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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 โ€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2023-03-21 00:00:00Z and 2023-03-22 00:00:00Z
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Phish Bot BOT 2023-03-21 00:06:07Z
HELLO! ๐ŸŸ I am a bot created by @dzlandis:mozilla.org that detects phishing/malicious links sent in your chat rooms and notifies users that they are malicious. Feel free to join #phishbot:matrix.org for questions or concerns. Please kick me if you would not like me here. If you would like me to automatically delete phishing messages or kick users who send phishing links, please give me those permissions. For more information, please visit: https://github.com/dzlandis/phish-matrix-bot
A bot for detecting phishing links across Matrix. Contribute to dzlandis/Phish-Matrix-Bot development by creating an account on GitHub.
You're invited to talk on Matrix. If you don't already have a client this link will help you pick one, and join the conversation. If you already have one, this link will help you join the conversation
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hi Phish Bot
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It sounds like no one invited it
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probably Zwelf did it on the matrix side
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oh wow, take a close look at that again ๐Ÿ˜ฎ (edited)
02:55
<!-- and --> are for single-line comments in JS
02:56
so they can actually be used to hide JS code from browsers that do not support JS
02:56
I remembered it correctly ^^
02:57
<!-- console.log("abc"); console.log("def"); --> console.log("ghi"); prints just def
02:58
@Ryozuki too ^^
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you can also just check if the browser supports javascript & not use a hack (edited)
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chillerdragon BOT 2023-03-21 06:40:54Z
WTF (@heinrich5991)
<!-- console.log("abc"); console.log("def"); --> console.log("ghi"); prints just def
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https://motioncanvas.io/ really cool project lol
Visualize complex ideas programmatically
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Phish Bot
HELLO! ๐ŸŸ I am a bot created by @dzlandis:mozilla.org that detects phishing/malicious links sent in your chat rooms and notifies users that they are malicious. Feel free to join #phishbot:matrix.org for questions or concerns. Please kick me if you would not like me here. If you would like me to automatically delete phishing messages or kick users who send phishing links, please give me those permissions. For more information, please visit: https://github.com/dzlandis/phish-matrix-bot
am I malicious justatest
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8d4f851 Fix console chain of inp_controller_guid - Robyt3 323d8bb Merge #6448 - bors[bot]
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heinrich5991
probably Zwelf did it on the matrix side
hm, no. Not my doing. Is it normal that anti-spam software advertises itself via spam ๐Ÿ˜ฌ?
09:23
doesnt make it really trustworthy
10:55
related to gpl
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and whats this
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Run large language models like BLOOM-176B collaboratively โ€” you load a small part of the model, then team up with people serving the other parts to run inference or fine-tuning.
12:41
@Voxel do u know how torrent works?
12:41
its basically a peer to peer compute power sharing
12:41
to run a big model
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All MySQL collations are of type PAD SPACE. This means that all CHAR, VARCHAR, and TEXT values are compared without regard to any trailing spaces. โ€œComparisonโ€ in this context does not include the LIKE pattern-matching operator, for which trailing spaces are significant.
14:04
TIL
14:04
was part of a ctf challenge
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is the quote related to mysql being part of a ctf?
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the quote was part of what you had to know/find out/guess in a ctf challenge (edited)
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timakro is here, pog
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Hi, I wasn't here for a while :D I'm looking for C debugging help as I'm kinda rusty. Any idea why this segfaults? I have a coredump (gdb) frame #0 0x000055b195b811a1 in on_change_systray (obj=0x55b195bcc940 <systray>) at /home/tim/Downloads/tint2/src/systray/systraybar.c:298 298 GSList *list = g_slist_copy(systray.list_icons); (gdb) print systray.list_icons $5 = 0x55b19749d2a0 = {0x55b19736f250, 0x55b19730ab50, 0x55b197441ff0, 0x55b197370a40} (gdb)
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sad that rusty is not a pun
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could as well be a pun (wouldn't have issues like these in rust) haha
14:12
idk much context
14:12
Passing a GSList to a Glib macro (Like G_OBJECT_TYPE_NAME(), GTK_IS_WIDGET() etc) causes a segmentation fault. This is a problem as my program has to process a list of GObjects and can't test for
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But if thats stackframe #0 it means the bug is in that line, not g_slist_copy, right?
