Guild icon
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 2022-06-18 00:00:00Z and 2022-06-19 00:00:00Z
Avatar
i get a crash on client shutdown in sdl joystick stuff
00:10
i have a joystick connected which i dont use
00:10
in tw*
Avatar
If using this character is bannable why do we allow it to exist https://discord.com/channels/252358080522747904/779761780129005568/987422395671392276
Avatar
Avatar
fokkonaut
i get a crash on client shutdown in sdl joystick stuff
any crash logs for @Robyt3 ?
Avatar
Avatar
Tater
If using this character is bannable why do we allow it to exist https://discord.com/channels/252358080522747904/779761780129005568/987422395671392276
theres no system to ban clantags
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:18:40Z
if my pointer is pointing to 0xfffffffffffffffc thats bad i guess? Its a bit high ._.
Avatar
yeah doubtfully used as a real memory address, even if its virtual
07:21
r u subtracting from a nullptr or smth xd
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:21:18Z
so who pooped in ma pointer? -._
07:21
yes i am
07:21
OMG YES I AM
07:22
omg jopstar u so smart
07:22
send new trading advice i lost this months paycheck and rent on stonk market
07:23
aaaaaaaaaaaaa finally
07:23
ok i guess i was just tired yesterday night
07:23
such a nobrainer haha
Avatar
dunno hard to say, rtx 4090 might be next hype. else there isnt smth special rn xd
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:28:26Z
nvodia
07:29
i feel there is something fundamentally wrong in my strat of writing tests
07:29
i run the program and save the output as test xd
07:29
now i broke my tests but the output looks actually better :D
07:30
its more a insurance of not changing the output than it being correct
07:36
how did neither asan or clang complain that i was substracting from a nullptr?!
07:36
jupstar go fix asan
Avatar
do we ignore nullptr claculations?
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:37:40Z
doubt
07:37
its probably asan being bad and waiting for ur pr
Avatar
null:json.c maybe the filter is wrong?
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:38:06Z
ou
Avatar
or shift-base:pnglite.c is it probably
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:38:15Z
lemme try in 1 min
Avatar
chillerdragon BOT 2022-06-18 07:45:52Z
static unsigned const short *spShort = nullptr; spShort -= 1337; printf("spShort=%p\n", spShort);
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:46:16Z
ah cmn clang tidy could warn there
07:46
ah wait asan does!
07:47
maybe i didnt see it earlier in the flood of opengl errors -.-
Avatar
how bout not using opengl < 3.3
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:47:41Z
old but gold
Avatar
the old backends suck
07:47
i'd love to remove this bloat
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 07:47:55Z
idk i got some freezes
07:48
and i panic downgraded again
Avatar
vulkan is legend
Avatar
chillerdragon BOT 2022-06-18 07:57:32Z
omg poggies finally setup matrix in weechat lets see how it performs
07:58
07:58
user list looks a bit cursed :D
Avatar
chillerdragon BOT 2022-06-18 08:01:10Z
ah nice i can see github notifications here!
08:06
#990 :justatest:
08:06
meh still no bot
08:06
a
Avatar
@unexploredtest:kde.org BOT 2022-06-18 08:28:02Z
ChillerTiger? xd
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 08:34:06Z
its not my mom i swear
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 08:47:18Z
I wonder if pressing ctrl+c on ./scripts/fix_style.py could delete code if you kill it while its writing. Or is ctrl+c gracefully enough?
Avatar
probably yes
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 08:48:17Z
yes wat
08:48
god bad?
Avatar
maybe u cannot even prevent it with a sigkill
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 08:48:30Z
so robust
Avatar
maybe it sends one buffer to kernel and then its not in user space anymore
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 08:48:37Z
yea its python u cant kill that
Avatar
(i am not sure about it, just speculation)
08:49
well i mean clang-format
08:49
not the script itself
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 08:49:06Z
fat python probably takes longer to realize a sigkill is coming than the clang takes to fix the format axaxax
Avatar
Currently map files are overwritten in place when being saved. So when the save process does not finish you end up with a corrupted map file. That actually happend to me in my windows blue screen days. I was working on a big map that took around 1 second to save. Since I was aware of my pc being unstable I developed the habit of saving non stop. And one time my pc crashed during the save of the file. Which broke the map file. It would be nice to save in a .tmp file first and then move t...
