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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 2022-09-06 00:00:00Z and 2022-09-07 00:00:00Z
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👻 ping (edited)
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9f8e283 M Strategic Paraplegic - ddnet-maps
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is there any settings in ddnet server that allow me to set only ips can join the server?
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why dont you just set a password lmao
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chillerdragon BOT 2022-09-06 07:47:37Z
The current state is that https://zillyhuhn.com/cs/.1660902889.pngI was working on it every day in vacation where I had no mouse or internet to distract me. Now back home I’m playing minecraft 24/7 :DSo the current state is that at first glance when looking at it in the dissector all is fine. Client and server send all the packets. The ddnet Client can properly join a 0.7 server and stay online. But I haven’t gotten to parsing the snap yet. So the client is not even rendering tees. Just the world.Now I need a new way of approaching this. Because until here I could always check which packets should be send and which I was missing and then search the code.I have no proper plan yet on how to tackle understanding the snapshot. (@heinrich5991)
ChillerDragon: cool that the 0.7 dissector helped you 🙂 what&#x27;s the current state of 0.7 support? (reading backlog 2022-08-19, not sure if there&#x27;s newer info available later) (<@749222324980416602_=5bquakenet=5d=20=43hiller=44ragon>)
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chillerdragon
The current state is that https://zillyhuhn.com/cs/.1660902889.pngI was working on it every day in vacation where I had no mouse or internet to distract me. Now back home I’m playing minecraft 24/7 :DSo the current state is that at first glance when looking at it in the dissector all is fine. Client and server send all the packets. The ddnet Client can properly join a 0.7 server and stay online. But I haven’t gotten to parsing the snap yet. So the client is not even rendering tees. Just the world.Now I need a new way of approaching this. Because until here I could always check which packets should be send and which I was missing and then search the code.I have no proper plan yet on how to tackle understanding the snapshot. (@heinrich5991)
I could help
07:58
Maybe
08:00
I do the same basically in the server already
08:01
chillerdragon: do you have a public repo for this already? I would give it a try later
08:08
When it comes to implementing this to the browser, there should be a separated 0.7 tab which also does not show servers that are already on the main 0.6 tab. Maybe a manual connection as 0.7 client should be possible tho via command
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I'd simply show all 0.6 and all 0.7 servers in the same tab
08:30
and prefer connecting to 0.6 for now
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I've seen people on Discord and elsewhere saying that they're stuck on "getting game info". Given our flaky server connections, I assumed this would happen due to network filters, but I managed to accidentally reproduce it while connecting to localhost as well. So it appears there's a problem there.
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chillerdragon: so what you're saying is that you need snap support in the wireshark dissector? 😛
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i keep confusing heinrich with fokko now LOL
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chillerdragon BOT 2022-09-06 09:35:46Z
Yea it’s a mess tho. I think it’s a branch In my ddnet fork. But it also needs another repo it’s a bit of a duck tape project as pf right now. But sure let’s have a call some day and look into it :) (@fokkonaut)
chillerdragon: do you have a public repo for this already? I would give it a try later
09:36
Yea we’ll see. I also though about a tab. My current implementation added a optional argument to the „connect“ console command to switch to 0.7 mode. Which is nice for testing (@fokkonaut)
When it comes to implementing this to the browser, there should be a separated 0.7 tab which also does not show servers that are already on the main 0.6 tab. Maybe a manual connection as 0.7 client should be possible tho via command
09:36
Hehe yea that could help :p (@heinrich5991)
chillerdragon: so what you&#x27;re saying is that you need snap support in the wireshark dissector? 😛
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chillerdragon
Yea we’ll see. I also though about a tab. My current implementation added a optional argument to the „connect“ console command to switch to 0.7 mode. Which is nice for testing (@fokkonaut)
why the different tab though?
