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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 2022-07-29 00:00:00Z and 2022-07-30 00:00:00Z
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is it possible to increase the number of characters in a message? Because sometimes you click send, but the message is not sent and you have to erase it gradually
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client and server should ideally have the same limit
07:30
but I believe the spam detection might get into your way there
07:31
Just tried it and without spam protection (no messages sent by me before I can send the full length message client allows
07:32
but then on the next few attempts spam protection comes in if I don't wait long enough between messages
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Currently if the disk gets full teehistorian will still keep trying to write, even though at that point we've already lost enough data that the file would be useless even if the write succeeded. This also causes flood in rcon making the rcon impossible to use. Solution: If a write fails there is no recovering, close the file and disable teehistorian recording. Due to the nature of the format, I don't think we can ever start a new file from an already running server. Another common problem ...
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Since version 16.2.1 when accessing m_aClients[i] from a new thread it started crashing. It worked fine in version 16.1 and before. It's crashing in "xtree" file: https://i.imgur.com/o85bnp5.png You can reproduce this issue by adding this code to gameclient.h: cpp static void TestThreadProxy(void *pUser); void TestThread(); Then in gameclient.cpp ```cpp void CGameClient::OnConsoleInit() { // ... void *testThread = thread_init(TestThreadProxy, this, "Te...
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Just to avoid unnecessary power consumption and heat output.
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Client crashes on newest client when you do something in editor
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paradise
Client crashes on newest client when you do something in editor
is it shift-select?
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bencie
is it shift-select?
no
14:25
actually it works now again
14:25
and i think it was yea
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ReiTW
@deen so sad noby & me worked on it 😦
What about making a web client inside ddnet client and verify there with recaptcha?
14:49
Before joining server, it pops out
14:49
Better than going on external browser
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Tf not needed
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And only ddnet verified servers can send “I’m not robot” pop out
14:51
Hm okay, but ddnet client needs something refreshing. This is started being boring. 😌
14:52
At first point it’s sad that this verification is even needed
14:52
Ddnet client needs new UI support sent by servers
14:53
Custom text boxes on UI, etc…
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Lets make a super fast client slow and bloated by adding web
14:53
TOOBASED
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Web ui like windows 11
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Nah Ryozuki, u don’t get the point like 90% of the time. But whatever
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Ryozuki
Lets make a super fast client slow and bloated by adding web
libcef rendering a transparent bg page on top of the screen for all the ui. 16G ram usage gang
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m!ki
Custom text boxes on UI, etc…
This is actually interesting. I do have a prototype that allows rendering information boxes from the server, but I found it way too rigid to do anything with
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m!ki
Nah Ryozuki, u don’t get the point like 90% of the time. But whatever
PES3_SusAlt
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Not useful for much more than help boxes for things like tutorials
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m!ki
At first point it’s sad that this verification is even needed
Which verification are u talkin about tho
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Learath2
Not useful for much more than help boxes for things like tutorials
What about other mods?
14:59
14:59
Look, even login ui could be cool (edited)
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m!ki
What about other mods?
I mean everyone can just send a NETMSG_INFO but it’s just not very useful. You can position the box, you can size the box and it can only have text
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ReiTW
Which verification are u talkin about tho
Anti ddos, it’s sad that people still doing it. Killing game
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Me still waiting that someone finally say yes for moving tiles as it can be something new for racing
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ReiTW
Me still waiting that someone finally say yes for moving tiles as it can be something new for racing
I’m already working on these, just havent had time to touch them in a while
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m!ki
Anti ddos, it’s sad that people still doing it. Killing game
Yes I know, that's why I'm trying to work on that dynamic way to whitelist someone when he's in for more than 5min
15:01
That could also semi-fix the issue deen had with those people having different IPs
15:01
People who were already ingame will be whitelisted already by their real IP
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I had some very annoying issues with moving hookthru tiles and rq’d it
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Lol I guess so yes, looks hard
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ReiTW
Yes I know, that's why I'm trying to work on that dynamic way to whitelist someone when he's in for more than 5min
Why don’t you utilize a secondary daemon to keep track of play duration and use the reporting socket we have?
