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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 2022-05-25 00:00:00Z and 2022-05-26 00:00:00Z
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Chairn
@ᶰ°Konͧsti ^
ᶰ°Konͧsti 2022-05-25 03:12:11Z
?
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Output for ddnet is the same. But now it is easier and less conflicting for downstream projects to do rebranding.
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[quakenet] ChillerDragon BOT 2022-05-25 08:06:56Z
holy shit new UI
08:07
i finally looked into merging the nanoseconds code and boom i get this beast of an update
08:09
any chance we can customize the ddrace HUD further? I would really like to hide the jump status
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[quakenet] ChillerDragon
any chance we can customize the ddrace HUD further? I would really like to hide the jump status
but you like the rest or what? -.- add a recommendation to this https://github.com/ddnet/ddnet/issues/5159 (edited)
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[quakenet] ChillerDragon BOT 2022-05-25 08:41:47Z
i very much like the weapon status. I got so use to the weapon indicator from F-DDrace that i always wonder what my current weapon is when frozen in ddnet.
08:41
Its awesome!
08:42
also like healthbar in ddrace is not too useful :D
08:42
but the dj i see on my tee and the indicator in the corner is just bloat and distracting
08:43
yea classic heinrich agianst configs there is no chance he will allow dat
08:45
Anyone having xp with hosting own github runners? Mine are always reaching limits and failling due to that. How is ddnet not running into limits? Do you get more CI runtime due to the amount of stars and contributors? Or am i actually commiting more? :D
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please no config options
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[quakenet] ChillerDragon
Anyone having xp with hosting own github runners? Mine are always reaching limits and failling due to that. How is ddnet not running into limits? Do you get more CI runtime due to the amount of stars and contributors? Or am i actually commiting more? :D
all free projects have the same runner limmits
09:11
I don't see any limits there ChillerDragon
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@heinrich5991 could you take a quick look at this: https://github.com/ddnet/ddnet/pull/5210#issuecomment-1136988350 maybe you can think of something that could be the problem
I also added the default value mechanic to the datatype.py (copied from seven protocol) and changed the rule so that we can use NetIntRange if validate_size = false if you have set a default value ...
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no particular insights, likely a buffer overflow somewhere
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heinrich5991
no particular insights, likely a buffer overflow somewhere
maybe if a snap comes in, it mallocs only for the size of the snap and not the size that the snap could have
09:22
and then I write the default values in non-allocated space
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that sounds about right
09:23
the snap has allocated the memory for precisely the objects it contains
09:23
you can't write larger stuff into it without some changes
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maybe it makes sense if validate_size is off to copy the data in a new allocated space, of the size of the true snap... I will try it
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just noticed that default values are only applied if it is a NetMessage not a NetObject XD
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ouch 😦
09:54
now I remember how I added it
09:54
I wondered how that might possibly work 😄
09:59
do you know of some standard or "standard" binary serialization formats, @Learath2?
09:59
it almost seems like protobuf2/3 is the only one widely used
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[quakenet] ChillerDragon BOT 2022-05-25 10:01:58Z
no limits!?
10:02
10:02
so this (!) is just a buggo?
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click on it, probably upload faild
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[quakenet] ChillerDragon BOT 2022-05-25 10:02:40Z
10:02
or this
10:02
killed the compiler by signal!?
10:03
DDraceNetwork + city + block! Based on ddnet (www.ddnet.tw) which is based on teeworlds (www.teeworlds.com). - Build · DDNetPP/DDNetPP@557a351
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probably out of memory?
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[quakenet] ChillerDragon BOT 2022-05-25 10:03:54Z
so buildimg ddnet takes to much ram at once? :D
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perhaps it's the IPO linking stuff
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[quakenet] ChillerDragon BOT 2022-05-25 10:04:43Z
it alr fails on debug mode
10:04
that does not use the IPO right?
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depends on your merge state wiht master, I think
10:05
not sure
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makes no sense to me to generate network stuff by python, and in the end building the package on our own without the generated packer xD
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[quakenet] ChillerDragon BOT 2022-05-25 10:08:07Z
im at latest master
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I agree with that @c0d3d3v
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[quakenet] ChillerDragon
im at latest master
just try to rerun the CI
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heinrich5991
do you know of some standard or "standard" binary serialization formats, @Learath2?
Protobuf is pretty much what everyone uses, there is also msgpack which we use in the web code
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[quakenet] ChillerDragon
any chance we can customize the ddrace HUD further? I would really like to hide the jump status
we shouldnt have a jump status there anyways, since its marked on the tee
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fokkonaut
we shouldnt have a jump status there anyways, since its marked on the tee
I like the jump status
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how is that useful tho?
