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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 2023-02-04 00:00:00Z and 2023-02-05 00:00:00Z
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@heinrich5991 yeah, in the character core, but i dont know how to get the authed state of another player from it
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A Rust implementation of Glidesort, my stable adaptive quicksort/mergesort hybrid sorting algorithm. - GitHub - orlp/glidesort: A Rust implementation of Glidesort, my stable adaptive quicksort/mer...
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newlesstee
@heinrich5991 yeah, in the character core, but i dont know how to get the authed state of another player from it
maybe you could add something in the character
08:58
that you set automatically when a player authes
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i forgot, why are 0.7 skins brighter than 0.6 ones?
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Jupstar βœͺ 2023-02-04 09:35:12Z
i think only darker
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ChillerDragon BOT 2023-02-04 09:36:39Z
Mirror of https://ddnet.tw/irclogs/. Contribute to TeeworldsDB/irclogs development by creating an account on GitHub.
09:37
i still dont get Obj_SevenToSix
09:37
last time i asked for message and u said its binary complete so what about objects then?
09:38
oh wait i think objects are how i thought message work
09:38
it translates the id not states if they are binary complete
09:39
no never mind im confused
09:40
both sixtoseven and seventosix map 4 to 4
09:40
09:40
but in 0.7 the m_Subtype got removed so they are not binary complete?
09:41
s/binary complete/binary compatible/
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Idk if if applies to objs. I said that about messages
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ChillerDragon
but in 0.7 the m_Subtype got removed so they are not binary complete?
This shouldn't be an issue since it was removed from the end I guess
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The texture of the previous preview image was not unloaded before loading the texture of the new image. The PNG data was never freed either. It's not necessary to keep this data loaded after loading the texture.

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 poss...
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ChillerDragon BOT 2023-02-04 11:02:01Z
oh i see
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@heinrich5991 Can you merge #6282? It's been ready for a while. I tested that the selection is kept based on the filename when files are added/removed by refreshing.
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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 Written a unit test (especially base/) or add...
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624f7df Fix memory leak of editor preview image texture and data - Robyt3 b6f49bd Merge #6327 - bors[bot]
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ChillerDragon BOT 2023-02-04 11:14:56Z
@Learath2 iirc last time i asked u about how to translate snap items for the 0.7 client bridge you said as early as possible with changing as little as possible of the existing code
11:15
im not really sure what the smartest way would be ._.
11:15
changing the actual snapshot data when the items are unpacked seems impossible
11:16
preprocessing the data and let the 0.6 code handle it is also kinda tricky because it uses pointers into the actual snap data
11:16
so when the snap data is 0.7 and the client is pointing 0.6 structs with different shapes in there it wont work
11:17
so i would kinda need to store the memory in some seperate storage which also seems weird
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I guess it needs to be translated during unpacking
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ChillerDragon BOT 2023-02-04 11:17:32Z
which unpacking?
11:17
snapshot.cpp or gameclient.cpp ?
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Right after delta unpacking you'd have to go through the snapshot and figure out what needs changing
11:18
I honestly don't know
11:18
I didn't care enough back then. I care even less now
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ChillerDragon BOT 2023-02-04 11:19:29Z
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
11:19
one starts to look at all the fields and translate them?
11:20
if the snap item changes size where would that data be stored?
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I don't see any other way to keep the 0.6 code working
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ChillerDragon BOT 2023-02-04 11:20:31Z
would it be that bad to break the 0.6 code with a bunch of sixup if statements?
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But you can't really do it there
11:20
You'd have to do it in client.cpp
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can't you justβ„’ hand the snapshot to some code that translates it to a 0.6-style snapshot? (edited)
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ChillerDragon BOT 2023-02-04 11:21:50Z
so the whole snap data buffer thingy?
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input: 0.7-style snapshot, output: 0.6-style snapshot
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ChillerDragon BOT 2023-02-04 11:21:54Z
after all data is received?
