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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 2023-08-08 00:00:00Z and 2023-08-09 00:00:00Z
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I would like to make some comments on my experience with multi-view, when any tee other than the one you marked first kills, it gets removed from the multi-view camera focus. This can be quite annoying when multi-view works like this in short solo maps. Maybe this feature can be developed further to make players adjust its features in the way best suitable their own experience.
👍 1
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BloodDrippn™ 2023-08-08 05:40:09Z
why this? 2023-08-07 19:19:23 E register/6/ipv6: ERROR: configure your firewall/nat to let through udp on port 8303. (edited)
05:40
ACCEPT udp ::/0 ::/0 udp dpt:8303
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BloodDrippn™ 2023-08-08 06:02:32Z
may be because isp has security shield
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BloodDrippn™ 2023-08-08 06:19:04Z
stuck registering ipv4 too so has to be ^ 2023-08-07 20:16:55 I register/6/ipv4: registering...
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i forgot how i fixed that
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BloodDrippn™ 2023-08-08 07:30:37Z
well damn 😂
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open ports
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nekorul
I would like to make some comments on my experience with multi-view, when any tee other than the one you marked first kills, it gets removed from the multi-view camera focus. This can be quite annoying when multi-view works like this in short solo maps. Maybe this feature can be developed further to make players adjust its features in the way best suitable their own experience.
iirc multiview is meant for teams not solo
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how long does it usually take for a release? Is there a schedule or is it more or less feature based?
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Usually 1-2 months.
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depends on robyt activity
11:23
gigachad
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okay, thank you, asking again in september ^^ (edited)
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AssassinTee
okay, thank you, asking again in september ^^ (edited)
why?
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working on a map requiring a feature which is merged in the current master, but not present in the current release
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i see, which one is it tho? havent been up-to-date lately
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the elasticity feature, so bouncy and sticky blocks (with tune layer) 😎
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they added that? :D lol. I just added a elasticity tune in my mod like a few days ago, after having it on my todo for ages xD
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yes, heinrich asked me if I will finish it, and I implemented all required fixes/changes
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how do the sticky blocks work?
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AssassinTee
yes, heinrich asked me if I will finish it, and I implemented all required fixes/changes
Very cool, do you have the pr?
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negative elasticity, and maybe some other changed tuning values (ground_control_speed, ground_control_accell, ground_jump_impulse (preferably 0))
11:49
implements ground_elasticity_x and ground_elasticity_y Similar to teeworlds/teeworlds#3136 closes #5124 implements the player bouncing part of this. Doesn't effect projectiles! can be followed ...
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@AssassinTee is this not included in the upcoming releasE?
11:51
[Client] Implement elasticity tuning values (ground_elasticity_x/y) [AssassinTee]
11:51
@AssassinTee it is
11:51
u just need to wait till #announcements releases
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@Ryozuki that's why I was asking when I should expect the new release
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read the message?
11:52
xd
11:52
in announcements
11:52
i dislike ppl who dont read :p
11:53
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I didn't even know you are announcing new releases in advance
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tell me if u need more red kek
11:54
this has been a thing
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I don't read the full dc all the time
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since 2 years
11:54
🍿
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The last time I read annoucements was when slicing was added (because I wanted to check how it works) (edited)
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im just annoyed cuz i pointed u to there and yet u didnt read it anyway xd
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more interesting two people gave me different info then next week xD
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@Ryozuki i think u went too hard right now, though
11:55
xD
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Ryozuki
@AssassinTee is this not included in the upcoming releasE?
he said so already, that he is just waiting for the next release, so you also didn't read
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ye xd im annoyed cuz other stuff too
11:55
mb
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Ryozuki
ye xd im annoyed cuz other stuff too
thought so xDD
11:56
went full front
11:56
pepeH
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@Ryozuki my PR isn't even part of the annoucement
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in the announcement only the most important are put
11:57
click the pr link
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ah nevermind it's marked as client feature
11:57
(why?)
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probably deen went through it quick and didnt really look at it xd
11:58
11:58
ur pink now
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i know, i was grey before but when i removed my other picture it set me to pink, and i didnt wanna download and upload the original discord pfp in grey again
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twinbopnaut
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bencienaut
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100 times faster text rendering
12:00
i hope the chat glitch is fixed now
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only 1 week until my map needs to be finished, gotta map quick
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just dont poop until u finished it
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Nothing better than a bit of drama about some useless topic
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fokkonaut
i hope the chat glitch is fixed now
Which glitch
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i'd say like 30-40% of the time when the chat is opened, everything gets buggy, like it used to be when you are out of the world. i think there used to be a cl_clear or whatever, which had the same effect if no background was applied to a map
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Ah, that's a driver bug. Use Vulkan then it's gone
12:08
It probably won't get fixed ever
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how is it a driver bug, if it got introduced like 1-2 versions ago?
