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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 2022-03-01 00:00:00Z and 2022-03-02 00:00:00Z
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2745c1a Knife tool - HiRavie 6030897 Some fixes - HiRavie 41ea78a Simpler visuals code - HiRavie c75139a Fix clang-format and clang-tidy - def- 4533a35 Merge #4763 - bors[bot]
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deen
no fix, but there is a bug open: https://github.com/ddnet/ddnet/issues/3544
its possible to connect ddnet client with dummy into 0.6.4, but ddnet 11.6.1 with bugs (edited)
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DDNet-14.6.2-win64 - first version with crash DDNet-15.5.1-win64 - can connect with rendering bugs (edited)
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⭐♥ST-Chara♥⭐ 2022-03-01 11:48:06Z
A guess, client crash cuz dummy didn't get same Map with main player
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How do you even reproduce it, for me it works on the master branch
12:22
or is it random
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⭐♥ST-Chara♥⭐ 2022-03-01 12:22:33Z
wt do you mean?
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i dont get any crash
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⭐♥ST-Chara♥⭐ 2022-03-01 12:22:57Z
connect dummy in teeworlds 0.6.5 server (edited)
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the server is 0.6.5?
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⭐♥ST-Chara♥⭐ 2022-03-01 12:23:21Z
vanilla
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yeah, i dont get anything
12:23
not even with ASan
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What has been bothering me forever is that emoticons are rendered behind player names. I find that a bit unattractive because the emoticons are sometimes very beautiful and it would be cool if you always see them. !image Of course, they are also covered by blocks, since they are rendered in the player component. ![image](https://user-images.githubusercontent.com/14315968/156174100-650...
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cc4be4b s/errornous/erroneous/g - def- e2c48ec Don't try to send messages outside of sv_max_clients (fixes# 4750) - def- 3cd7058 Show correct server address when connecting - def- 9d8e5f7 Merge #4751 #4765 - bors[bot]
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8787bbc Fix test run instructions - def- d212321 Merge #4749 - bors[bot]
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TIL that compiling a kernel with SIMD is bad (edited)
17:08
However, using the large SIMD registers in OS kernels leads to performance problems. The reason is that the kernel needs to restore all registers to their original state before continuing an interrupted program. This means that the kernel has to save the complete SIMD state to main memory on each system call or hardware interrupt. Since the SIMD state is very large (512–1600 bytes) and interrupts can occur very often, these additional save/restore operations considerably harm performance. To avoid this, we disable SIMD for our kernel (not for applications running on top!).
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what would be the point of SIMD in a kernel? code is mostly conditionnal i guess, so doesn't really fit with the idiom of SIMD
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Well, seems like Unique isn't interested in hosting FastCap in Korea/Japan/Singapore, so I would like to bring up the point again about DDNet being able to run CTF maps
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Can't we just host fastcap servers? Does it have to be in DDNet code?
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Definitely would be nice to host FastCap servers there
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I guess treating flags as start and end tiles isn't that complicated, maybe it can be a small diff
18:33
If you think you can pull it off in a way that doesn't create a huge diff we have to maintain, I'm okay with it
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I just thought DDNet is more familiar and reliable for all the players that never heard of other mods or vanilla
18:34
Also DDNet translations that are already in place
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Chairn
what would be the point of SIMD in a kernel? code is mostly conditionnal i guess, so doesn't really fit with the idiom of SIMD
apparently float uses simd
18:37
thats why u need to enable soft float
18:39
A problem with disabling SIMD is that floating point operations on x86_64 require SIMD registers by default. To solve this problem, we add the soft-float feature, which emulates all floating point operations through software functions based on normal integers.
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What part of a kernel requires floats anyway?
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ye thats why it isnt a problem
18:41
to use soft-float
18:41
xd
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Maybe if they do some sound stuff I can see it being useful
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MMX: The Multi Media Extension instruction set was introduced in 1997 and defines eight 64 bit registers called mm0 through mm7. These registers are just aliases for the registers of the x87 floating point unit.
18:41
Single Instruction Multiple Data (SIMD) instructions are able to perform an operation (e.g. addition) simultaneously on multiple data words, which can…
18:41
this explains more
18:41
xd
18:43
SSE is used by default by clang (and apparently rustc) when targeting x86_64 because being able to execute some level of SSE instruction (i think SSE2) is a requirement for x86_64 compatibility. Floating point math without SSE has severe performance issues, mostly because of a bad design of the original x87 coprocessor instruction set (which was designed when optimizations of modern cpus did not exist yet). For example, converting a floating point number to an integer without SSE (discarding the decimal part) is a slow operation that flushes pipelines and causes a lot of other bad things.
18:43
from a comment
18:43
xd
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RISCV when?
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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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Ryozuki
apparently float uses simd
i thought kernels were integers only
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it probs used very rarely
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only pointers and integers + bitsets for all kinds of condition
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but that doesnt change that u have to disable simd
19:53
the compiler may use it on stuff with auto vectorization i guess
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yup, i guess that's the most probable cause
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Jupstar ✪
How do you even reproduce it, for me it works on the master branch
it only crashes for some maps/servers for me with ASAN; looks like the vanilla servers hosted by DDNet don't crash but those hosted by others do (on ctf4 and ctf5 for example)
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oh ok weird, thanks 😄
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Fixes the server timer in the HUD showing 00:00 when the server time exceeds around 248 days. Tested on "Vanilla Teeworlds Server - CTF": !303d Otherwise connecting to this server causes: ``` /src/game/client/components/hud.cpp:128:17: runtime error: signed integer overflow: 26254443 * 100 cannot be represented in type 'int' #0 0x55c8b6722e7d in CHud::RenderGameTimer() /s...
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I tried to reproduce another bug (https://github.com/ddnet/ddnet/issues/4207) and I noticed that ghosts are not allowed to carry any other weapons except grenade launcher and pistol. This is no longer necessary since we have been using the general renderer for players for a long time. We don't create projectiles for Ghosts, but it's always been like that and doesn't look worse than before. ![image](https://user-images.githubusercontent.com/14315968/156250428-3d8105d6-cf4a-4dd1-bf5c-cf1b9ca...
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Jupstar ✪
oh ok weird, thanks 😄
i think it's vanilla 0.6.5 that crashes
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5a62152 Allow the ghost to carry any weapon - C0D3D3V 3f36041 Merge #4770 - bors[bot]
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Learath2
RISCV when?
22:13
man the world is small
22:13
xd
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ptaipale
The recent dramatic policy shift in Russia has brought out two Citizens' Initiatives in the Finnish government's net portal. Both are about NATO membership in the country which is traditionally militarily non-aligned.First initiative (open Feb 21) proposes a NATO membership referendum, the other (open Feb 28) proposes that parliament should go a...
22:24
we are on the only one that suffers
22:24
feelsbadman
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In principle https://github.com/ddnet/ddnet/issues/4207 has already been fixed with https://github.com/ddnet/ddnet/pull/4770 But I don't know if the bug has influence on another part. The faulty animation code is hereby fixed. The problem is that when you shoot with the Rifle or the Shotgun the Muzzle animation is executed. This manipulates Alpha, Alpha itself is actually redefined in the condition, but apparently it overwrites the Alpha used for RenderHand since it is in the same code block...
22:54
f89e6b6 Fix integer overflow in CHud when server time exceeds around 248 days - Robyt3 3a28f5f Merge #4769 - bors[bot]
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e376eb9 fix Alpha of Muzzle - C0D3D3V ac05c14 Merge #4771 - bors[bot]
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