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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 2023-06-12 00:00:00Z and 2023-06-13 00:00:00Z
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open source would probably be the only thing compelling enough to make me use something other than VS when i need it
01:18
the only noteworthy thing here is the vs solution & project management, everything else seems like generic IDE features
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Yeah I just realized it's not even free
01:33
Kinda trash lol
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yea and the guy has game dev background
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I thought it was being developed by Epic but actually they just added support for it
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louis
i say ddnet should break backwards compatibility
i think we should just embrace steam integrations. steam account, steam networking etc
f3 2
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Patiga
no I haven't, I don't have an apple device
It's not apple specific. It's basically webgl implementation for browsers
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Jupstar ✪
It's not apple specific. It's basically webgl implementation for browsers
ah right its metal not angle
07:06
but still no ^^
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Observeration: The favorites tab requires the master server to work or to timeout before IPs are shown, which is abit annoying.
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murpi
Observeration: The favorites tab requires the master server to work or to timeout before IPs are shown, which is abit annoying.
Mh yeah. We had a relatively good up time yet, and showing ips sounds undesirable. Also we apparently removed the leak ip option inside the UI. So favorites are not as useful without master server anymore. I think we once discussed saving a old master server list on disk all the time, but rejected the idea BCS of potentially old data, which might be unintuitive if the data is old enough(e.g. for ppl where firewall suddenly blocks data etc.)
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Why not cache the server name for a certain amount of time like 1 week
08:33
Instead of ip show the cached server name, only players/max players wont be shown
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ChillerDragon BOT 2023-06-12 09:00:55Z
@cyberFighter
09:02
@ReiTW lmao bpf nigerian prinz scammer
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chillerbot1 BOT 2023-06-12 09:25:30Z
@Ryozuki
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ws-client BOT 2023-06-12 09:25:31Z
<Jupstar> lmao
09:26
<Jupstar> what drama did i miss
09:29
“L”
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ChillerDragon BOT 2023-06-12 09:33:18Z
1;3A
09:33
ops
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ws-client BOT 2023-06-12 09:33:49Z
<Jupstar> !c apparently u dont see my offtopic ping
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chillerbot1 BOT 2023-06-12 09:33:50Z
ChillerDragon
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ChillerDragon BOT 2023-06-12 09:34:34Z
ddnet offtopic is buffer 106 in my weechat xd
09:34
i dont really see pings there haha
09:36
but yea also on webchat it doesnt show you ping notifictions like on discord for other channels its a todo
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ws-client
This is enshittification: surpluses are first directed to users; then, once they're locked in, surpluses go to suppliers; then once they're...
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ChillerDragon BOT 2023-06-12 09:36:24Z
but i probably have plenty of time to implement such things until @heinrich5991 finally bridged offtopic xd
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ws-client BOT 2023-06-12 09:36:37Z
<Jupstar> 😂
09:36
<Jupstar> @ReiTW i c
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ChillerDragon BOT 2023-06-12 09:37:08Z
i rust
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ws-client BOT 2023-06-12 09:38:06Z
<Jupstar> i c q
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ChillerDragon BOT 2023-06-12 09:38:19Z
xd
10:49
holy
10:49
undeclared variable detection!
10:49
10:49
gigachad
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ws-client BOT 2023-06-12 11:03:15Z
<ChillerDragon> pog
11:03
<ChillerDragon> better than rust
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hmmm, cant wait for ryo to implement his own undeclared variable detection in Rust
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hi, development gods
11:17
when chat translate clientsided feature (edited)
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If you buy an API key for 3k active users we can do that
11:18
I hope u have a million left (edited)
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I also don't know how it would work with everyone's chat being sent to an external translation provider, sounds like a privacy nightmare
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Jupstar ✪
If you buy an API key for 3k active users we can do that
They charge you for characters 😄 Atleast deepl and google translate. 500.000 are free, for 1 million characters a month you'll pay 20 bucks
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Just force everyone to learn English 😄
😬 2
😎 1
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We could allow an API and stub for ddnet to load an own implementation. Then it's at least not our concern
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Jupstar ✪
We could allow an API and stub for ddnet to load an own implementation. Then it's at least not our concern
Like Antibot?