12:08
:D
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It's probably IME related
12:08
Yeah windows
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i use open gl 3.3 i think
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The os for the elite
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Jupstar ✪
The os for the elite
xd
12:09
anyways, it's a newer bug, definitely came with the last 1-2 versions or smth
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Yeah there was a big ime update
12:09
It's since then
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hm, and can't that specific part or whatever be reverted? i really dont know how it works
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Well it's some windows/Nvidia internal bug
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why is it only triggered in chat?
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There is nothing to be fixed here. Just use Vulkan
12:10
Why is it only triggered with OpenGL
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i wont use vulkan, sorry, not trying to disrespect your work, but i just prefer the look with gl 3.3
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Chat maybe opens some ime stub
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fokkonaut
i wont use vulkan, sorry, not trying to disrespect your work, but i just prefer the look with gl 3.3
It looks 1:1 the same
12:11
If not then that's also a driver bug
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not really, and the hookline is buggy
12:11
i'll start by updating my nvidia driver when i get home xd
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Show screenshots
12:11
Of these bugs
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i will once it happens again, i didnt think u needed it. iirc i reported this bug once already, sec
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fokkonaut
sometimes with chat open this happens
@Jupstar ✪
12:13
also look at the bottom left "All:"
12:14
and while the chat is opened, also things like freeze turn darker, i cant really describe it :D
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drop opengl support
12:14
embrace future
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drop nuke on ryozuki
12:14
😄
12:16
man i want another movie like oppenheimr
12:16
serious, and with such an amazing actor
12:16
not stupid boring overused super heroes
12:16
i swear
12:16
i wont ufo disclosure
12:17
want*
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make a lk-99 movie
12:17
it may change the world
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a who
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Ryozuki
Click to see attachment 🖼️
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fokkonaut
i will once it happens again, i didnt think u needed it. iirc i reported this bug once already, sec
I don't mean that.. I mean that it looks different
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Ryozuki
embrace future
Would be the best that could happen to this world xd
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fokkonaut
i wont use vulkan, sorry, not trying to disrespect your work, but i just prefer the look with gl 3.3
This
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@fokkonaut a room temperature super conductor
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Jupstar ✪
This
ah
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rn they need to be under a hydrogen bath
12:20
super cooled
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Superconducting Microprocessors? Turns Out They're Ultra-Efficient The 2.5 GHz prototype uses 80 times less energy than its semiconductor counterpart, even accounting for cooling
12:20
12:20
2021 article
12:21
accounting the energy for cooling
12:21
Superconducting logic refers to a class of logic circuits or logic gates that use the unique properties of superconductors, including zero-resistance wires, ultrafast Josephson junction switches, and quantization of magnetic flux (fluxoid). As of 2023, superconducting computing is a form of cryogenic computing, as superconductive electronic circ...
12:22
Much of the power consumed, and heat dissipated, by conventional processors comes from moving information between logic elements rather than the actual logic operations. Because superconductors have zero electrical resistance, little energy is required to move bits within the processor.
12:22
Superconducting logic can be an attractive option for ultrafast CPUs, where switching times are measured in picoseconds and operating frequencies approach 770 GHz
12:22
@Jupstar ✪ future in our hands
12:23
770ghz
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Ryozuki
Superconducting logic can be an attractive option for ultrafast CPUs, where switching times are measured in picoseconds and operating frequencies approach 770 GHz
Omg would be beyond epic
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rsa no longer safe
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Chairn would still use win7 on shit hardware xD
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Ryozuki
man i want another movie like oppenheimr
Was it so good. I really like many Nolan movies. But movies based on true story are often boring XD
13:11
I'm scifi guy, bcs possible future is best
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idk i loved it
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I trust u bro xdd
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@Jupstar ✪ i discovered something
13:47
+hello -this is supported + just add \`\`\`diff + im greener than weed
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+ g r e e n - r e d
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fixes #6982

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/#u...