09:38
we could use the url scheme used by the master to distinguish between addresses of 0.7 and 0.6 servers
09:39
it calls 0.7 servers something like tw-0.7+udp://127.0.0.1:8303
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chillerdragon BOT 2022-09-06 09:58:16Z
I think especially in the beginning when it’s still alpha it makes sense to warn users what they get into. But we can also signalize it in one united tab or even apply filters
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Oh wait, I remember someone doing a 0.7 skin renderer in DDNET
10:01
Do you think that would still apply to this whole 0.7 thing?
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chillerdragon BOT 2022-09-06 10:01:19Z
Wot?
10:01
Pls send
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It was a PR, lemme see if it still exists
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chillerdragon BOT 2022-09-06 10:01:45Z
Maybe mine :D
10:02
Yea 0.7 needs more than just the protocol I’m working on. It needs a new skin menu as well
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I started working on this a while ago and it is still far from being finished. Just wanted to share that I am working on this and get some feedback if it even has a chance to be merged when finishe...
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chillerdragon BOT 2022-09-06 10:02:19Z
And new textures and binds for ready mode
10:02
Ye that
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Yea, makes sense. How would it work though? Would you automatically be set as a 0.7 tee in the respecting servers?
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chillerdragon BOT 2022-09-06 10:03:29Z
Yes
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hm. it might make more sense to only define one skin
10:04
and make ddnet servers support 0.7 skins as well
10:04
even for 0.6 clients
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chillerdragon BOT 2022-09-06 10:04:26Z
They do already
10:04
To some degree
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also for 0.6 clients?
10:04
I don't think so
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chillerdragon BOT 2022-09-06 10:04:42Z
But there are more 0.6 skins and the new databases etc
10:04
Yes
10:04
It translates
10:04
Not too good but a bit
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ah. but I mean sending 0.7 skins to 0.6 clients as well
10:05
without translation
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chillerdragon BOT 2022-09-06 10:05:15Z
O
10:05
I see
10:05
Only works with the 0.7 supporting clients then tho
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ye, would need to be guarded by a version check I guess
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chillerdragon BOT 2022-09-06 10:06:52Z
Yes that sounds neat
10:07
But then still players would lose access to all the 0.6 skins which is a reason to not updated
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no, keep supporting 0.6 skins
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chillerdragon BOT 2022-09-06 10:07:34Z
So I would wait with that one release at minimum
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support both 0.6 and 0.7 skins
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chillerdragon BOT 2022-09-06 10:07:47Z
Ah i thought remove the 0.6 skin menu
10:07
Then I understood you wrong
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no, provide a toggle between both of them, basically
10:08
you can either select a 0.7 skin or a 0.6 skin
10:08
maybe find nicer names for them; maybe 'skin builder' and 'complete skin'
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chillerdragon BOT 2022-09-06 10:08:22Z
I see yes
10:08
That’s my plan
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chillerdragon
Ah i thought remove the 0.6 skin menu
if it did then i would cry because i designed my tees with passion...
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it'd be throwing away soo many years of creativity that it's not worth it
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chillerdragon BOT 2022-09-06 10:09:18Z
ima_6a3b909.jpeg
10:09
Like two settings entries that’s my plan atm
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ddnet is all about creativity imo
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chillerdragon BOT 2022-09-06 10:09:55Z
I also wanted to look into porting all the 0.6 skins to a 0.7 format
10:10
But protocol first
10:11
Also no idea how to not render the 0.7 in black :D I might need some help on that
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i stated this before but if we add in the 0.7 skin handler, will there be a way to make 0.6 tees with custom colors less... muddy?
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what do 0.7 skins have to do with 0.6 skins?
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good point. i was just bringing it up in terms of loose relevancy
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okay 🙂
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i'm trying to disect it myself, even if its low priority
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heinrich5991
you can either select a 0.7 skin or a 0.6 skin
when you join a plain 0.7 server it means it picks the 0.7 skin from behind, even if you want a 0.6 sin usually?
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no, you'd get a default skin then
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Not a good design, imo
11:46
Having to switch manually to 0.7 skin settings when you join a 0.7 server seems a bit odd
11:49
Also, when connecting to a 0.7 server the client needs to tell it's skin information. Why would we pass standard settings here, when we have some selected ones available?