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learn english
11:21
its a valuable skill
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Avolicious
Like Antibot?
Basically yes
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@Jupstar ✪ host a server with a LLM translating
11:21
justatest
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Ryozuki
@Jupstar ✪ host a server with a LLM translating
Just use OpenAI, what could possible go wrong justatest
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Gpt4 is og. A friend of my brother a doctor in Latin. He said gpt4 is basically native speaker 😂
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I can now send my production crashes to OpenAI to tell me how to fix them: 😄 https://docs.sentry.io/product/issues/issue-details/ai-suggested-solution/
Learn more about the AI integration to suggest a solution to an issue.
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deen
I can now send my production crashes to OpenAI to tell me how to fix them: 😄 https://docs.sentry.io/product/issues/issue-details/ai-suggested-solution/
Did u actually try? ^^
11:24
I always found it bad when it comes to such stuff xd
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No, I'm waiting for approval before I potentially send customer data to another company
11:24
Backtrace could contain something interesting like table names
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Jupstar ✪
Gpt4 is og. A friend of my brother a doctor in Latin. He said gpt4 is basically native speaker 😂
The only main concern would be if you would use this service for humans below 16, GDPR needs parental consent
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Jupstar ✪
If you buy an API key for 3k active users we can do that
there are free translators in internet to use, why pay?
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They will just rate-limit at any amount we'd require of course
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Smetanolub
there are free translators in internet to use, why pay?
Yeah they totally want our Traffic
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Smetanolub
there are free translators in internet to use, why pay?
They are mostly fair use and automated access is in most cases against their ToS
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well, i dont know
11:26
but i know surely translate inside the game would be neat
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There were clients offered this feature
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there are already china brutal 4-5 players who play on ger with ping 320
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dont know if they still exists
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and russian players meet ger players too
11:26
languige barrier is not cool
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Go for english
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we should make it the way when you see original message and translation next to it( original message in chat and translated next to it, on the right)
11:28
if tw could help learn languges it would be cool
11:28
there also many new players that are kids and dont know even english (edited)
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Avolicious
Go for english
i know english as you can see my friend
11:29
but german players speak german with each other and im tired to alt tab to browser to translate
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ws-client BOT 2023-06-12 11:29:37Z
<Jupstar> its probably more likely that kids know english, with all their tiktok trash input 😂
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ws-client
<Jupstar> its probably more likely that kids know english, with all their tiktok trash input 😂
no, in russia there is english lang in schools, but the cool part is-even teacher sometimes dont know the subject of teaching
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Thats a nice feature for sure, but as you mentioned it also bring great responsability. In europe you'd, i guess, thankfully have the GDPR. So adding this feature would need every player to accept either the DDNet ToS & Privacy Policy or give their consent to allow DDNet send their data to Deepl or Google for example.
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if its not moscow or saint-petersburg, teachers dont teach you eng at all
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ws-client BOT 2023-06-12 11:30:59Z
<Jupstar> well anyway. The only thing we could realistically do is an API. then u can load your free translator, until you get banned because what you do is breaking their TOS
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Avolicious
Thats a nice feature for sure, but as you mentioned it also bring great responsability. In europe you'd, i guess, thankfully have the GDPR. So adding this feature would need every player to accept either the DDNet ToS & Privacy Policy or give their consent to allow DDNet send their data to Deepl or Google for example.
why cant we make our own translator and use it?
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ws-client BOT 2023-06-12 11:31:15Z
<Jupstar> 😂
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Smetanolub
why cant we make our own translator and use it?
Because translation is complicated
11:31
Its not like just use a dictionary
11:31
In most cases you cant translate 1:1
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ws-client BOT 2023-06-12 11:31:43Z
<Jupstar> if u explain to me how human languages work in 20 words, im ok with it 😂
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Am I crazy, I swear 0.7 had some type of translator justatest
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just make parsing one time from some google translate for popular lang
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Skeith
Am I crazy, I swear 0.7 had some type of translator justatest
no
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It didn't?
