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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-08-19 00:00:00Z and 2022-08-20 00:00:00Z
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you can teleport dummy with /tp but you need to switch to it and spec
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Weird idea relating to the replacement of image icons, but what if we created an enum storing every icon's utf-8 code? So that it's easier to manage? (edited)
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a comment above hex code could do it as well
02:21
enum would need to take care of endianness i think
02:22
as the integer value is then converted into char string
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One more question, since I seem to be going to the right place; is there any detector for if a file is ../, much like Item.m_IsDir?
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you mean relative path?
03:24
Sorry, I'm new to coding terms πŸ˜…
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apparently no, i couldn't find anything like that with a quick grep
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That's unfortunate.
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there is IStorage::GetCompletePath to get the path if that's what you need
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I want there to be an icon for when you want to go back to a parent directory.
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Hm. I want to make it so that there are different icons for different types of files, but I'm not sure how to do so efficiently. This is the last thing I have to do before an attempt to clean-up some areas of code.
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const char* pIconType
04:01
replace ' with "
04:02
you could have a global function to have the switch encapsulated and used in differnet places in the code
04:02
i think of menus, demos, browser, etc.
04:03
Is heinrich in vacation? Haven't seen him for at least a good week now
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Chairn
replace ' with "
I know that far.
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Chairn
you could have a global function to have the switch encapsulated and used in differnet places in the code
Maybe, but I would have to search on where they could possibly be in the code.
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One last thing- is this allowed? Setting the default to null? I believe it never gets accessed anyways. (edited)
05:01
nevermind, that's a terrible idea πŸ˜‚
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well, it will most likely crash as printing the character needs to dereference the pointer
05:07
better to assign it the empty string ""
05:07
and also, please use nullptr instead of NULL
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I just assigned it with a copy of the file icon
05:08
I uploaded this update. I hope everything worked out just fine with it. (edited)
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looks correct, i'll test it this weekend
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This whole thing feels ironic now, since I'm now noticing the size difference. Is updating the icons pack truly worth the size boost? (edited)
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aren't there already symbols in the font we ship?
05:33
this is what we have in Icons.otf
05:34
a lot of symbol don't show properly on my poor pc 😒
05:35
command used: ttfdump -t cmap -i data/fonts/Icons.otf | perl -CS -ne 'print chr(hex($1)) if /Char (0x[[:xdigit:]]+)/ and hex($1) != 0xffff; END {print "\n"}'
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Yeah same. I guess it's just updating the looks of them, which for some reason adds 5 KBs. If everyone agrees it should revert to its older version to save space, then that's possible.
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[quakenet] ChillerDragon BOT 2022-08-19 09:59:25Z
btw @heinrich5991 eventho i already had a extensive debug printer for network stuff I did use ur dissector on almost a daily basis for a week now thanks a lot for building it! I slowly make progress on a ddnet bridge client. On the left side you can see a vanilla client on 0.7 and on the right ddnet client on a 0.7 server https://zillyhuhn.com/cs/.1660902889.png
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[quakenet] ChillerDragon BOT 2022-08-19 10:11:48Z
also @Learath2 you protcol glu and other things are really cool probs also shoutout to timakro who kinda started the whole movement :D
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Timakro is the one who made the network level part everyone uses, so I guess it's technically his feat
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shoutout to timakro
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Voxel
Yeah same. I guess it's just updating the looks of them, which for some reason adds 5 KBs. If everyone agrees it should revert to its older version to save space, then that's possible.
5 KB is fine, use what looks better
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0489559 Update doc a bit (copied from old wiki) - Zwelf 2bc8834 Merge pull request #213 from Zwelf/pr-update-doc-2 - def-
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29a3baa Editor: added the possibility to duplicate layers - archimede67 6a5d99d Merge #5749 - bors[bot]
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[quakenet] Konsti BOT 2022-08-19 14:45:25Z
i just connected to "localhosdt" and it worked :monkaS:
monkaS 1
14:45
how
14:46
ok i see it works with any ammount of random signs as long the letters of localhost are written
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[quakenet] Konsti BOT 2022-08-19 14:47:01Z
me dumb
14:47
u get connected to localhost if u type invalid ID in the field :justatest:
14:47
or keep it clear
14:47
wtf
14:47
i always typed localhost
14:47
REEEEE
kek 2
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chillerdragon BOT 2022-08-19 15:46:17Z
I think typing localhost can be faster
15:46
Depends on your typing speed
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chillerdragon: btw ddos prot got a lil update
15:48
the unknown attacker is now not getting through anymore xaxa
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chillerdragon BOT 2022-08-19 15:49:22Z
Poggers
15:49
My internet still broke so I lag either way :( send better internet
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Erleben Sie die Vorteile mit Glasfaser der Telekom: Highspeed-Internet mit bis zu 1 GBit/s im Download und bis zu 200 MBit/s im Upload. Jetzt bestellen!