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Note that this is a โ€œshallowโ€ copy. If the list elements consist of pointers to data, the pointers are copied but the actual data isnโ€™t. See g_slist_copy_deep() if you need to copy the data as well.
14:14
hmm idk tbh xD
14:17
tbh i never used glib
14:17
maybe @Learath2 knows
14:17
he loves c
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Yeah I modified this, it crashes on a line I wrote. I tried to patch another segfault but not very successfully ^^
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well the only thing i can point out is that ur making a shallow copy, idk much else :p
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did you try asan and ubsan? it usually cuts most debugging sessions down to a couple minutes ๐Ÿ˜„
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x/i $rip pls
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(gdb) x/i $rip => 0x55b195b811a1 <on_change_systray+658>: mov (%rax),%rax
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Learath2
did you try asan and ubsan? it usually cuts most debugging sessions down to a couple minutes ๐Ÿ˜„
Hm, may check those out
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what does x/i
14:28
oh so $rip is where it crashed
14:28
til
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Had to google it: x is "inspect memory", /i interprets it as instruction, $rip is instruction pointer (edited)
14:29
So basically prints the current instruction at time of segfalt
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FAILED: release/ddnet_engine_shared.lib C:/Users/source/repos/ddnet/out/build/x64-Release/release/ddnet_engine_shared.lib (edited)
15:03
how to fix this while freshly building ddnet server?
15:03
on win with vs
15:04
[12/133] Generating release/ddnet_engine_shared.lib seems to have worked, so i dont know
15:10
i think its a Rust issue, but since when do we need Rust to compile the server?
15:14
Rust is not in the ddnet libs, how to get it to work?
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Rust is part of the dependencies, you need to install it to build: https://github.com/ddnet/ddnet#dependencies-on-linux--macos
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
15:18
You can google for how to install Rust on Windows
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we got it
15:24
thanks
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what did you do to fix it?
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magick
16:22
how can i build the new version?
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Jupstar โœช 2023-03-21 16:23:20Z
just as the old version
16:23
from what version did u upgrade
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there are something different
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Jupstar โœช 2023-03-21 16:23:56Z
whats ur OS whats the old ddnet version u built
16:24
idk
16:24
16
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Jupstar โœช 2023-03-21 16:24:31Z
is rust installed?
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little check
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Jupstar โœช 2023-03-21 16:24:47Z
did u do git submodule update i dont even know if we had updates tho xd
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the command cargo give me a response so i think that rust is installed
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Jupstar โœช 2023-03-21 16:25:52Z
yeah
16:25
else share what error you exactly get
16:26
that is probably easier
16:26
maybe i choose the wrong kit
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Jupstar โœช
did u do git submodule update i dont even know if we had updates tho xd
git clone --recursive https://github.com/ddnet/ddnet
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Jupstar โœช 2023-03-21 16:29:19Z
use amd64 for example, or mingw x86_64 if u have it installed
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amd of VS?
