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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 2022-05-27 00:00:00Z and 2022-05-28 00:00:00Z
06:47
BASED
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[quakenet] ChillerDragon BOT 2022-05-27 06:48:57Z
06:49
wait is that your local machine? xd
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nah xd
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[quakenet] ChillerDragon BOT 2022-05-27 06:49:51Z
omg
06:49
look at this
06:49
lmao
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[quakenet] ChillerDragon BOT 2022-05-27 06:49:56Z
too much internet for you today
06:49
UPTIMEPORN
06:50
srsly xd
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[quakenet] ChillerDragon BOT 2022-05-27 06:50:14Z
lel
06:50
must be a old linux kernel then hrhrhr
06:50
uptimeporn is literally ppl saying "hey my system is outdated, hack me pls"
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wasnt it possible to update the kernel without restarting
06:51
in some modern kernels
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[quakenet] ChillerDragon BOT 2022-05-27 06:51:18Z
i mean arch does it doesnt it? but its no fun
06:51
if you do not reboot stuff breaks
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idk if arch does iti
06:51
ah
06:51
you can do it
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[quakenet] ChillerDragon BOT 2022-05-27 06:52:00Z
well everything the linux kernel shows up in my update and i do not reboot shit breaks
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but you have to restart your programs
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[quakenet] ChillerDragon BOT 2022-05-27 06:52:25Z
casual programs like systemd?
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Other OSes probably combine the upgrade/restart into a single step. With Arch you can do the upgrade while continuing to use your computer and then restart things at your discretion.
06:52
You do actually have to restart programs on Arch after updating. Update your video drivers/Xorg, probably should restart your DE/WM. Update your kernel, have to restart the whole computer. It generally doesn't cause huge problems to not restart, but it's a good idea to do so ASAP to avoid weirdness.
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[quakenet] ChillerDragon BOT 2022-05-27 06:53:10Z
I always end up in big trouble if i dont
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6:53:35 up 2 min, 1 user, load average: 0.53, 0.34, 0.13
06:53
rebooted my server
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[quakenet] ChillerDragon BOT 2022-05-27 06:56:25Z
@Jupstar ✪ are there docs on using ur android scripts? howto create and apk? If not pls add some :) https://github.com/chillerbot/chillerbot-ux/issues/107
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scripts/android
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[quakenet] ChillerDragon BOT 2022-05-27 07:24:28Z
ah wow there is a readme!
07:24
good style
07:24
anyone elses github also loading forever?
07:25
07:25
new low
07:25
even the 500 page does not load xd
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9b2f0fe Remove unused includes of base/tl/array.h and sorted_array.h - Robyt3 9dece94 Use std::vector<CMapNameItem> instead of sorted_array - Robyt3 97dd810 Use std::vector<CLanguage> instead of sorted_array - Robyt3 295c395 Use std::vector<CUISkin> instead of sorted_array - Robyt3 0032f6f Use std::vector<CCountryFlag> instead of sorted_array - Robyt3 662cb58 Use std::vector<CFilelistItem> instead of sorted_array - Robyt3 2ea0c49 Use std::vector<CCommand> instead of sorted_array - Robyt3 96c97d5 Use std::vector for assets menu list items instead of sorted_array - Robyt3 359093c Use std::vector<CDemoItem> instead of sorted_array - Robyt3 de23bf9 Use std::vector<CString> instead of sorted_array, improve string search - Robyt3 b24f318 Use std::vector<CFriendItem> instead of sorted_array - Robyt3 5cc76d2 Use std::vector<CGhostItem> instead of sorted_array - Robyt3 ae8f5e8 Use std::vector<CNameIndexed> instead of sorted_array - Robyt3 0859da7 Use std::vector<CSkin> instead of sorted_array - Robyt3 a76cdb2 Use std::vector<CDownloadSkin> instead of sorted_array - Robyt3 bea74f3 Remove base/tl/sorted_array.h - Robyt3 d0b5d09 Use emplace_back for CString - Robyt3 476af12 Use emplace_back for CCommand, fix member variable names - Robyt3 de1de5e Use emplace_back for CFriendItem - Robyt3 7348bf4 Merge #5246 - bors[bot]
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cauldron
i tested a 28 second demo. but will try the 1 hour demo tonight when i sleep
gles demo is in sync (with software render) (edited)
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Port e98921593bf23886de32ffb2fce9b166a89d6c05 from upstream. Closes #1884. I can consistently reproduce the locked up UI according to @Jupeyy's description and can confirm that this PR fixes this behavior: >I think i found a way to reproduce it
press left & right mouse click (hold them) press F5 (refresh) now you cannot click anything anymore
Minor refactoring: use nullptr instead of 0 for UI active item.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided ...