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ΠΈ Ρ‡ΠΎ 2022-08-19 16:06:27Z
Please send a template to make your own skin
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ΠΈ Ρ‡ΠΎ
Please send a template to make your own skin
Download and share many Teeworlds grid templates. Create your own teeworlds assets with these templates. Templates show you the positioning and borders, which you have to consider so that they are compatible with teeworlds
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ΠΈ Ρ‡ΠΎ 2022-08-19 16:08:07Z
thx
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[quakenet] Konsti
i just connected to "localhosdt" and it worked :monkaS:
U broke the matrix
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Hey, im having some problems with a java task with creating a relative path... this is the absolute path. Any solutions? I tried googling and replacing it with "../../../test/etc..." doesnt work 😦 (edited)
18:31
I also tried this after adding registry.data in the same folder i have the opened class in, but that doesnt help either
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ΠΈ Ρ‡ΠΎ 2022-08-19 18:40:15Z
why my bind doesn't work to show all the skins in the game??
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@ΠΈ Ρ‡ΠΎ
18:57
Nvm
18:57
Read it wrong
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ΠΈ Ρ‡ΠΎ
why my bind doesn't work to show all the skins in the game??
Make sure download skins is enabled, then go to settings-> tee -> refresh button
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Read binds instead of skins justatest
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ΠΈ Ρ‡ΠΎ 2022-08-19 18:58:52Z
how to check download is enabled?
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bencie
Make sure download skins is enabled, then go to settings-> tee -> refresh button
ΠΈ Ρ‡ΠΎ 2022-08-19 18:59:17Z
.
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Settings, tee, check the download skins check box
19:00
And uncheck community skins
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This brings smooth scrolling from upstream to the following UI elements:
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πŸ”₯ New Post: Announcing InAppBrowser - see what JavaScript commands get injected through an in-app browser πŸ‘€ TikTok, when opening any website in their app, injects tracking code that can monitor all keystrokes, including passwords, and all taps. https://t.co/TxN1ezZX71
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πŸ‡― 1
πŸ‡Έ 1
cammostripes 1
19:40
@Ryozuki
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ah yes, that thing -- still not fixed, webview does not properly implement CORS
19:57
it's been abused that way for, well, since it existed
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I didn't test how it look like (https://ddnet.tw/explain/game-png), but checked that svg looks correct. Also the explain text can be greatly improved, but it's a start :)
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I think I'll make an account system with something akin to the Kerberos scheme
21:21
The idea in #3411 is nice and all but it's just sounds too wonky. People just expect a username and a password
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If anyone wants to summarize the discussion, feel free to. I just wanted to create the issue now.
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s/it's/it/
21:23
a4a5595 Add explain layer for game.png - Zwelf e66a9c5 Merge pull request #214 from Zwelf/pr-explain-game - def-
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Or I could try to make the idea in #3411 but over an insecure network
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what is the kerberos scheme
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You authenticate against a central server which gives you a ticket to prove who you are. You submit the ticket to the servers you connect to and they can check with the central server that the ticket is valid
21:29
I guess what I described is way too simplified to even be Kerberos anymore, maybe more akin to OAuth
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is it username/password only or is there email and/or steam connections as well
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Email should be easy enough to add in, steam might require a bit of thinking, but should be possible aswell
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also what are some planned/possible features for accounts other than security purposes
21:33
are devs open to have more customization/profile features
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Possible features include, settings synced across devices
21:34
Idk what you could get in terms of customization/profile honestly.
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maybe actual friends lists
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Hm, like with friend requests?
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and like profile pages on ddnet.tw or smth
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Account system? :0
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louis
and like profile pages on ddnet.tw or smth
We already have profile pages on ddnet.tw, we would probably have similar profile pages for accounts instead of player names
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yeah, hard to differentiate between accounts and names though
21:41
is there any plan also to have "verified" names
21:42
so its harder to fake (i.e. if you are on the linked account you will have a check next to your name or smth)
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I think pretty much the only possible way to name accounts is the way every modern service is doing it. Like louis#2121
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Implementing accounts shouldn't be too hard. Right?
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pilonpl
Implementing accounts shouldn't be too hard. Right?
You can check the issue I linked above to see all the discussion about it πŸ˜„
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Learath2
I think pretty much the only possible way to name accounts is the way every modern service is doing it. Like louis#2121
i mean that or just unique alphanumeric is what i see in all account systems nowadays
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The fact that we wanted something non-central is making it pretty annoying
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louis
i mean that or just unique alphanumeric is what i see in all account systems nowadays
Unique alphanumeric would be a huge issue here. Konsti would rush to take everyones names the second we release the feature
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good point
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So the only acceptable solution is name#uid
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i was thinking u could make it harder to fake admins/mods with accounts too by linking certain names to an account
21:46
either by only allowing 1 account to use it or making it so when that 1 account is using it, theres some sort of 'this guy is legit' marker
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Sadly ranks have always been the contentious point in this discussion. People just won't let me archive the leaderboard, so we'd need some weird way to display old not-associated to accounts alongside new ranks associated to accounts
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Learath2
Sadly ranks have always been the contentious point in this discussion. People just won't let me archive the leaderboard, so we'd need some weird way to display old not-associated to accounts alongside new ranks associated to accounts
i would suggest just a [βœ“] symbol or different colored name in /top5
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louis
i was thinking u could make it harder to fake admins/mods with accounts too by linking certain names to an account
Admins and mods are easy, we can just give them a colored name or an icon. Other people I don't think we want to "verify", it'd be so much burden to the staff
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youtuber role when πŸ₯Ί πŸ₯Ί
21:48
but yea it wouldnt work for normal players
21:48
not everyone uses discord etc, imagine verifying chinese players
justatest 1
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It'd just be an insane amount of work, everyone asking for the cool checkmark
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i need verified mark peepoRiot
troll 1
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See, 1st customer
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paradise
i need verified mark peepoRiot
Me too
21:49
I am a very active player
21:49
Pls verify me
21:49
it began
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I am the nr 1 fan of this game
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Anyway, so no verified ranks
21:50
We can't even migrate the old leaderboard to be honest. If someone wants to get their rank on a map verified they'd need to play it again
21:51
How are we supposed to migrate millions of ranks by thousands of players?