Avatar
``` Thread 1 received signal SIGSEGV, Segmentation fault. 0x000000006d62af4d in SDL_DYNAPI_entry () from ddnet\build\SDL2.dll (gdb) where #0 0x000000006d62af4d in SDL_DYNAPI_entry () from ddnet\build\SDL2.dll #1 0x00007ff7a4f0cf67 in CInput::CJoystick::Close (this=0x1cccf62da60) at ddnet/src/engine/client/input.cpp:179 #2 0x00007ff7a4f0cee4 in CInput::CloseJoysticks (this=0x1ccce64be70) at ddnet/src/engine/client/input.cpp:171 #3 0x00007ff7a4f0c88b in CInput::~CInput (thi...
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:34:48Z
comp=-194 'client2: what??!?!?' 'client2: what??!?!?' any idea why the two single quoted string have a str_comp of -194? xd
09:35
dbg_msg("chiller", "comp=%d 'client2: what??!?!?' '%s'", str_comp_nocase("client2: what??!?!?", aBuf), aBuf);
Avatar
probs how far the characters are "away" from each other mathematically
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:37:01Z
yes
09:37
but arent those strings identical?
09:38
str_endswith(aBuf, "?") returns 0._.
09:39
i feel like there is corrupted memory or shit but then it should print something funny
Avatar
print both strings as hexa codes then we know
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:39:48Z
any issue with this? aBuf[str_length(aBuf) - 1] = '\0';
09:40
is there some str_hex in tw?
09:40
there is
Avatar
looks wrong yeah
09:40
strlen should be without termination null already
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:42:27Z
it somewhat worked well for me so far to chop off the last char
09:42
until i tocuhed it again
09:42
OMG THERE IS A C2
09:42
who dis bitsh xd
09:43
hexorman
Avatar
ez
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:43:43Z
ou
Avatar
and guess what
09:43
0xc2
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:43:47Z
is ¿ maybe 2 bytes?
Avatar
= 194
09:44
yes
09:44
probably unicode already
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:44:18Z
omaagwd
09:44
fak
09:44
can str_len count that as 2?
09:44
lets see xd
09:45
indeed
09:45
wow @Jupstar ✪ the hex was sooo good advice
09:45
fixed
Avatar
chillerdragon BOT 2022-06-18 09:46:49Z
char aPuncts[][4] = {"?", "!", ".", ",", "¿", " "}; for(int i = 0; i < 10; i++) // strip up to 10 alternating punctuations for(auto const &Punc : aPuncts) while(str_endswith(aBuf, Punc)) // cut off punctuation and spaces aBuf[str_length(aBuf) - str_length(Punc)] = '\0';
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 09:47:22Z
my goal is todo "what?!?!?" -> "what" and it works. Not sure if thats a rly bad implementation xd
Avatar
we probs also have str_lenutf8
Avatar
Instead of closing the joysticks manually, use SDL_QuitSubSystem(SDL_INIT_JOYSTICK) to quit the entire subsystem, which will also close all joysticks correctly. The engine input destructor is replaced with a Shutdown method so we can control when it is called, i.e. before calling SDL_Quit, which forcefully quits all subsystems. CJoystick::Close is removed as we don't need to close joysticks manually anymore. Closes #5452.

Checklist

  • [X] Tested the change ingame
  • [...
Avatar
What c++ standart ddnet use?
Avatar
17 currently
Avatar
@Jupstar ✪ appearently he found it :D
Avatar
Avatar
Jupstar ✪
17 currently
starting from what version?
