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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 2022-02-13 00:00:00Z and 2022-02-14 00:00:00Z
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i found a bug
00:26
if someone has ping more than 250 or even 300-350, server lags for everyone for ~2seconds whhen this player joins
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Smetanolub
if someone has ping more than 250 or even 300-350, server lags for everyone for ~2seconds whhen this player joins
whut never happend while i was around
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@Wohoo i began working on some docs: https://wiki.ddnet.tw/wiki/Development
🤩 2
07:16
its a wip tho
07:18
i mentioned it on the main page too
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Ryozuki
i mentioned it on the main page too
I don't see any collaborate, join us or dev link in the main page bar tee_thinking I would add it at top of github readme, near discord link
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u mean ddnet.tw?
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Ryozuki
u mean ddnet.tw?
Yes
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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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d153ed9 Version 15.9 - def- 5e8a337 Update spanish.txt - n0Ketchp 7084b0d Update translations - def- 775faf0 Update German translation - def- 526a64e newJumpsNewJumps - heinrich5991 fcd559c Add "groundjump-only" tile - heinrich5991 6f26ec4 Client: Fix projectiles rendering for demo playback - Kaffeine 8bb3d18 Update Chinese translations (by cheeser0613) - def- 9952cde Delay double click handling one frame after item activation - Robyt3 83db924 Lower the sound volume even further after #4568 - heinrich5991 8d66175 Update Portuguese translations (by Rockus) - def- 78d8ef9 Always destroy bullets/lasers on kill when in practice team (fixes #4694) - def- 7798bdc Add live freeze graphics by Soapy Sandwich - def-
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@Ryozuki
12:49
Is that wanted?
12:49
it refers to a wiki user
12:50
ur image looks weird tho
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Ye xd
12:50
u mean this right
12:50
xd
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Yes
12:51
If that's right 🤷‍♂️
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well i can edit it
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does ddnet use c++11?
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We are all the way up to c++14
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oh, ok, nice
13:07
poggers using 8 year old tech
13:08
crazy that 2014 was 8 years ago
13:08
soon ill be dead
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I want to move to 17 but I think the debian we compile on doesn’t get a new enough gcc 😄
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old old stable?
13:08
xd
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I don’t remember, could be even older
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c++17 is supported since gcc 7
13:10
oldstable (buster) has 8
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I think(tm) the build box was on debian 6, not sure if we ever upgraded beyond that
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debian should be trivial to upgrade
13:11
if u follow from 6 7 8
13:12
in order
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I think we want oldest glibc for max compatibility
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chillerdragon BOT 2022-02-13 13:40:55Z
How to get one of those? 0.0 (@Ryozuki)
it refers to a wiki user
13:41
registering?
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we use c++11
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why dont u name urself jupstar
13:59
keks
13:59
PepeA
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i am @Jupstar ✪
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Learath2
I think we want oldest glibc for max compatibility
useless imo especially for the client if someone wants to play on linux 1 then he should also play teewars
14:02
4 years OS support should be more than enough, considering linux changes so much in such a short time
14:02
does SDL2 even work flawless on such outdated OS?
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Jupstar ✪
we use c++11
Huh, you are correct, I thought Jupstar upped it to 14 a while back, I guess I misremembered
16:01
@trml ^^ apparently we are stuck with 11 😄
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ah, I see
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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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@trml the client knows which player is in which tune zone, and it knows all tune zone variables from the map file itself, why do you not use that information? why do you need to enter zone x before it can be predicted?
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chilledragon ur naming sense is rly bad imho
19:33
i like more sdl way, e.g sdl_quit
19:34
or shutdown
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@fokkonaut no, it actually does. you just don't get the update if it is changer later through rcon, etc
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chillerdragon BOT 2022-02-13 19:38:44Z
Isn’t mine. I would never call it uninit :D I just adjusted to what’s there. The init is called init and is matching uninit same as mysqluninit one line above (@Ryozuki)
chilledragon ur naming sense is rly bad imho
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trml
@fokkonaut no, it actually does. you just don't get the update if it is changer later through rcon, etc
ohh, alright
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HappyFray
whut never happend while i was around
you can reproduce it. just limit bandwidth of ur internet so you have ping 400
20:05
when it happened to us, there was like 12 players with good ping
20:06
and one china guy connected
20:06
it works like ddos
22:04
bdb53d8 Add live freeze to explain layers - Zwelf 35f5ea5 Merge pull request #174 from Zwelf/pr-explain-live-freeze - def-
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This is an attempt to fix #4702, and also ended up being a more general attempt at predicting switch on/off tiles as well as timed switchers (with delay). A few things:
  • Refactored the switch state array from CCollision to CGameCore (second commit)
The idea here was that CCollision holds information about the map that is immutable and there only exists one copy of it, while the switch state is mutable and would have both a predicted and non-predicted state in the client. While strictly...
Exported 73 message(s)