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Avolicious
In most cases you cant translate 1:1
we dont need 1;1
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Smetanolub
just make parsing one time from some google translate for popular lang
But it depends on the sentence, caching the result will lead to a HUGE database
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ws-client BOT 2023-06-12 11:32:31Z
<Jupstar> i dont know any game doing that.. as said it costs lot of money
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just translate like you can, that would be very nice already
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Atleast the traffic will cost thousands of dollars
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ws-client BOT 2023-06-12 11:32:46Z
<Jupstar> if at all some game created by microsoft or other big players
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Wtf am I remembering then
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ws-client
<Jupstar> if at all some game created by microsoft or other big players
Thats why rocket league removed their chat and used static chat stuff only 😄
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Skeith
Wtf am I remembering then
there was xclient for 0.7
11:34
aimbot, endless drawing players at any distance bypassing the server max distance, and translator
11:34
it was closed source sadly
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But a client-side addon would be fun. So the user has to pay for the translation api on client-side
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Avolicious
But a client-side addon would be fun. So the user has to pay for the translation api on client-side
yeah
11:34
just some lua script
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I didn't use a custom client afaik, besides fclient
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Skeith
I didn't use a custom client afaik, besides fclient
me too, cheat clients are fun but they have reputation risks for u, so i use only no cheat clients
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Teeworlds Players dont pay for servers, but for translation apis. Thats gigachad
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Avolicious
Teeworlds Players dont pay for servers, but for translation apis. Thats gigachad
you want to make DLC "translator for messages" in steam? lmao
11:36
many players would buy it just to cheer up ddnet
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Smetanolub
you want to make DLC "translator for messages" in steam? lmao
Even if you use Google Translate or Deepl or Yahoo Translate, you need an API access. Costs around 20 bucks per 1 million characters
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we can do donation at main ddnet page for that
11:37
i remember there was donations for servers
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ws-client BOT 2023-06-12 11:37:24Z
<Jupstar> i think u dont understand smth critical: ppl will abuse the fact that there is a cost per characters
11:37
<Jupstar> and this will increase the cost
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I do understand, just trying to tell that it will be very pricy
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ws-client BOT 2023-06-12 11:38:04Z
<Jupstar> i didnt mean you
11:38
<Jupstar> i mean the guy thinking we could handle it over donations ^^
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Ah, yeah donations prob. wont cover this at all
11:39
Not even cloudflare is covered by donations 😄
11:39
They offered 3k/location/month and 1k setup fee. Sounds fair, huh?
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ws-client BOT 2023-06-12 11:58:11Z
<Jupstar> the reddit protest is extremely annoying. Many ppl use that instead of stack overflow <.<
11:58
<Jupstar> google cache also not there ;c
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ws-client
<Jupstar> i mean the guy thinking we could handle it over donations ^^
i dont think we can
12:08
the original idea was to pirate it
12:09
like, for free
12:09
Let's just steal cloud flare severs
12:09
Fixes all problems
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nah bro
12:11
my idea is to make lua(or dll) translation script, make it unnoficial and easy to install
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yeah lets say you dont know what you talking about justatest
12:25
got struct field reordering and padding pog
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guys can you make command in f1 "refresh ping for all servers"
12:30
everytime i want to update ping i need to go to server or leak_ip to all servers
12:31
not cool
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Ryozuki
yeah lets say you dont know what you talking about justatest
yeah
12:31
greenthing
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Skeith
Wtf am I remembering then
i think ath had it
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Smetanolub
guys can you make command in f1 "refresh ping for all servers"
This is intentionally. Pinging a server means u leak ur ip to the server, which ultimately means an attacker can dos u
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does any admin have how to take my desban?
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One channel is enough for questions
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Jupstar ✪
If you buy an API key for 3k active users we can do that
justatest actually expensive shit
13:12
I wouldn't imagine using Google Translate API for teeworlds, that would be too much of a hassle
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@Jupstar ✪ why is the emote lag something recent?
13:21
is this cuz some new troll
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ws-client BOT 2023-06-12 13:21:48Z
<Jupstar> yes, also its only if network is the limitation
13:21
<Jupstar> i doubt u could make it work on GER servers
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Ryozuki
is this cuz some new troll
yup
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ws-client BOT 2023-06-12 13:26:01Z
<Jupstar> i dont have the server logs where it happened tho. from the analysis of the demo i'd actually think that should also not be enough to kill a server. But who knows
13:27
<Jupstar> ^ there could be more to it
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I noticed if you keep spamming emotes that eventually the send buffer fills up or something like that so you can't send anything in rcon anymore as well (only client side)
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ws-client BOT 2023-06-12 13:30:52Z
<Jupstar> how tall is our send buffer?