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@Robyt3 ^
14:20
xd
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hm i never heard of this web xd
14:22
we will see
14:22
Hsinchu, Stuttgart, Munich, Eindhoven, Aug 8, 2023 – TSMC (TWSE: 2330, NYSE: TSM), Robert Bosch GmbH, Infineon Technologies AG (FSE: IFX / OTCQX: IFNNY), and NXP Semiconductors
14:22
@Jupstar ✪
14:23
Germany going 🚀
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yea i checked but it wasnt there (yet)? well only referencing as a tweet too https://news.ycombinator.com/item?id=37046993 (edited)
14:26
19% chance. Preprint here: https://arxiv.org/abs/2307.12008 Companion paper here with description of synthesis: https://arxiv.org/abs/2307.12037 Update 2023-08-05: Updating to answer some more common questions. If anything here differs from the 2023-07-27 update, this update should supersede that one. I believe what I have written below mai...
14:26
there is a prediction market
14:26
people bet
14:26
19% on yes rn
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GitHub
Click to see attachment 🖼️
Doesn't make sense to me that this would fix the issue. There shouldn't be a limit to the command length anywhere in the console system except for temporary commands, which this shouldn't be
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but when money is involved its diferent
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Robyt3
Doesn't make sense to me that this would fix the issue. There shouldn't be a limit to the command length anywhere in the console system except for temporary commands, which this shouldn't be
u want a vector then?
14:28
maybe i misunderstand
14:28
the issue at hand xd
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You'd need to investigate why the limit to the command length applies to config variables
14:28
It should only apply to temporary commands, which are commands that the server sends to authed clients
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it fixes the issue tho i see the help rendered
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Yeah, but it's not a clean fix for the issue IMO
14:29
This would also increase the length of commands that the server can send. Not sure if that's a good idea
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void CConsole::RegisterTemp(const char *pName, const char *pParams, int Flags, const char *pHelp) { CCommand *pCommand; if(m_pRecycleList) { pCommand = m_pRecycleList; str_copy(const_cast<char *>(pCommand->m_pName), pName, TEMPCMD_NAME_LENGTH); str_copy(const_cast<char *>(pCommand->m_pHelp), pHelp, TEMPCMD_HELP_LENGTH); str_copy(const_cast<char *>(pCommand->m_pParams), pParams, TEMPCMD_PARAMS_LENGTH); m_pRecycleList = m_pRecycleList->m_pNext; } else { pCommand = new(m_TempCommands.Allocate(sizeof(CCommand))) CCommand; char *pMem = static_cast<char *>(m_TempCommands.Allocate(TEMPCMD_NAME_LENGTH)); str_copy(pMem, pName, TEMPCMD_NAME_LENGTH); pCommand->m_pName = pMem; pMem = static_cast<char *>(m_TempCommands.Allocate(TEMPCMD_HELP_LENGTH)); str_copy(pMem, pHelp, TEMPCMD_HELP_LENGTH); pCommand->m_pHelp = pMem; pMem = static_cast<char *>(m_TempCommands.Allocate(TEMPCMD_PARAMS_LENGTH)); str_copy(pMem, pParams, TEMPCMD_PARAMS_LENGTH); pCommand->m_pParams = pMem; }
14:31
its used here
14:31
oh
14:31
its also used in rcon in 1 line
14:31
maybe just put 2 constants for sizes xd
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RegisterTemp should not be called for config variable through
14:31
Doesn't make sense since they are not temporary
14:32
In CConsole::Register it just takes the const char *pName directly
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ok ill look a bit into it
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Ryozuki
its also used in rcon in 1 line
The other usage looks like the issue
14:41
char m_aCommandName[IConsole::TEMPCMD_NAME_LENGTH]; char m_aCommandHelp[IConsole::TEMPCMD_HELP_LENGTH]; char m_aCommandParams[IConsole::TEMPCMD_PARAMS_LENGTH];
14:41
Is used in game/client/components/console.h, so the local console is also limited to these values
14:42
And also char aBuf[sizeof(m_aCommandName)] in console.cpp
14:42
check now
14:43
tested with asan xd
14:44
seems to work
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Nice. Maybe would be easier without the nullptr checks
14:45
If you initialize the pointers to "" instead
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Robyt3
Nice. Maybe would be easier without the nullptr checks
That's the spirit xd
14:46
i have a rust mentality
14:46
check everything
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@Ryozuki I bet Europe only gets the already used machines xD
14:46
14nm
14:46
Xddd
14:46
Just like we sell our old cars xdd
14:47
@Robyt3 pushed
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keep the small issues coming
14:48
they fun to fix
14:48
xd
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Fix #6971, it's a small python script xD
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Just nobody understands it
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I blame python
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whats the script
14:52
But this imports other python scripts in the same folder