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We can try to map atleast the vanilla set of skins like we already do, so if you’ve selected a “full skin” a similar-ish vanilla skin could be used in 0.7 servers
12:19
UI/UX is very difficult to get right in this case because “0.7 skin” doesn’t mean anything to a new player, but similarly if they pick a “full skin” it not working on 0.7 servers is also not very intuitive
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Voxel
ddnet is all about creativity imo
cope
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chillerdragon: you can't really port 0.6 skins to 0.7 because 0.7 skins are a bit higher res and upscaling won't look good
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chillerdragon BOT 2022-09-06 13:23:11Z
Aw shit. Yea I guess it requires a lot of manual work then. But should work better with skins where the svg files are available. If not one can recreate them manually or even automated a bit. (@Ravie)
chillerdragon: you can&#x27;t really port 0.6 skins to 0.7 because 0.7 skins are a bit higher res and upscaling won&#x27;t look good
13:48
break backward compatibility already, focus on developing the game and not breeding crutches, refuse support for 0.7
13:48
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is 0.7 support even "backward" compatibility? 😄
14:02
I guess it can be thought of as being backward compatibility if you consider ddnet to be an evolution of teeworlds thus forwards of any teeworlds version
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sideways compatibility
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multiway compatibility
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Matodor
Click to see attachment 🖼️
Yes
14:27
New map format
14:27
New protocol
14:27
Rust
14:27
What else?
14:28
A editor with networking
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Ryozuki
A editor with networking
how would editor benefit from networking? xd
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ddnet secretly spying editor!?!??!!??!!?? 👀 👀 👀
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A better compressed bitset in Rust. Contribute to RoaringBitmap/roaring-rs development by creating an account on GitHub.
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Ravie
how would editor benefit from networking? xd
collaborative editing
14:42
impressive
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why would multiple people edit a map at once
14:42
that's not very convenient
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ive been working on that for the last 4 months XD
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it is convenient lol
14:43
specially if u are prototyping parts
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still one person working on a part at a time
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a pixel art editor inside ddnet
14:45
specialized for making skins
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+ you have to host the map on some server
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well it's similar to how collaborative google docs work, ppl are not editing the same "part" at the same time but someone can do a part, someone else another and get feedback and do minor changes on others parts
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or your friend just can destroy the whole map troll
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remove the gui and use imgui
14:46
add better ingame debugging tools
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bomab
or your friend just can destroy the whole map troll
not with versioned edits
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with imgui its so ez
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k2d222
not with versioned edits
oh damn
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Ryozuki
remove the gui and use imgui
yes
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Inspector plugin for the bevy game engine. Contribute to jakobhellermann/bevy-inspector-egui development by creating an account on GitHub.
14:47
this is such a convenient feature
14:47
you select a entity in the world
14:47
and yo uget a nice gui with all its properties
14:47
editable
14:48
14:48
game dev 101
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Ryozuki
What else?
accounts 😄
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k2d222
well it's similar to how collaborative google docs work, ppl are not editing the same "part" at the same time but someone can do a part, someone else another and get feedback and do minor changes on others parts
you can already do that tho
14:50
just communicate and split work in a way that won't suck to connect together later
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You can always find a way to make anything, it's about improving the tools available Personally I cant live without collab gdocs now even though sure you technically already could do it before just not the same workflow
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it's not even inconvenient to do currently
14:54
maybe multiplayer editing is "cool" to some people but I don't think it really solves any problems
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so what's your workflow when creating a collab map? you create each a few parts and exchange the map files and then one of you merge them together?
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we make parts in our own files and test them together and when it's done we paste them into the "real file"
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do you decide in advance where the parts go in the final file? do you also collaborate on the aestetics?
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make some parts in advance and then put them into the real map in a fitting way
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I think ur being a bit stubborn about smth that may benefit others, you can always collab ur way even with this
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I just don't understand how it would benefit others
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I think its clear
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when do you ever need multiple people to edit the same map file at once?