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after a snapshto is completely received
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ChillerDragon BOT 2023-02-04 11:22:08Z
and then possibly resize it
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and reconstructed
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ChillerDragon BOT 2023-02-04 11:22:18Z
i see sounds smooth in theory
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create a whole new one, just throw away the 0.7 one
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ChillerDragon
would it be that bad to break the 0.6 code with a bunch of sixup if statements?
That's the last resort option. I don't want branches everywhere for a feature that will if we are being honest be used by 5 people at most
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(keep it around for deltas)
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ChillerDragon BOT 2023-02-04 11:22:49Z
that seems a bit hard to code imo tho
11:23
it will take me forever and grow the git diff even more
11:23
what are the chances of the current state being merged :)
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Supersedes #6263.

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/dd...
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ChillerDragon BOT 2023-02-04 11:29:04Z
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
11:29
at the end of else if(Msg == NETMSG_SNAP || Msg == NETMSG_SNAPSINGLE || Msg == NETMSG_SNAPEMPTY)
11:29
going over all received data and modifying it
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yea, basically
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ChillerDragon BOT 2023-02-04 11:33:17Z
ok i get the idea sadly i dont even understand half of the snap unpacking code
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don't touch the snap unpacking
11:33
you have a complete snap
11:33
you know how to read it (see the client code)
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ChillerDragon BOT 2023-02-04 11:33:47Z
yea yea i know
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you know how to write a new one (see server code)
11:33
anyway
11:34
it'd probably be better to talk about whether it's getting merged
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ChillerDragon BOT 2023-02-04 11:34:08Z
but to write i kinda need to understand
11:34
ok yea
11:34
lets talk
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I'm not opposed, but I don't like that it adds special cases and new parameters
11:34
and I'm gone for a couple of seconds
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ChillerDragon BOT 2023-02-04 11:34:54Z
well it should only be a temporary solution until 0.6 is dropped
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aa23873 Add a refresh button to the editor file browser - Robyt3 911bd0e Merge #6282 - bors[bot]
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ChillerDragon BOT 2023-02-04 11:57:01Z
Im having a hard time understanding where snap data is actually stored i assume its here but it doesnt make much sense to me https://github.com/ddnet/ddnet/blob/911bd0e69a8fee9b02f0cea26d50ecc2f000bc3c/src/engine/shared/snapshot.h#L145
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
11:58
in snapshot.cpp it seems to store data into pItem->Data() which basically boils down to this + offset in CSnapshot
11:58
how can you store data in this ? if it this is referring to an instance of a class without any instance variables?
11:58
who allocated the memory?
11:59
it has the CSnapshotBuilder friend class but can one simply write into the instance variables of a friend class by memcopying into this + offset ?!
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ChillerDragon
well it should only be a temporary solution until 0.6 is dropped
Problem is no one except you wants to drop 0.6 so in practice we'll have those branches forever
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ChillerDragon BOT 2023-02-04 12:17:46Z
wants as in needs 0.6 or wants as in wants to go through the effort of removing the code?
12:18
i do not mind keeping 0.6 nor adding 0.5 support but if 0.6 and 0.7 in the code together make it too complex to maintain it makes sense to remove 0.6 right?
12:19
the end user should ideally not notice much of a change
12:20
oh i think i read the memcopy wrong its not writing into this but more from this yea pretty sure i still dont get it :D
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Honestly, if 0.6 and 0.7 in the code together is complex to maintain, it's 0.7 that should go. Why would we even add it in the first place if it makes the code annoying to maintain?
