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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 2023-05-14 00:00:00Z and 2023-05-15 00:00:00Z
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2023-05-14 00:24:35 I assert: /ddnet-source/src/engine/server/register.cpp(517): curl version < 7.77.0 does not support registering via both IPv4 and IPv6, set `sv_register ipv6` or `sv_register ipv4` Illegal instruction
00:25
what's that
00:25
funny curl doesn't allow that since
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ChillerDragon BOT 2023-05-14 06:24:56Z
hm how do computers work i get a weird glitchy vertical line while playing teeworlds or any game in windowed or fullscreen for that matter. No cpu core uses more than 10% the ddnet client process is as 14% my gpu is at 70% peek and uses 4% mem for the ddnet client
06:25
is this possibly a issue with my screen and not with my hardware being slow?
06:25
i have 400 fps and it feels smooth but i get this glitchy line which i always thought means the gpu can not keep up
06:27
eh horizontal line i mean
06:28
its been running smooth with this setup for years im not sure what to replace i tried downgrading to linux-lts and nvidia-lts that did not help im thinking about buying a new screen but maybe im stupid xd
06:30
i would be more confident its just the screen if vim didnt start to take 3s to write a file
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You mean tearing?
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ChillerDragon BOT 2023-05-14 06:35:55Z
lmme duckduckgo that
06:36
yes looks good
06:36
but i turned on vsync in tw and it didnt help
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Then your driver refuses to allow vsync for some reason
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ChillerDragon BOT 2023-05-14 06:38:23Z
fak this driver guy
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Without vsync the fix is. Buy higher refresh rate monitor xd
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ChillerDragon BOT 2023-05-14 06:38:53Z
i have the pay2win nvidia propriatary malware og driver
06:39
ok i will buy a monitor
06:39
weird that this monitor worked fine for almost a decade
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Maybe u changed gnome compositor settings?
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ChillerDragon BOT 2023-05-14 06:39:35Z
maybe the update did
06:39
what is compositor
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The monitor is not broken
06:39
U probably always played with vsync
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ChillerDragon BOT 2023-05-14 06:39:56Z
he broke of old age?
06:40
ok thanks jupsti babe i will buy new monitor that cost more than my graphiccard
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Compositor is basically the thing that makes ur windows look like windows xd
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ChillerDragon BOT 2023-05-14 06:40:29Z
good financial advice once again
06:40
i have linux
06:40
no windows
06:40
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxD
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Trollodragores
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ChillerDragon BOT 2023-05-14 06:41:04Z
ye my windows are broken for sure too
06:41
06:41
see my vscode windowing all over the place xd
06:42
and there is no way to make it stop neither reboot resize or reopen
06:42
but its electron so hey gnome might not be responsible
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U use Arch right?
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ChillerDragon BOT 2023-05-14 06:42:46Z
yes BTW
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Well no hate against it. But ofc u are always a beta tester with it
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ChillerDragon BOT 2023-05-14 06:43:18Z
wowo
06:43
arch shaming
06:43
yea ik thats why this window also doesnt really bother me
06:43
but the glitchy does and i assume those important things always relate to the driver and kernel
06:44
and arch offers the easy switch to the lts driver and kernel which makes you travel back in time
06:44
but this did not help this time .-.
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when u use vk backend & enable vsync, does it mention in F1 console or terminal that it could not enable FIFO mode?
07:17
chillerdragon: ^
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ChillerDragon BOT 2023-05-14 07:27:17Z
no
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thats weird xd
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ChillerDragon BOT 2023-05-14 07:27:50Z
wait its because its working
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ChillerDragon BOT 2023-05-14 07:28:41Z
ok but thats even worse
07:29
i play better when i had 8 beers than w vsyncx
07:29
but it did seem to have fixed the tearing
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ok
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ChillerDragon BOT 2023-05-14 07:29:59Z
so buying a new screen it is jupsti?
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i give u best hack
07:30
wait
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ChillerDragon BOT 2023-05-14 07:30:17Z
maybe vsync is only broken for opengl or after reboot it worked now idk
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in vulkan_backend.cpp search the function GetPresentationMode before VKIOMode = g_Config.m_GfxVsync ? VK_PRESENT_MODE_FIFO_KHR : VK_PRESENT_MODE_IMMEDIATE_KHR; add VKIOMode = VK_PRESENT_MODE_MAILBOX_KHR; return;
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ChillerDragon BOT 2023-05-14 07:31:56Z
watf
07:31
hak
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but pssst
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ChillerDragon BOT 2023-05-14 07:33:12Z
so replace the line i guess
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doesnt matter
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ChillerDragon BOT 2023-05-14 07:33:28Z
yeye
07:33
hmm not the best hack
07:33
still sluggish
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it should prevent tearing
07:34
while allowing 400fps
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ChillerDragon BOT 2023-05-14 07:34:18Z
ah so vsync off
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its basically what wayland does
07:34
oh yes
07:34
well it should be off normally lol
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ChillerDragon BOT 2023-05-14 07:34:42Z
hmm
07:34
vsync off still caps me at 60
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nani
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ChillerDragon BOT 2023-05-14 07:35:16Z
07:35
u forgot the return
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ChillerDragon BOT 2023-05-14 07:35:55Z
a
07:36
true?