Avatar
Avatar
Mʎɹ シ
starting from what version?
dunno, 15 maybe
12:20
smth around there
Avatar
Ok, thx
Avatar
nice github down
12:24
thanks microsoft
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 13:15:52Z
told ya gh has more downtime than ddnet
13:16
ddnet just has the bigger/better devops team than micronobs
Avatar
@unexploredtest:kde.org BOT 2022-06-18 15:08:07Z
Your dummy then? (<@749222324980416602_=5bquakenet=5d=20=43hiller=44ragon>)
its not my mom i swear
Avatar
When I tried to understand our snapshot system a little bit more, I found something interesting on this map (probably related to the findings I reported in #5368): test_2.map.zip The snap function to send the pickups should be correct, so the error is in the snapshot system. If you join the server with that map, then stand on this spot: ![grafik](https://user-images.githubusercontent.com/14315968/174446897-74b7173d-7...
Avatar
https://github.com/ddnet/ddnet/blob/cd8706a84ab928a37d11b2c9a18ca4e91c5007e5/src/engine/client/client.cpp#L1946 Am I wrong or do I miss something. But I think this check is partially wrong, because CSnapshot::MAX_PARTS is 64 but m_SnapshotParts[Conn] is unsigned and therefor only 32bit? (edited)
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/client.cpp at cd8706a84ab928a37d11b2c9a18ca4e91c5007e5 · ddnet/ddnet
Avatar
If a snapshot is spitted into multiple parts, the client receive them as NETMSG_SNAP identified by there part number. There can be up to 64 parts. And in this line is checked if all parts were received https://github.com/ddnet/ddnet/blob/cd8706a84ab928a37d11b2c9a18ca4e91c5007e5/src/engine/client/client.cpp#L1946 But I think the check is wrong, because m_SnapshotParts[Conn] is of type unsigned and as far as I know unsigned is only 32bit long. I think we should use uint64_t for ...
Avatar
mold 1.3.0 is a new release of the high-speed linker. This release contains a few new features and general stability/compatibility improvements as shown below. Note for those who create mold binary...
Avatar
Avatar
c0d3d3v
https://github.com/ddnet/ddnet/blob/cd8706a84ab928a37d11b2c9a18ca4e91c5007e5/src/engine/client/client.cpp#L1946 Am I wrong or do I miss something. But I think this check is partially wrong, because CSnapshot::MAX_PARTS is 64 but m_SnapshotParts[Conn] is unsigned and therefor only 32bit? (edited)
Only the implementation and god himself knows what size unsigned is. So if we are making assumptions about it that’s bad
Avatar
God doesn't have programming knowledge @Learath2
Avatar
If he exists he is supposed to be omnipotent and omnipresent. I’m sure he picked up some programming somewhere along the way
Avatar
Where's the manual of that language
Avatar
Bible, Quran or Torah depending on your favorite religion
Avatar
hmmpf, can't comment on github...
Avatar
@c0d3d3v btw, what did you mean by left/right and jump keypresses not being sent? I mean, cl_show_direction 1 will show those
Avatar
did we change smth about skins lately?
18:49
another crash report that Graphics()->LoadPNG failed
Avatar
Avatar
trml
@c0d3d3v btw, what did you mean by left/right and jump keypresses not being sent? I mean, cl_show_direction 1 will show those
Clients only get the manipulated data from the server. So if the player is not allowed to press Right, the server will not send right to the clients... So If you are freezed the clients do not know what the player is pressing
Avatar
we had this before but since LTO is active the crash logs arent really useful
Avatar
Avatar
Jupstar ✪
we had this before but since LTO is active the crash logs arent really useful
I see no real use for LTO anyway
Avatar
oh, during freeze, yes thats true
Avatar
Avatar
trml
oh, during freeze, yes thats true
the clients also do know when you press fire...
18:51
but only when you are allowed to press
Avatar
he uses skins.tw
Avatar
AttackTick
Avatar
how? attacktick is sent, but I think its only the last time you pressed
Avatar
i.e., you dont know if someone presses fire
Avatar
thats more or less the same for jump. Because you can also not use the jump information to say that the player is really pressing jump. Just a little better then fire
Avatar
Avatar
Jupstar ✪
another crash report that Graphics()->LoadPNG failed
isn't that the new readfile function?
