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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 2023-08-07 00:00:00Z and 2023-08-08 00:00:00Z
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chillerdragon BOT 2023-08-07 07:04:51Z
xd trol (@heinrich5991)
ChillerDragon: we have a working fork of teeworlds, it's called ddnet
07:05
I mean one that merges the vanilla prs and is only focusing on the vanilla gametype. Trying to get merged back into the official repo.
07:06
It uses emacs by default (@Voxel)
doesnt git bash use vim motions or smth
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ChillerDragon better try to convince oy to finally add new contributors
07:09
Maybe it would even be the best if it's no one from ddnet either
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chillerdragon BOT 2023-08-07 07:09:35Z
I try to contact oy since forever
07:09
He gone dark
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Robyte was a good try. But...
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chillerdragon BOT 2023-08-07 07:10:07Z
ddnet yoinked robsti
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ChillerDragon
gotta wait 2days for @fokkonaut to wake up he can tell you
skin renderer?
07:25
not open source i believe
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its monday
08:35
time to compile firefox update
08:41
lol
08:41
0:22.13 error: failed to run custom build command for `proc-macro2 v1.0.59` 0:22.13 note: To improve backtraces for build dependencies, set the CARGO_PROFILE_RELEASE_BUILD_OVERRIDE_DEBUG=true environment variable to enable debug information generation. 0:22.13 Caused by: 0:22.13 process didn't exit successfully: `/var/tmp/portage/www-client/firefox-116.0/work/firefox_build/release/build/proc-macro2-de9a4003ce515990/build-script-build` (exit status: 127) 0:22.13 --- stderr 0:22.13 /var/tmp/portage/www-client/firefox-116.0/work/firefox_build/release/build/proc-macro2-de9a4003ce515990/build-script-build: error while loading shared libraries: /var/tmp/portage/www-client/firefox-116.0/work/firefox_build/release/build/proc-macro2-de9a4003ce515990/build-script-build: DT_RELR without GLIBC_ABI_DT_RELR dependency
08:41
firefox failed to compile
08:43
Empowering everyone to build reliable and efficient software.
08:47
apparently firefox fails to compile with clang + mold?
08:47
but im using gcc iirc
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NASA doesn't fuck around. Look at those function names.
Likes
3983
Retweets
375
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Are those both contracted or both noop? 😄
09:01
I can see NASA not wanting to die in prod
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  • ERROR: www-client/firefox-116.0::gentoo failed (setup phase):
    • No LLVM slot <= 16 satisfying the package's dependencies found installed!
      • Call stack:
    • ebuild.sh, line 136: Called pkg_setup
    • firefox-116.0.ebuild, line 523: Called llvm_pkg_setup
    • llvm.eclass, line 246: Called get_llvm_slot '16'
    • llvm.eclass, line 151: Called die
    • The specific snippet of code:
    • die "No LLVM slot${1:+ <= ${1}} satisfying the package's dependencies found installed!"
09:01
firefox is fucking with me today
09:01
❯ sudo equery l llvm
  • Searching for llvm ...
[IP-] [ ] sys-devel/llvm-15.0.7-r3:15/15 [IP-] [ ] sys-devel/llvm-16.0.6:16/16
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Ryozuki
firefox is fucking with me today
I don't want to say anything
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Ryozuki
firefox is fucking with me today
furry
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Who knows how to use the MousePos() function?
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Exactly like that
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Ryozuki
  • ERROR: www-client/firefox-116.0::gentoo failed (setup phase):
    • No LLVM slot <= 16 satisfying the package's dependencies found installed!
      • Call stack:
    • ebuild.sh, line 136: Called pkg_setup
    • firefox-116.0.ebuild, line 523: Called llvm_pkg_setup
    • llvm.eclass, line 246: Called get_llvm_slot '16'
    • llvm.eclass, line 151: Called die
    • The specific snippet of code:
    • die "No LLVM slot${1:+ <= ${1}} satisfying the package's dependencies found installed!"
Did you try to resync? I've managed to snipe partial updates before
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resync?
10:23
i do sudo emaint -a sync
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Hey there short question; How long does it take to register a server? I created one (and also hosted it) but it just keeps saying "I register/6/ipv6: registering..." and "I register/6/ipv4: registering..." multiple times for 10minutes now. Is this normal? Didn't find anything for it in web.