10:52
if it only indicates dj or not
10:52
it shouldnt always be there imo
10:52
only if u have 0 jumps for example
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fokkonaut
how is that useful tho?
It is more present then the feet color
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nonono, especially not if you are playing instead of watching
10:54
for me it would maybe even distract me when the icon is blinking all the time
10:54
And thats no ddrace hud thing, its just a jump that is already indicatef
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I had a lot of times sitting on a teetower and tired to dj... + move ---- resulting in all dead, only because feed color was not a good indicator
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yea i see
10:55
But we should have like a box like the flag selector in the browser of ddnet tab, to filter for countries (edited)
10:55
that for the ddrace hud
10:56
so we can individually select which ones to render and which not
10:56
Bcs i personally would use a few only, and definitely no freeze indicator etc
10:57
If we add stuff like this we usually need to add a bit of customization, and i think such a selection box is the best way to go without adding hundreds of configs
10:57
we can just save the config in a bit config var
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you mean this
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does the character info work btw? like after merging the net objects? did u add flags btw?
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c0d3d3v
you mean this
ye on country side
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fokkonaut
does the character info work btw? like after merging the net objects? did u add flags btw?
yes... works also without the new data
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so flags are added to let the server customize it from gameinfoex snap?
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we could also visualise it like for chat you could implement that (edited)
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c0d3d3v
we could also visualise it like for chat you could implement that (edited)
could be doable
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fokkonaut
so flags are added to let the server customize it from gameinfoex snap?
no
11:00
I did not say anything about that in the PR
11:00
so no
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toxic i didnt check ur pr xd
11:01
monkagun
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then look at it, and see that your Idea does not work as good as you have thought
11:02
extending net objects is a pain
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It was just a general idea, i know that its a pain
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no you forced me xD
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No? xd
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Someone will have to suffer it sooner or later
☑️ 1
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It is just a clean way, because those fit together
11:03
and 2 net obj for 1 thing bascially
11:03
is useless
11:04
i think we should just add versioning code when packing the snapshot, when creating new events, and only allocate and use fields, and also send ofc, that are valid for client version x of the client
11:05
we dont have anything else besides version checking, still no client capabilizy
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just fix packer und unpacker... to work and do the defaults correct... I will try that later. No versioning needed
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mh but versioning would not be to bad xD
11:06
but not client version
11:06
only snap version
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Ye, bcs its not possible for older clients
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you could implement that 😛 (edited)
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snap Version?
11:06
wym?
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so I do not have to check if all values are there, or check about default values (edited)
11:07
mh probably not a lot better
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the Server cant handle any default values
11:07
the server has to send a smaller snapshot object to older clients
11:07
missing the new fields
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or is the client not so restrictive when upacking snaps? bcs iirc it is
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sounds wrong
11:08
yes it is not
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only if the snap recieved is to small
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so it can just unpack the object with new data appended?
11:08
ah okay
11:08
well
11:08
where is the problem then xd
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in unpacker of netobjects
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due to error?
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I do not know... fetch the PR and debug it yourself xD I just have to do other things
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ah i see
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Ясно Понятно 2022-05-25 11:43:32Z
@c0d3d3vfix scoreboard pls, in new update ddnet when i open scoreboard i have 30 fps
11:43
i downgrade scoreboard and have 500 fps
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Ясно Понятно
@c0d3d3vfix scoreboard pls, in new update ddnet when i open scoreboard i have 30 fps
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Ясно Понятно 2022-05-25 12:18:17Z
ty
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uh https://github.com/ddnet/ddnet/pull/5063 is now on ger1 server 😄 time to test jao shooter and increase your speed
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uh I finished increase your speed, seems to work 😄 and is way less annoying then before
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nightly joining old server versions:
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murpi
nightly joining old server versions:
on specific map? or general
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all maps, the server version is extremely old though so not sure if that's worth fixing
12:34
DDNet 13.2.2
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and joining with 16.0.3 is better?
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I joined with nightly on a 13.2.2 version server
12:38
this bug doesn't happen when joining any of the more recent versions
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does it tell you in debug hud about a lot of net_correction_errors?