07:36
ah ye u sent scren
07:37
holy shit
07:37
tthast works
07:37
why is it not a cfg?
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bcs it only works with vulkan
07:38
and i am too lazy to add bloat
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ChillerDragon BOT 2023-05-14 07:38:36Z
i see
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the vsync option should be a dropdown
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ChillerDragon BOT 2023-05-14 07:38:44Z
gaming with custom patch it is
07:38
thanks juspti the gfx guru
07:39
ok still a bit wonkey
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yes
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ChillerDragon BOT 2023-05-14 07:39:58Z
i think ill just buy the new screen
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it still adds latency
07:40
have u tried to use unlimited fps
07:40
it doesnt prevent it
07:40
but makes it a tiny bit better
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ChillerDragon BOT 2023-05-14 07:40:18Z
wot
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important also cl_refresh_rate 0
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ChillerDragon BOT 2023-05-14 07:41:30Z
480 xd
07:41
wowo 600 fps
07:41
but tearing back
07:41
i think i added the 480 limit once to fix tearing
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ah yeah u play on 4k screen right?
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ChillerDragon BOT 2023-05-14 07:42:05Z
poor mans vsync
07:42
yes
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then rip
07:42
4k and 60fps lmao
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ChillerDragon BOT 2023-05-14 07:42:20Z
ikr
07:42
i gotta buy 4k 144hz
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that must be horror gaming combo
07:42
more like 4k 240hz
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ChillerDragon BOT 2023-05-14 07:42:34Z
its been smooth so far actually
07:42
i can not affort 4k 240hz 28"
07:42
afford*
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yes u can
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ChillerDragon BOT 2023-05-14 07:42:59Z
ok finanical advisor if u say so
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xd
07:43
1125 €
07:43
that's free af
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ChillerDragon BOT 2023-05-14 07:43:41Z
uff
07:43
i was more thinking 700
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but 32''
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ChillerDragon BOT 2023-05-14 07:43:53Z
32 hmm
07:43
im used to 28
07:44
send link
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Samsung Gaming Monitore eignen sich hervorragend für Gaming auf einem hohen Level. Natürlich kommen auch Gelegenheitsspieler voll auf ihre Kosten, denn von Full-HD bis 4K-Bildqualität, ultraschnellen Bildwiederholraten und vielen smarten Features ist einfach für jedermann das Richtige dabei. Mit ...
07:45
urs 144hz, not future proof
07:45
invest into my future
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ChillerDragon BOT 2023-05-14 07:45:17Z
e wot
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if u buy expensive now, i can buy cheap in 3 years
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ChillerDragon BOT 2023-05-14 07:45:32Z
144hz is fine for my eyes
07:45
i used 60hz forever
07:45
and it good gaming xd
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its much better
07:45
but will still see tearing, just less annoying
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ChillerDragon BOT 2023-05-14 07:45:57Z
also the screen u sent is broken
07:45
it has a dent
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with 240hz its almost gone
07:46
better would be 480hz
07:46
invest into 480hz
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ChillerDragon BOT 2023-05-14 07:46:35Z
me buying expensive high end stuff makes it cheaper for u in the future?
07:46
if you say so mr financial pro
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yeah the market will shift to it eventually then
07:47
if everyone would buy 8k tv, they would get mainstream
07:47
but nobody wants it
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ChillerDragon BOT 2023-05-14 07:47:15Z
yea but curved is cursed
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xd
07:47
never used one
07:47
bcs i fear the curse
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ChillerDragon BOT 2023-05-14 07:47:35Z
i would try emacs before i try curved screen
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but for me 27'' it is
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ChillerDragon BOT 2023-05-14 07:47:50Z
i gotta get 28" so i can zooz better in fng
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u can simply go towards the screen with ur eyes
07:48
lifehack
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ChillerDragon BOT 2023-05-14 07:48:23Z
hm
07:48
vr
07:49
anyone ever tried tw vr gaming? xd
07:50
360hz IPS panel
07:50
nice
07:50
no, i dont have vr setup
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ChillerDragon BOT 2023-05-14 07:50:30Z
uff the price bro
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u gotta invest, and feel stupid after 2 years
07:50
else nothing changes
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ChillerDragon BOT 2023-05-14 07:50:56Z
xd
07:51
progressive screen pioneer
07:51
its not even 4k .-.
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i dont need 4k anyway
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ChillerDragon BOT 2023-05-14 07:51:45Z
which helps with fps
07:51
but still
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i dont sit 1 centimeter away from my screen
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ChillerDragon BOT 2023-05-14 07:52:08Z
u just said
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i prefer more hertz 😄
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ChillerDragon BOT 2023-05-14 07:52:18Z
i am big zoozer
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yes u need 4k
07:52
u need 16k tbh
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ChillerDragon BOT 2023-05-14 07:52:37Z
i loose all my fps anyways with -30 zoom on Back in Time 3
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then all the 4k tee skins finally have a purpose
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ChillerDragon BOT 2023-05-14 07:52:55Z
ye tru
07:53
but i zoom out
07:53
not in
07:53
so i basically could downscale
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i should write a compute shader to speedup zooming out rendering
07:53
but so much work <.<
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ChillerDragon BOT 2023-05-14 07:54:07Z
you mean more fps while zoomed out due to saving on rendering pixels that dont fit on the screen anyways?