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2b02bd4 Prevent lock of UI - Robyt3 b9c52f7 Use SetActiveItem(nullptr) instead of SetActiveItem(0) - Robyt3 309d18a Merge #5250 - bors[bot]
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AssassinTee created really cool features xD we need to win him for DDNet https://github.com/teeworlds/teeworlds/pulls/AssassinTee (edited)
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] ChillerDragon BOT 2022-05-27 11:57:27Z
This guy is really into EMOTES
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Reported by Jeremy on Discord: [2022-05-26 17:30:19][vulkan]: vulkan error: The device surface capabilities could not be fetched. [2022-05-26 17:30:19][assert]: /ddnet-source/src/engine/client/backend/vulkan/backend_vulkan.cpp(1127): The device surface capabilities could not be fetched.
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[quakenet] ChillerDragon BOT 2022-05-27 12:55:31Z
TIL gdb script is the worst programming language
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c0d3d3v
AssassinTee created really cool features xD we need to win him for DDNet https://github.com/teeworlds/teeworlds/pulls/AssassinTee (edited)
i sometimes see him around on ddnet
13:52
he always uses emojis in the issues xd
13:52
🐛
13:52
🎷 🐛
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what do you think about, rendering the own team always last xD so that other team players do not cover the own team players? would add an extra loop in the players and nameplate renderer
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idc tbh xD nothing speaks against it
14:02
there will be this one single guy somewhere, who uses otheralpha = 1 and be mad that this doesnt render as before xdd but if u dont talk about it this person does not exists xd
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c0d3d3v
what do you think about, rendering the own team always last xD so that other team players do not cover the own team players? would add an extra loop in the players and nameplate renderer
thats completely dumb
14:04
ahj sorry
14:04
by last i thought u meant behind
14:04
ye then nvm shouldb egood
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does someone know what the idea was for this code https://github.com/ddnet/ddnet/blob/309d18a3bf28110e8e4dc9ce574f8e60479186be/src/game/server/entities/dragger.cpp#L233-L238 I tracked it back all the way to the inital DDRace-Beta trunk merge https://github.com/ddnet/ddnet/commit/434b4aad86013871d072450506efc0d88a006f25 But I see no reason for it, at the time I refactored the draggers, I just left it in, because I had no Idea what it does
…nd two layer works properly. Laser works. Fix second game layer Re-added logs Readded the rcon commands addvote and scoring system and time Fixed Weapons Signed-off-by: btd &lt;bardadymchik@g...
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/dragger.cpp at 309d18a3bf28110e8e4dc9ce574f8e60479186be · ddnet/ddnet
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@cauldron btw its the video that is out of sync not the audio gonna think what could cause it, maybe frame drops are the reason or smth, maybe minfps would be needed, i'll try out some stuff
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Replaces all usages of array with std::vector. I adjusted variable names of variables I changed to use the v prefix. Not so in the editor however, as there are already many changes due to clang-tidy enforcing the use of for-each loops. This allows us to remove all remaining base/tl headers except threading.h. Clang-tidy now finds clang-analyzer-cplusplus.NewDelete (Use of memory after it is freed), which is also fixed here, though it appears to be a false-positive. Thi...