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what's debug hud
12:39
😄
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I just tested it, looks really strange xD the map looks out of sync
12:42
no net_correction_errors
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murpi
what's debug hud
ctrl + shift + d
12:42
if you turn debug hud on it also looks double as strangle
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ah, debug mode
12:43
you're the very first person I know to call it debug hud 😄
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it is called like that in the code xD I only use the code class name
12:44
I think it is related to the teehistory change
12:44
I think we now use early inputs
12:44
not sure
12:50
it is already in 16.1 buggy so... not sure what change that could have introduced
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murpi
nightly joining old server versions:
seems to be input related, if you are freezed or stay against a wall it is fine (edited)
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no idea :D
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2e08e68 IPO fails on win32 with mingw: DWARF error: could not find variable specification at offset - def-
14:20
Reported by murpi: ``` (gdb) bt #0 0x0000000000000000 in ?? () #1 0x00005572dc8c911b in CTeeHistorian::Write (DataSize=, pData=0x7ffc265d0840, this=0x7ff86447bdf8) at /home/teeworlds/src/master/src/game/server/teehistorian.cpp:367 #2 CTeeHistorian::WriteTick (this=0x7ff86447bdf8) at /home/teeworlds/src/master/src/game/server/teehistorian.cpp:390 #3 0x00005572dc8ca1a5 in CTeeHistorian::EnsureTickWritten (this=0x7ff86447bdf8) at /home/teeworlds/src/master/src/game/server/teehistorian....
14:23
I have noticed on jao shooter that you can now see the dragger for one tick that drags the dummy back to its position. This is mainly caused because of the efficient way I implemented now the draggers. In the old version I think there where just to much lag to see the dragger beams, with much luck you sometimes see them. https://youtu.be/xvPzGEXlhKQ The behaviour is like this: ``` # two dragger beams created to drag the dummy (jao shooter uses most of the time two draggers to pull th...
14:24
630ff22 Use CMAKE_PROJECT_NAME instead of hardcoding ddnet - ChillerDragon f484ada Merge #5214 - bors[bot]
14:27
``` Program terminated with signal SIGSEGV, Segmentation fault. #0 0x000056394101727e in CGameWorld::GameServer (this=) at /home/teeworlds/src/master/src/game/server/gameworld.h:45 45 class CGameContext *GameServer() { return m_pGameServer; } [Current thread is 1 (Thread 0x7fd3da9e7e00 (LWP 3327556))] (gdb) bt #0 0x000056394101727e in CGameWorld::GameServer (this=) at /home/teeworlds/src/master/src/game/server/gameworld.h:45 #1 CEntity::GameServer (this=) at /home/teeworlds/src/mas...
14:28
049a249 Crash fix (fixes #5217) - def-
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[quakenet] ChillerDragon BOT 2022-05-25 14:33:04Z
@c0d3d3v my weapon indicator seems to glitch while frozen
14:33
idk its ddnet++ server so might also a server issue
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GitHub
Click to see attachment 🖼️
Ясно Понятно 2022-05-25 14:33:39Z
nooice
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ᶰ°Konͧsti
?
you got a bug to exploit there 😄
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ᶰ°Konͧsti 2022-05-25 14:35:24Z
will it be 0seconds or what
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[quakenet] ChillerDragon
@c0d3d3v my weapon indicator seems to glitch while frozen
I already have a issue for that.... and already made a PR to patch it, but heinrich wanted that I investigate if I can fix it without sending more data
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ᶰ°Konͧsti
will it be 0seconds or what
maybe even negative
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[quakenet] ChillerDragon
@c0d3d3v my weapon indicator seems to glitch while frozen
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c0d3d3v
I already have a issue for that.... and already made a PR to patch it, but heinrich wanted that I investigate if I can fix it without sending more data
I'm still investigating
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fixes #5216

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresss...
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Ясно Понятно 2022-05-25 14:47:13Z
only me get crash when try join server?
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Ясно Понятно
only me get crash when try join server?
server crash or client crash?
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deen
server crash or client crash?
Ясно Понятно 2022-05-25 14:48:50Z
client
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what server are you joining?
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Ясно Понятно 2022-05-25 14:49:21Z
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deen
what server are you joining?
Ясно Понятно 2022-05-25 14:49:24Z
ddnet
14:49
or kog
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any dump files? can you check with a debugger?
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Ясно Понятно 2022-05-25 14:52:40Z
w8
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deen
any dump files? can you check with a debugger?
Ясно Понятно 2022-05-25 14:53:53Z
Before that, I had crashes in moments in the game referring to std::clamp, algorithm.h. and i see new commit fix crashes, and i update and then i cant join to server , i get crash
14:54
idk its me did something or no
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this crash had nothing to do with clamp
14:54
I can join servers
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Ясно Понятно 2022-05-25 14:54:38Z
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deen
I can join servers
Ясно Понятно 2022-05-25 14:54:54Z
ok
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Can you get more details of that?