16:30
wait maybe
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Jupstar โœช 2023-03-21 16:30:42Z
yes the other is 32bit
16:30
u probably dont want it
16:30
something is happending xd
16:31
d] [ 13%] Built target rust_engine_shared_target [build] mingw32-make: *** [Makefile:155: all] Error 2 [proc] The command: "C:\Program Files\CMake\bin\cmake.EXE" --build f:/KeClient/build --config Debug --target all -j 14 -- exited with code: 2 [build] Build finished with exit code 2
16:31
finished here
16:32
Consolidate compiler generated dependencies of target steam_api [ 0%] Built target steam_api Consolidate compiler generated dependencies of target md5 [ 1%] Built target md5 [ 2%] Building CXX object CMakeFiles/engine-gfx.dir/src/engine/gfx/image_loader.cpp.obj In file included from F:\KeClient\src\engine\gfx\image_loader.cpp:3:0: F:/KeClient/src/base/system.h:2747:13: error: specialization of 'template<class _Tp> struct std::hash' in different namespace [-fpermissive] struct std::hash<NETADDR> ^~~~~~~~~~~~~ In file included from c:\mingw\lib\gcc\mingw32\6.3.0\include\c++\bits\stl_bvector.h:1262:0, from c:\mingw\lib\gcc\mingw32\6.3.0\include\c++\vector:65, from F:\KeClient\src\engine\gfx\image_loader.h:6, from F:\KeClient\src\engine\gfx\image_loader.cpp:1: c:\mingw\lib\gcc\mingw32\6.3.0\include\c++\bits\functional_hash.h:58:12: error: from definition of 'template<class _Tp> struct std::hash' [-fpermissive] struct hash; ^~~~ cc1plus.exe: warning: unrecognized command line option '-Wno-nullability-completeness' mingw32-make[2]: *** [CMakeFiles\engine-gfx.dir\build.make:76: CMakeFiles/engine-gfx.dir/src/engine/gfx/image_loader.cpp.obj] Error 1 mingw32-make[1]: *** [CMakeFiles\Makefile2:383: CMakeFiles/engine-gfx.dir/all] Error 2 mingw32-make: *** [Makefile:155: all] Error 2 * The terminal process "C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -Command mingw32-make" terminated with exit code: 1. * Terminal will be reused by tasks, press any key to close it.
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Jupstar โœช 2023-03-21 16:33:47Z
better dont use mingw32
16:34
its a pretty broken version
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Jupstar โœช 2023-03-21 16:34:26Z
mh then it seems like it detects it incorrectly
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maybe for that wait
16:34
this is my vscode configuration
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Jupstar โœช 2023-03-21 16:34:59Z
@murpi what is KeClient btw?
16:35
i gave a random name to it
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Jupstar โœช 2023-03-21 16:35:23Z
mh ok
16:35
always have to be careful in this chat xd
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about what
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Jupstar โœช 2023-03-21 16:35:57Z
about cheaters
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kio
Click to see attachment ๐Ÿ–ผ๏ธ
Jupstar โœช 2023-03-21 16:36:25Z
where did u even get them from
16:37
other/vscode/ddnet.code-workspace contains a ddnet workspace i dunno your tasks.json looks like someone else created it
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Jupstar โœช
about cheaters
I had started to create this client that was supposed to have sexy graphics and some features, but then I didn't have time to do it, now I have time and I wanted to continue but I need a decent version, everything worked before, but downloading this new version doesn't work anymore ddnet normal lel
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@kio I hope that's not a bot client? You previously posted code which is used for bots
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Jupstar โœช
where did u even get them from
this chat and after i edited that and made it works
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murpi
@kio I hope that's not a bot client? You previously posted code which is used for bots
like?
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Jupstar โœช 2023-03-21 16:40:03Z
problem is you using mingw32 make binary, mix it with Visual studio c++
16:40
maybe copy paste your whole workspace and delete all these .vscode files and try again
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You deleted your old repo "KVClient" which had e.g: spinbot
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murpi
You deleted your old repo "KVClient" which had e.g: spinbot
was a local texture spin lel
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murpi
You deleted your old repo "KVClient" which had e.g: spinbot
DDraceNetwork, a cooperative racing mod of Teeworlds - GitHub - k-i-o/KRV-Client: DDraceNetwork, a cooperative racing mod of Teeworlds
16:42
I program for fun, if I had to make cheats inside the client I would do them for sport but it would only be a personal goal, I would not use them and I would not spread them, however my goal now is to make a decent client with nice graphics, so don't worry
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Jupstar โœช
maybe copy paste your whole workspace and delete all these .vscode files and try again
without these files which command i had to do
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Jupstar โœช 2023-03-21 16:45:01Z
i'd say u dont really have to do a lot simply select a kit and start F7
16:45
then it should compile
16:45
thats all i ever did in vscode be it on windows or linux
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Do you recommend uninstalling something and reinstalling it to fix the kits or do I just select I don't know what when I put the kit?