14:52
if only we used toml directly
14:52
or some format
14:52
xd
14:52
actually we can do that
14:52
lets migrate
14:52
im always for revolution
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Rewrite the script in rust
gigachad 1
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robyt wouldnt understand it then too
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I dunno
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@Robyt3 do u know rust
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Maybe he secretly learn
14:53
For ddnet
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he is secretly a rust pro
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No, but I guess it's the next programming language I learn when I ever have enough time
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Epic ddnet admin moment
14:54
my asan shows stuff even with suppresions
14:54
i think
14:54
(not this pr)
14:55
================================================================= ==30048==ERROR: LeakSanitizer: detected memory leaks Direct leak of 72704 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f2902140f65 (<unknown module>) #2 0x7f29020c9caa (<unknown module>) Direct leak of 6360 byte(s) in 5 object(s) allocated from: #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) #1 0x7f29165f2150 (<unknown module>) Direct leak of 1152 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea705 in realloc (/data1/edgar/ddnet/build/DDNet+0x13c8705) #1 0x7f29165f28e6 (<unknown module>) Direct leak of 368 byte(s) in 3 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f29030a1377 (<unknown module>) Direct leak of 176 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) #1 0x7f2921c36bde (/usr/lib64/libdbus-1.so.3+0x30bde) Direct leak of 8 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f29165f1824 (<unknown module>) Indirect leak of 164592 byte(s) in 521 object(s) allocated from: #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) #1 0x7f29165f2150 (<unknown module>) Indirect leak of 9650 byte(s) in 264 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f2902e40e53 (<unknown module>) Indirect leak of 6156 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) #1 0x7f2902e5b8f5 (<unknown module>) Indirect leak of 5791 byte(s) in 430 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f29165f1824 (<unknown module>) Indirect leak of 5665 byte(s) in 17 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f29030a1377 (<unknown module>) Indirect leak of 752 byte(s) in 6 object(s) allocated from: #0 0x5579de1ea705 in realloc (/data1/edgar/ddnet/build/DDNet+0x13c8705) #1 0x7f29165f28e6 (<unknown module>) Indirect leak of 457 byte(s) in 2 object(s) allocated from: #0 0x5579de1ea705 in realloc (/data1/edgar/ddnet/build/DDNet+0x13c8705) #1 0x7f2921c480ac (/usr/lib64/libdbus-1.so.3+0x420ac) Indirect leak of 204 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) #1 0x7f2902e5b469 (<unknown module>) Indirect leak of 40 byte(s) in 1 object(s) allocated from: #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) #1 0x7f2902e4d5e0 (<unknown module>) SUMMARY: AddressSanitizer: 274075 byte(s) leaked in 1255 allocation(s).
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There is always some SDL or Window Manager stuff in there for me as well
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❯ UBSAN_OPTIONS=suppressions=./ubsan.supp:log_path=./SAN:print_stacktrace=1:halt_on_errors=0 ASAN_OPTIONS=log_path=./SAN:print_stacktrace=1:check_initialization_order=1:detect_leaks=1:halt_on_errors=0 LSAN_OPTIONS=suppressions=./lsan.supp ./DDNet
14:55
unknown module means some lib right
14:55
not ddnet
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Shouldn't this show debug symbols in DDNet though?
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but maybe its from a external library without symbols
14:56
im building with debug and -DDEV=ON
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you can look up the address with gdb
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im gdb noob
14:56
xd
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gdb DDNet, then info symbol 0x13c843e
14:57
q to quit gdb eventually
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/data1/edgar/ddnet/src/engine/external/json-parser/json.c:402:65: runtime error: applying non-zero offset 5 to null pointer
14:57
lol
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I thought we had suppressions for those (edited)
14:58
i didnt run it with sup under gdb
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But that address is from the ASAN log
14:59
And your log doesn't show symbols for json for some reason
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/data1/edgar/ddnet/src/engine/external/json-parser/json.c:402:65: runtime error: applying non-zero offset 5 to null pointer SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior /data1/edgar/ddnet/src/engine/external/json-parser/json.c:402:65 in
14:59
well i ran gdb without suppresions
14:59
idk how to pass the line
14:59
xd
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gdb should be unrelated to those suppressions
15:00
Can you look up the other symbol addresses (the number after DDNet+)?
