha
13:24
okay now all works wonderfully thanks a lot @Learath2 :)
13:25
any chance we can get some unused SendGameMsg funcs in ddnet ? :D
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It’s already a mess I won’t add them without reworking large parts of how translation happens, and I’m fairly scared of touching that
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chillerdragon BOT 2021-11-13 13:28:05Z
oke
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Cellegen | HU 2021-11-13 13:30:33Z
May I ask questions about 4k resolution Assets which can affect performance?
13:30
Or is there anything that I need to be careful of when comes from 4k resolution Assets? (edited)
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I unfortunately don't know
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Untested, but I'm assuming this closes #4345. The name "cagent󠀡" is 7 unicode codepoints (including an invisible one at the end) which convert to 22 bytes with UTF-8. This does not fit the current buffer size of 16, resulting in a unicode codepoint getting cut off, which probably causes arbitrary behavior with text input. Google search shows the maximum length of a Steam username should be 32 bytes. I set the new buffer size to 48 for null termination and additional leeway. This als...
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@Robyt3 what's the rationale for making the array longer?
15:16
ingame names will be capped to 16
15:17
might be confusing to see a different name in settings
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I see, if that happens anyway then it should just copy without breaking codepoints
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I think we have str_utf8_copy or so
15:18
ah
15:18
str_utf8_truncate
15:18
you already do that
15:18
ah, you can use str_utf8_copy there ^^
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ah, yeah it's just shorthand for that
15:20
but it switches the order of the size parameter again ..
15:21
sometimes size is second parameter sometimes last
15:21
should be fixed now
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I think it's this way because strcpy/memcpy has the order dst, src, size
15:21
and all others put the order next to the pointer
15:35
dd3ef15 fix steam names being cut off inside utf8 codepoints - Robyt3 3c19ccf Merge #4348 - bors[bot]
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Reported by cheeser0613

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...
20:13
Reported by DiveGamerV2 on Discord !Capturar_2021_11_13_16_06_00_596 Looks like this instead of rescaling anything
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Cellegen | HU 2021-11-13 21:56:16Z
bug: -Selecting an Entity in the Editor, while switching from one Game Layer to another, it won't update the selected entity to place and overwrite other entities. Reselecting it will let you place and overwrite entities with again. Can't post on Github cuz my account is shit
21:56
and it's annoying bug
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I don't know what the reason for https://github.com/teeworlds/teeworlds/commit/2a570196ef7dd66f475a3379b9cc5b6abf915e09 was, but this reverts it so files are opened case insensitively on Windows again. I assume it was done for consistency so file operations on all operating systems would be case sensitive, but then again I don't understand why it was only being applied when opening files for reading. While NTFS is actually case sensitive, the normal Windows file API puts a case insensitive...
23:00
c4e2dc5 make opening files for reading on windows case insensitive - Robyt3 f4c1890 Merge #4352 - bors[bot]
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Im bors' fan
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[00:06:33][client]: got pong from current server, latency=150ms can we get rid of this again ? in F1 or everywhere
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as suggested by Sorah

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/#...
Exported 164 message(s)