Avatar
hmm, I thought one of the two jump bits indicated jump press
Avatar
yes the first
18:54
but You are not always allowed to press jump (edited)
18:54
... but it is better then fire
18:55
I would also like to have all real input data in the clients, but on the other hand, that would not really improve gameplay
Avatar
yeah, checked it again, it doesn't anymore after you used the last jump
Avatar
Avatar
Chairn
isn't that the new readfile function?
i assume its pnglite crashing bcs of an abitary skin or some weird file format
Avatar
Avatar
trml
yeah, checked it again, it doesn't anymore after you used the last jump
jup
Avatar
skins.tw is a untested wildcard, and pnglite sucks
18:56
review #5385 and merge it for 16.2
Avatar
Same as #3407 Rebasing gets too annoying. heinrichs concern: (he means pnglite instead of libpng in first sentence) "I think this needs a blacklist for formats that libpng can't load, at l...
Avatar
that flag might still useful enough for cl_show_direction though (if they are shown if freeze at least)
Avatar
Avatar
c0d3d3v
I would also like to have all real input data in the clients, but on the other hand, that would not really improve gameplay
would probably be most useful showing in freeze and/or prediction. btw, is sending real input in freeze planned for next release? I guess it would require some alter changes to char/ddnetchar netobjects if not
19:03
additional*
Avatar
when add 45 degree slides
Avatar
Since the other player inputs are now being sent in some form (i.e. currently effective keypresses, and input in freeze also being planned), it would be nice to also send fire presses, as it could potentially be useful in the future if someone for example wants to show fire keypress in freeze. One option could be as a flag in ddnetcharacter (in that case it might be nice to get it in alongside the new extension of ddnetchar), although it would perhaps have been a better fit in the vanilla ...
Avatar
Avatar
trml
would probably be most useful showing in freeze and/or prediction. btw, is sending real input in freeze planned for next release? I guess it would require some alter changes to char/ddnetchar netobjects if not
not planed for 16.2
21:29
I tried to rework the gamecore to be able to send the real inputs in the charactercore without manipulating them. But it turned out to be a bad idea, because to get the physics correct, so that it works as before is hard, if you do not want to have two diffrent gamecores (one for server, one for client)
Avatar
Avatar
trml
would probably be most useful showing in freeze and/or prediction. btw, is sending real input in freeze planned for next release? I guess it would require some alter changes to char/ddnetchar netobjects if not
The easiest solution would be to send the real inputs additionally. I had an PR open to send the real Key presses to make the show_direction option show the real presses. But heinrich wanted that I try to refactor gamecore so that we do not need to send them twice (the real and the manipulated)... But I did give up, maybe someone wants to try that in future, or we send them additional.
Avatar
I actually try to do the exact same thing some time ago (and also avoiding the duplicated input) 😄 however didnt quite finish it so never PRed
21:38
I could try to take a look again one day to see if I have any ideas (wanted to check if you were working on it atm first)
21:39
but its perhaps possible that the problems I ran into then are the same as you did now (I think it was getting jump to predict correctly)
21:39
tried*
21:40
as, a year or two ago, so don't remember exactly
21:41
as in*
Avatar
I first tried to do it for jump, part of that is also in master. I did only a small step and thought this could not have changed anything xD And did have 2 physics changes in it, that I needed to fix afterwards 😄 Its really critical to change something input related ^^and hard to test all physics. We would have to write unit tests before (edited)
Avatar
absolutely. this is why I mostly only dare to touch client side stuff related to this 😄
21:47
although in the long run it would be great to cleanup server physics code a bit
Avatar
[quakenet] ChillerDragon BOT 2022-06-18 22:31:57Z
neither git operations nor the website are any stable and yet githubstatus flexes all operational status https://zillyhuhn.com/cs/.1655591461.png
22:32
so bad
Avatar
the github status page is probably connected to SLAs, so they will only admit something is broken when they have to, otherwise lose lots of money
Avatar
chillerdragon BOT 2022-06-18 23:45:36Z
:brain:
23:47
but at some point they have to admit that their status is broken hrhr
Exported 183 message(s)