07:54
that be soo amazing
07:54
i buy u a beer if u do
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yeah basically like that, but it would involve writing a custom rasterizer, or ray tracer (not like 3d thing), optimized for 2d
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ChillerDragon BOT 2023-05-14 07:55:11Z
very pog
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add 20k lines of code, no problem xd
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ChillerDragon BOT 2023-05-14 07:55:42Z
i noticed the ddrace pro scene slowly picked up zooming
07:56
playing with 3 times zoomed out on average and replacing pause with zoom on scroll is such a game changer
07:56
idk how people ever hammerfly through huuughe parts
07:56
w out zoom
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game sense
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ChillerDragon BOT 2023-05-14 07:57:20Z
i can fall 10k tiles get a hammerhit done at the bottom 10/10
07:59
also when tees fall next to you from far above with zoom you can easily predict a hook on most falling speeds where regular zoominners wouldnt even manage to react at all let alone hit the hook
08:00
but yea you need the hardware for it
08:01
you can always try zooming in you will realize how much harder the game gets and thats comparable to how much easier it gets when zoomed out
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ChillerDragon BOT 2023-05-14 08:11:18Z
are ger2 servers not in http master?
08:11
curl -s https://master1.ddnet.org/ddnet/15/servers.json | jq . | grep ger2
08:11
08:12
some people reported they were not able to find the full multeasymap server
08:14
08:14
ah no im stoopid xd
08:31
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time for analog computers xd
08:32
then AI would be so much better 😄
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just woke up
08:32
time to code ddnet again
08:33
what did i miss
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what r u gonna add into ddnet or is it the same PR
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chiller and me discussed our plan to conquer the world
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idk im gonna look
08:33
This is a proposal for replacing EntityEx with new netobjects, like suggested in #5860. Adds a new DDNetPickup that includes switch number a new DDNetProjectile that replaces the old one (which is...
08:33
cuz learath didnt review when he said
08:33
im gonna test it first tho xd
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oh nice
08:42
this fixes the color laser for draggers
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e10f528 Add net netobjs for projectile and pickup, extend ddnetlaser, remove EntityEx server-side - trml e9d08a1 Merge #6560 - bors[bot]
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Ryozuki
Click to see attachment 🖼️
Excellent meme, completely correct
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Ryozuki
cuz learath didnt review when he said
I did take a look, I just didn't merge it, thought you wanted to
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Learath2
I did take a look, I just didn't merge it, thought you wanted to
ah, but u didnt state anywhere u did review it xd
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xD
09:12
learath busy man bro
09:12
and im taking over ddnet
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he has to fight the eternal darkness
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and no one cant stop me
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Yeah, extremely busy doing things I absolutely detest. So happy to be part of the living
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join the undead
09:17
bloat merges
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@Ryozuki would u say hiding a bug is better than panic?
09:25
hiding = do not crash
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Jupstar ✪
@Ryozuki would u say hiding a bug is better than panic?
u mean the pr i merged?
09:25
i would say having no ub is better than anythign else
09:25
then we can think about that
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then we could use dbg_asserts
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make pr
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instead of hiding the bug
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as some c grandpa once said, talk with code not words
09:26
or smth like that idk
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well seems like all devs here disagree with me anyway
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Jupstar ✪
well seems like all devs here disagree with me anyway
i dont agree or disagree
09:27
im just on a holy crusade against ub
09:27
@Jupstar ✪ review my pr and approve it https://github.com/ddnet/ddnet/pull/6585
09:27
then i make a pr with ur assert
09:27
if u tell me what uwant
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it changes server code
09:28
that is like selfkilling
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i tested it ^tm
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later tonight after learath reviewed it
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[ PASSED ] 200 tests. [ FAILED ] 1 test, listed below: [ FAILED ] Sql/SingleScore.LoadPlayerData/SQLite, where GetParam() = 0x556ce7ecc060 1 FAILED TEST
09:30
f
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xd
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dude this test framework sucks
09:32
it doesnt tell me the expected value
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say it
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rust is better
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Expected equality of these values: m_pPlayerResult->m_Data.m_Info.m_Time Which is: -1 0.0 Which is: 0 [ FAILED ] Sql/SingleScore.LoadPlayerData/SQLite, where GetParam() = 0x5608e0708060 (0 ms)
09:33
found
09:33
makes sense
09:33
cuz it changed i guess
09:36
fixed
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Jupstar ✪
later tonight after learath reviewed it
so never
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iks de
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40cee85 Fix typo operation system -> operating system - Robyt3 f886220 Use bool + size_t for os_version_str, return true on success - Robyt3 648dc9e Merge #6429 - bors[bot]
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Jupstar ✪
well seems like all devs here disagree with me anyway
What are we disagreeing on?
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Ryozuki
@Jupstar ✪ review my pr and approve it https://github.com/ddnet/ddnet/pull/6585
Is this a followup or does it replace #5960 completely?
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It specifies whether the scores are to be interpreted as times (string value starting with "time") or as points (string value starting with "points"). Checklist Tested the cha...
