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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 2022-10-15 00:00:00Z and 2022-10-16 00:00:00Z
06:36
dbfa620 bencie stepped down - murpii 7068e84 Merge pull request #219 from murpii/patch-13 - def-
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Ryozuki
Fck im 2 drunk
Wat you kill your good rust brain cells
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chillerdragon BOT 2022-10-15 07:52:36Z
It’s sober October! Be strong!
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[quakenet] ChillerDragon BOT 2022-10-15 12:17:36Z
wotefek man format features %b and it works as expected but I get a compiler warning: warning: invalid conversion specifier 'b' [clang-diagnostic-format-invalid-specifier]
12:17
for this line printf("%b\n", 255); what am i missing?
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std=c++17 maybe?
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[quakenet] ChillerDragon BOT 2022-10-15 12:44:29Z
ah ye thats an idea
12:45
indeed --std=c++17 removed the warning. Weird that it compiles and works either way :D
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in e.g. c++11, this does not exist and thus you get the warning
13:11
there's no separate printf for c++17 in the standard library though, so you get the same printf, which supports %b
13:12
(I think GNU libc always supported %b, even before it was standardized)
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[quakenet] ChillerDragon BOT 2022-10-15 13:45:46Z
I see
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d4e0ded Steinchen99 -> Steinchen - def-
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[quakenet] ChillerDragon BOT 2022-10-15 14:08:17Z
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
14:10
gameclient chillin in alternative reality UwU
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[quakenet] ChillerDragon BOT 2022-10-15 14:25:22Z
in vanilla snap and altsnap seem more similar they have the same data somehow my ddnet altsnap ended up in a bad state while the normal snap is just fine ._.
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[quakenet] ChillerDragon BOT 2022-10-15 14:34:42Z
Ah okay I see the altsnap is validated harder using UnpackAndValidateSnapshot while the snap is not. And that bends me over when trying to read 0.7 snaps.
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [X] 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-addres...
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[quakenet] ChillerDragon BOT 2022-10-15 16:50:08Z
I think the server can crash the client by not sending gameinfo in the snap but some active chracters https://github.com/ddnet/ddnet/blob/9e4da2244af63f491039b9ce104f8df7ab8dc4df/src/game/client/gameclient.cpp#L2445
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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As reported by @ChillerDragon on Discord.

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
  • [X] Considered possible null pointers and out of bounds array indexing
  • [X] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](htt...
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Just for experimentation: How can I add more sounds into the game while having it still be detectable? Currently I'm doing a small test for UI sounds for the fun of it (I won't release it as a PR), but the two test sounds I added in aren't being detected/played when they're called. The Enum is generated, but the actual files aren't brought in, despite being in the right place and name. I added the respective files into CMakeList as well, but no luck. (edited)
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Voxel
Just for experimentation: How can I add more sounds into the game while having it still be detectable? Currently I'm doing a small test for UI sounds for the fun of it (I won't release it as a PR), but the two test sounds I added in aren't being detected/played when they're called. The Enum is generated, but the actual files aren't brought in, despite being in the right place and name. I added the respective files into CMakeList as well, but no luck. (edited)
DDraceNetwork, a mod of Teeworlds. Contribute to Jupeyy/ddnet development by creating an account on GitHub.
18:45
maybe u can copy some stuff
18:47
did add them over the python stuff tho
19:07
this looks a bit repetitive tbh LOL
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c0b5e89 Refactor usages of sha256_str - Robyt3 a07c51b Use size_t for indices in digest_str - Robyt3 0a6ad9c Add tests for too small/large sha256_str and md5_str buffers - Robyt3 93b99ef Merge #5946 - bors[bot]
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@Voxel c++ auto &&GetTrackNamePre = [](int Kills) -> const char * { if(Kills >= 5) return "is on a "; else if(Kills >= 10) return "has a "; else if(Kills >= 15) return "is "; return ""; };
19:25
is this good?
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i think so
19:27
up to juppey if they wanna change it to that however
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Maybe they planned to change other values
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i mean it's based off of quake's killing spree thing so i doubt it
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c78f71b Fix client crash when server does not send gameinfo - Robyt3 24207b7 Merge #5947 - bors[bot]
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Alexander
@Voxel c++ auto &&GetTrackNamePre = [](int Kills) -> const char * { if(Kills >= 5) return "is on a "; else if(Kills >= 10) return "has a "; else if(Kills >= 15) return "is "; return ""; };
this will always go into the first if
19:51
so no
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ah yeah i reversed the order
19:51
dumbass
19:52
But yeah you can remove the unnecessary if statements
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Voxel
this looks a bit repetitive tbh LOL
its fine, its easier to change it and more clear what modes there are, we planned to have it different, but then again didnt do it 😄 also in theory multilang 😉
19:53
makes sense (edited)
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Voxel
this looks a bit repetitive tbh LOL
when you cannot use switch case function
20:15
trollge
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Isn't switch just as repetitive though
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I don't know how to debug a fish: './DDNet-Server' terminated by signal SIGBUS: https://gist.github.com/Zwelf/4f3bfacce7badd1da35b55902101e6d9 Any ideas?
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To trigger nearly everyone here. Rust is bad, it's not the future, Python is better and faster and Rust is not as safe as C / C++.
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Alexander
@Voxel c++ auto &&GetTrackNamePre = [](int Kills) -> const char * { if(Kills >= 5) return "is on a "; else if(Kills >= 10) return "has a "; else if(Kills >= 15) return "is "; return ""; };
This isn't
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ReiTW
This isn't
Jupeyy already told me i fucked up
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I'm such a bad developer, good thing I'm not developing anything important 👀
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Zwelf
I don't know how to debug a fish: './DDNet-Server' terminated by signal SIGBUS: https://gist.github.com/Zwelf/4f3bfacce7badd1da35b55902101e6d9 Any ideas?
Found out what it was: I was passing the wrong class as thread data and therefore interpreting it as the wrong class.
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I also guessed wrong pointer
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Fixes #4424
  • Immediately store all ranks/teamranks/saves in separate tabel (suffixed with _backup) in sqlite
  • remove the rank if mysql succeeds
  • move the rank to non-_backup table when failed
  • loading save codes from non-backup-tables is still possible (mostly the reason for the backup table to exist: to prevent double loading)
  • Immediately tell player how the backup save code will be on save failure
![new_save_text](https://user-images.githubusercontent.com/9964758/19601...
Exported 63 message(s)