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Ryozuki
i do sudo emaint -a sync
Another one of those yeah
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add missing translation and made some of the translations shorter so they wouldn't come out of the blocks.

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 m...
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ChillerDragon: no, teeworlds didn't want to have robyte ^^
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Ghosty035
Hey there short question; How long does it take to register a server? I created one (and also hosted it) but it just keeps saying "I register/6/ipv6: registering..." and "I register/6/ipv4: registering..." multiple times for 10minutes now. Is this normal? Didn't find anything for it in web.
it should take less than 5 seconds
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i know, but im lazy
11:51
also i thought it stopped working
11:51
with api change
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the good thing is that you can replies on nitter.net
11:51
without logging in
11:57
FIFO can be Better than LRU: the Power of Lazy Promotion and Quick Demotion
11:57
LRU has been the basis of cache eviction algorithms for decades, with a plethora of innovations on improving LRU’s miss ratio and throughput. While it is well-known that FIFO- based eviction algorithms provide significantly better through- put and scalability, they lag behind LRU on miss ratio, thus, cache efficiency. We performed a large-scale simulation study using 5307 block and web cache workloads collected in the past two decades. We find that contrary to what common wisdom sug- gests, some FIFO-based algorithms, such as FIFO-Reinsertion (or CLOCK), are, in fact, more efficient (have a lower miss ratio) than LRU. Moreover, we find that qick demotion — evicting most new objects very quickly — is critical for cache efficiency. We show that when enhanced by qick demotion, not only can state-of-the-art algorithms be more efficient, a simple FIFO-based algorithm can outperform five complex state-of-the-art in terms of miss ratio.
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@Ryozuki New Intel processor refresh are rumored to have 6GHz turbo boost 😬 https://benchlife.info/raptor-lake-s-refresh-intel-core-i9-14900k-max-frequency-will-be-6ghz/
可能不能達到 6.2GHz,但 6.0GHz 應該是最基本的。 Raptor Lake-S Refr […]
13:17
Maybe my next PC is not Ryzen xdd
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Saves were deleted without the team getting its state when /load and /save both happened during mysql server not reachable. The saves are only in the DDNet log output for recovery, not in any database anymore. Write::BACKUP_FIRST is 0 so always false, so it didn't harm other code paths (especially Write::NORMAL). The saves were tried to retrieve two times from the database, therefore at the second time it didn't exist anymore. One time errorsly in Write::BACKUP_FIRST and the seco...
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@Robyt3 just noticed the atlas pic, is this from ur change?
14:01
it looks effin cool
14:03
gigachad
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@Ryozuki lul did u see that
14:04
A Grub Theme in the style of Minecraft! Contribute to Lxtharia/minegrub-theme development by creating an account on GitHub.
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hehe, if I see that correctly, the top-left corner is populated by the letters required when the client starts ("Loading DDNet Client")
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why the red channel
14:05
and not green or blue?
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fun to see how you can make out the history of the client a little by looking at the atlas
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Ryozuki
why the red channel
Because because. It has no reason XD. Probably BCS u usually say rgb
14:13
In earlier OpenGL in was the alpha channel
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Jupstar ✪
Because because. It has no reason XD. Probably BCS u usually say rgb
opengl used red channel for some stuff iirc
14:13
ah
14:13
this
14:13
xd
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18dff9e Fix /load from backup database - Zwelf bbbc4e5 Merge pull request #6977 from Zwelf/pr-fix-load-backup-db - heinrich5991
14:41
I followed the build instruction on README.md. But this not work.. I installed the needed libraries for building, then created build folder and started building with CMake using command: cmake .., It was built successfully. But when I use the command make -j8 to compile, It throws me this error: ``` Consolidate compiler generated dependencies of target steam_api Consolidate compiler generated dependencies of target rust-bridge-shared Consolidate compiler generated dependencies of...
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@Jupstar ✪ this guy doesnt have vulkan
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Ban him
14:47
I bet he is on arch Linux
14:47
Those fucker maintainers that closed my issue BCS lazy
14:47
Still makes me mad
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@heinrich5991 weird, shouldnt cmake fail if its missing libs?