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Learath2
What are we disagreeing on?
#6497
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Closes #4638. 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...
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Learath2
Is this a followup or does it replace #5960 completely?
followup, i just fixed conflicts and the test
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Jupstar ✪
#6497
I thought we resolved that conflict. You can refuse to launch without a data dir imo but you shouldn't invoke UB while doing so
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well they add this weird patch to allow headless client work without data dir
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ChillerDragon BOT 2023-05-14 09:47:32Z
headless pog
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xd
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It also fixes the issues if your normal client is missing some files
09:47
it shouldn't hang the client if you are missing a language index (edited)
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@Learath2 do u want me to take over https://github.com/ddnet/ddnet/pull/5558
A couple players mentioned a lower opacity freeze bar is better for them. This allows that without introducing an extra option but rather repurposing the old ones. It adds a magic coefficient of .7...
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anyway, to me this is a if(... == nullptr) patch and they are usually a sign of bad design to me you can ofc disagree
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take over as in fix conflicts xd
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Jupstar ✪
anyway, to me this is a if(... == nullptr) patch and they are usually a sign of bad design to me you can ofc disagree
i mean ddnet isnt the pinacle of design anyways
09:49
it uses c++ to begin with
09:49
justatest
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i agree, but its more effort to revert such stuff than to design it from the start
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write cpp2rust converter and run justatest
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just make a pr and handle it however u want, but no ub
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some day in 3000 years i release ddnet-best-vk-edition
09:50
and then i can die
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Ryozuki
@Learath2 do u want me to take over https://github.com/ddnet/ddnet/pull/5558
Mh. I forgot about that one. I'll finish it up
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good good
09:51
get to work slave
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Might aswell do something I enjoy for once
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nice
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Port map and editor support for CURVETYPE_BEZIER from upstream, i.e. support bezier curves with configurable in- and out-tangents for every envelope point. The in- and out-tangents are represented ...
09:52
this is such a big pr
09:52
and no conflicts
09:52
but im 2 lazy to review it
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Jupstar ✪
anyway, to me this is a if(... == nullptr) patch and they are usually a sign of bad design to me you can ofc disagree
Yeah I 1 million % disagree. Who hates null guards even wtf
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i dont know editor much anyway
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Learath2
Yeah I 1 million % disagree. Who hates null guards even wtf
You should contact Chairn and ask for him to help you get a job in the academia
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Learath2
Yeah I 1 million % disagree. Who hates null guards even wtf
yeah who doesnt likes to spam a if(... == nullptr) to every single code line in existence just bcs someone from 1000 years agos decided it can be null
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even in rust i try not to use too many Option
09:54
i am not saying it never makes sense ofc
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to a reasonable degree
09:54
but in c++ its too dangerous
09:54
a option is safe
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yeah but passing it around everywhere just sucks xD
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Anyway, if you don't like the null guard there, move it up the callstack. When you don't find a data dir print an error and quit
09:55
Or assert
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and unwrapping a option is a panic, a null deref a segfault
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Learath2
Anyway, if you don't like the null guard there, move it up the callstack. When you don't find a data dir print an error and quit
yes, totally fine with that
09:55
there it makes sense
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Ryozuki
and unwrapping a option is a panic, a null deref a segfault
yeah we know how awesomely awesome awesome-rust is, not awesomely enough it still doesn't make awesome fixes more awesome
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awesome
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awesome
09:57
a awesome fix is awesome by def tho
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@marmare_314 Do you have time to update https://github.com/ddnet/ddnet/pull/6546 ?
The entities and unused buttons are now in a new "Settings" menu. The border and goto buttons got moved to the "Tools" menu. Checklist Tested the change ingame Provided scr...
10:01
Can one of you rust enthusiasts work on https://github.com/ddnet/ddnet/pull/6279 ?
[2023-01-12T17:25:29.471Z] ['error'] There was an error running the uploader: No gcov files found Broken in #5599 because the cmake-init-env overwrites outside env variables Checklist Te...
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5db9f02 Fix client hanging when default language cannot be determined - Robyt3 d203f38 Fix client crash when starting without font file - Robyt3 98a8507 Fix division by zero when using random theme with no themes - Robyt3 ada7c4d Merge #6497 - bors[bot]
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Cargo subcommand to easily use LLVM source-based code coverage (-C instrument-coverage). - GitHub - taiki-e/cargo-llvm-cov: Cargo subcommand to easily use LLVM source-based code coverage (-C instru...
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dont merge yet, testing

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 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/dd...
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ChillerDragon: zoom on mousewheel is goated.
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ChillerDragon BOT 2023-05-14 10:14:12Z
nono have you tried?
10:14
i scroll on mousewheel and zoom on shift+mousewheel its really pog
10:14
ah i mean i change weapons on regular mousehweel
10:16
so you can see me doing a emote when i zoom out its very sophisticated
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5c90fd2 Delay disconnecting until after render call - Robyt3 1539bbf Merge #6565 - bors[bot]
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@Robyt3 i think i found out why
10:20
its a bug in rust i think
10:20
I have a (currently) closed-source crate. I'm trying to use the new coverage tools built into Rust 1.60 stable and I'm seeing some unexpected behavior when trying to run unit tests with cov...