14:55
Like the call stack / stack trace
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Ясно Понятно 2022-05-25 14:56:05Z
idk how to do that
14:56
i not pro
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at the bottom right on your screen I see call stack
14:56
Is this straight ddnet or your own changes merged in? You could test without your changes
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deen
Is this straight ddnet or your own changes merged in? You could test without your changes
Ясно Понятно 2022-05-25 14:58:28Z
i run a clear ddnet client, (master) without my changes
14:58
and it still crash
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``` ld64.lld: warning: /opt/homebrew/opt/freetype/lib/libfreetype.6.dylib has version 12.0.0, which is newer than target minimum of 11.0.0 ld64.lld: error: LC_DYLD_INFO_ONLY not found in /opt/homebrew/opt/freetype/lib/libfreetype.6.dylib ld64.lld: warning: /usr/local/lib/libGLEW.2.2.0.dylib has version 12.0.0, which is newer than target minimum of 11.0.0 ld64.lld: error: LC_DYLD_INFO_ONLY not found in /usr/local/lib/libGLEW.2.2.0.dylib ld64.lld: warning: /opt/homebrew/Cellar/wavpack/5.4....
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Ясно Понятно 2022-05-25 14:59:30Z
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deen
Like the call stack / stack trace
Ясно Понятно 2022-05-25 15:00:04Z
that?
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Ясно Понятно
that?
looks like it is related to my attached hooks list
15:03
what server do you try to connect with?
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Ясно Понятно 2022-05-25 15:03:36Z
that one
15:03
and i try others, but still crash (edited)
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@Ясно Понятно do official ddnet servers work?
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heinrich5991
@Ясно Понятно do official ddnet servers work?
Ясно Понятно 2022-05-25 15:04:02Z
-
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ah you crash as soon someone hooks you
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Ясно Понятно 2022-05-25 15:05:27Z
nope
15:05
i crash on step connecting
15:05
w8
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I just crashed, as soon as you hooked me
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c0d3d3v
I just crashed, as soon as you hooked me
Ясно Понятно 2022-05-25 15:05:58Z
xD
15:06
but i crash on connect to server
15:06
w8 i give screenshot
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it is enough that a hook is in your view
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Ясно Понятно 2022-05-25 15:08:14Z
But it crashes me even when I don't see the game scene
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590eb2c Revert "Render full text when it still fits" - def- 0c8bf5c Revert "Ellipsis at end in scoreboard and hud" - def- 00c1671 Merge #5194 - bors[bot]
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c0d3d3v
it is enough that a hook is in your view
Ясно Понятно 2022-05-25 15:09:22Z
on that i get crash
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Ясно Понятно
on that i get crash
always?
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c0d3d3v
always?
Ясно Понятно 2022-05-25 15:09:44Z
yes
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ah I see World.m_apCharacters is only availible on ddnet servers
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c0d3d3v
ah I see World.m_apCharacters is only availible on ddnet servers
Ясно Понятно 2022-05-25 15:11:00Z
but when i connect in ddnet i get crash too
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c0d3d3v
xD the code does no longer exists ... so yes should be fixed
if there are issues with code references that should be updated, e.g. bcs code was moved you can also just update the issue comment to the new code position if you want (at least in this case it defs makes sense ^^)
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Jupstar ✪
if there are issues with code references that should be updated, e.g. bcs code was moved you can also just update the issue comment to the new code position if you want (at least in this case it defs makes sense ^^)
true
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ah and just in this moment heinrich did that 😄
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Ясно Понятно 2022-05-25 15:18:21Z
@c0d3d3vwhy only me get crash?
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try latest master
15:19
do you have show all on?
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c0d3d3v
try latest master
Ясно Понятно 2022-05-25 15:19:44Z
pull?or fetch
15:19
i press pull, compile, and still crash
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can also test with asan
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c0d3d3v
do you have show all on?
Ясно Понятно 2022-05-25 15:19:57Z
idk
15:19
mb no
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c0d3d3v
try latest master
Ясно Понятно 2022-05-25 15:20:08Z
can u give me ur build
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you can download it from the bottom of this page https://github.com/ddnet/ddnet/actions/runs/2367748567 (edited)
15:22
updated the link
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c0d3d3v
you can download it from the bottom of this page https://github.com/ddnet/ddnet/actions/runs/2367748567 (edited)
Ясно Понятно 2022-05-25 15:22:40Z
i still crash
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c0d3d3v
updated the link
Ясно Понятно 2022-05-25 15:22:49Z
ok w8 try
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@c0d3d3v have u used asan yet btw?
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c0d3d3v
updated the link
Ясно Понятно 2022-05-25 15:23:25Z
that not crash
15:23
before u say me a link its still crash
15:23
but that no crash
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Jupstar ✪
@c0d3d3v have u used asan yet btw?
for what problem? I already know the source of the crash for my attached looks list. But I always have asan on yes
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yeah i am generally asking
15:24
but then fine 😉
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at least I had it on in my build setup, since I use the cmake/clang extension I'm not sure what that configures :/
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Ясно Понятно 2022-05-25 15:28:50Z
@c0d3d3vwhat should I do?
