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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 2022-07-24 00:00:00Z and 2022-07-25 00:00:00Z
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Print the output of a running process. Contribute to rapiz1/catp development by creating an account on GitHub.
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[quakenet] ChillerDragon BOT 2022-07-24 10:37:49Z
SOS i get 1 sec long lag spikes with full connection problems every 2mins~ on ddnet servers :( but only on ddnet servers
10:37
known issue?
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Hm, I also have this problem but only on GER1 I think
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[quakenet] ChillerDragon BOT 2022-07-24 11:22:46Z
yea its GER1
11:23
could you whitelist my vpn so i can test if its my providers connection to ddnet? because others do not seem to have that issue 139.59.215.82
11:23
@deen @Learath2 @heinrich5991 ^
11:25
thanks? or is ger1 allowing vps?
11:25
either way im in!
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[quakenet] ChillerDragon BOT 2022-07-24 11:34:21Z
okay using vpn did not fix it
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[quakenet] ChillerDragon BOT 2022-07-24 11:55:54Z
or maybe it did. Its way better with vpn the few short lags left are probably something else then
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TsFreddie
👀 and can we have server list subscription? like we can let people subscribe to a url of ours so they know we hosted the server on the list. like a customizable tab.
isn't that what favorite tab do?
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Steps to reproduce:
  • Go on crowded brutal server
  • Join a team
  • Turn on show others
  • Make opacity to zero. (slider to the left).

actual behaviour:

  • you see stars when someone shoots
  • you see their double jump (the blue asset that appears)
  • you see them hitting other tees (the white asset, when you hammer a tee)
  • you see their movement arrows (when turned on)
  • you see their snowflakes
not tested, but you might see their strong/weak indicator ### expected behavi...
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Jupstar ✪
i wonder if we can restructure the server browser a bit anyway i always find it so unpracticle
player list is important imo
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favorite tab is out of date so easily because when a location becomes popular more servers are run, or switched to a new ip
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yup, i often updates it from ddnet tab
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Has anyone seen a bug where Cur and Prev snapshots have the same m_Tick / are the same? (it results in GameIntraTick() being "inf" and then it goes downhill from there, with the game freezing in the end) (edited)
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Add CSnapshot::IsValid to check if a snapshot unpacked from a snapshot delta or demo is valid:
  • ensure number of items and data size are not negative
  • ensure that the actual size of the snapshot matches the size derived from its member variables
  • ensure item offsets are within the valid range
  • ensure item sizes are not negative
Add CSnapshot::TotalSize and CSnapshot::OffsetSize utility functions. Minor improvements to related error messages. Fixes buffer overflow (see #...
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I guess it's been enough of a time for people to get used to it, should we poll around to see how much interest there is for a replacement for the old stars?
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chillerdragon BOT 2022-07-24 19:11:26Z
I still do not understand why the snowflakes could be used as freeze time indicator
19:12
Could not
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Learath2
I guess it's been enough of a time for people to get used to it, should we poll around to see how much interest there is for a replacement for the old stars?
Finally, yes!
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chillerdragon
Could not
That's what I'll make, big snowflakes imitating old stars and the people that can't adapt at all can use a texture which replaces the snowflake with a star
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Hi there, we got stuck like this at race, could that be bug?
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If a duplicate snapshot is received (for the same tick), end up with the same snapshot as both Cur and Prev. This results in GameInfraTick returning "inf" and results in "NaN" downstream in a few places, getting the CollLine logic stuck. Some debug info (tcpdump, gdb, perf): https://gist.github.com/Fireball-Teeworlds/ad0016d2551a2e4d4cb5691023493856 Apparently this doesn't really happen in the wild, unless you have a buggy network stack. In which case it happens frequently enough to pin...
21:35
If a duplicate snapshot is received (for the same tick), we add both to the SnapshotStorage and end up with the same snapshot as both Cur and Prev. This results in GameInfraTick returning "inf" and results in "NaN" downstream in a few places, getting the CollLine logic stuck. Apparently this doesn't really happen in the wild, unless you have a buggy network stack. In which case it happens frequently enough to pinpoint the issue :D

Checklist

  • [X] Tested the change ingame
  • [ ] Pr...
Exported 28 message(s)