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c0d3d3v
I'll just try that tomorrow and see where the server despairs xD
I tried to do the tests I announced yesterday xD ... But the server crashes on windows if a client connects even without anything else, @Tater could you test it pls
15:25
with the visual studio build
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Jupstar ✪
@cauldron btw its the video that is out of sync not the audio gonna think what could cause it, maybe frame drops are the reason or smth, maybe minfps would be needed, i'll try out some stuff
for me it's solved. because gles, cpu works i just gave up trusting my gpu with mesa. but if you try out something i can render again. one more thought: could the delay be already saved in the demo? (edited)
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no
15:40
i might have found smth
15:40
its also not related to your drivers
15:44
@heinrich5991 [2022-05-27 17:04:10][stun/6]: couldn't send stun request [2022-05-27 17:04:42][stun/6]: couldn't send stun request [2022-05-27 17:05:46][stun/6]: couldn't send stun request [2022-05-27 17:07:54][stun/6]: couldn't send stun request [2022-05-27 17:12:10][stun/6]: couldn't send stun request [2022-05-27 17:13:39][stun/4]: got address: myip:36742 [2022-05-27 17:20:42][stun/6]: couldn't send stun request [2022-05-27 17:23:39][stun/4]: got address: myip:36742 [2022-05-27 17:29:14][stun/6]: couldn't send stun request [2022-05-27 17:33:39][stun/4]: got address: myip:36742 [2022-05-27 17:37:46][stun/6]: couldn't send stun request why does this happen in demo player? does it also happen for http requests or what
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[quakenet] ChillerDragon BOT 2022-05-27 15:44:11Z
O M G
15:44
WHY DOES CLAMG TIDY NOT ALLOW GOTO!?
banhammer 1
15:44
goto is top10 underrated programming features
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oh yeah
15:44
goto is best
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chillerdragon BOT 2022-05-27 15:45:03Z
PLS FIX
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[quakenet] ChillerDragon BOT 2022-05-27 15:45:40Z
error: avoid using 'goto' for flow control [cppcoreguidelines-avoid-goto,-warnings-as-errors]
15:45
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
15:46
is there any programming language that can do "goto" and "eval" ?
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c0d3d3v
I tried to do the tests I announced yesterday xD ... But the server crashes on windows if a client connects even without anything else, @Tater could you test it pls
what is it you wanted me to test?
15:49
running the game with cheat engine?
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Fixes #5051 With the video recorder rework, start and ending video rendering waits for the graphics threads anyway, additionally we never skip a frame while videos are rendering, so these checks are not needed anymore. Basically like this !image Update (sets true) => frame starts(but is not finished) => next update (sets to true again, but video frame still not finished) => frame s...
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@bencie test video rendering with please (as soon as the build is finished) https://github.com/ddnet/ddnet/actions/runs/2397541170
DDraceNetwork, a cooperative racing mod of Teeworlds - Don't ever skip any frame · ddnet/ddnet@d7cdc14
16:07
@cauldron u can also test ^, but for you it was less easy to reproduce
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ChillerDragon: it allows gotos that jump strictly forward. In case your questino is serious: https://homepages.cwi.nl/~storm/teaching/reader/Dijkstra68.pdf
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Jupstar ✪
@bencie test video rendering with please (as soon as the build is finished) https://github.com/ddnet/ddnet/actions/runs/2397541170
this version fixed the bug
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bencie
this version fixed the bug
nice thanks for test
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error exists are a forward jump, so the cppcoreguidelines check allows them
16:27
exits*
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I'm always okay with them when breaking out of nested loops and error handling. C/C++ just has no better way to do these imho
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exceptions or functions with returns
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I've already stated my distaste with exceptions before, and creating weird one-off functions just so you can use return and pretend it's not a goto is just a bad pattern imo
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d7cdc14 Don't ever skip any frame - Jupeyy 6cae22f Merge #5253 - bors[bot]
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Tater
what is it you wanted me to test?
running the server and join
16:47
on windows
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Tater
ok
and debug the crash xD send the trace .... and so on xD
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is it still crashing?
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I tested the last CI build in my VM the server crashs if I join with a Client
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I only have like 15 minutes right now but I can look at it more tomorrow if you still need
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maybe I find another windows dev xD
16:53
or I setup a windows PC
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Client doesn't seem to crash but the server does
16:58
btw. I tested, speedhack on client. It does desync prediction, but the game seems to work quite good, probably because we have limits how far the client gametick evolves. at speed up by >= x100 the client starts dropping packes or thinks it looses conection, but if you reset it to ~x20 it starts syncing again
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My desktop discord crashed and won't load ;-;
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when add mouse cl_mouse_max_distance in control settings? a whee like inp_mousesens 1-400 (edited)
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Naist
when add mouse cl_mouse_max_distance in control settings? a whee like inp_mousesens 1-400 (edited)
you could try implementing it 😄 it is not that hard
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Tater
ok
latest master?