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ChillerDragon BOT 2023-02-04 12:33:00Z
to have a smooth transition with a time of backwards compatibility
12:33
if 0.7 is not there we are not compatible with upstream :c
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Why transition? 0.7 is dead again, future is whatever we come up with for the protocol update, whether it be DTLS or QUIC
12:35
The only reason to have 0.7 compatibility would be if it wasn't a maintainence hassle
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ChillerDragon BOT 2023-02-04 12:35:22Z
yea it has a small player base but i can see it being bigger if ddnet clients would support it
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Honestly, it's small playerbase should just drop it and play 0.6 with us. Are there even mods unique to 0.7 getting any players? It's all bridge servers
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ChillerDragon BOT 2023-02-04 12:36:17Z
its super annoying to switch clients imo
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chiller just use ddnet
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ChillerDragon BOT 2023-02-04 12:36:38Z
i do
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the only good thing 0.7 has is skins
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ChillerDragon BOT 2023-02-04 12:36:47Z
and as result i havent played ctf in 3 years
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we just need to find a way to adapt to our client
12:36
without fucking up the tee
12:36
so it doesnt look ugly
12:37
pvp is jus not famous
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ChillerDragon
and as result i havent played ctf in 3 years
Not like there were many playing ctf in 0.6 either. Last I tried I couldn't find a populated server
12:37
0.7*
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ChillerDragon BOT 2023-02-04 12:37:47Z
yea because most users are too lazy to switch clients
12:37
or didnt even notice that 0.7 released
12:38
or think ddnet is 0.7
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ChillerDragon
yea because most users are too lazy to switch clients
If there was a genuine desire to play ctf, they would play ctf on 0.6 no?
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maybe instagib is the last good pvp
12:38
and fng
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The truth is that pvp is dead except for fng. I honestly think your efforts would be better spent trying to get it popular again
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ChillerDragon BOT 2023-02-04 12:39:14Z
getting ctf popular in 0.6?
12:39
that sounds wrong doesnt it
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But anyway, if it's not creating too big a mess, I'm okay with having 0.7 compatibility aswell
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ChillerDragon BOT 2023-02-04 12:39:40Z
yea im trying heinrichs approach now
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ChillerDragon
that sounds wrong doesnt it
Not really. At least not to me
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ChillerDragon BOT 2023-02-04 12:40:59Z
so you are saying ddnet client should promote ctf servers instead of kobra novice for new players?
12:41
the noob ctf5 sceene fully moved to 0.7
12:41
and even some of the pro scene is vanilla maximalists i think
12:41
or they quit ctf due to not wanting to switch clients
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We could get some vanilla servers again, create a pvp tab for pvp servers, there are possible things
12:42
0.7 support in ddnet wont really start promoting ctf servers either
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ChillerDragon BOT 2023-02-04 12:42:22Z
the servers are there but they are usually only played by users with vanilla clients
12:42
oh tru your probably right
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So I have a feeling you'll get pretty disappointed when you get this 0.7 support in but there are no extra players in pvp
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ChillerDragon BOT 2023-02-04 12:42:55Z
no i wont
12:43
only thing i want is one client to play on all servers for my self
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Well if that's the case then go ahead πŸ™‚
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ChillerDragon BOT 2023-02-04 12:44:15Z
i love how heinrich said lets talk if it gets merged and then rage quitted the convo xd
12:44
yo lerato send brain
12:44
12:44
how can the highlighted line crash on a nullptr?
12:44
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ChillerDragon BOT 2023-02-04 12:45:25Z
looks like hm
12:45
asan it iss i guess
12:45
or more like ubsan
12:49
omg asan soo good :)
12:49
it was the very first line where i indexed the nullptr
πŸ‘ 1
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Learath2
Honestly, it's small playerbase should just drop it and play 0.6 with us. Are there even mods unique to 0.7 getting any players? It's all bridge servers
they could be non-bridge but ddnet's still protocol exclusive client
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sorry ChillerDragon
13:54
I'm at fosdem ^^
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ChillerDragon
Im having a hard time understanding where snap data is actually stored i assume its here but it doesnt make much sense to me https://github.com/ddnet/ddnet/blob/911bd0e69a8fee9b02f0cea26d50ecc2f000bc3c/src/engine/shared/snapshot.h#L145
it's stored behind the snapshot class
13:58
check how the server builds a snapshot I guess ^^
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when is ddnet session at fosdem?