16:51
@murpi do you understand and approve? otherwise tell me and I stop doing anything
16:51
to practice finding memory addresses etc I did some little useless external hacks, but I don't think it's a problem, it's just fun ๐Ÿ˜ฆ (edited)
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Jupstar โœช
i'd say u dont really have to do a lot simply select a kit and start F7
16:53
it says it can't find the dll, and every time I press ok it tells me a different dll
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kio
Click to see attachment ๐Ÿ–ผ๏ธ
Jupstar โœช 2023-03-21 16:54:11Z
then copy them manually
16:54
looks like vsc++ create sub dirs called debug
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yes idk why
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Is this just trying to compile ddnet master branch?
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never happened
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Learath2
Is this just trying to compile ddnet master branch?
yes
16:54
๐Ÿ˜ฆ
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Did you post the build log somewhere?
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Hm, rust seems to fail to create something too. Could there be a permissions issue with the folder?
16:56
Though seems the exe files are created normally
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I try to reopen vscode with admin permissions
16:58
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so the build worked?
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same error
17:00
build worked but no dll generated
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can you try copying the dll manually?
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I put all the dlls by hand and the error disappeared, but when opening the game it crashes in the loading screen..
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isn't libpng not generated but an external lib ?
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it should be copied automatically
17:02
but if it's not, you could try copying it manually
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yes i think (edited)
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it should be in ddnet-libs, somewhere
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kio
I put all the dlls by hand and the error disappeared, but when opening the game it crashes in the loading screen..
crash
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Maybe it also failed to copy the data dir? That could appear like a crash too
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do we crash without a datadir nowadays?
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No, but it would immediately quit out no?
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loading screen without texts or images, only a progess bar and after a crash
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No text no images does smell like no datadir. Can you check if there is a folder called data next to the exe?
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inside the same folder Debug?
17:06
If not copy the data folder from root aswell and see if it works
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kio
@murpi do you understand and approve? otherwise tell me and I stop doing anything
We cannot control what people do with the code, and we have no authority to give approval for any modifications made by third parties. However, I encourage you to consider the impact of your actions on the community and the game as a whole. That includes modifications that could give players an unfair advantage in any gamemode.
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Learath2
No, but it would immediately quit out no?
we used to not do that
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Learath2
Yes
i will show u a weird thing
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heinrich5991
we used to not do that
Might have regressed after setting vulkan as the default. The shaders are in data
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murpi
We cannot control what people do with the code, and we have no authority to give approval for any modifications made by third parties. However, I encourage you to consider the impact of your actions on the community and the game as a whole. That includes modifications that could give players an unfair advantage in any gamemode.
okk, I will be more reserved with my things and will not show them
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kio
i will show u a weird thing
@Learath2
17:08
I compared two projects, one is my old one that was working and the second is the current one that is not working
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Yeah this is where my knowledge of visual studio comes to an end. I honestly haveny compiled on windows in ages
17:09
It is most definitely a mess created by the folder structure
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kio
Click to see attachment ๐Ÿ–ผ๏ธ
i used this configurations for the old project
17:09
but i give problems now
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Notice your dlls are also there
17:10
Maybe it has something to do with how you used cmake? Did you use the cmake gui or directly open the folder in vs?