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Live editing
15:01
Thinking about ideas together? Mapping together
15:01
Idk to me its crystal clear
15:01
That this is rly useful
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you need to load the map in game and play it together anyway
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@Ravie ok well its good to know how you work, i would prefer to make a useful tool so I appreciate your feedback. I see how for you it wouldn't change much, although I would be satisfied if it could help you connect the parts together at the end and making final touches (edited)
15:03
but my primary goal I envisioned was to do the parts together not just a patchwork of individual parts
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so make everything already in place?
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yes and no, mostly prototyping
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I think even with multiplayer everyone will be working on his own part in some separate place and then have to decide together how to paste them
🌳 1
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maybe, idk, probable
15:05
but we wouldn't know until we try
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64bit Linux keeps such a surprisingly massive write buffer
16:35
20% of available system memory it seems 😄
16:35
I was surprised at how quickly a copy to usb was done
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windows does that better by default IMO
16:37
it doesn't keep a (big?) write buffer for externally attached media
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I wonder if there is some kernel setting I can tweak to achieve that here
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When writing content to removable devices on Linux (USB sticks/HDDs, SD cards, etc), I often see incredible write speeds in the first few seconds, sometimes in the order of GB/s (filling of the write
16:38
But why do you want to reduce it?
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just buy 20% more RAM
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deen
But why do you want to reduce it?
Because it's almost as if my tools are lying to me when they say the write is complete
16:38
copy*
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I want to reduce it for external media so that file copying processes can show accurate process
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If your tools don't sync afterwards, they don't tell you when the write is complete
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cp doesn't sync
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But my tools can't keep track of how far the sync is along anyway
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at that point you're telling me that cp lies to me? 😛
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What the tools are saying is that the source files can be removed
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fwiw gnome will just get stuck at 100% iirc
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But yeah, no progress bar for the unmount is annoying
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I'd be okay with that too
16:40
You basically get a umount stuck in an uninterruptable sleep with no information as to what's happening
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Or use tools that skip the write buffer altogether like dd 😄
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Another weird result is mkfs.ntfs, it will 0 the partition by default, it will progress extremely quickly at the start. Then get stuck in uninterruptable sleep for a huge duration because it'll have filled the entire buffer
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dd doesn't skip the write buffer
16:42
dd is just a fancy cp (unless you give it more parameters)
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I usually dd straight to the usb stick without a file system. Otherwise I guess oflag=direct should skip
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Anyway, if you are ever stuck waiting on a sync/umount you can monitor /proc/meminfo
16:43
grep Dirty:
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heinrich5991
dd is just a fancy cp (unless you give it more parameters)
The further parameters are what makes it interesting of course. And that you can kill -SIGUSR1 to get a progress update
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I use the tool progress to get progress reports for arbitrary tools operating on a single file. it also works for stuff like teehistorian2demo
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hello there. can somebody help me to edit few thing in ddnet server. im kinda dumb for that :)
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what do you want to edit? i cant help but im curious
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Voxel
what do you want to edit? i cant help but im curious
xD
17:22
im creating uuh
17:22
can u check this :D
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your eyes can start bleed. im sorry
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:0 another figma user
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sick burn
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WTFFFF I JUST NOTICED THAT
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Voxel
:0 another figma user
figma enjoyer
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figma balls
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creating a windows boot drive is surprisingly annoying to do on linux
17:30
mostly because windows installer is shit, but still
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this whole concept page is just a ploy to insult voxel
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Voxel
Click to see attachment 🖼️
i was lazy to put unique tees
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Ravie
this whole concept page is just a ploy to insult voxel
why D:
17:32
i was asking about skins
17:32
but nobody answered me
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E tier finally finished sunny side up etc
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its ok i think its rly funny
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Ravie
E tier finally finished sunny side up etc
coincidence
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Voxel
its ok i think its rly funny
it is
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it was the skin i rly liked
brownbear 1
17:33
:D
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so many little voxels
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contanimation
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i wanted to make different tees
17:33
but
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anyways i think my one complaint is that some of the text is rly hard to read
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i gave up after i rendered 2
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especially here
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done
17:35
ez
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grrh i wanna help with designing this but i think you need a paid figma account
17:35
ah cool
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Voxel
grrh i wanna help with designing this but i think you need a paid figma account
why?