10:20
the ci fails on the doc tests
10:21
ok nvm
10:21
im blind and cant read
10:21
it doesnt fail on the doc test
10:21
xd
10:21
/usr/bin/ld: /home/runner/work/ddnet/ddnet/headless/debug/deps/libddnet_test-5eaca437e040b524.rlib(linereader.cpp.o):(.data.rel+0x20): undefined reference to `__gcov_merge_add'
10:22
this looks like a cpp error not rust tho
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ChillerDragon BOT 2023-05-14 10:22:48Z
rust fan manages to blame rust bug on c++
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Ryozuki
this looks like a cpp error not rust tho
It was caused by adding rust to the build though
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i think its missing -lgcov
10:25
in the rustflags
10:25
ill try
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because the cmake-init-env overwrites outside env variables
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@Robyt3 lol asan triggered on ci
10:32
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
10:32
is this cuz the branch is old?
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lol is this not rebased on master?
10:33
this also randomly happened in https://github.com/ddnet/ddnet/pull/6565
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered aft...
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i rebased now, without conflicts
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ok, so it wasn't my PR making the bug happen more frequently
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@Robyt3 if u can take a look at https://github.com/ddnet/ddnet/pull/6585
followup on #5960 (fixes conflicts) It specifies whether the scores are to be interpreted as times (string value starting with "time") or as points (string value starting with "point...
10:35
@fokkonaut this interests u doesnt it
10:37
I still need it xd
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review it again
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@Ryozuki do u want to fix smth?
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Jupstar ✪
@Ryozuki do u want to fix smth?
fix what?
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do you need a task?
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im trying to fix the ci coverage rn
10:46
but if u know something ez tell
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its very complex
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then no
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sad
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what is it tho
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make mouse movement more accurate floats are a problem, e.g. if u have high FPS and add small values to a float it increases the chance of inaccuracy a lot
10:48
also find out how on different operating systems the relative mouse movement reporting changes based on resolution and DPI
10:48
SDL documentation is shit like always
10:48
so we should document ourself
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I think a newer SDL version makes some improvements for more accurate mouse movement
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well even ms documentation isnt satisfying to me tbh
10:49
its not clear how i should image the relative mouse movement exactly based on the mouse DPI settings
10:51
i mean a mouse with polling rate of 8000 hertz should probably report very slight movements how do you even display that in a integer? i doubt they thought about 2023 when they designed the API xd
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In SDL3: "Mouse events use floating point values for mouse coordinates and relative motion values. You can get sub-pixel motion depending on the platform and display scaling."
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ah nice
10:52
but why float
10:52
why not double
10:52
cant trust floats xd
10:52
or fixed point floats, even better
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floats should be enough for pixel values
10:53
how accurate can you even move a mouse?
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not even perfection is good enough for ddnet
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Robyt3
how accurate can you even move a mouse?
i dunno, but the sensors have like 23k dpi, and 8000 hertz
10:54
i guess its pretty accurate, and i dont trust floats
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Robyt3
In SDL3: "Mouse events use floating point values for mouse coordinates and relative motion values. You can get sub-pixel motion depending on the platform and display scaling."
i mean wtf even is sub-pixel in this regard?
10:55
do they use the window screen size or what?
10:55
i'd have thought relative mouse movement is unrelated to that
10:56
it failed again
10:56
out of ideas
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sad, but thanks for trying
10:57
@Jupstar ✪ Any idea how we get this assertion now? https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484
[2022-05-17 20:06:28][datafile]: loading done. datafile='downloadedmaps/RedCastle2_de71ee62.map' [2022-05-17 20:06:28][client]: loaded map 'downloadedmaps/RedCastle2_de71ee62.map' [...
10:58
Found non empty text container with index 681 with 6 quads 'Team 0'
10:58
Doesn't look like a DeleteTextContainer is missing
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Robyt3
@Jupstar ✪ Any idea how we get this assertion now? https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484
ah nice, do you know when we even display Team 0
10:59
scoreboard?
10:59
nah
11:00
where tf do we display team 0 xD
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kill message
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i never read this in my entire life in the client (except chat) XD
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is LDFLAGS and LFLAGS different?
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it's new from the team kill messages
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LFLAGS ? never heard
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but it uses the existing kill message code, so it should delete the containers
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no, LFLAGS are additional flags for lex (as in lex & yacc). LDFLAGS is used when calling the linker. They are both used for implicit rules.
11:01
LFLAGS Extra flags to give to Lex.
11:01
lol
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Robyt3
it's new from the team kill messages
ok then we somehow clear kill msgs i guess
11:01
without noticing
11:01
in worst case memory overflow, sadly kaffeine who could reprod didnt find more
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Ryozuki
LFLAGS Extra flags to give to Lex.
u rewrite ddnet in latex? nice
11:02
u know what a lexer is right
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oh yeah misread xd
11:03
lmao, good brain
11:03
need more gehirnjogging
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lmao
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Ryozuki
what
11:05
this
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in english its called brain age
11:05
it was pretty popular in germany xd
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Jupstar ✪
ok then we somehow clear kill msgs i guess
Team %d is also used in the scoreboard, but only with TextEx
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Robyt3
Team %d is also used in the scoreboard, but only with TextEx
i suspect textex anyway
11:06
but do we ever print out team 0?