13:31
<Jupstar> spamming = change code or with keyboard?
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with a config file
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ws-client BOT 2023-06-12 13:32:29Z
<Jupstar> but now that you say it, another problem might be that emoticons are vital. so they might require a resend and are kept inside the buffer indeed
13:32
<Jupstar> that would also be solved if it would be part of the snapshot
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not on the client side
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ws-client BOT 2023-06-12 13:33:53Z
<Jupstar> do you mean me or robyte?
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@heinrich5991 also do u know why the outage on ddnet.org? or u cant tell cuz security issues
13:34
im curious
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server was unreachable
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hoster shenanigans?
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it's unclear what caused it
13:34
I meant you Jupstar
13:34
because it's also buffering on the client side
13:34
(which is what @Robyt3 also referred to)
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ws-client BOT 2023-06-12 13:35:52Z
<Jupstar> ?
13:35
<Jupstar> i dont get it xD
13:37
<Jupstar> if robytes spams emotes it might be buffered in his client. when the server sends emotes it might buffer them on the server side
13:38
<Jupstar> and robytes analysis made me rethink that this could also be a problem
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ah
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ws-client BOT 2023-06-12 13:38:19Z
<Jupstar> and being part of the snapshot would fix it
13:38
<Jupstar> server side at least^^
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fix that, yes
13:38
not what Robyt3 referred to, though
13:38
he said something about his rcon commands not going through anymore
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ws-client
<Jupstar> how tall is our send buffer?
32kb
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ws-client BOT 2023-06-12 13:38:51Z
<Jupstar> when he spams emotes
13:38
<Jupstar> as far as i understod
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ye
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yeah, after I stop spamming emotes the rcon commands don't go through anymore
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ws-client BOT 2023-06-12 13:39:19Z
<Jupstar> @Robyt3 on which server btw, local?
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ws-client BOT 2023-06-12 13:39:32Z
<Jupstar> surprising tbh
13:39
<Jupstar> i mean 32kb is not a lot if its bytes and not bits xd
13:40
<Jupstar> but also for a local server more than enough i'd guess
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seems like that's the memory only for the lightweight CNetChunkResend data structure
13:41
it doesn't include the data itself
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nah, also the data, probably
13:41
the resend mechanism is bad
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ws-client BOT 2023-06-12 13:41:52Z
<Jupstar> he meant that like u mean it xD
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ah, yes, I see how it is
13:42
it has a pointer to the data but it allocs the data after the struct
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ws-client BOT 2023-06-12 13:42:56Z
<Jupstar> i mean double it and check if it fixes ur problem
13:42
<Jupstar> xd
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then it would just take longer to fill up, but the issue is that is doesn't empty fast enough, isn't it?
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ws-client BOT 2023-06-12 13:44:09Z
<Jupstar> yeah but a local server?
13:44
<Jupstar> on*
13:45
<Jupstar> i didnt read the network code, but the server simply acks it and its removed, isnt it?
13:45
<Jupstar> and the server wakes up when there is network activity
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if it was emptying the buffer fast enough then eventually the rcon messages should work again
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ws-client BOT 2023-06-12 13:45:44Z
<Jupstar> maybe they are completely dropped
13:45
<Jupstar> if there is no space in the buffer left
13:46
<Jupstar> @heinrich5991 tell us, u know^^
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yes, we did that bad thing at some point
13:46
to completely drop old messages that we might still need to resend
13:50
*we changed to doing that bad thing at some point
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ws-client BOT 2023-06-12 13:54:32Z
<Jupstar> mhh well for the server this resend struct is defs a problem. the emoticon packets itself are pretty small, with compression they probably end up in 2-3bytes + the header. but the struct already uses like 36 bytes
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will be fixed by quic™
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ws-client BOT 2023-06-12 13:56:57Z
<Jupstar> ^^
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quic make it quick
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ws-client BOT 2023-06-12 13:59:00Z
<Jupstar> i should do benchmarks on my QUIC impl, see the throughput
14:01
<Jupstar> @heinrich5991 yours will not be async right? and also not in a seperate thread? does quiche offer a non blocking API similar to what we use now then?