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design every button painfully in inkscape like a chad
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yea but you cant do it with other ppl
17:36
i always wanted to design shit with other ppl
17:37
closest thing i found to a free alternative is a thing called Penpot
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cant u do it in figma?
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idk can you?
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u just need an account
17:38
do u have one? (edited)
17:38
example of something i did in figma (its messy) https://www.figma.com/file/FC6e6BmlsAHePkmUJtWf3g/DDNet-Layouts
Created with Figma
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wtf big effort for a teams finder lol
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louis
wtf big effort for a teams finder lol
i sent this link in teeams server and nobody respond
17:39
cool
17:39
feelsbadman
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Voxel
yea
are you hecta vox?
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@Voxel what's the auto tee thingy supposed to be? looks cool
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Voxel
yea
now u can edit that layouts
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Ravie
@Voxel what's the auto tee thingy supposed to be? looks cool
its been a plan in my head for quite a while, inspired by urrh.. sylbot i wanted a tee "animation" program thats not linked to any server at all, where you can have tees do certain actions on certain frames
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ah replay bot editor
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Voxel
its been a plan in my head for quite a while, inspired by urrh.. sylbot i wanted a tee "animation" program thats not linked to any server at all, where you can have tees do certain actions on certain frames
i need that D:
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so you can do rly funny bugs that arent humanly possible
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MilkeeyCat
now u can edit that layouts
thx!
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Voxel
thx!
i think if u want help me u should do everything from 0
17:43
D:
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Ravie
ah replay bot editor
yea. but again i want it to be abundantly clear i do not accept this as botting real plays. i just want a sandbox with a bunch of tees i can control
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I've thought of something similar to program little ai tees for a tutorial map so they actually help you through parts
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that'd be cute
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but in my idea you would painfully write it in .cfg files or server settings xd
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AI is getting better and better
17:46
Would be great if it was accessible for normal people without nasa pcs
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today i spent 2 hours to find out how to stop ddrace server :D
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click X on the server window
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nnoono
17:47
from code
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std::exit()
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i did some other thing. dunno is it ok. but at least works
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ok. next question. how can i... send messages in chat with delay?
17:49
i tried sleep() but it broke game xD
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yeah sleep pauses the whole thread
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yep
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u probably need a separate counter
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you need some timer or count ticks
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make a counter that decrements every tick and then print when counter=0
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peepoNoted
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Why do you need a delay?
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50 ticks per second
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Ravie
yeah sleep pauses the whole thread
ravie programmer
17:51
but thats wrong
17:51
it pauses the current thread
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pilonpl
Why do you need a delay?
i just want try write 3 2 1 with delay
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sleep pauses the thread it is called from
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well he still said thread not threads
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its not wrong just ambiguous
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Ryozuki
it pauses the current thread
Isn't this literally what he has said?
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pilonpl
Isn't this literally what he has said?
you need to say "current thread"
17:52
imho
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he said "the" thread, so its clear which one is named
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or yeah its ambigous
17:52
cuz ppl usuallyrefer to the main thread
17:52
when they say it like this
17:53
meh just nitpicking BASED
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Ryozuki
you need to say "current thread"
Why? I am not a programmer but it seems like the exact same thing "whole thread" and "current thread"
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it doesnt to me
17:54
whole means nothing at all
17:54
a thread can not be partial
17:54
Not necessarily
17:54
Async? I guess
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its rly important that it pauses the current thread
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isnt async just a wrapper for spawning a new thread
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I don't think so
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anyway, the c++ call is called this_thread::sleep i guess it's clear from context xD
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noby
isnt async just a wrapper for spawning a new thread
async can have nothing to do with threads at all
17:55
it depends on the runtime
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create a whole new thread to use sleep() troll
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there are single threaded async runtimes
17:55
and multi threaded async runtimes
17:55
multi threaded distribute tasks on a pool of threads
17:55
e.g by using a work-stealing queue
17:56
like tokio does from rust
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so can anybody do that for me feelsamazingman
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learn rust to know more
17:56
actually
17:56
to learn about async more
17:56
make your own OS
17:56
do it in rust
17:56
This blog series creates a small operating system in the Rust programming language. Each post is a small tutorial and includes all needed code.