21:51
Only new ranks would be verified and have a βœ“ in /top5
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Well, archived leaderboard isn't really any different from not archived leaderboard
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pilonpl
Well, archived leaderboard isn't really any different from not archived leaderboard
If people would allow me to archive it I'd just move it completely out of /top5. You'd only see it in the website or maybe a new command /legacy_top5
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i mean honestly idk if u need verified stuff on normal maps
21:52
maybe if season maps or smth of the sort comes to life
21:52
or tournaments and events
21:53
(which they rarely happen anyways tho)
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Anyway, bigger issue is making the thing...
21:53
I would give it some time but as heinrich proposed it, it's a massive undertaking
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Btw would be great if ot was possible to login through steam
21:53
Safer
21:54
And more convenient
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Replacing the entire protocol with QUIC would be so hard
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pilonpl
Btw would be great if ot was possible to login through steam
This should definitely be possible in whatever scheme we decide on
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Some people just might not trust a game made by underpaid devs
kek 1
21:55
;)
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Well you wouldn't really have to trust us with anything except your email
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wdym underpaid
21:56
they do be not paid at all
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0$ is way under the industry average πŸ˜„
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so wait can anyone tldr me
21:57
is verified rankings happening soon???
21:57
or at least planning
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lynn
is verified rankings happening soon???
Soon isn't something I can promise you πŸ˜„
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something abt protocol
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Maybe in like 4 years lol
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But it definitely is planned
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i meant more like additional planning
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I just need to somehow chop heinrichs proposal into do-able chunks
21:58
I don't have the time to replace UDP with QUIC and implement accounts
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I will try to hack the database πŸ‘Ώ
21:58
😈
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The database would be public in the design we came up with
21:58
That's the beauty of decentralized accountgs
21:59
s/g//
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Um, what?
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would QUIC also affect our ability to withstand attacks
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lynn
would QUIC also affect our ability to withstand attacks
Doubtful, it should perform as good or worse
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a little worse
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Learath2
That's the beauty of decentralized accountgs
Ddnet web 3.0 update
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i was wondering about cloudflare is all
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Happy new day
22:00
Anyway, account would be great
22:03
Free points scams will start
22:03
"give me your password and i will earn you points"
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lynn
i was wondering about cloudflare is all
games rely on custom protocols
22:07
that cloudflare doesnt know about
22:07
and honestly its often good they use custom protocols, they are better optimized for the use case
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QUIC is transport layer, so it doesn't help us in that aspect sadly
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its just that evil ppl exist
22:07
and they ruin it all
22:07
spectre and meltdown
22:08
reduced cpu efficiency by 60%
22:08
kekw
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I had the most bizarre the world is small moment a second ago
22:19
I was looking into a way to split a private key into pieces, stumbled upon a security.stackexchange answer. The answer mentions heinrich5991
22:19
Is it safe to split a private key file and put it in different locations? I mean can somebody actually do anything with only a part of a key?
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well still im of the opinion that managing the protocol to be somewhat resilient to attacks is of interest to us in particular
22:22
having been attacked a ton of times
22:22
but i understand it might just be a losing battle
22:22
i know very little about networking
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There is one thing QUIC will help with, that's proxying which is the only hope I see to our attack issues
22:26
i think i seen this before tho
22:26
@Learath2
22:26
just check the conversation
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I really want to do some accounts stuff, the only thing stopping me is the task being a massive unsplittable chunk
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hi, how does map downloading works precisely (network-wise)
22:50
on ddnet do you fetch it through any web server? lol
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It checks maps.ddnet.tw, if it doesn’t find it there it falls back to fast download from the gameserver
23:05
Fast-download utilizes a β€œhack” of sorts, the server doesnt wait for the clients request for the next chunk to arrive, it’ll just send <map-window> many of them at a time
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Average pps for a client depends ig so
23:07
0769afb Fix displayed image - Zwelf 527ecdd Merge pull request #215 from Zwelf/pr-explain-game-fix - def-
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Fast-download fallback should be almost never taken on an official server, but it can happen
Exported 219 message(s)