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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 2023-03-24 00:00:00Z and 2023-03-25 00:00:00Z
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@Robyt3 you already did so many prs on tw (which is dead :c) but hey, you make ddnet a better place aswell :) Thanks for all the fixes and features
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sleeping a night over the account discussion and have to say i still kinda dislike the solution in total. 1. the account lists that would need to be refreshed (and downloaded) all the time 2. the advanced complexicity of how runs are considered authed 3. using registry to play hide and seek 4. trusting only the email and that alone. i'd say a fully centralized approach can do anythign you want while still not being so complicated. 1. a session can have a key pair. so the game server can ask the auth server if the session key is connected to an account and can cache itself how long it wants to trust the session in case the auth server is down.. else it can always ask it. 2. if auth server is down u either once connected to the game server and it remembers you. It could still use the session id to verify if it was related to an account. I generally dunno if this can't get messy 3. yeah dunno, just don't save the key on the computer. problems solved 4. we could make steam authing and other methods a higher priority. I dunno how a forced strong password is worse than sending an email that probably also has a bad password xdd I feel like you want the advantages of decentralized account system. But you don't have them Teamspeak 3 has a one time key, and this is why the teamspeak 3 approach works. If we'd do that aswell it would eliminate especially point 1. & 2. which is a huge mess IMHO (edited)
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fast, click it!
1️⃣ 2
8️⃣ 2
➕ 2
07:36
for science
07:36
research
07:37
gigachad
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e.g. lets say what happens if u join a kog server. the auth server is down u finish a map. You change the keys KoG can't auth your finish player complains the rank is missing. The stupid worst case that might never happen. The player won't understand why it cannot work. Or creating an account while the auth server is down.. kinda sounds scary too
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Or creating an account while the auth server is down.. kinda sounds scary too
Then don't allow account creation in that case? Could be as simple as pinging the server and or providing an api to check if it is running.
08:11
Adding a messagebox to the client that tells the user that the account server is currently offline and that they can't make accounts at the moment makes sense too (edited)
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Yeah obviously. But this was something Heinrich didn't seem to want
08:13
Probably BCS it's again less decentralized
08:13
So understandable
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I'd suggest using an already existing protocol like OAuth2, so you can for example use Keycloak and federate User Accounts between multiple instances
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7c7d3b7 Use logger instead of <cstdio> in twping - Robyt3 fae9ed1 Add missing initialization to twping - Robyt3 7197625 Refactor twping variables - Robyt3 f4ee220 Show twping timeout if no ping response is received, add exit code - Robyt3 6808b62 Merge #6457 - bors[bot]
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Recently the "logfile" command doesn't work for me, my local console doesn't get output to the file that was specified in the "logfile" command. It seems like the text file stopped updating on 2022 December 5th, and hasn't been updated or modified since then. I tried to delete the file so that it hopefully creates it again, but it didn't. Here's some of my settings:
loglevel = 3 logfile = innerlog.txt
(I changed loglevel from 4 to 3 in an attempt to somehow try and fix this, neither worke...
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Jupstar ✪ BOT 2023-03-24 08:52:58Z
Zwelf: ban ^
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he can still see it on matrix if i deleted on discord right?
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no
08:53
its double sided bridge
08:53
but it says that u deleted the message
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User was "iriska"
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done
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Then why do old edited messages stay
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bencie
User was "iriska"
It was a bot
08:54
Someone invited them
08:54
Ban the inviter too
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he knows the name
👍 1
08:55
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Also can you take away permissions to invite bots?
08:55
Or is that Discord being trash again
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they arent bot accounts i think
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all users on matrix appear as bot here
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they are normal matrix users
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Jupstar ✪ BOT 2023-03-24 08:56:05Z
just like me
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Oh so they did post it on matrix
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Jupstar ✪ BOT 2023-03-24 08:56:12Z
its the bridge that flags it as bot
08:56
(or better the bot itself is the bridge ^^)
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the bot does nothing but generate webhooks and read messages to send in matrix using a similar mechanism (edited)
09:49
the webhooks are what show as ‘bot’ (edited)
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Jupstar ✪ BOT 2023-03-24 09:52:06Z
we really need them for all channels
09:52
matrix is so cool
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Jupstar ✪
we really need them for all channels
DefaultO editing their message 50+ times intensifies mhmokay
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Jupstar ✪
e.g. lets say what happens if u join a kog server. the auth server is down u finish a map. You change the keys KoG can't auth your finish player complains the rank is missing. The stupid worst case that might never happen. The player won't understand why it cannot work. Or creating an account while the auth server is down.. kinda sounds scary too
The finish would never be lost though, finishes would belong to keys until the account is resolved.
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Learath2
The finish would never be lost though, finishes would belong to keys until the account is resolved.
yeah thats pretty cool, but my point is not that its not cool
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I just wanted to say it won't be lost. That's all
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@Ryozuki when a client is 0.7 client it will not send the skin json stuff at all?