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Jupstar βœͺ 2023-02-04 17:52:06Z
wat
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I didn't get a stand at Fosdem, so we don't have an official session. But let's do a small meetup if you're also here πŸ™‚
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ChillerDragon BOT 2023-02-04 18:04:37Z
o nice heinrich
18:04
watever behind a class means xd
18:05
who is allocating that? the stack?
18:05
infinite stack space behind all classes? xd
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it is possible to add delay(ping)? on rus i have 8 on ger i have 48 on pol 22 i wanna have on all server 48
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Hm, don't think we have that, that'd actually be a nice feature
20:08
Have you tried antiping? That should feel the same on all those pings
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ComebackPlay
it is possible to add delay(ping)? on rus i have 8 on ger i have 48 on pol 22 i wanna have on all server 48
people want to reduce ping and you want to increase it. what the f?
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He wants it consistent across all servers with ping lower than 48, which is reasonable
20:31
but yeah, antiping is the way to go
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murpi
but yeah, antiping is the way to go
antiping shit
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Learath2
Have you tried antiping? That should feel the same on all those pings
ye i did. i dont like it
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ComebackPlay
antiping shit
anti-antiping πŸ˜„
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ComebackPlay
it is possible to add delay(ping)? on rus i have 8 on ger i have 48 on pol 22 i wanna have on all server 48
I have requested this idea a few times but no one commented about it https://discord.com/channels/252358080522747904/293493549758939136/1061925747310219284
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Iza
I think I requested this already a long time ago, but is there a way to add an artificial delay to anti ping? Since alot of people who don't use anti ping get used to compensating the ping delay on their main server, so that when they turn on anti ping it messes with their mental ping compensation and it feels too responsive in a way. You can especially feel it when you need to catch a falling tee (edited)
my main reason is hammer hit through wall. i always miss hammer when switch servers. when i play on rus i always try add brain delay, is so annoying always thinks about it. (edited)
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Iza
I have requested this idea a few times but no one commented about it https://discord.com/channels/252358080522747904/293493549758939136/1061925747310219284
Jupstar βœͺ 2023-02-04 22:42:56Z
I think I already answered that. I did that with a custom written proxy that ran on my VPs. It worked quite well for cable internet ping jitter. But even with a delay of 200ms it still sometimes gave me lags, BCS cable internet just sucks so hard
22:43
So it cannot compensate real lags
22:43
And these are even harder then
22:43
BCS more delay
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Jupstar βœͺ
I think I already answered that. I did that with a custom written proxy that ran on my VPs. It worked quite well for cable internet ping jitter. But even with a delay of 200ms it still sometimes gave me lags, BCS cable internet just sucks so hard
i'm not quite getting your point right now, i was talking about adding an artificial delay
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Iza
i'm not quite getting your point right now, i was talking about adding an artificial delay
Jupstar βœͺ 2023-02-04 22:44:25Z
Well delay= execute it later
22:44
If u just want to have higher ping that's ez af
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but can't there be a build-in feature for antiping where you have a delay slider? normally antiping tries to give you 0ms delay, but people like me can only play with 25-50ms ping
22:46
under 25ms is either too fast or over 50ms is too slow
22:46
im sure it is possible but i don't know how to code
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Jupstar βœͺ 2023-02-04 22:47:12Z
Isn't there a prediction margin or smth
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hmm i have never tried that
22:48
can it work in combination with anti ping?
22:49
antiping = 0ms + your given prediction margin = your desired delay
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Jupstar βœͺ 2023-02-04 22:50:12Z
I assume so
22:50
I think it's goal is to add delay to smooth out prediction, but it will maybe also do the goal u want
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alright i will try that
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did something change with the new version regarding ghosts?
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Jupstar βœͺ
I think it's goal is to add delay to smooth out prediction, but it will maybe also do the goal u want
it doesn't work like that, prediction margin adds delay to your already existing ping delay
23:47
and anti ping will try to compensate that
23:47
instead of the other way around, that it adds delay to anti ping itself like i wanted to
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