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reporting socket?
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The problem is that ddnet client is open source, it could be possible to prevent ddosing by verifying player then run launcher and send few info to server to whitelist it (edited)
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ReiTW
reporting socket?
I don’t remember how we named it in the code, but the server reports joins and leaves to a configurable unix socket
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no clue, but my goal is to be able to manipulate maps using a Rest API
15:03
so you could PUT a specific API path to add an IP into the whitelist
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m!ki
The problem is that ddnet client is open source, it could be possible to prevent ddosing by verifying player then run launcher and send few info to server to whitelist it (edited)
We tried, a lot of people have mismatching udp and tcp ips due to cgnats/vpns. So whitelists aren’t exactly easy to do
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Cgnat is so gay
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and having to https request an API to whitelist someone after being ingame for 5mins is easy I think
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ReiTW
and having to https request an API to whitelist someone after being ingame for 5mins is easy I think
I would offload that to an external daemon so there is no extra code in the server to maintain
15:05
We already report joins and leaves to a unix socket, you can hook your daemon there and it’d be a plug and play solution for any ddnet based server since ddnet 10 iirc
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I could do smth based on that socket yea
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Ye, but maybe launcher handshake with server, but hidden and encrypted. But still it’s boring to making external software to play game ☹
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thing is you still have to do another way to whitelist when under attack, like a website or that client-side verification. Even if people who has mismatching udp/tcp IPs during attacks, that's better than whitelisting everytime through https (edited)
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m!ki
Ye, but maybe launcher handshake with server, but hidden and encrypted. But still it’s boring to making external software to play game ☹
We don’t need a launcher, the client is completely capable of doing a handshake. The problem is that the ip people do the handshake on won’t match the ip they join the server with
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but attacks are generally not permanent, so not that bad
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Make ddnet private source, and done job 🤓
franzj_kek 1
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Doesn’t matter that it’s open source
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But how aren’t other games affected by massive ddos then?
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I'll take a look at your socket, but will still learn to make that Rest API (as I will need it for a school project + XDP)
15:09
other games are affected too
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ReiTW
but attacks are generally not permanent, so not that bad
Anyway, in our case the issue isn’t whitelisting. We can figure that out just fine. The problem is no matter how good we are at filtering, our cpus and connections are just not fat enough
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m!ki
But how aren’t other games affected by massive ddos then?
Step 1) Invest tens of thousands of $ per month into ddos protection. Step 2) Profit
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ReiTW
other games are affected too
Sure, but it’s harder cuz idiots don’t have way to make shit scripts to emulate client and spam servers
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I'd say easier
15:10
xD (edited)
15:10
as an old idiot I can confirm that
mdr 1
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Sure when open sourced
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@Learath2 since when do we help bot client devs
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not even
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fokkonaut
@Learath2 since when do we help bot client devs
Oh, which bot did he make?
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m!ki
Sure when open sourced
Ubisoft's games, EA's etc..
15:11
they're not
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And you managed to kill their servers?
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when I was doing tests & shit yes, for a few sec, but I switched to the good side
15:12
Even told it to potato from my team who works at Ubisoft lol
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Learath2
Step 1) Invest tens of thousands of $ per month into ddos protection. Step 2) Profit
Which one? Cloudflare?
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cloudflare is way too expensive
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m!ki
And you managed to kill their servers?
The ability to generate traffic is not the issue. You can generate legitimate looking traffic by just reverse engineering. The key to their success is their massive infrastructure. You can easily take down one server with ddos. It won’t affect the thousands of running games for other people
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I think it's called cloudflare magic smth?
15:13
magic transit
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Original message was deleted or could not be loaded.
@Learath2 talking about the github issue about threads
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m!ki
Which one? Cloudflare?
Sure, there is also Akamai and a couple others. The key is to get huge filtered pipes and thousands of servers
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ReiTW
magic transit
Cloudflare Spectrum increases TCP and UDP security and prevents DDoS attacks for gaming, mail, SSH, and other services.
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ah spectrum yes
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fokkonaut
@Learath2 talking about the github issue about threads
Can you gimme the issue #?