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there was a crash yesterday
17:00
ok
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it looks like a similar crash to before?
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yes
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this time it's on the server though
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crash yesterday too
17:01
did we fix the std::set crash issue? (edited)
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xD is it 82 or 83
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c0d3d3v
you could try implementing it 😄 it is not that hard
i cant sadpepe i am in my first year of study i only know open visual studio/idle
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Naist
i cant sadpepe i am in my first year of study i only know open visual studio/idle
you could try to get into it... could be your first experience... it is really simple to add it but you will gain knowledge (edited)
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numbering is probably wrong
17:04
but I guess 83 (edited)
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last time I had to remove parts of the commit in order to get the crash to be useful
17:05
but it might be two seperate issues
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we fixed part of it yesterday
17:05
on part in server, the other in client
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but seems to be more
17:06
but thanks for the trace
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yeah sure, I can't look at it anymore rn but hopefully you'll figure it out (edited)
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yes thanks 🙂 have a nice evening
17:08
ah in the trace the clear function is listed xD so it is definitely 83
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Jupstar ✪
@cauldron u can also test ^, but for you it was less easy to reproduce
ok, maybe
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found it, it m_ReckoningCore and m_SendCore are mem_zeroed on character spwan
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now, that i know i can render with cpu and it works i don't care anymore 😅
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cauldron
now, that i know i can render with cpu and it works i don't care anymore 😅
but gpu is faster (I guess) (edited)
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Fixes the following behavior: 1. Player is ingame and the ingame menu is opened with Esc 2. A mouse button is held down on one of the ingame menu buttons (e.g. the spectate button) 3. The ingame menu is closed without moving the mouse away from the button 4. The mouse button is released while ingame 5. The menu is opened again
  • Current behavior: The hovered button is immediately activated, as soon as the menu opens, due to the released mouse state being handled as a click.
-...
17:27
The continuation to remove mem_zero over CCharacterCore.

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](...
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fixes #5207 Not going to rewrite rn since it relies on normilization of the time. Hope this is enough, floats probs struggle with time_freq and time differences being so huge

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 indexi...
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was it always the case, that if you open with Ctr+Shift+D the debug hud, that the traffic numbers getting really huge, before the next calculation. Just as if they would sum up all traffic till you open up the debug hud again (edited)
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git bisect
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Adopt changes from upstream.

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/ddne...
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d4b1bec Use double for traffic calculations - Jupeyy 862faa2 Merge #5256 - bors[bot]
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a0a0fa1 Fix ingame menu buttons when mouse is held and released ingame - Robyt3 910f01c Fix ingame menu buttons when mouse is held ingame and released in menu - Robyt3 3193095 Only allow buttons to be become hot while the mouse is not pressed - Robyt3 caa23bc Move CMenus::UseMouseButtons to CUI::SetEnabled - Robyt3 fccfbd5 Extract CRenderTools::RenderCursor - Robyt3 59acac2 Merge #5254 #5257 - bors[bot]
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@c0d3d3v are you bisecting sg bug?
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you can try to 😄 I just started
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i have to water flowers, then eat, then i can do it. I don't feel like i wanna move on on my personal work tonight
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never bisected before, so i need to train this anyway
19:59
i believe 15.9.1 is the last stable version
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xD "stable"
19:59
the last release is 16.1
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i know, but we do not know since when sg bug is broken
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and it worked in 16.0.3
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As I build my new HUD it worked
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can it be the CCharacterCore mod 😄 ?
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... we will see
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what's a map i can use to test sg bug?