17:57
you can learn a lot
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learn vulkan to understand synchronizing, vulkan forces you to know about memory layouts, coherent/non-coherent memory, you need to sync shader stages sometimes since GPUs are highly multithreaded, just learn vulkan, vulkan vulkan vulkan vulkan vulkan (edited)
17:57
learn vulkan too
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Anyways, you could also wait before sending the command to the server so the server doesn't have to delay anything
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if only i had more time
17:57
i just have an excuse to use rust at work
17:58
but hard to use vulkan
17:58
i dont do gpu stuff
17:58
@Jupstar ✪ i literally didnt know what interrupts were before i read and did this os-dev tutorial
17:59
mayeb i knew about it vaguely
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MilkeeyCat
so can anybody do that for me feelsamazingman
if u really lazy, make smth like static std:.vector<std::pair<std::chrono::microseconds, std::string>> delayedmsg iterate through all instances, check if saved time is smaller than the wanted delay add your chats with current time
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also rust comes rly handy in that lower level
17:59
at preventing races
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wow rust is very woke, doesn't see race
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Jupstar ✪
if u really lazy, make smth like static std:.vector<std::pair<std::chrono::microseconds, std::string>> delayedmsg iterate through all instances, check if saved time is smaller than the wanted delay add your chats with current time
Vec<(Duration, String)>
18:00
atleast rust got better naming sense
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Ryozuki
mayeb i knew about it vaguely
would the perfect os even need interrupts xd
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@MilkeeyCat Does this look good?
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Jupstar ✪
if u really lazy, make smth like static std:.vector<std::pair<std::chrono::microseconds, std::string>> delayedmsg iterate through all instances, check if saved time is smaller than the wanted delay add your chats with current time
my javascript brain didnt understand anything. but huuuge thanks
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Voxel
@MilkeeyCat Does this look good?
im looking at it rn
18:01
xD
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MilkeeyCat
my javascript brain didnt understand anything. but huuuge thanks
its basically like in typescript
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Jupstar ✪
would the perfect os even need interrupts xd
xd
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array = vector
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a pair is a tuple
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Pair = {first:any, second:any}
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but js doesnt have tuples
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tru but typescript has generics
18:02
u could probs build the same datastructure
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not truly
18:03
hmm
18:03
well maybe but its not first class
18:03
you cannot get a syntax like in rust (a, b)
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@Ryozuki I have a question about rust, if you're rusty at rust does that mean you're better at it?
tee_thinking 1
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we need philosopho tee meme
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Ravie
@Ryozuki I have a question about rust, if you're rusty at rust does that mean you're better at it?
idk
18:06
i just know the more you use rust the more you like it
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stockholm syndrome
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chill, he really spams rust, i cannot keep up with this guy vulkan vulkan vulkan vulkan
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everyone is promoting their own favorite thing
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its a contest
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MilkeeyCat
everyone is promoting their own favorite thing
kek 2
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yeah, he is too fast
18:29
i dont even do it on purpose
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When someone does Rust for the 1st time he gets converted ez
18:34
Rust is rly cool
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ReiTW
Rust is rly cool
yes, you are one of my priests now
18:53
🤝
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see you even make it SOUND like a cult LOL
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it's like converting to islam
18:56
in a rly good way
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thou must trust rust
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@Ryozuki btw just saw that there's no raw socket implementation in the std
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Networking primitives for TCP/UDP communication.
19:16
there is udpsocket and tcpsocket
19:17
are raw sockets unix specific?