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#5671
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Since version 16.2.1 when accessing m_aClients[i] from a new thread it started crashing. It worked fine in version 16.1 and before. It's crashing in "xtree" file: https://...
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LOL. It takes a true degenerate to ask for help while trying to ruin a game
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lol hypixel is behind spectrum?
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ReiTW
lol hypixel is behind spectrum?
Ofc
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Been so long time
15:16
Hypixel is big business, it’s worth
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Learath2
LOL. It takes a true degenerate to ask for help while trying to ruin a game
That guy offered someone an old and buggy af version of my mod for 50€ kekw
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who's krixx lol
15:17
tf (edited)
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he asked me for antibot code
15:17
and he wanted it from me in exchange to take down my mod from his github
15:18
kekw
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fokkonaut
That guy offered someone an old and buggy af version of my mod for 50€ kekw
i could do it for free lol
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if he wants I can share @noby 's antibot with empty functions
15:18
sue
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nouaa
i could do it for free lol
Ah, so I see, last time you told me you dont have my mod. Pathetic liar, and now I see that the guy who had my mod was indeed getting help from you
15:18
As he said himself
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ReiTW
if he wants I can share @noby 's antibot with empty functions
I can with full functions 🥸
hollande 1
15:19
But noby’ style of writing code is shit 😂
15:19
But I love him
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Honestly I could make the antibot public and people still wouldn’t understand anything
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nobyC lmao
15:20
even me I saw 1 line I didn't even try
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Noby is just too far ahead of our mortal brains
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However, we got the point. ReiTW get cloudflare proxy and ur good 😂
15:21
Or make one big tw entry proxy for other tw servers
15:22
Invest in protecting main proxy
15:22
=profit
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fokkonaut
Ah, so I see, last time you told me you dont have my mod. Pathetic liar, and now I see that the guy who had my mod was indeed getting help from you
I was just kidding, lol, take it easy. As i've told you a thousand times before, i would never do anything with your mod (i don't have it anymore tbh)
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I could host one proxy node if this will even exist & be used, but I doubt people trusts me today sadly
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m!ki
Or make one big tw entry proxy for other tw servers
We have this as a long term plan. But instead of a main proxy, a hierarchy of proxies that we can shift load between
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Something like BungeeCord for minecraft
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nouaa
I was just kidding, lol, take it easy. As i've told you a thousand times before, i would never do anything with your mod (i don't have it anymore tbh)
nice lie
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@m!ki yes when I asked about https://github.com/ddnet/ddnet/issues/5662 I was thinking also about giving bungeecord as an example
Hi, After discussing with @murpii about multeasymap and funvoting issues, is it possible to implement a new feature to redirect a player to another server ? It could be for example a tile that may ...
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fokkonaut
nice lie
I'm talking to a wall
15:23
mdr
15:23
danceclown
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#4791 is the first step for proper proxying
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The proxy server is supposed to prepend the client IP address and port in the first 18 bytes of a packet. IPv4 addresses are represented using IPv4-mapped IPv6 addresses with the prefix ::ffff:, e....
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ReiTW
@m!ki yes when I asked about https://github.com/ddnet/ddnet/issues/5662 I was thinking also about giving bungeecord as an example
Nice point, but allow only verified servers do this
15:25
Cuz obviously people gonna try abuse it
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ReiTW
@m!ki yes when I asked about https://github.com/ddnet/ddnet/issues/5662 I was thinking also about giving bungeecord as an example
does bungeecord actually redirect to another ip or is it just like proxies?
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thing about proxying is it has to be simple enough to stay easy to setup a server without it too
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Tater
does bungeecord actually redirect to another ip or is it just like proxies?
No, ur still on entry proxy
15:26
It’s not just redirecting
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it's not a feature implemented client side
15:27
(I think so)
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If proxy that u connected to is dead, then ur out
15:27
However, bungeecord is so cool shit, best thing made in mc
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it's all about faking, on teeworlds you can just fake a change map & switch someone to another server instance
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ye no hypixel without bungeecord xd
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@Learath2 btw I was always wondering why having always 2 commands like super and unsuper ? why not a single one that can toggle?