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seems like there's a bug lingering as well
17:10
data being copied to the wrong dir
17:11
๐Ÿ˜ 
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heinrich5991
seems like there's a bug lingering as well
Probably due to how cmake gui generates a subproject for each target
17:13
Or rather the visual studio target of cmake that is
17:13
A similar issue happens in the xcodeproject target
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F7 do this command [main] Building folder: KeClient [build] Starting build [proc] Executing command: "C:\Program Files\CMake\bin\cmake.EXE" --build f:/KeClient/build --config Debug --target ALL_BUILD
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Learath2
A similar issue happens in the xcodeproject target
xcode cammostripes
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That's not the interesting part
17:14
How you generated this visual studio project is what matters
17:15
If you just open the cloned folder with VS, if I recall correctly it's handled properly
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should be
17:17
you can even clone using VS itself
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you can look at the initial few seconds and the final few, but the problem could be the visual studio kit, because the one in the build looks like a VS project to me :/ https://www.veed.io/view/83fbb47d-4ad7-40e4-8d66-78cd7294b564?sharingWidget=true&panel=share (edited)
Make stunning videos with a single click. Cut, trim, crop, add subtitles and more. Online, no account needed. Try it now, free. VEED
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Oh you are using vscode hmm
17:27
Mhhhh. Ok, let me try it myself :/
17:28
๐Ÿ˜„
17:41
i did something
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The objective & aim of chatting with me should be sex and relationship
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bruh (edited)
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You are right Laura but this isn't the place
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LAURA
The objective & aim of chatting with me should be sex and relationship
we are developers, only cocks or computers (edited)
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Yeah, vscode just generates the project in this weird way sadly
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wait wait i look some green texts im horny
17:43
looks good wait
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That looks like it's make or ninja not visual studio/nmake so what did you change?
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i called the folder "gay" to punish the project (actually to change as to workspace so vscode doesn't recognize it as the same project), then i chose unidentified kit and re-added my old config files which weren't working before
17:46
this fules
411 bytes
17:46
files
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It works with the msys generator btw
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my goal by adding cmake-tools-kit was to find a setting with the path I put but nothing came out
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Yeah you switched to mingw too
17:46
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@heinrich5991 the vs project generator just doesn't work, I'm not sure what we do about that, it's just the way targets are treated
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kio
Click to see attachment ๐Ÿ–ผ๏ธ
So close, I guess the rust part failed above
17:48
i wanna cry
17:49
3 hours only for compile the orginal game
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Well if you have visual studio it will just work(tm) in there
17:53
Hm, it wasnt the rust part that failed it seems
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you could try doing it in visual studio, that has at least been tried by project members before
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Learath2
@heinrich5991 the vs project generator just doesn't work, I'm not sure what we do about that, it's just the way targets are treated
we can probably fix that
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I should do this in a clean vm and make a tutorial sometime
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first step would be creating a bug report though ^^
17:55
I have a tutorial for msvs
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I meant for people that don't want vs
17:55
With msys2 and mingw
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ah
17:55
yea, do that ๐Ÿ™‚
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Honestly iirc msvs just works when you clone within it
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i don't rly like VS but im trying with that
17:57
it works ๐Ÿ˜ 
17:57
i don't want VS sdfijndfsjahinlk
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I'll figure it out with mingw after dinner
๐Ÿฅฐ 1
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bruh, where the fuck it take x, y, w, h
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Learath2
I'll figure it out with mingw after dinner
oke
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CUIRect is stateful
18:13
hi
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kio
bruh, where the fuck it take x, y, w, h
Those should technically be m_X, m_Y, m_W and m_H
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Learath2
CUIRect is stateful
I don't know how to do anything anymore, they changed all lel methods
18:14
hi
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kio
I don't know how to do anything anymore, they changed all lel methods
Hm, I think CUIRect is pretty much the same as it has always been
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theozin
hello
Do you need something?