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He's on ubuntu
14:48
Normally u cannot install VK without VK headers there, weird
14:49
😬
14:49
@Jupstar ✪
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road to 1k
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Ryozuki
@heinrich5991 weird, shouldnt cmake fail if its missing libs?
Well sadly not all packages follow the PKG cfg idea
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wasnt it always 500
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So we even include VK_platform.h
14:50
I don't even know why xd
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Voxel
wasnt it always 500
back in my age we had less than 200
14:50
and we wanted to prevent reaching 400
14:50
xd
14:50
PES4_Old
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Most issues come from backward compability 😬😬😬😬😬
14:51
Haters in 321
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0, -1, -2
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When I load the game on my Raspberry 4b it gets too the loading sound section. Then quits. I hope this helps. Thanks. 2023-06-30 18:11:45 I engine: running on unix-linux-arm64 2023-06-30 18:11:45 I...
14:51
can we close this
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anyways yeah when i have enough days off i finally want to start making concept art for ddnet 2.0
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Ryozuki
can we close this
Well what should I answer xd
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I'll not be able to reproduce
14:53
If u ask me close it. Or ask the guy if it's fixed
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the easy open another issue if it still happens
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where do i modify the server tickrate?
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It's no use
14:55
If u do, you change the physics
14:55
If you don't care. U can find it in protocol.h I think
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yeah its in protocol.h but it glitches out when there are 2 players in the server
14:55
and makes them teleport all over the map
14:56
so i was wondering how to change that
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The client needs to change it too
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then where do you change the client tick
14:58
The quantization still sucks
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whats he trying to do
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fixes #6963

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#u...
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@Jupstar ✪ look im a active dev
15:07
now ur turn
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Ryozuki
now ur turn
After holidays I continue with ddnetpg. And then i rq ddnet and only build Vulkan compute shader software xd
15:12
ddnet/src/engine/client/client.cpp Lines 3348 to 3354 in 573d9ca while((SleepTimeInNanoSecondsInner / std::chrono::nanoseconds(1us).count()) > 0ns) { net_socket_read_wait(m_aNetClient[CONN_MAIN]...
15:12
this seems important
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For Heinrichs quic impl maybe
15:13
I'd favor putting network in a different thread
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I think it'd generally be good for correctness
15:13
the code as it currently is looks like it's attempting something but not doing it
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I'd say having to rely on it isn't really correct
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net on a thread means lot of sync right?
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I don't think alternative implementations are that important to whether this particular issue should be fixed or not
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Better than sys calls
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heinrich5991
I don't think alternative implementations are that important to whether this particular issue should be fixed or not
Why is that an issue tho
15:15
The client should simply have min 50fps
15:15
In minimized u probably don't care
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currently, this thing does: while(total wait time has not passed) { sleep_unless_a_network_packet_is_waiting() }
15:16
this seems incorrect no matter how I look at it
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Yeah bro BCS u wanted it xd
15:16
I said just sleep
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that's not what I wanted
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it should sleep and check if total right?
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it should sleep and wait for a network packet
15:17
if there's a network packet, process it
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It should just sleep. Nothing more
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then continue sleeping
15:17
why do you think that's better than what I propose?
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BCS network should not rely on main thread
15:17
No sys calls
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sleep is a syscall. no network sys calls?
15:18
why not?
15:18
anyway
15:18
this is orthogonal
15:18
the current code is wrong for the current architecture
15:18
hence I opened the issue
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do { net_socket_read_wait(m_aNetClient[CONN_MAIN].m_Socket, SleepTimeInNanoSecondsInner); auto NowInnerCalc = time_get_nanoseconds(); SleepTimeInNanoSecondsInner -= (NowInnerCalc - NowInner); NowInner = NowInnerCalc; } while((SleepTimeInNanoSecondsInner / std::chrono::nanoseconds(1us).count()) > 0ns);
15:19
should it be a do while?
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no need to wait if the wait time already passed
15:20
no
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heinrich5991
sleep is a syscall. no network sys calls?
A sleep has almost deterministic runtime tho
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Jupstar ✪
A sleep has almost deterministic runtime tho
rly?