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raw sockets are very much platform dependent
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i guess its better to be left outside
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had fun making stupid things like WoL using raw sockets
19:17
heard it was planned to be implemented
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Voxel
see you even make it SOUND like a cult LOL
ofc i follow the joke
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I think I still have my ugly wol code xD
19:18
this looks like it could be used for raw sockets
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damn I don't have my cleanest version of wol.c (rip, did alot of editafter) but was this (edited)
19:19
1.86 KB
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have to take a look
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is there a c++ flag/lint that tells whether a header is used?
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include what you use, but built in no
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Ryozuki
is there a c++ flag/lint that tells whether a header is used?
probably undecidable :p
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rust can tell it :p
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since when does rust use headers?
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it doesn't
19:31
rust can tell what?
19:31
I think rust doesn't even yell at you when you have an unused dependency
19:31
unfortunately. but in the case of rust, this would be decidable
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is there some c++ tool that lets you just write rust (edited)
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is that tool called rust?
19:32
what do you mean by "c++ tool"?
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some early rust compiler probs was written in c++ xd
19:32
maybe u can use that
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no
19:32
it was written in ocaml
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heinrich5991
is that tool called rust?
rust does it again 🚀
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there's a bootstrapping compiler for rust written in c++
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Ryozuki
is there a c++ flag/lint that tells whether a header is used?
anyway as said https://github.com/include-what-you-use/include-what-you-use it was even used in ddnet already
A tool for use with clang to analyze #includes in C and C++ source files - GitHub - include-what-you-use/include-what-you-use: A tool for use with clang to analyze #includes in C and C++ source files
19:37
i just do cargo c
19:37
in rust
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if u want to compare it to rust, u'd need to compare it to c++ modules
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bcs headers are much more powerful
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yes
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you can have conditional stuff too
19:38
with cfg!
19:38
Rust by Example (RBE) is a collection of runnable examples that illustrate various Rust concepts and standard libraries.
19:38
(there is more than there)
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how poweful is it?
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as powerful as ast is
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can u change the cfg like a preprocessor macro?
19:38
include the same file twice
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see
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its more like conditional stuff for oses
19:39
you dotn want to include modules twice
19:39
you cant i think
19:39
anyway headers are a thing that new languages dont even think about
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Jupstar ✪
include the same file twice
i mean u can probs make a macro to include source code
19:40
actually
19:40
sqlx has a macro that validates queries at compile time
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anyway, include in c is really just text replacement
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[quakenet] ChillerDragon BOT 2022-09-06 20:25:47Z
@noby i found a nice minecraft server for you! It has inverse anti bot. It is called anti human and basically kicks all players without a hacked client :D
kek 1
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hi can anyone help me test a game im developing
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is that a yes
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DESTROYER
hi can anyone help me test a game im developing
is it teeworlds related?
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what kind of game is it, a mod?
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no its like a twist on teeworlds
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is the source code on github?
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just share the github link
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its ok someone joined
20:36
thanks tho
20:36
use wasd
20:38
whoever joined use wasd lol
20:40
and scrollwheel to zoom, and q to spectate
20:41
bruh why r u hacking lol
20:41
20:43
gg
20:43
who was it
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howd u hack lol
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does it look likethis for u?
20:44
20:44
ur hammer streatched super far>?
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oh what must be a bug
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Zoom rate should be much higher, painful trying to zoom out
20:45
alright
20:45
thanks for testing
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No problem, everything else felt fine
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@c0d3d3v I just tested this. Hmm...
20:52
All fixed!
20:58
also changed this old: bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1; new: bool Stationary = absolute(Player.m_VelX) <= 1; ravie's reccomendation: bool Stationary = in_range(Player.m_VelX, -1, 1); (edited)
21:03
didnt do ravie's thing but should i
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@heinrich5991 what's the delay for a server to disappear from the https list?
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I wouldn't, the 2nd one optimizes the best from what I can see
22:14
With ints they are all equivalent, but with floats abs optimizes the best
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@Learath2 I suggested it just because it does the exact same thing as the first line but is the nicest to read imo
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