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no the class render
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I'm Brazilian and I'm using a translatorcammo
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Learath2
Hm, I think CUIRect is pretty much the same as it has always been
I think CUIRect wasn't able to draw on its own before
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Voxel
Do you need something?
no
18:17
someone who plays
18:18
pls
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This is where we talk about the develoupment of the game. If you're looking for someone to play with, feel free to request in #looking-for-group
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Voxel
This is where we talk about the develoupment of the game. If you're looking for someone to play with, feel free to request in #looking-for-group
thanks
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heinrich5991
I think CUIRect wasn't able to draw on its own before
Oh true, so there is some change there
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timakro
Had to google it: x is "inspect memory", /i interprets it as instruction, $rip is instruction pointer (edited)
you can also show which accessed address caused the segfault
19:23
p $_siginfo._sifields._sigfault.si_addr
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ah cool ๐Ÿ˜ฎ
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most often will show (void *) 0x0 but you never know ๐Ÿ˜„
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@Chairn Uh nice, a null pointer. But I still don't know where it comes from
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Could we get a new Statistic on the website and co that shows the oldest standing records?
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timakro
@Chairn Uh nice, a null pointer. But I still don't know where it comes from
could it be a this pointer that is null when you try to call the function?
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You mean the function argument? (gdb) frame #0 0x000055b195b811a1 in on_change_systray (obj=0x55b195bcc940 <systray>) at /home/tim/Downloads/tint2/src/systray/systraybar.c:298 298 GSList *list = g_slist_copy(systray.list_icons); (gdb) print systray.list_icons $3 = 0x55b19749d2a0 = {0x55b19736f250, 0x55b19730ab50, 0x55b197441ff0, 0x55b197370a40} It's not null as you can see
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vscode provides a nice gui for debugging with gdb
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And we're not dereferencing anything anyways so...
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can you give us the whole function?
20:32
perhaps it's not in that line
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ohh this pointer, this is C not C++
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this is C++, not C :p
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yeye cuz Chairn said this that can't be the problem because I'm working with C
20:36
I'm pretty sure now that somehow the wrong debug symbols got used because I copied my modified binary to /bin so that probably somehow confused gdb. Then the line with the bug would be traywin = (TrayWindow *)l->data; (which makes sense, 0 deref) and maybe my fix worked after all but somehow the old binary is back
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As described in https://github.com/ddnet/ddnet/pull/6449#pullrequestreview-1349549157, also use https://partner.steamgames.com/doc/api/ISteamApps#GetCurrentGameLanguage to determine the configured game language in Steam. Steam uses their own language names (https://partner.steamgames.com/doc/store/localization/languages), so we need to add another entry to the language index for this purpose. Right now Steam does not support Serbian (which is available in ddnet both in Latin and Cyrillic s...
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i'd like to quit vsode but the visual debugger things makes me stick around. pretty easy to spot segfaults and fix em with this
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413227a Add os_locale_str to get user locale - Robyt3 481698c Move CLanguage and LoadLanguageIndexfile to localization - Robyt3 cddbc78 Add RFC 3066 language tags to language index - Robyt3 a91b51c Select language on first start based on user locale - Robyt3 8057d59 Merge #6449 - bors[bot]
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Not pixel perfect, but visually indistinguishable in game i think. !jd_compare_full !jd_compare_smoll The original mapres has a bug on the vertical 1-spike spikes, where they are 0.5 pixels off, making them not line up with the cross tiles. I don't know your policy on these situa...
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I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? The following gives a CORS error: fetch("https://ddnet.org/players/?json2=UnlucksMcGee") Although this one does not: fetch("https://ddnet.org/releases/maps.json") (edited)
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heinrich5991
that's an error that has to be fixed server-side
It previously seems to be something that was fixed on server-side
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yes, needs to be fixed serverside
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UnlucksMcGee
I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? The following gives a CORS error: fetch("https://ddnet.org/players/?json2=UnlucksMcGee") Although this one does not: fetch("https://ddnet.org/releases/maps.json") (edited)
open chrome with special conf (edited)
23:38
what is this empty class supposed to do? :/
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it's supposed to do nothing
23:38
you can check the #ifdef above to see what it's supposed to do when discord support is compiled in
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UnlucksMcGee
I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? The following gives a CORS error: fetch("https://ddnet.org/players/?json2=UnlucksMcGee") Although this one does not: fetch("https://ddnet.org/releases/maps.json") (edited)
works now?
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