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Prefix m seems reasonable, but what about the types of the map? std::map<int, std::vector> *m_pTeleCheckOuts = nullptr; should be std::map<int, std::vector> *m_pmvTeleCheckOuts = nullptr; ?
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@Ясно Понятно Botters & Bot developers wont get support
15:30
^ @Dev
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murpi
@Ясно Понятно Botters & Bot developers wont get support
Ясно Понятно 2022-05-25 15:31:39Z
i`am not bot developer
15:32
82a0354 do not dragger beam snap, if the target is out of reach - C0D3D3V ac15943 Merge #5218 - bors[bot]
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@Ясно Понятно what's your ingame name?
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heinrich5991
@Ясно Понятно what's your ingame name?
Ясно Понятно 2022-05-25 15:33:11Z
nameless tee
15:33
i reinstall game
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you can try this patch in gamecore.cpp
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c0d3d3v
you can try this patch in gamecore.cpp
Ясно Понятно 2022-05-25 15:36:12Z
did not help
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c0d3d3v
you can try this patch in gamecore.cpp
Ясно Понятно 2022-05-25 15:37:45Z
DDraceNetwork, a cooperative racing mod of Teeworlds - Merge #5218 · ddnet/ddnet@ac15943
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Reported by @Ясно Понятно on non ddnet server, this code gets run to detect strong-weak ids: https://github.com/C0D3D3V/ddnet/blob/6a5673aa04c216948ce76de1a505c419d0715b1e/src/game/client/gameclient.cpp#L2540-L2541 which causes a crash because this CCharacterCore is not bound to a gameworld the check for m_pWorld failed because m_pWorld is fill of random data https://github.com/ddnet/ddnet/blob/ac15943e85b04f29fc8e85096222c5f6a85ac7f1/src/game/gamecore.cpp#L625 So I would also like to...
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Ясно Понятно
you have probably a huge default zoom
15:47
or showall
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Ясно Понятно 2022-05-25 15:47:37Z
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c0d3d3v
or showall
Ясно Понятно 2022-05-25 15:48:08Z
showall disabled
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GitHub
Click to see attachment 🖼️
try this patch
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c0d3d3v
try this patch
Ясно Понятно 2022-05-25 16:04:42Z
idk still crash
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can you debug it again
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c0d3d3v
can you debug it again
Ясно Понятно 2022-05-25 16:05:20Z
how
16:05
i just download build
16:05
not source
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did you try still the same server?
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Ясно Понятно 2022-05-25 16:06:15Z
yes
16:06
w8 try ddnet
16:08
its crashing
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you are on windows?
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Ясно Понятно 2022-05-25 16:08:54Z
+
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6a5673a fix crash on non ddnet server if hook is in view - C0D3D3V a5cf355 init m_pWorld with nullptr - C0D3D3V 1ca4220 Merge #5222 - bors[bot]
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c0d3d3v
can you debug it again
Ясно Понятно 2022-05-25 16:11:30Z
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ah do you have predict off?
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Ясно Понятно 2022-05-25 16:13:19Z
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Ясно Понятно 2022-05-25 16:13:30Z
on
16:13
cl_predict 1
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c0d3d3v
first
Ясно Понятно 2022-05-25 16:14:30Z
i set cl_predict 0 , but still crash
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you trace seems not to be the latest master, line number does not match the code
16:15
can you click on the second entry in the trace? and screenshot it (edited)
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c0d3d3v
you trace seems not to be the latest master, line number does not match the code
Ясно Понятно 2022-05-25 16:15:09Z
i scroll code
16:15
first
16:15
second
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c0d3d3v
you trace seems not to be the latest master, line number does not match the code
Ясно Понятно 2022-05-25 16:16:16Z
latest
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@Rafael Fontenelle @Ryozuki Could one of you update AUR? https://aur.archlinux.org/packages/ddnet
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I just tried it in a windows VM, I see it crashes, I will try to debug it
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c0d3d3v
I just tried it in a windows VM, I see it crashes, I will try to debug it
Ясно Понятно 2022-05-25 16:29:14Z
what ur OS
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Arch linux
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I just stumbled on https://github.com/ddnet/ddnet/issues/4647 where heinrich5991 waits for more info, but there are other issues with similar waiting for more info. I thought it would be nice to have a reminder after 6 months for instance and i found this bot: https://github.com/probot/reminders Are you okay with installing it?