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ah, we don't
11:06
so it has to be the kill message text
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Robyt3
so it has to be the kill message text
my only thesis on this is: we run out of cmd space in graphics_threaded while being tabbed out, when background rendering is disabled but 1. that shouldn't happen very quickly 2. i didnt find anything
11:08
i could try to reduce the buffer size to check if i can reprod
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Patiga
I enjoyed the tas at agdq, is gud https://www.youtube.com/watch?v=mSFHKAvTGNk&t=1000s
yeah true, saw that before, really awesome 😄
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Jupstar ✪
my only thesis on this is: we run out of cmd space in graphics_threaded while being tabbed out, when background rendering is disabled but 1. that shouldn't happen very quickly 2. i didnt find anything
mh seems like the running out of cmd is relatively safe as expected
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Robyt3
so it has to be the kill message text
where exactly in the kill messages do we print the t0? do i need to update my server for that?
11:17
i only see my tee and name
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it's easiest to just add some server code to keep sending team kill messages
11:18
you need to be in a team with at least another tee I think
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Robyt3
you need to be in a team with at least another tee I think
and how do u do that in team 0 😂
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hmmmmmm
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Missing from #6429.

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 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/...
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wtf, why is it happening so often now
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maybe u changed the code layout so its more often triggered^^
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@Ryozuki Can you merge it anyway, so the usage of os_version_str is correct again? I'll work on a fix for the ASAN issue next.
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@Robyt3 i have an idea
11:55
is the crashlog from you?
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it's from teini94
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can u ask him if he toggles nameplates visisbility or similar
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Jupstar ✪
can u ask him if he toggles nameplates visisbility or similar
@teini94 ^ can you check this, about the recent crash popup and the Found non empty text container with index 681 with 6 quads 'Team 0' error
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And if not. Do u still have the broken Auto demo
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bde876d Fix check for changed os_version_str return value - Robyt3 37dee76 Merge #6587 - bors[bot]
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d8053fb Unify time score handling in the server - heinrich5991 623a893 Add client_score_kind field to serverinfo - heinrich5991 1ca7870 fix conflicts - edg-l 044c0e3 fix sql tests - edg-l 03d17a9 Merge #6585 - bors[bot]
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@Ryozuki thanks for wasting your time on cpp just to make ddnet great, what a sacrifise
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big sacrifice
🦀 1
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When rework the collisions? hurts to look at (jk) (edited)
13:49
gonna do my own collision check on my system, hopefully it doesn't require me to write 30+ codes for it
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ChillerDragon BOT 2023-05-14 14:17:30Z
omg i just did a typo in my email xd when signing up for a web account i now registered that typoed email lmao anyone else got typo versions of the email registered just in case? xd
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ChillerDragon BOT 2023-05-14 14:21:44Z
ryo you need that your gamertag and irl name is a single typo no way ppl get that right the first time
14:22
royzuki@yahoo.com
14:23
gotta singup heinrich5990@gmail.com and tell deen i forgot ssh password
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Add default value nullptr for int *pType and int *pID output parameters of GetItem functions. Use nullptr instead of 0.

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 added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics th...
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ChillerDragon
gotta singup heinrich5990@gmail.com and tell deen i forgot ssh password
kek
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ChillerDragon BOT 2023-05-14 15:44:48Z
@heinrich5991 monthly request to get snap into dissector but this time i actually it only ending up in the json any chance you could rename the kind from data to something custom like snap_data? https://github.com/heinrich5991/libtw2/blob/89ec0167e7ad1c6fa60d96788d2005a04aee43d4/gamenet/generate/spec/teeworlds-0.7.5.json#L957
Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
15:44
need*
15:45
years of irc i and i still proof read my messages after sending them gg
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im reviving edlang again
15:46
now im using logos as the lexer
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ChillerDragon BOT 2023-05-14 15:46:28Z
next use lexer as the logo
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fn main(x: i64) -> i64 { let x = 2 + 3; return x; } to ; ModuleID = 'simple.ed' source_filename = "simple.ed" define i64 @main(i64 %0) { entry: ret i32 5 }
15:46
ok i32 is wrong kek
15:46
imagine having type resolution
15:46
anyway
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ChillerDragon
playing with 3 times zoomed out on average and replacing pause with zoom on scroll is such a game changer
my default zoom level is 7 so zoomed out 3 times
16:22
i know some players uses 5 zoom out, but i cant see tees besides me if i do that
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Jupstar ✪
And if not. Do u still have the broken Auto demo
here is the demo, doesn't crash for me though. he uses a nameplate bind (edited)
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Jupstar ✪
time for analog computers xd
what do you think analog data types are closer to?
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Jupstar ✪
then AI would be so much better 😄
most efficient ai designs are already analog
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Chairn
what do you think analog data types are closer to?
physics
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Chairn
most efficient ai designs are already analog
bcs our brain works like that
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Learath2
You should contact Chairn and ask for him to help you get a job in the academia
you're replying to yourself, uh?