15:00
Maybe you linked with a system json library instead of compiling it from source
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(gdb) set env UBSAN_OPTIONS=suppressions=./ubsan.supp:log_path=./SAN:print_stacktrace=1:halt_on_errors=0 (gdb) set env ASAN_OPTIONS=log_path=./SAN:print_stacktrace=1:check_initialization_order=1:detect_leaks=1:halt_on_errors=0 (gdb) set env LSAN_OPTIONS=suppressions=./lsan.supp (gdb) run
15:01
now i got this setup
15:01
i dont see the json thing now
15:02
==3925==LeakSanitizer has encountered a fatal error. ==3925==HINT: For debugging, try setting environment variable LSAN_OPTIONS=verbosity=1:log_threads=1 ==3925==HINT: LeakSanitizer does not work under ptrace (strace, gdb, etc)
15:02
xd
15:02
(gdb) info symbol 0x13c843e No symbol matches 0x13c843e.
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Robyt3
Maybe you linked with a system json library instead of compiling it from source
if we use a lib, then ye
15:03
i think
15:03
i dont have submodules
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Yeah, we link with a library with it's available, but I don't think it's from the submodule
15:04
I don't really see the purpose though because we could just always compile a fixed version from source and would not have problems with mismatching versions installed from the system (edited)
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i dont think its a mismatch its simply the UB wasnt supressed cuz i didnt pass the suppression
15:05
with the supression file it doesnt show
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I mean that we need to ensure that the json parser version in our source matches the version that package maintainers use, or we can run into issues
15:06
I recently tried to update the json parser and was reminded that it's not so straightforward
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I wonder if we should update Wavpack at some point. Our version is from 2006
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why not
15:08
well i use system iirc
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1. Would need to make sure it doesn't change how any existing sound sounds 2. Lots of work because they completely refactored the API 3. Need to ensure package repositories have the version of Wavpack that we use
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link to the lib?
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Yeah, probably better anyway
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error from the release candidate
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Robyt3
Yeah, probably better anyway
xd i meant a link to the docs xDD
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Neben
error from the release candidate
Does libssp-0.dll exist in the folder with DDNet.exe?
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Robyt3
Does libssp-0.dll exist in the folder with DDNet.exe?
nah
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How did you update? Looks like it broke.
15:13
Download the ZIP again, the file should be in there
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Robyt3
How did you update? Looks like it broke.
Seems like yeah sorry for that
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Neben
Seems like yeah sorry for that
Did you update by only copying the exe or how did this happen? Would be interesting to know how these issues during updates happen
15:16
Or ingame-updater or steam?
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Robyt3
Did you update by only copying the exe or how did this happen? Would be interesting to know how these issues during updates happen
I didnt even update it, I just downloaded the zip, extracted and launched the exe 🤷
15:17
I dont know what I did wrong tho, but after downloading again it was in it
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Maybe we just forgot to add the dll to the zip and later fixed it, I don't know
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Robyt3
Did you update by only copying the exe or how did this happen? Would be interesting to know how these issues during updates happen
It’ll mostly all be fixed by #5842 hopefully
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Supersedes #5092, I am still not very sure about this structure either, but I think it's time someone else takes a look. Remaining concerns: Should errors in the http module just be fatal? I...
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But I keep rebasing it, which uses all my energy then I get back to here and don’t have the energy to fix the final remaining windows compilation issue, then it goes stale again
15:21
#0001
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lol, easily broke the check for numbers below 50
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There is lots of UB in the current updater because it assumes http requests happen one by one sequentially, but the new http module does them in parallel asynchronously
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soon 20k commits
15:29
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8d4f468 fix too long console commands not rendering help - edg-l 43d3d6a avoid nullptr checks by initializing the pointers - edg-l 802cb51 Merge pull request #6983 from edg-l/fix_6982 - Robyt3
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when 0.7 support finally finishes and we can join 0.7 servers, will people play them?
💩 1
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Probably not, but let chiller enjoy his dream
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Voxel
when 0.7 support finally finishes and we can join 0.7 servers, will people play them?
It's quite possible they confuse my 0.7 fng servers with 0.6, since they are named equally xd
17:06
Feature wise 0.6 is further
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We'll also need to dedupe the list somehow now that I think about it
17:24
Dont want people joining bridge servers accidentally when we support both
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Checklist

  • [X] Tested the change with scripts/languages/update_all.py: this does not change any translations except for reordering some untranslated strings
  • [ ] 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 exist...
