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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 2022-07-31 00:00:00Z and 2022-08-01 00:00:00Z
07:02
734790a Fix deprecation warning in ffmpeg 5.1 (fixes #5681) - def- a57063f Merge #5682 - bors[bot]
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[quakenet] ChillerDragon BOT 2022-07-31 08:48:41Z
which map?
08:56
fc5cfb6 Remove CFlag dead code (fixes #5677) - def- b33cbdd Remove unused backend_opengles.h - def- 1e47c28 Automatically detect unused header files - def- 34fb372 Merge #5680 - bors[bot]
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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 (especially base/) or added coverage to integration test
  • [ ] 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-addresss...
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For example if the server crashes due to an assertion, the workflow will only log ./integration_test.sh: line 169: 6420 Illegal instruction (core dumped) $tool ../DDNet-Server "sv_input_fifo server.fifo; sv_rcon_password rcon; sv_map coverage; sv_sqlite_file ddnet-server.sqlite; logfile server.log; sv_register 0; sv_port $port" > stdout_server.txt 2> stderr_server.txt [-] server exited with code 132 which does not help to diagnose the problem.
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Chairn
do you agree that it copies array pEntry->m_Info.m_aAddresses into aAddresses and then from aAddresses into pEntry->m_Info.m_aAddresses ?
AFAICT that code is very much useful, wanna figure it out yourself why that is the case?
13:18
@Tater @Ryozuki ^
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bubliman
64 pixels, im not sure what is used for these calculations
no, tiles aren't bound to be 64 pixels, they just are in the default tilesets
13:21
you declare a array on the stack, copy the addresses into it, then update the entry, without ever modifying the addresses, and then copy them back
13:21
idk
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bubliman
So hypothetical question, Would I get banned if you proved that I was using this ?
unclear, we'd have to talk about it
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fokkonaut
not really, there is even a config setting to show everyone's hookline always
yes, really. the client respects the server settings for this IIRC
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thats not my point. the point is that the server can not detect whether a client is using this, because we talked about these other prediction lines before
13:22
and that they are not detectable
13:22
and therefore, also the server can in theory not disable hooklines
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yes. that doesn't make them not-cheats
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thats not the point
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okay, that point is enough for me
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??? but its completely out of context in that sense
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fokkonaut
Thing is, you cant prove that someone uses this. There are other clients which pre calculate grenade and laser shots already.
.
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trml
the server can choose not to allow hookcoll though
And this was nuborns msg
13:23
Which I basically responded to
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we will ban anyone who gets detected using one of these clients
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Cuz the server can not really control it, if the client just renders it, like the prediction lines
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heinrich5991
we will ban anyone who gets detected using one of these clients
Yeah, thats the thing, its not detecable xD
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if you use one of these clients, you're not safe from being banned, should we invest some time detecting them
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Same for hookline if it was forbidden
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usually, this comes from a fixed number of cheat clients
13:24
sometimes, they behave differently in small ways
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i know, i was just talking theoretically
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great, I'm talking pratcially
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nice, missed my point
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Ryozuki
you declare a array on the stack, copy the addresses into it, then update the entry, without ever modifying the addresses, and then copy them back
but they are part of the entry 😄
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I basically want to inform people that your point isn't everything
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yeah, thats obvious
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it's nice that it's obvious to you
13:25
I wanted to make that clear for everyone
13:26
pEntry->m_Info = Info;
13:26
i missed this xd
13:26
ye the code makes sense
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fokkonaut
thats not my point. the point is that the server can not detect whether a client is using this, because we talked about these other prediction lines before
and the first thing I said was actually just that the hookline can be disabled, which seemed like a false statement on your part
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yea, cuz thought a bit further it cant be disabled, if the client decides to render it not depending on the flag, as my example with cl_show_hook_coll_other 2 said (edited)
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that's okay, but not what you said
13:28
hence my comment
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fokkonaut
not really, there is even a config setting to show everyone's hookline always
.
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yes, that config setting is disabled when the server requests it
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that means, in the end the server can not control it
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it can control it in the ddnet client
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heinrich5991
yes, that config setting is disabled when the server requests it
yes, but in the end the client can render it anyways.........
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yes
13:29
but that's not what you wrote ^^
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this setting shows, that the client can render it, not depending on the flag
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you gave an example that doesn't work
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it does work
13:29
as long as the server allows it, which can be changed in the client
13:29
was just an example
13:29
idk why you take it so hard xD
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fokkonaut
as long as the server allows it, which can be changed in the client
this is the important extra point
13:29
same for you ^^
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you know exactly what i mean
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it always takes two stubborn people to land in this situation ^^
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and i didnt make it too unclear
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I know I tend to be one, but you apparently also are
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of course
13:30
:D
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fokkonaut
idk why you take it so hard xD
if you undestand that, why do you talk like I'm solely at fault here?