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Robyt3
here is the demo, doesn't crash for me though. he uses a nameplate bind (edited)
yeah the crash is not in ofc, if someone gets it, he should press his nvidia replay bind lmao mhh i wonder wtf could have print t0
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Jupstar ✪
make mouse movement more accurate floats are a problem, e.g. if u have high FPS and add small values to a float it increases the chance of inaccuracy a lot
have you ever heard of x == x+1 returning true 😄 ?
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Chairn
have you ever heard of x == x+1 returning true 😄 ?
sry my brain is not suited to understand how your 300 IQ questions are in relation to what i wrote
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Jupstar ✪
physics
closer to in terms of digital data types
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Jupstar ✪
bcs our brain works like that
i was doubly referencing brains and analog designs outperforming digital designs
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Jupstar ✪
sry my brain is not suited to understand how your 300 IQ questions are in relation to what i wrote
linked to the float being inaccurate
16:34
single precision is around 7 digits exact
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well i guess floats have all kind weirdness ^^
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double precision has 15 exact digits, iirc
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Chairn
you're replying to yourself, uh?
I wanted to add to my statement, but didn't want to edit it since it looks weird on irc
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as soon as floats are not in [-1, 1] they start to suck
16:36
ok no, they always suck
16:36
i take that back
16:38
16:38
@Mr.Gh0s7
kek 1
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lemme write it in vim and I'll copy pasta
16:45
I had a InTeReSTIng (interesting) idea for a 3D game, which maybe also be applicable to 2D (mainly to tw). For 3D: You would see 3 viewports One for each hand (2 hands) and one for the head. You would play with 2 mice one mouse for each hand. Each mouse would control one "hand" camera and the "head" camera would change direction slowly to the most uptodate hand camera. You would 1. move the (hand) cameras via the mouse movement 2. move the player (fwd, bwd) with scroll on one mouse and (left, right) with scroll one the other mouse. 3. fire with LMB and hook with RMB for each hand. 3. switch weapons with MB4 and MB5 (edited)
16:46
For 2D (in this case for tw): You would only have one viewport (camera) but 2 cursors (one for each hand). It pretty self explanatory I think on how it would work.
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i'd try it out, sounds funny for e.g. fng
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Yeah, right? xD
16:48
atm I am trying to figure out how to get input from each mouse separately.
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Items and particles were also rendered in the client states quitting and restarting, which was causing accesses to the already freed map data. Closes #6387 until further notice.

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 boun...
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The best idea so far is to get the input from /dev/input/eventX. Where X would correspond to the mouse event eg /dev/input/event3
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Mr.Gh0s7
The best idea so far is to get the input from /dev/input/eventX. Where X would correspond to the mouse event eg /dev/input/event3
sdl sends device id, doesnt it
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zogtib says that we should we use libinput (run it and sed stuff so we end the the scroll, mouse movement and buttons) but I wanna see how libinput works and do the same stuff ¯\_(ツ)_/¯
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Jupstar ✪
sdl sends device id, doesnt it
I think it only does for gamecontroller not mice (xorg doesn't send the device id of mice to windows which is the current problem) (edited)
16:52
lemme look it up (edited)
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Mr.Gh0s7
zogtib says that we should we use libinput (run it and sed stuff so we end the the scroll, mouse movement and buttons) but I wanna see how libinput works and do the same stuff ¯\_(ツ)_/¯
lol is he x11 dev?
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no xD
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Mr.Gh0s7
I think it only does for gamecontroller not mice (xorg doesn't send the device id of mice to windows which is the current problem) (edited)
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ (edited)
16:55
i guess with instance they mean device?
16:56
the sdl events else send this
16:56
the SDL api to get the position apparently not
16:56
sdl internally has a single mouse
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yeah makes sense
16:59
does sdl get mouse movement and stuff from /dev/input/* or from the window?
17:00
so maybe it's possible? :)
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X11_Xinput2
17:03
i dunno looks overly complicated how sdl solved all this xd
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but yeah seems at least for the events it has a unique id
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if we can get it from sdl for tw it'd be very easy to implement
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i mean
17:03
plug mouse in
17:03
printf
17:04
be happy
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dond wori
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Robyt3
here is the demo, doesn't crash for me though. he uses a nameplate bind (edited)
did we ever have a report that this happened on a (latest) ddnet server? i feel like it's always on old servers. koffein was on infection teini probably uses ddrock from 1995 also i wonder what happens if we have a server demo
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Hi, i have a small question. My modification is not displayed under DDnet and i can not connect via IP. But in the vanilla client everything works fine. Someone has solutions for me? (edited)
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only official servers are under DDNet
17:57
other servers are under Internet or LAN tab
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From reading the code I couldn't understand how https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484 could happen either:
  • [ ] teini used an outdated client
  • [ ] i am blind
  • [ ] it was a name/clan -plate, scoreboard entry
  • [ ] it leaked somewhere in text.cpp or similar impl
  • [ ] it happened because of an outside write.
We don't really come further with this, so we should probably at least try it out? @Robyt3 your opinion? We can still always remove it again...