12:44
some ppl are still missing skin data in server info, but its only individuals
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it should send 0.7 skins
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ok
12:44
so they are simply not parsed as default
12:44
good to know
12:45
but good way to know which nobos play 0.7 xdd
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Jupstar ✪
but good way to know which nobos play 0.7 xdd
what's your ingame name
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He hides it from everyone, mr anonymous
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Learath2
He hides it from everyone, mr anonymous
i dont hide it
14:33
i mostly played as nameless tee. but actually its keks
14:33
or Glückskeks
14:33
or Detektiv Keks
14:33
i simply dislike to play in big groups esp. t0
14:34
and playing as nameless tee gives some degree of annonymity
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I played with a guy called Butterkeks and thought it was u justatest he told me he wasn't
14:35
Unless you lied to me :D
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yeah thats not me
14:35
i usually have my clan tag in
14:36
ΛLIVΣ
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KOF
what's your ingame name
u are a 0.7 enjoyer But let me clearly tell you something. We'd need to fix the map format. We'd need to improve network security etc. And the 0.7 client is an annoying useless problem. Sadly some devs are so obsessed to help the 5 users with their 0.7 instead of making ddnet better for all other 99% of the players, like every other game in extistence would do. So yes, please stop using it you are part of the problem with that client
14:41
same applies to old ddnet clients btw
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Bro I'll be happy if you make your servers not accessible with 0.7 clients, then I'll make my own ddrace community like in 2019 and it'll be great
14:42
Pls do it faster
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mh ok gl
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edlang incoming
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Ryozuki
edlang incoming
u meant rused-lang
15:37
i have 0 originality
15:37
imagine inventing syntax
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99495ad Add 41 € funding for AUS server by Lem0n - def-
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input: fn add(a: i64, b: i64) -> i64 { return a + b; } fn main() -> i64 { let x = 2 + 3; let y = add(x, 4); return y * 2; } output: ; ModuleID = 'source' source_filename = "source" define i64 @add(i64 %0, i64 %1) { entry: %add = add i64 %0, %1 ret i64 %add } define i64 @main() { entry: %add_call = call i64 @add(i64 5, i64 4) %mul = mul i64 %add_call, 2 ret i64 %mul } function calls pog
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epic
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tbh its not rly good rn xd
15:56
i probs need some type inference
15:56
for constants
15:56
rn it assumets its i64
15:56
assumes
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fix all rust annoyances
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i would need to know how to make rust itself first
15:57
and thats impossible for me
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xD
15:58
GitHub Gist: instantly share code, notes, and snippets.
15:58
this is the grammar rn
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r u professionally working on compiler now btw or what
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cool
16:00
who'd have thought its u doin it and not learath
16:00
learath is in the endless loop of university
16:00
he just needs to go and work
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xD
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things get more complex when i get to if else
16:01
u need to do some control flow analisys
16:01
and build phi nodes
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Ryozuki
input: fn add(a: i64, b: i64) -> i64 { return a + b; } fn main() -> i64 { let x = 2 + 3; let y = add(x, 4); return y * 2; } output: ; ModuleID = 'source' source_filename = "source" define i64 @add(i64 %0, i64 %1) { entry: %add = add i64 %0, %1 ret i64 %add } define i64 @main() { entry: %add_call = call i64 @add(i64 5, i64 4) %mul = mul i64 %add_call, 2 ret i64 %mul } function calls pog
Why were you reinventing rust btw? Just for the lulz?
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im not reinventing it
18:10
im learning more llvm ir
18:10
making a language
18:10
idk
18:10
xD
18:10
i wanted maybe to do a teeworlds oriented language, whathever that means
18:10
but i have no idea how it would be "teeworlds oriented"
18:11
anyways expect nothing useful out of this
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Ryozuki
but i have no idea how it would be "teeworlds oriented"
matricks was working on a non turing complete language for teeworlds so servers could push game code to clients
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Ryozuki
but i have no idea how it would be "teeworlds oriented"
the assembler
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Learath2
matricks was working on a non turing complete language for teeworlds so servers could push game code to clients
matricks inventing shellcode
19:27
omg
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Ryozuki
edlang incoming
edlang = rust 1.67?
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its a safe lang too cuz there are no allocations! kek
19:29
no code is the best code
19:29
not that "no code" zoomer thingie but
19:29
okey nvm
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Learath2
matricks was working on a non turing complete language for teeworlds so servers could push game code to clients
wait, does this mean we can have modded servers be real?
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they are already real lol
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ddnet is a modded server
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no i mean- why the turing thing
19:34
then
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non turing complete so no halting problem
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Voxel
wait, does this mean we can have modded servers be real?
the server could then tell the client a moditication
19:35
but this cant be good enough anyway
19:37
wasm ez
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Adds a button for generating a random skin in tee settings. The logic generates handsome tees more often than not. Intentionally didn't add a console command so it's not possible to make annoying skin change binds with this. !random_skin

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [x] Tested in combination with possibly relate...
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I'm trying to tidy up my PR, because fokkonaut told me I don't need an extra netmsg for what I need, but for some reason this won't compile. Apperantly it's redoing the CGameWorld class? I kind of need some of these team code segments to efficiently add in the things I want c++ #include <engine/graphics.h> #include <engine/shared/config.h> #include <engine/shared/protocol.h> #include <engine/textrender.h> #include <game/generated/client_data.h> #include <game/generated/protocol.h> #include <game/server/teams.h> /* this is the new one I added */ #include "killmessages.h" #include <game/client/animstate.h> #include <game/client/gameclient.h>
23:54
There isn't even a CGameWorld inside teams.h though?
Exported 138 message(s)