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Only greyfox or 3da probably know the reason
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Last updates I am getting absolutely weird graphical bugs happening on my Linux DDNet. I assume it has started from 16.1. When I alt-tab (using all graphical APIs) I get glitches that make my tees looking more like worms and stuff
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Screenshot? Can you try older versions from https://ddnet.tw/downloads to say which version the issue started with?
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what are the current gores maps in DDnet?
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deen
Screenshot? Can you try older versions from https://ddnet.tw/downloads to say which version the issue started with?
That happens after alt-tabbing and the resolution itself in game changes also. But the whole game is stretched. The resolution on my screenshot is 1706x907 while before it was 2560x1440. Vulkan 1.0.0 (edited)
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python311
That happens after alt-tabbing and the resolution itself in game changes also. But the whole game is stretched. The resolution on my screenshot is 1706x907 while before it was 2560x1440. Vulkan 1.0.0 (edited)
ur sdl version is buggy
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python311
That happens after alt-tabbing and the resolution itself in game changes also. But the whole game is stretched. The resolution on my screenshot is 1706x907 while before it was 2560x1440. Vulkan 1.0.0 (edited)
What distribution is this? Can you try upgrading SDL2?
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Patiga
@Saiborg here is a list https://wiki.ddnet.org/wiki/Gores
Thanks 😄 (edited)
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deen
What distribution is this? Can you try upgrading SDL2?
It is KUbuntu 20.04
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This happend to me now multiple times. To maybe reproduce: 1. Open a map with a lot of quads in different layers. 2. Go to one of the quad layers, use shift-select to get all red dots of one quad. 3. Now select all quads with drawing a shift-box. 4. Recolor the quads. 5. Click on a different quad layer, all quads should already be selected. 6. Go back to 4. Cannot upload a map-file here, if you want a good one for testing ask me on discord: mind#5976 Also have two crash logs,...
19:47
Happend to me now two times, idk how to reproduce though, seems random. After moving around the sun and the sunbeams, the blue background quad got randomly recolored. !screenshot_2022-07-29_21-01-53 Took a screenshot, tabbed out and the client crashed afterwards. Also have a crash log, but cannot upload here.
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This one is weird. To reproduce: 1. See discord for the map to reproduce (but also has happend on other maps to me). 2. Go to images, remove grass_main or grass_doodads. 3. Now click on Images to go to Sounds. 4. Crashes if you click on Sounds to go back to Layers. According to another user this only happens, if the layers in which the images are used get displayed. E.g. if the layers are empty or if you hide the layers it does not crash (but it will crash if you display the ...
20:04
What did you do to the editor, it is so unstable lately. You have to map in constant fear of a crash, a few days ago I even had a crash while saving and the map got buggy (luckily created a backup-file shortly before). (edited)
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@heinrich5991 do you know why the chat commands no longer show up in the console?
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mind
What did you do to the editor, it is so unstable lately. You have to map in constant fear of a crash, a few days ago I even had a crash while saving and the map got buggy (luckily created a backup-file shortly before). (edited)
There was a relatively large change using std::vector which could be at fault for many of those problems
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Learath2
@heinrich5991 do you know why the chat commands no longer show up in the console?
that was a more or less deliberate change
21:03
should they appear there?
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hm, maybe we should log timeouts atleast, we used them to recover the tees of people that got nuked
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then log them explicitly, I guess
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@mind steam version? 16.2.2 released or nightly? 64bit or 32bit?
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16.2.2 released non steam 64bit win10 (edited)
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are you sure? The crashdump kind of doesn't make sense
21:16
Oh, it doesn't crash in DDNet.exe but in Vulkan driver
21:16
makes sense then
21:18
But for the other crashdump also can't get any info out
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@heinrich5991 I did a quick profile of the server under ddos today, didn't find anything interesting except that fillantibot takes a fair bit of time
22:45
Since that has nothing to do with ddos, I'm guessing it's always a significant chunk of the time
22:46
Should we perhaps devise a better way of passing data to the antibot? Something no-copy perhaps?
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no-copy runs into abi problems
Exported 184 message(s)