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Also if it's not visible on the Internet tab but it's visible on the LAN tab make sure you have port-foward and that you have set "sv_register 1"
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Ok, maybe i wrote it wrong. Under the vanilla client i find the server and can also connect via IP. With DDnet i can not find the server or can connect by IP. The server is already online and there are no problems with the firewall/master server.
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Hmm sounds like you made a mod based on 0.7 which ddnet doesn't support. DDNet mods support 0.6 and 0.7 (in most cases)
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yeah for versions 0.7.x only 0.7 clients can connect
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version 0.7 5d6a173c8ba2de7e
18:04
oh ok, ty 🙂
👍 1
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merging is now luck based xd
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Jupstar ✪
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ (edited)
ye it doesn't work :( here's the code I used #include <stdio.h> #include <SDL.h> #include <SDL_events.h> int main(void) { SDL_Event test_event; SDL_Window *win; SDL_Init(SDL_INIT_VIDEO); win = SDL_CreateWindow("mouse test sdl", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 160, 0 ); while (SDL_WaitEvent(&test_event)) { switch (test_event.type) { case SDL_MOUSEMOTION: Uint32 w = test_event.motion.which; printf("%" PRIu32 "\n", w); break; case SDL_QUIT: exit(0); default: printf(":(\n"); break; } } SDL_Quit(); } I compiled it with this for what it's worth gcc -Wall -I/usr/include/SDL2 -lSDL2 sdlmouse.c -o sdlmousetest
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d08626c Add default argument to CDataFileReader/IMap::GetItem - Robyt3 f3e8513 Fix heap-use-after-free when quitting/restarting - Robyt3 cca6d86 Merge #6588 #6589 - bors[bot]
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oh nice
19:20
you found it!
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hmmm, apparently server changed behavior in the last 2 days
19:31
map oco is unfinishable right now as tele 0 is teleporting you instead of just not working
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bc006db make sure it's not modifying memory - Jupeyy 370d37b Add shared ptr to track usage - Jupeyy a38dea4 Merge #6590 - bors[bot]
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Mr.Gh0s7
ye it doesn't work :( here's the code I used #include <stdio.h> #include <SDL.h> #include <SDL_events.h> int main(void) { SDL_Event test_event; SDL_Window *win; SDL_Init(SDL_INIT_VIDEO); win = SDL_CreateWindow("mouse test sdl", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 160, 0 ); while (SDL_WaitEvent(&test_event)) { switch (test_event.type) { case SDL_MOUSEMOTION: Uint32 w = test_event.motion.which; printf("%" PRIu32 "\n", w); break; case SDL_QUIT: exit(0); default: printf(":(\n"); break; } } SDL_Quit(); } I compiled it with this for what it's worth gcc -Wall -I/usr/include/SDL2 -lSDL2 sdlmouse.c -o sdlmousetest
what, no way
19:41
:7
19:41
what sdl version did u use?
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pacman -Qs sdl local/lib32-sdl2 2.26.5-1 A library for portable low-level access to a video framebuffer, audio output, mouse, and keyboard local/sdl12-compat 1.2.60-1 SDL 1.2 runtime compatibility library using SDL 2.0 local/sdl2 2.26.5-1 A library for portable low-level access to a video framebuffer, audio output, mouse, and keyboard (Version 2)
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sad
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weird how changing a condition value from float to bool and make changes according to the type will break maps xd
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the map tricks the player with a CFRM tile that doesn't work because it's tele number is set to zero, which now no longer works, because the tele tile number is ignored for tiles that should not be affected by it
20:44
with new client version the tele tile number is not even rendered for those tiles, where it's unused
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imho we should fix the map instead of adapting the code for a wrong case
20:50
if i understood correctly
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yeah, but according to @murpi it's an april fool's themed map, so this sort of ruins the theme (edited)
20:52
but I'd also prefer if the map was changed instead of adding a weird special case in the code (edited)
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definitly no special case in code
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If it's only a single map affected.. simply remove it?
kek 2
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Robyt3
yeah, but according to @murpi it's an april fool's themed map, so this sort of ruins the theme (edited)
I think entities should be april-fools-proof
21:13
IMO they should work as reliable as inspect-element in the browser
21:13
anyway, the following maps set a teleporter number of 0 (and should be fixed IMO):
21:13
17 "types/brutal/maps/Intercepter.map" 3 "types/dummy/maps/Pace.map" 154 "types/moderate/maps/Sky Stone.map" 24 "types/moderate/maps/oco.map" 1 "types/solo/maps/GetSpeed2.map"
21:15
(thanks to @Patiga for this btw)
heartw 1
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2 @konsti map in there, thonk
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heinrich5991
anyway, the following maps set a teleporter number of 0 (and should be fixed IMO):
I'm fairly sure the testing people disagree :/
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(I think there's even a testing rule about it; don't abuse bugs. not that it is really followed)
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Only oco uses tele 0 as an gameplay element I think
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where do you get that? I'm pretty sure konsti would also play tricks like that
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I've played all of them
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I'd thought that it is probable, on getspeed4 it was rejected where konsti wanted to do a secret room with it
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heinrich5991
IMO they should work as reliable as inspect-element in the browser
which is useless if the code has been heavily minified or obfuscated
23:01
this april fools thing is the closest you can probably get to obfuscation lol
Exported 614 message(s)