21:01
well Stacked looks nice
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xD just make a map with no collision and a shotgun
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im too lazy 😄
21:03
and im bad mapper
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I send you mine one moment
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pfff, i got potato pc, compiling so slow
21:03
nah, i'll use stacked with cheats
21:03
its fine
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I already tested 344eeaf8aa988bdc030254c7d6e5477bfb646e81 there it still works
21:05
688 bytes
21:06
I now test 03f95108b4c39446b209d29114d2982875ab7732 from before 3 days
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lol, rcon console looks completely buggy when using a dummy
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works too 😄
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i didn't rebuild everything, maybe that's why
21:10
now testing 3b81157013b2c2e8b67ef2fffab755912cb29f5f https://github.com/ddnet/ddnet/commit/3b81157013b2c2e8b67ef2fffab755912cb29f5f
5231: Fix windows crash r=def- a=C0D3D3V Fixes #5226 I tested it in a Windows VM. @sjrc6 is it correct that TempCore is this way zero initialized, can you check that maybe in the debugger?...
21:10
so last before 2 days
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for me class() calls default constructor which does nothing in our case
21:11
so data is NOT zero initialized
21:11
note that behavior changed in c++11
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You read dutch newsgigachad
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nah, i found something in frnech with this as source
21:13
story is fucked up
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Yeah it is
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c0d3d3v
now testing 3b81157013b2c2e8b67ef2fffab755912cb29f5f https://github.com/ddnet/ddnet/commit/3b81157013b2c2e8b67ef2fffab755912cb29f5f
xD bad commit xD crashs the game
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what's dummy fly bind?
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Funfact the dutch government never apologied or acknowledge that they were wrong until the story was so big that they had no other option to say that misstakes were made. Still no apologies tho
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Chairn
what's dummy fly bind?
normal dummy fly?
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nah, i'd like to trigger dummy to shoot once, whatever weapon he has
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+toggle cl_dummy_hammer 1 0 this will shot once at you but only if you do not hold to long the mouse button
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i tried, ddin't work 😦
21:19
okay, i inverted 1 and 0
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in 4ec67b84f5865c500a99013f6dd50582dd342fdb the sg bug still works
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Chairn
nah, i'd like to trigger dummy to shoot once, whatever weapon he has
Cl_dummy_fire?
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works too but then it will not aim on you
21:23
in aa5471f98d5fa76c91ff41e14e3bf02d2e6ca5c6 it does no longer work
21:25
so introduced by one of these
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uh? it only changes prediction code, not real physic
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the commits in between are basicly untestable because all of them leed to crashes xD
21:32
ah I have a guess
21:34
xD yes looks like potential for UB before
21:35
I vote for keeping the correct math ^^ and do not divide by 0 ^^
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division by 0 is not UB...
21:36
only for integer, not for floating points
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it is converted ... to nan
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it should not
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and then to int
21:36
that was known before
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deen just forgot it
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okay, that's probably UB
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I tested the commit one before that, and it the bug worked... I now revert the math in latest and test it
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okay, its defintely UB
21:39
Ignoring why I would want to do this, the 754 IEEE fp standard doesn't define the behavior for the following: float h = NAN; printf("%x %d\n", (int)h, (int)h); Gives: 80000000 -2147483648 Basic...
21:39
now, we gotta see what value is inserted if we wanna keep the bug
21:39
and we should keep it obviously
21:39
because it's not a bug, it's a feature
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mh yes I will debug and add it to the sg logic
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Bisecting: 29 revisions left to test after this (roughly 5 steps) my pc so slow 😢
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xD what is that
21:41
feature form git?
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yeha, git bisect
21:41
you didn't use that 😄 ? (edited)
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I send you the hashs of the commits I tested... first picked the last before 3 days... then the last before 2 then 1 and it was inbetween the last 2 xD
21:43
ah one extra because I wanted to know if it was one of my change ^^ that was not neccessery
21:44
git checkout 05efc25f328ff7c652449f5180b9c8727e51c294 && cd .. && rm build -rf && mkdir build && cd build && CC=clang CXX=clang++ CXXFLAGS="-fsanitize=address,undefined -fsanitize-recover=address,undefined -fno-omit-frame-pointer" CFLAGS="-fsanitize=address,undefined -fsanitize-recover=address,undefined -fno-omit-frame-pointer" cmake -DCMAKE_BUILD_TYPE=Debug .. && make -j$(nproc) I used something like that to build xD
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uh, i dont redo cmake, it's handled by make
21:45
or ninja
21:45
but i do clean and rebuild all
21:46
the answer below in stackoverflow says that intel processor returns 0x80000000 when converting floats to integer
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that was probably a merge error before xD
21:49
what git blame says?