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Learath2
We'll also need to dedupe the list somehow now that I think about it
If I understand it correctly, the client 'll show one list item per server (not one item per address): https://github.com/ddnet/ddnet/pull/5949#issuecomment-1667909172
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chiller dragon
19:59
ChillerDragon: hi
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Ewan
lmfao
how do you talk to him?
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you need the secret code
20:01
he's a very busy man
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Ewan
you need the secret code
what is the secret code?
20:02
chillerdragon: hi?
20:02
??
20:02
ChillerDragon: Hi
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unfortunately i'm not authorized to tell you the secret code
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the secret code is
20:05
!ping
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chillerbot3 BOT 2023-08-08 20:05:33Z
pong
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Voxel
!ping
Command not found!
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chillerbot3 BOT 2023-08-08 20:05:39Z
pong
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Sage
!ping
Command not found!
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Voxel
the secret code is
a
20:05
!ping hi
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chillerbot3 BOT 2023-08-08 20:05:51Z
pong
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Sage
!ping hi
Command not found!
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Sage
!hello
Command not found!
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Sage
! hello
Command not found!
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@Voxel but how do you talk to him? (edited)
20:06
!pong
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Sage
!pong
Command not found!
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file a ticket
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Sage
!ping
Command not found!
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chillerbot3 BOT 2023-08-08 20:06:38Z
pong
20:06
#✉-create-a-ticket
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he puts aside 15 minutes a day to read tickets
20:06
yep
20:06
exactly
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now you wait
20:11
be like him
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See commit messages for details. Screenshots:
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GitHub
Click to see attachment 🖼️
omg
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chillerdragon (and other interested): I've added a torrent file to conveniently download the ddnet discord archive. If you want to search through it, you can use grep on the download ^^. I've made it a private torrent without peer discovery, so it's currently only a better http download. https://archive.strct.cc/bt/2023-08-07-ddnet-discord-archive.torrent. I could turn peer discovery on, but I think the bandwidth of the server is enough.
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Zwelf
chillerdragon (and other interested): I've added a torrent file to conveniently download the ddnet discord archive. If you want to search through it, you can use grep on the download ^^. I've made it a private torrent without peer discovery, so it's currently only a better http download. https://archive.strct.cc/bt/2023-08-07-ddnet-discord-archive.torrent. I could turn peer discovery on, but I think the bandwidth of the server is enough.
hey
👋 1
20:19
how do you talk to Chiller?
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he's offline xD. just be patient (edited)
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why do u want to talk to chiller so much
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Voxel
why do u want to talk to chiller so much
he is cool
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Zwelf
he's offline xD. just be patient (edited)
lol
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he will read your ticket
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Voxel
why do u want to talk to chiller so much
fanboy
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and chum chum
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@heinrich5991 didn't you test again very recently a proxy system? (edited)
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be83d44 Refactor CClient::DebugRender - Robyt3 b98d519 Use textrender for graphs, refactor CGraph::Render - Robyt3 30d3d4f Rename GetTunes to GetTuning and return const pointer - Robyt3 51e1f9d Refactor CDebugHud::RenderHint - Robyt3 738187d Refactor CDebugHud::RenderNetCorrections, improve layout - Robyt3 bfb64a4 Improve dbg_tuning, refactor CDebugHud::RenderTuning - Robyt3 16093de Merge pull request #6985 from Robyt3/Debughud-Improvements - def-
21:40
262196b Use Localizable instead of Localize inside comment - Robyt3 2ea102a Merge pull request #6984 from Robyt3/Settings-Controls-Localizable - def-
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@Ewan staff closed my ticket
21:49
i re-open
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good idea
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GitHub
Click to see attachment 🖼️
good update
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Learath2
Dont want people joining bridge servers accidentally when we support both
not a problem, the masterserver exposes this information
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heinrich5991
not a problem, the masterserver exposes this information
Does it yet? Do we merge the servers on the master yet based on secret like we do for ipv6?
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yes
23:12
ehm
23:12
we only do it for ipv6
23:12
wait
23:12
on the master they're merged
23:12
for 0.7/0.6
23:12
and ipv4/ipv6
23:12
the client only supports 0.6 though
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Oh, that’s cool
23:13
Didn’t know we already had that part figured out
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I think that was in from the beginning
23:13
it was just the client that unmerged ipv4/ipv6 for some time
23:13
until I implemented multi addresses for the serverbrowser
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chillerdragon: hey
23:55
chillerdragon i have
23:55
!ping
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chillerbot3 BOT 2023-08-08 23:55:49Z
pong
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Sage
!ping
Command not found!
Exported 413 message(s)