15:20
i heard it doesnt
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Network syscalls create laggs
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Ryozuki
i heard it doesnt
Almost = as good as it can
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Jupstar ✪
Network syscalls create laggs
even if this is a problem, it seems orthogonal to the issue. unless the architecture is changed, the main thread does the network
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Ryozuki
@Robyt3 just noticed the atlas pic, is this from ur change?
Yes, that's the filled glyph atlas with my change, I added a temporary debug feature to render it for testing
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hence the code is currently wrong. network syscalls will happen on the main thread anyway (edited)
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heinrich5991
even if this is a problem, it seems orthogonal to the issue. unless the architecture is changed, the main thread does the network
But the current network code seems fine, and as described in the issue, there are other problems
15:22
So if u fix it, fix it everywhere
15:22
And if u fix it everywhere fix the architecture
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we can discuss the architecture separately
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Yet another useless discussion opened
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or we can also not discuss it if you want
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Sounds good
15:23
I prefer to just code my style and then rq
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but if we don't change the architecture, I think that the issue I created describes a bug with the current code
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by architecture u mean the code structure?
15:23
design
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But also fixes one tbf
15:24
One that imo is more drastic
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current architecture = network on main thread
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Jupstar ✪
One that imo is more drastic
after fixing the issue I opened, the bug you fixed should still be gone, no? (edited)
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Yes, go ahead
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i wont do it cuz idk much
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@Ryozuki try xd
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basically you'd need to invert the logic, I think
15:27
sleep at the end of the main loop, go through it again if an event happened, but only render if the next render target has passed
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it returns 1
15:29
if it read?
15:29
net_socket_read_wait is undocumented
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yea, looks a bit complicated to get this right ^^
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yeah i cant wrap my head around this rn xd
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Ryozuki
net_socket_read_wait is undocumented
yea, seems to return 1 if a network packet is waiting
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ah net_socket_read_wait doesnt block?
15:34
go through it again if an event happened,
15:34
what is an event here
15:34
but only render if the next render target has passed
15:34
what is a render target
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Better only handle network packets of possible. The whole main loop creates extra noise again
15:38
If
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Regression from #6952.

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/ddn...
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50938a8 don't send empty chat messages - edg-l 1110576 Merge pull request #6979 from edg-l/pr_fix_empty - Robyt3
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Does 17.2 client support 128 slots?
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LOL
17:12
OH MY GOD
17:13
multiview works perfectly as intended
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No problem slave
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cyberFighter
multiview works perfectly as intended
I've good news for you, your keyboard is still functional
17:14
F10 is working xd
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cyberFighter
multiview works perfectly as intended
What does the image even show xd
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look at my tee
17:15
wait im gonna record a video
17:20
17:20
sometimes it makes the game play audio 10 times louder, sometimes it breaks my tee like in the screenshot after rejoining
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cyberFighter
sometimes it makes the game play audio 10 times louder, sometimes it breaks my tee like in the screenshot after rejoining
Does it happen only when you set cl_multiview_zoom_smoothness to a low value? Or any time you change this variable? Or is it unrelated?
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only low values
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cyberFighter
Click to see attachment 🖼️
LOL
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Nice fps drops
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cyberFighter
multiview works perfectly as intended
I think this happens when cursor is at 0,0
17:27
Causing Nan in float calc
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aa64829 Update russian.txt - lolipodass 9854b9b Merge pull request #6976 from lolipodass/lolipodass-patch-1 - Robyt3
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also u cant multiview when theres no one near but u can remove everyone from multiview so it does this weird thing idk lol
17:39
idk if its intended
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Xd
17:43
Totally intended
17:43
If u got GH account just add it to the issue
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good afternoon
17:53
no it's still morning technically
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ChillerDragon
ChillerDragon: cool video btw
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ChillerDragon
kog cant even do default colors xd wtf is this
We could do default colors, but we tried to apply custom colors, which is harder than we've guessed 🙂 Sometimes its failing, but there are some good ones too
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is there a way to create a random skin with the console
18:03
ive been trying to find it rn for a bit
18:04
a nvm there is no console command
18:04
makes sense
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For example the help text for the config variables cl_autoswitch_weapons_out_of_ammo and cl_freezebars_alpha_inside_freeze is not shown in the console when typing the variable name. There is a limit on the length of temporary commands but this shouldn't apply to config variables and local commands at all.