13:31
that's a bit annoying ^^
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i didnt lol
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why are you taking this so seriously?
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why are you trying to make me look weird all the time?
13:31
its so useless
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heinrich5991
why are you taking this so seriously?
see? this reply from me was doing what you did above
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heinrich5991
why are you taking this so seriously?
wrong assumption
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I wanted to demonstrate how you say that it's my fault
13:32
and it seems you agree that a statement like this assigns fault
13:32
because you went on to "defend" yourself
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i clearly explained my points, and you just talk against it with things that are not involved
13:33
thats the difference
13:33
and you knew exactly how i meant it
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I acknowledged your points, you didn't seem to acknowledge mine
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oaky whatever dude :D
13:33
have a good one
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Another heated developer moment
🍿 4
14:52
@Learath2
17:29
344e50f Remove dead code - Robyt3 1d6dca8 Fix accesses to vector with index -1 by adding static button IDs - Robyt3 9df5a74 Merge #5683 - bors[bot]
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@c0d3d3v i dont know where you got that info from, regarding the spec inputs xd
17:50
its EXACTLY the other way around
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The freeze bar behaves very weird when you do following steps: 1. Jump into freeze and land on a block 2. /spec 3. Wait some seconds 4. /spec -> The remaining freeze bar is very small but you are still frozen for ~2 seconds !de1e459165 1 In this picture i was still frozen for 2 seconds
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fixes #5675

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 (especially base/) or added coverage to integration test
  • [ ] 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/#u...
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heinrich5991
AFAICT that code is very much useful, wanna figure it out yourself why that is the case?
i didn't see the info assignment in the middle 🙂
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^^
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Although, you could use an assignemnt to TmpInfo
19:52
to have less code
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how to? if it improves the clarity, you could make a PR
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TmpInfo = pEntry->m_Info;
19:54
pEntry->m_Info = Info; // restore other data from TmpInfo
20:23
76e3db9 Reset selected quads when switching layers (fixes #5673) - def- 730c54a Merge #5678 - bors[bot]
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Less code and i find it more clear :)

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 (especially base/) or added coverage to integration test
  • [ ] 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:/...
21:04
c651936 Use copy assignment rather than copy variable one by one - Chairn e5e2609 Merge #5687 - bors[bot]
21:32
9821399 Fix editor image delete - Jupeyy 1110d0e Merge #5686 - bors[bot]
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why does it take so freeaking long to link with mingw
23:02
45 seconds for the client...
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$ time C:/MinGW64/bin/ar.exe cr CMakeFiles/DDNet.dir/objects.a @CMakeFiles/DDNet.dir/objects1.rsp real 0m12,465s user 0m0,000s sys 0m0,031s $ time C:/MinGW64/bin/g++.exe -fdiagnostics-color=always -Werror=class-memaccess -g -mwindows -Wl,--whole-archive CMakeFiles/DDNet.dir/objects.a -Wl,--no-whole-archive -o DDNet.exe -Wl,--out-implib,libDDNet.dll.a -Wl,--major-image-version,0,--minor-image-version,0 @CMakeFiles/DDNet.dir/linklibs.rsp real 0m32,080s user 0m0,000s sys 0m0,031s
23:27
i don't see any lto flag in there, just slow linking
23:28
meanwhile, the server takes only 3 seconds: $ time C:/MinGW64/bin/ar.exe cr CMakeFiles/DDNet-Server.dir/objects.a @CMakeFiles/DDNet-Server.dir/objects1.rsp real 0m0,723s user 0m0,000s sys 0m0,015s $ time C:/MinGW64/bin/g++.exe -fdiagnostics-color=always -Werror=class-memaccess -g -Wl,--whole-archive CMakeFiles/DDNet-Server.dir/objects.a -Wl,--no-whole-archive -o DDNet-Server.exe -Wl,--out-implib,libDDNet-Server.dll.a -Wl,--major-image-version,0,--minor-image-version,0 @CMakeFiles/DDNet-Server.dir/linklibs.rsp real 0m2,804s user 0m0,000s sys 0m0,015s (edited)
23:31
hmm, one more flag in the client compile line: -mwindows
23:33
doesn't change anything with or without it
Exported 124 message(s)