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Ясно Понятно
what ur OS
can you send me your build? it is a pain to compile in the VM (edited)
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c0d3d3v
can you send me your build? it is a pain to compile in the VM (edited)
Ясно Понятно 2022-05-25 16:57:57Z
yes
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deen
@Rafael Fontenelle @Ryozuki Could one of you update AUR? https://aur.archlinux.org/packages/ddnet
Will do when i get home
17:09
Hope i remember xd
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does someone have experience with mingw crosscompile for windows, I always get : CMake Error in CMakeLists.txt: IMPORTED_IMPLIB not set for imported target "GTest::gtest" configuration "RelWithDebInfo
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there's an issue about it
17:21
IMPORTED_IMPLIB not set for imported target &quot;GTest::gtest&quot; configuration Uninstalling gtest on Arch Linux worked around it. @heinrich5991 any idea what&#39;s happening? My gue...
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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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lol in mingw build the client does not crash -.-
17:40
what is wrong with these compilers now adays (edited)
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is there a way to build ddnet on windows without visual studio xD
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tada, i finished sorting issues 😄
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c0d3d3v
is there a way to build ddnet on windows without visual studio xD
i use mingw
17:48
i also use git bash as a terminal
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Chairn
i use mingw
mingw does not contain the bug
17:48
nightly build crash on server join
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can you try to cross compile without gtest?
17:49
I only did crosscompile
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Chairn
tada, i finished sorting issues 😄
colorfull
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so what's the matter?
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I need the build like it is build in the CI, but with sources xD and debug symbols
17:50
or someone with windows takes over the search ...
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nice only 345 issues left
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93ece6f Only record swap in teehistorian if active - Zwelf 4ec67b8 Merge #5225 - bors[bot]
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I've been testing my own pr in vs, what is the bug @c0d3d3v ?
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344
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@Chairn the last two issues you closed aren't actually fixed
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Learath2
I've been testing my own pr in vs, what is the bug @c0d3d3v ?
On windows the client crash as soon you connect to a server, the stacktrace indicates, it should be in the evolve function maybe because there a temp world is generated instead of useing the real
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@Chairn it's also nice if you include a reason for closing
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c0d3d3v
On windows the client crash as soon you connect to a server, the stacktrace indicates, it should be in the evolve function maybe because there a temp world is generated instead of useing the real
Does it matter what type of server I join?
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if I try to connect to high ping server I only get this message
18:05
on KOG servers (edited)
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c0d3d3v
on KOG servers (edited)
Ясно Понятно 2022-05-25 18:05:55Z
ddnet too
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c0d3d3v
if I try to connect to high ping server I only get this message
is that wrong?
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do not know, I think if players are on the server I should be able to connect
18:07
this message comes nearly instant (edited)
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hmm. instantly is a bit weird
18:08
(but also true :P, no answer from server yet)
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Learath2
Does it matter what type of server I join?
no
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@c0d3d3v can you report an issue if this indeed comes instantly and not after one second?
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The client doesn't even build with VS lol
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Is TempWorld initilized like this in C++? or would I get an exception if I access the member m_apCharacters of it
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C:\Users\Learath2\source\repos\ddnet\out\build\x86-Debug\cl : Command line warning D9025: overriding '/MDd' with '/MTd' C:\Program Files (x86)\Windows Kits\10\include\10.0.20348.0\um\winnt.h(2513): error C2338: static_assert failed: 'Windows headers require the default packing option. Changing this can lead to memory corruption. This diagnostic can be disabled by building with WINDOWS_IGNORE_PACKING_MISMATCH defined.' [176/179] C:\PROGRA~1\MICROS~4\2022\COMMUN~1\VC\Tools\MSVC\1432~1.313\bin\Hostx86\x86\cl.exe /TP -DCONF_DEBUG -DCONF_INFORM_UPDATE -DGAME_RELEASE_VERSION=\"15.2.5\" -DGLEW_STATIC -IC:\Users\Learath2\source\repos\ddnet\ddnet-libs\curl\include -IC:\Users\Learath2\source\repos\ddnet\ddnet-libs\freetype\include -IC:\Users\Learath2\source\repos\ddnet\src\engine\external\glew -IC:\Users\Learath2\source\repos\ddnet\ddnet-libs\opus\include -IC:\Users\Learath2\source\repos\ddnet\ddnet-libs\opus\include\opus -IC:\Users\Learath2\source\repos\ddnet\src\engine\external\pnglite -IC:\Users\Learath2\source\repos\ddnet\ddnet-libs\sdl\include\windows -IC:\Users\Learath2\source\repos\ddnet\src\engine\external\wavpack -IC:\Users\Learath2\source\repos\ddnet\out\build\x86-Debug\src -IC:\Users\Learath2\source\repos\ddnet\src -IC:\Users\Learath2\source\repos\ddnet\ddnet-libs\sqlite3\include -IC:\Users\Learath2\source\repos\ddnet\src\engine\external\zlib /DWIN32 /D_WINDOWS /GR /EHsc /Zi /Ob0 /Od /RTC1 -MDd /MTd /MP /EHsc /GS /wd4996 /wd4244 /wd4267 /wd4800 /showIncludes /FoCMakeFiles\DDNet.dir\src\engine\client\http.cpp.obj /FdCMakeFiles\DDNet.dir\ /FS -c C:\Users\Learath2\source\repos\ddnet\src\engine\client\http.cpp Microsoft (R) C/C++ Optimizing Compiler Version 19.32.31329 for x86 Copyright (C) Microsoft Corporation. All rights reserved.