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also u cant multiview when theres no one near
Yes, if there is nothing you are looking at, it wont turn on. Thats intended.
but u can remove everyone from multiview so it does this weird thing idk lol
Yes, if no tee is selected it will spectate the whole team instead
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cyberFighter
Click to see attachment 🖼️
I will look into it thanks.
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0e161cf Fix textrender variables being uninitialized - Robyt3 8d930dc Merge pull request #6980 from Robyt3/TextRender-Face-Uninitialized - edg-l
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ChillerDragon BOT 2023-08-07 20:27:44Z
@Scrumplex sos
20:27
9.031 D "error_description" : "AADSTS700016: Application with identifier '549033b2-1532-4d4e-ae77-1bbaa46f9d74' was not found in the directory 'Microsoft Accounts'. This can happen if the application has not been installed by the administrator of the tenant or consented to by any user in the tenant. You may have sent your authentication request to the wrong tenant.\r\nTrace ID:
20:27
65352137-2fe2-4c76-8c7f-a5be862ae200\r\nCorrelation ID: 0b06044a-0209-4706-a76f-8ecc3e34d641\r\nTimestamp: 2023-08-07 20:27:07Z"
20:27
@heinrich5991 the debugger talk?
20:28
@heinrich5991 yea robsti did not get a warm welcome by Oy
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ChillerDragon: yes, the debugger talk
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ChillerDragon BOT 2023-08-07 20:34:38Z
@Scrumplex a seems to be a selfcompiled issue you probably dont ship the proper creds/config for the ms stuff
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ChillerDragon
@Scrumplex a seems to be a selfcompiled issue you probably dont ship the proper creds/config for the ms stuff
uh we do :O
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another multimc fork? why
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prism is dope
21:54
multimc is a bad author
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what does it have over multimc
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a not angry dev for publishing it on arch aur
21:55
anyway its good
21:55
paired with modrinth
21:56
it also handles curse anti user rights quite well
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Ryozuki
a not angry dev for publishing it on arch aur
he's mad that he can't publish it on extra or what
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Ewan
he's mad that he can't publish it on extra or what
he is mad he used a free software license and someone other than him published a aur package
21:56
or smth
21:56
he is stupid
21:56
lol
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i think it was this, this drama
21:56
i forgot
21:58
can u get curse modpacks from within the prism client
21:58
i remember reading that without a per-user key it wouldn't be possible
21:58
i hate overwolf & all the other big $$$ clients (edited)
21:59
having to use the twitch app to download modpacks was prob the reason i didn't get into them earlier
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Ewan
can u get curse modpacks from within the prism client
curseforge app
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idk i didn't read the full conversation
22:01
😎 👍
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Ewan
can u get curse modpacks from within the prism client
ucan
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delightful
22:15
do u need a key
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When I build ddnet's server and run it I get this error when I want to connect to it:
22:52
I assert: D:\ddnet\src\engine\server\databases\sqlite.cpp(120): Tried connecting while the connection is in use
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eyo warum mutet mein client leute die ich nicht als friend habe standart mäßig? ich muss immer die leute als freund adden um die aus player zu unmuten und dann kann ich die wieder entfernen?
23:27
eyo why does my client unmute people i don't have as friends by default? i always have to add people as friends to unmute them from player and then i can remove them again?
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Daniel
eyo why does my client unmute people i don't have as friends by default? i always have to add people as friends to unmute them from player and then i can remove them again?
cl_show_chat_friends 0
23:30
i dont really like the name of this command
23:30
there's cl_show_chat_friends and cl_show_chat_system and they both behave differently even though their names are similar (edited)
23:30
cl_show_chat_friends toggles friend only mode, whereas cl_show_chat_system enables or disables system messages (edited)
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where is this command in settings? just want to know
23:33
but thanks ❤️
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HamidReza
I assert: D:\ddnet\src\engine\server\databases\sqlite.cpp(120): Tried connecting while the connection is in use
Any solutions?
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Daniel
where is this command in settings? just want to know
Exported 300 message(s)