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UB = unintentional behaviour?
21:50
no
21:50
undefined*
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it is not specified by the c++ spec what should happen
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Undefined Behabior
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so something happens, and most of the time you also do not want to let that happen
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it means the compiler is free to do whatever it wants
21:51
so it could as well try to make a coffee while you try to debug
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Can confirm with broken math, sg bug works
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Bisecting: 0 revisions left to test after this (roughly 0 steps)final build
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xD you can not run that commit anyway... it introduced a crash
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you don't even know what commit im building 😄
21:54
i had no crash for now
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looks like git bisect tries merge commit first (edited)
21:55
then it delves into the remaining commits to find the guilty one, using dichotomy
21:56
68bcd21eff9fbace8605eec8122f860499e03c21 is the first bad commit commit 68bcd21eff9fbace8605eec8122f860499e03c21 Author: Dennis Felsing <dennis@felsin9.de> Date: Thu May 26 01:22:14 2022 +0200 asan+ubsan clean :040000 040000 c2a05ed35a2813cf52fb342fec10feccff5c2f4c 777420887b27ed36ba256603dc2b8736563e4c00 M scripts :040000 040000 9b4332345d8861463c081da7bb45c552e3baddf4 ce94f0ab3e0d532ce47c86263c5f4a093e6d5a13 M src
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so normalize returns nan, ClampVel just keeps it because it can not compare with ints, so pHit->Core()->m_Vel just gets nan
22:01
this will then probably go through the complete core, till the charactercore is quantiziesed using ints
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what is scary is that normalize_pre_length has been wrong for more than a year now
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not wrong, just unneccery lines
22:04
but division by 0 is wrong xD
22:05
the guy just swapped function order which confuses git
22:06
just as I guessed
22:07
so min_int is our magic number I would guess (edited)
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this probably yield 0
22:07
m_vel is -max_int so *256 is 0
22:08
ah never mind
22:09
easiest fix is either round_to_int or fix vmath.h
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I just add our magix number to laser logic 🙂
22:10
@Jupstar ✪ also agreed on this before
22:10
remove UB and add magic number
22:12
CLaser::HitCharacter i think
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im tyring to get familiar with server side code
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I think a simple From == At is enough
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fixes #5258 bug got fixed by the math changes in https://github.com/ddnet/ddnet/commit/68bcd21eff9fbace8605eec8122f860499e03c21 This fix introduces a hard coded velocity that the player would get like before. We could now make this bug optional, by adding it to our mapbugs, or adding a server setting for it.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [...
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55671e4 fix windows server crash on client spawn - C0D3D3V 4b3b093 Merge #5255 - bors[bot]
23:41
04f1bbf reintroduce shotgun bug - C0D3D3V ce9b16d Merge #5259 - bors[bot]
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@heinrich5991 i was playing with compiler flags once again and it got me this (using clang) ../src/base/tl/threading.h:48:32: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/serverbrowser_http.cpp:136:2: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/serverbrowser_http.cpp:178:3: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/updater.cpp:115:2: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/updater.cpp:122:2: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/updater.cpp:130:2: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/updater.cpp:137:2: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] ../src/engine/client/video.cpp:465:5: warning: acquiring mutex 'g_WriteLock' requires negative capability '!g_WriteLock' [-Wthread-safety-negative] ../src/engine/client/video.cpp:545:5: warning: acquiring mutex 'g_WriteLock' requires negative capability '!g_WriteLock' [-Wthread-safety-negative] ../src/engine/shared/jobs.cpp:57:3: warning: acquiring mutex 'pPool->m_Lock' requires negative capability '!pPool->m_Lock' [-Wthread-safety-negative] ../src/engine/shared/jobs.cpp:99:2: warning: acquiring mutex 'm_Lock' requires negative capability '!m_Lock' [-Wthread-safety-negative] is this a false positive? (edited)
23:56
We'll most likely need to add some REQUIRES(!m_Lock)
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