14:01
<Jupstar> never really looked into that API
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quiche is without IO
14:05
mine can be moved to a thread quite easily, I think
14:05
but currently it's not
14:06
not sure what you mean by async
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ws-client BOT 2023-06-12 14:06:41Z
<Jupstar> well if it has no runtime its also no async :D
14:06
<Jupstar> i meant the runtime
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Why is there no default way of getting a core dump on panic in Rust? Best I found so far is https://gist.github.com/epilys/a6caba03cb02cfd2880fd80755cd08b8
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coredump?
14:08
arent coredumps for segfaults only
14:08
i found a crate but idk https://crates.io/crates/coredump
14:08
xd
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You can create a core file whenever you want, on panic it's interesting to figure out the state when something went terribly wrong
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I guess something like this would work in Cargo.toml too, but has to be done at compile time, not runtime: [profile.release] panic = "abort"
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panic is not for terribly wrong tho
14:09
just wrong
14:09
but thats just me being pedantic xd
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Panic is terribly wrong, it means you can't recover. If you can recover throw an exception or bubble up an error, depending on language
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>
If something might reasonably be absent, Option is used. If something goes wrong and can reasonably be handled, Result is used. If something goes wrong and cannot reasonably be handled, the thread panics. If something catastrophic happens, the program aborts.
14:10
yeye
14:10
maybe the crate i sent shows some hints
14:11
but well i guess ppl didnt bother because panic gives a backtrace
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The repo does the same as the gist I think
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u can also run ur program with rust_backtrace=full always
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Backtrace will not show me the state of all related data structures
14:12
well yeah no default way
14:12
do the gist xd
14:12
i found a reddit link but
14:12
reddit is closed
14:13
maybe rust doesnt have it byy default cuz its not portable or smth
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deen
Why is there no default way of getting a core dump on panic in Rust? Best I found so far is https://gist.github.com/epilys/a6caba03cb02cfd2880fd80755cd08b8
the gist sounds like a good way to get a dump
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Ryozuki
maybe rust doesnt have it byy default cuz its not portable or smth
that's not really a reason not to do it tbh
14:39
more like a reason to do it
14:39
because the std lib is supposed to abstract away the different platform and get good behavior on all of them
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its weird cuz
14:40
i dont see any rfc related to this
14:40
well core dump sadly gives lot of noise
14:40
when searching xd
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^^
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does windows have core dumps at all
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I think so
14:42
In computing, a core dump, memory dump, crash dump, storage dump, system dump, or ABEND dump consists of the recorded state of the working memory of a computer program at a specific time, generally when the program has crashed or otherwise terminated abnormally. In practice, other key pieces of program state are usually dumped at the same time,...
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mmmm Reddit won't load for me
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rust reddit is down ^^
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@heinrich5991 you network pro right? what is a common packet size for benchmarks xd
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not a network pro
15:34
what kind of benchmark do you mean?
15:34
ah, teeworlds networking?
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well kind of xd
15:34
my quic impl
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idk, open teeworlds traffic in wireshark
15:34
and sample some of the packet sizes by hand
15:34
one way, it's INPUT packages mostly
15:35
the other way is SNAPSHOTs
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ok, lets try that out
15:35
what do u think is the minimum it should reach? 😂
15:35
single client and server with 64 clients
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Jupstar ✪
what do u think is the minimum it should reach? 😂
i mean packets per second send & recv
15:37
i guess this 😂
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@deen did u set r/ddnet as private?
16:31
ah yes u did
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ChillerDragon BOT 2023-06-12 16:31:43Z
wot why
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good moment for reddit to restart some infrastructure XD
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ChillerDragon BOT 2023-06-12 16:32:05Z
ye
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!c protests
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chillerbot1 BOT 2023-06-12 16:32:08Z
ChillerDragon
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ChillerDragon BOT 2023-06-12 16:32:13Z
ddnet is protesting?