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heinrich5991
@c0d3d3v can you report an issue if this indeed comes instantly and not after one second?
will do it later... it is after 1 sec does it still try to connect if the message pops up? (edited)
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@heinrich5991 seems to be related to your recent http rework, if I build 15xxx it's fine
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did you have an empty build dir? @Ясно Понятно has build it (edited)
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c0d3d3v
Is TempWorld initilized like this in C++? or would I get an exception if I access the member m_apCharacters of it
ah I have debuged it on linux... all elements of m_apCharacters are nullpointer, so I have to check that too
18:20
mh I already do :/
18:26
maybe on windows they are not nullpointer, because windows does not run the default constructor ?
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windows runs default constructors
18:27
the C++ standard says that it does so
18:27
does CWorldCore have a default constructor?
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so if you just write CWorldCore TempWorld; it runs this constructor ?: (edited)
18:29
18:30
Do I not have to use CWorldCore *TempWorld = new CWorldCore();
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yes, you don't have to use it
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is the check here sufficient to know if it is a null pointer or has been nullified with mem_zero?
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heinrich5991
@Chairn the last two issues you closed aren't actually fixed
the commit says it fixed those
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I'm really desperate, do not understand where the problem is xD
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heinrich5991
does CWorldCore have a default constructor?
a lot of classes lacks constructor
18:44
would you prefer c++11 initialization or constructor?
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c0d3d3v
I'm really desperate, do not understand where the problem is xD
especially why it only crashs on windows
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Chairn
the commit says it fixed those
needs to be merged before its fixed
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Chairn
the commit says it fixed those
the commit isn't in master
18:48
also please describe why you close issues
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lets play who closes issues faster
18:49
i wonder what would happen if we close all issues xd
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it doesn't show anymore D:
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fast af boi
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i like that /tenor command 🙂
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why does that even exists
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to search and insert gif faster
18:51
/tenor git gud for instance
18:51
you can also use /giphy
18:52
¯\_(ツ)_/¯
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since no one is able to build on windows... we should probably revert my changes with m_AttachedPlayers / SetHookedPlayer ? or @Learath2 do you still try to build?
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I can try to build on windows if that's what you mean
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if you can debug 😄 yes pls (edited)
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ok rebooting now 😄
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I tried to compile with msys2 and couldn't install all the dependencies.
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what's the error message?
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CMake Error at cmake/BuildVulkanShaders.cmake:25 (message): glslangValidator binary was not found. Did you install the Vulkan SDK / packages ? Call Stack (most recent call first): CMakeLists.txt:578 (include)
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Use pacman -S mingw-w64-x86_64-vulkan-devel in msys2
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I've already used it and installed everything that promts.
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Also pacman -S mingw-w64-x86_64-glslang
20:03
I assume the glslangValidator is separate from the Vulkan SDK
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Robyt3
Also pacman -S mingw-w64-x86_64-glslang
done that too
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Anyone else dropping alot of frames with scoreboard open?
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Mr.Gh0s7
done that too
If you type glslangvalidator into the windows search, does it find the executable?
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murpi
Anyone else dropping alot of frames with scoreboard open?
sometimes when there are many players online, ye
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Have you reopened the console windows after installing new packages?
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murpi
Anyone else dropping alot of frames with scoreboard open?
not really when scoreboard is open but sometimes when someone random joins it lags hard for a second for me xd
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Robyt3
If you type glslangvalidator into the windows search, does it find the executable?
no
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Robyt3
Have you reopened the console windows after installing new packages?
yes but I haven't try reboot
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Have you added the msys2 bin folder to the PATH environment variable?
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No I haven't let me try.
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it should be ...\msys64\mingw64\bin
20:09
with ... replaced with the path to your msys2 installation
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murpi
Anyone else dropping alot of frames with scoreboard open?