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yeah
16:32
against reddit
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ChillerDragon BOT 2023-06-12 16:32:26Z
why
16:32
wat reddit do
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i removed the accept requests to join so we dont get spammed xd
16:32
reddit is putting a price to the API
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!c apparently they destroy reddit for stackoverflow users
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chillerbot1 BOT 2023-06-12 16:32:48Z
ChillerDragon
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making 3rd party clients unusable
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xd
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ChillerDragon BOT 2023-06-12 16:32:49Z
o
16:32
i see
16:33
you mean people that use reddit as SO alternative?
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the reddit app sucks hard
16:33
ppl use alt clients
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ChillerDragon BOT 2023-06-12 16:33:40Z
that makes sense
16:33
More than 1,000 subreddits will be inaccessible for 48 hours to protest changes.
16:34
xd
16:34
the world knows
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ChillerDragon BOT 2023-06-12 16:34:16Z
wait going private causes reddit to break?
16:34
i would assume it increases stability
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it causes nobody to see the subreddit
16:34
but reddit broke cuz probs someone ddosing, or they cant handle this idk why
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ChillerDragon BOT 2023-06-12 16:34:53Z
a
16:35
A significant number of subreddits shifting to private caused some expected stability issues
16:35
fake quote then
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no its true
16:35
im just assuming
16:35
xd
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for me it works
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ChillerDragon BOT 2023-06-12 16:35:44Z
ryo > fake news media
16:36
lmao
16:36
the post itself is not nsfw
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ChillerDragon BOT 2023-06-12 16:36:38Z
ew auth wall
16:37
justatest
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imagine caring about r/rule34
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ChillerDragon BOT 2023-06-12 16:38:57Z
wat dis
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twinbops
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ws-client1 BOT 2023-06-12 16:39:52Z
<flamer> lmao wat a trol gif
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ws-client1 BOT 2023-06-12 16:40:17Z
<flamer> pinger
16:40
<flamer> its my local dev setup test alt account
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Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresss...
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b46a47f Remove unused active tooltip item variable - Robyt3 6eb30b0 Use nullptr instead of 0 - Robyt3 aa937d4 Refactor CUI::Screen - Robyt3 40db5d3 Improve UI debug information - Robyt3 3cb0160 Merge #6735 - bors[bot]
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Jupstar ✪
what do u think is the minimum it should reach? 😂
@heinrich5991 i did some benchmarks now, i find the results really surprising and also unexpected (maybe?) unordered lossless packets: ~80k - ~100k pps on a single client to server connection depending on how i tune https://docs.rs/quinn/latest/quinn/struct.TransportConfig.html and ~360k - ~390k pps on multiple clients (tested between 8-16 on my 16core CPU) to server with default transport config packet size was always 64 bytes inner packet data size, unordered packets always open a new QUIC stream udp datagram (it defs lost lots of packets ^^) (multi): ~370k - ~400k pps (there were about 740k packets tried to be sent tho, so insane packet loss 😂 and CPU usage was also bit lower, so i wouldn't judge about this test too much, the benchmark was probably not well designed for this) ordered lossless packets: now the surprising part to me: ~210k pps (single client) ~960k - ~1.1 million pps (multi) The ordered packets use a single stream and are insanely much quicker. I surprised about this because i'd have thought it's better to create many streams as in: "Streams may be unidirectional or bidirectional, and are cheap to create and disposable. For example, a traditionally datagram-oriented application could use a new stream for every message it wants to send, no longer needing to worry about MTUs." (https://docs.rs/quinn/latest/quinn/) But maybe the overhead of spawning tokio tasks is too much in these cases (defs need to check this) since my CPU is probably faster than this, the results are probably still bad xD: https://blog.cloudflare.com/how-to-receive-a-million-packets/ (edited)
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well in real world its always different tho, shouldnt be underestimated
18:50
the packets block each other much more often than on a local socket
18:50
probably need 2 distant fast PCs with enough bandwidth 😂
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can i get someone else to test code gen on the vs 2022 cmake generator
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lets invest 4k€ for ddnet
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Ewan
can i get someone else to test code gen on the vs 2022 cmake generator
wdym?