On the nightly it is known, there are 3 fixes already proposed we just have to decide on which one is the most appropriate
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if you have any other versions of mingw on the path you should also remove those
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Learath2
On the nightly it is known, there are 3 fixes already proposed we just have to decide on which one is the most appropriate
Ah okey, I see
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well glslangvalidator is part of https://packages.msys2.org/package/mingw-w64-x86_64-glslang so you have the package already
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Robyt3
with ... replaced with the path to your msys2 installation
yeap done. Same error tho
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Maybe check with pacman -F glslangValidator.exe
20:12
Though idk if the mingw version of pacman has the file database stuff enabled
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you have to reopen console windows for changes to the path variable to take effect
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yeap done that
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ah, I think you also need the real Vulkan SDK
20:13
not from msys2
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Learath2
Maybe check with pacman -F glslangValidator.exe
it's installed
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Robyt3
ah, I think you also need the real Vulkan SDK
ok I'll try
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If it's installed and you can't use it on the terminal there is some very weird issue there
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My glslangValidator.exe is part of the Vulkan SDK
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msys64/bin is part of the default path of the mingw console
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Don't forget to add the Vulkan SDK to the path if it's not done automatically
20:21
I added C:\VulkanSDK\1.3.211.0\Bin to path and the error persists which is weird
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why is it so easy for the CI to build for windows xD but not for us xD
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ye xD
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Did you reopen the console after changing the path?
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Does windows find the executable now if you search?
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No I probably did something wrong? Let me reboot.
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Also confirm that you have the executable in the folder
20:27
maybe you need to use the Vulkan SDK maintenancetool to install the validator separately
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now it finds it let me try to run cmake .. again
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btw @Robyt3 if you know the process so well xD why can you not debug it? Do you also no longer use windows?
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so far no error is thrown. edit same error xD (edited)
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c0d3d3v
btw @Robyt3 if you know the process so well xD why can you not debug it? Do you also no longer use windows?
I haven't looked into what you are trying to debug, but I do use windows
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it is a windows only bug
20:32
20:33
maybe it is already fixed with https://github.com/ddnet/ddnet/pull/5222... do not know (edited)
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I can take a closer look tomorrow
👍 2
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Mr.Gh0s7
so far no error is thrown. edit same error xD (edited)
Does C:\VulkanSDK\1.3.211.0\Bin\glslangValidator.exe exist?
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Somehow I got msys2 to work on my machine, but it only compiles ddnet. On compiling teeworlds I get an internal compiler error..
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c0d3d3v
maybe it is already fixed with https://github.com/ddnet/ddnet/pull/5222... do not know (edited)
I can't reproduce it. Not with current master and not without 5222
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can you try the CI build @Robyt3 (edited)
20:47
DDraceNetwork, a cooperative racing mod of Teeworlds - Only record swap in teehistorian if active · ddnet/ddnet@93ece6f
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ok, this crashes the LAN server when connecting to it, and it crashes the client when connecting to any internet server
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xD not good
20:49
it is build using visual studio 2022 (edited)
20:49
17 enterprice
20:50
https://github.com/ddnet/ddnet/actions/runs/2372936542 this is the last without my changes
DDraceNetwork, a cooperative racing mod of Teeworlds - Fix pos1 only scrolling up one page in console · ddnet/ddnet@0c518ba
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c0d3d3v
https://github.com/ddnet/ddnet/actions/runs/2372936542 this is the last without my changes
that one works
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c0d3d3v
it is build using visual studio 2022 (edited)
I could try building with VS22 tomorrow
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could it be that we have IPO active on windows builds?
20:58
mh no
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Knuski
not really when scoreboard is open but sometimes when someone random joins it lags hard for a second for me xd
the client is loading the font character. I suppose it only happens when someone use special characters
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Chairn
the client is loading the font character. I suppose it only happens when someone use special characters
ahh good2know
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VS22 won't build master at all
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I am building on windows with VS19 and I don't see any crashes, is it only on some maps?
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Tater
I am building on windows with VS19 and I don't see any crashes, is it only on some maps?
no on all servers
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Tater
I am building on windows with VS19 and I don't see any crashes, is it only on some maps?
can you try the builds from the CI too, that I linked up there (edited)
23:04
yeah it crashes
23:04
but only on servers where my tee gets spawned
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ok thanks... if you want you can try to debug it 😄 but we also can do that tomorrow
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oh ok I can replicate the crash now with my own build
23:23
idk why it didn't work before
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f25a7d9 Don't try other linkers on macOS - def- 64e6ba5 Increase macOS target version to 10.13 - def- 3a231b0 Fix new Obj-C deprecation warnings - def- 604142d Try other fix for tautological - def- f7434be Merge #5219 - bors[bot]
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it looks like initializing any type of std::set in gamecore.h will cause a crash when it gets deleted? (edited)
23:56
adding just this line and nothing else will cause a crash
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can you check if the destructor is called only once?
Exported 488 message(s)