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cmake finds python and there is no error or warning while generating the cmake but src/game/generated/ doesn't exist when i build
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Jupstar ✪
@heinrich5991 i did some benchmarks now, i find the results really surprising and also unexpected (maybe?) unordered lossless packets: ~80k - ~100k pps on a single client to server connection depending on how i tune https://docs.rs/quinn/latest/quinn/struct.TransportConfig.html and ~360k - ~390k pps on multiple clients (tested between 8-16 on my 16core CPU) to server with default transport config packet size was always 64 bytes inner packet data size, unordered packets always open a new QUIC stream udp datagram (it defs lost lots of packets ^^) (multi): ~370k - ~400k pps (there were about 740k packets tried to be sent tho, so insane packet loss 😂 and CPU usage was also bit lower, so i wouldn't judge about this test too much, the benchmark was probably not well designed for this) ordered lossless packets: now the surprising part to me: ~210k pps (single client) ~960k - ~1.1 million pps (multi) The ordered packets use a single stream and are insanely much quicker. I surprised about this because i'd have thought it's better to create many streams as in: "Streams may be unidirectional or bidirectional, and are cheap to create and disposable. For example, a traditionally datagram-oriented application could use a new stream for every message it wants to send, no longer needing to worry about MTUs." (https://docs.rs/quinn/latest/quinn/) But maybe the overhead of spawning tokio tasks is too much in these cases (defs need to check this) since my CPU is probably faster than this, the results are probably still bad xD: https://blog.cloudflare.com/how-to-receive-a-million-packets/ (edited)
a single stream is less management overhead than separate streams
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Ewan
cmake finds python and there is no error or warning while generating the cmake but src/game/generated/ doesn't exist when i build
so you get an error while building?
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(empty) files are being placed in build/src/game/generated/ and that's being added to the include path i guess so it doesn't fail as a global <> include
18:59
so it's expecting nonexistent symbols
18:59
many errors
19:00
maybe the build folder behavior stuff is intended but either way the files are empty lol
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the build folder behavior is intended
19:01
empty files sounds like python execution fails
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heinrich5991
a single stream is less management overhead than separate streams
sure, but 3 times less throughput is rather disappointing for the unordered ones imho. It probably makes sense as said spawning tokio tasks costs time, storing all open streams somewhere (tho the max defaults to 100 streams)
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to communicate how far you're on many unordered streams, you need much more ack data e.g.
19:17
for communicating how far you are on the ordered ones, you just need one integer
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heinrich5991
for communicating how far you are on the ordered ones, you just need one integer
so u don't ack seperately sent chunks individually?
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no need to, it's a stream
19:19
it's up to the quci implementation how clever it is
19:20
typical tcp implementations only ack it once
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mh yeah makes sense, i mean most of the time no reordering happens even on UDP (at least for local socket) it it does happens sometimes xd
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yea, probably no reordering on local sockets
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heinrich5991
typical tcp implementations only ack it once
ok but i sent multiple individual packets over it, so it's defs "luck"
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heinrich5991
yea, probably no reordering on local sockets
there in fact is.. but not a lot 😄
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Jupstar ✪
there in fact is.. but not a lot 😄
hmmm. I tried to logically reason about it
19:21
how the fuck does one get reordering there?!
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i mean it could have to do with different threads (even if the "send" itself was in order) writing to it
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ah
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haha, i got a screen burn from the bottom right hud scores
kek 5
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Pic or did not happen
⬆️ 1
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Jupstar ✪
This is intentionally. Pinging a server means u leak ur ip to the server, which ultimately means an attacker can dos u
sadge
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I can't play ddnet via steam
22:36
I click play and it turns my screen all black
22:36
And it stays like that
22:36
I tried uninstalling it and it's the same
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What OS are you on? Can you try https://wiki.ddnet.org/wiki/GFX_Troubleshooting ?
There are numerous graphics (gfx) related bugs users encountered. Not all are fixable, but might have workarounds. This site is there to collect these to help those encountering the same issues.
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deen
What OS are you on? Can you try https://wiki.ddnet.org/wiki/GFX_Troubleshooting ?
wdym by OS
22:40
Aslo before my game decided to not open anymore, it gave me crashes by drivers, or something related to that and memory
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operating system. Yes, sounds like the gfx troubleshooting would help you
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deen
operating system. Yes, sounds like the gfx troubleshooting would help you
ok thanks
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