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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/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 11/9/2023 12:00AM and 11/10/2023 12:00AM
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One "pID" can be used only for one ui element
4:57AM
multi-touch handling be like
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TsFreddie
Click to see attachment 🖼️
pain
6:44AM
I tried to add multi-touch to one of my games once (edited)
6:45AM
Then I got the conclussion of literally never making a mobile game 🥳
6:45AM
atleast in the game engine I'm used to use
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2023-11-09 10:41:21 I assert: /ddnet-source/src/game/editor/editor.cpp(2386): Unhandled entities image for explanations
8:44AM
I think I now what's causing this but I am not sure.
8:45AM
Here's the entities I use.
8:48AM
I have added more tiles (specifically more spike tiles and flag goal tiles) to the entitiesdfngv2.png which is located under editor/entities/
8:49AM
Hmm I forgot to test with nightly doing so now...
8:50AM
Although looking at the code the result should be the same EExplanation Explanation = EExplanation::DDNET; if(m_SelectEntitiesImage == "DDNet") Explanation = EExplanation::DDNET; else if(m_SelectEntitiesImage == "FNG") Explanation = EExplanation::FNG; else if(m_SelectEntitiesImage == "Race") Explanation = EExplanation::RACE; else if(m_SelectEntitiesImage == "Vanilla") Explanation = EExplanation::VANILLA; else if(m_SelectEntitiesImage == "blockworlds") Explanation = EExplanation::BLOCKWORLDS; else dbg_assert(false, "Unhandled entities image for explanations");
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Same thing on nightly 2023-11-09 10:56:56 I assert: ddnet/src/game/editor/editor.cpp(2564): Unhandled entities image for explanations (edited)
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I made by patching ddnet but I am not sure if my approach is considered correct/if it would cause problems. I basically added OTHER value to the EExplanation enum (at editor.h::(958)) and changed the else statment to Explanation = EExplanation::OTHER; (at editor.cpp::(2564)). Lastly I added case EExplanation::OTHER: return nullptr; // TODO: Explanations for Other? (at explanations.cpp::(682)).
9:10AM
*made it work by patching...
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Mr.Gh0s7
Here's the entities I use.
oh wait hold on fng with teleport and live freeze? and JETPACK?
1:08PM
ok. this might be peak
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Voxel
oh wait hold on fng with teleport and live freeze? and JETPACK?
I think you've already played at dfng xD
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oh wait i haaaave
1:23PM
i need to play more of that
👍 1
1:23PM
i just didnt know these features
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Mr.Gh0s7
Here's the entities I use.
cyberFighter 11/9/2023 1:54PM
is that a 10 team fng
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no more
1:54PM
63 plus team 0 = 64 teams fng
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Mr.Gh0s7
63 plus team 0 = 64 teams fng
thats just called solofng LOL
2:56PM
or if theres 128 max server itd be like duos from fortnite
4:20PM
@Jupstar ✪
4:22PM
@Jupstar ✪ can u time
4:22PM
RUSTFLAGS="-Z threads=8" cargo build --release
4:22PM
change 8 to ur cores
4:22PM
read the blog post, it halved the compile time if i read correctly
4:22PM
u need nightly
4:23PM
When the parallel front-end is run in multi-threaded mode with -Z threads=8, our measurements on real-world code show that compile times can be reduced by up to 50%, though the effects vary widely and depend on the characteristics of the code and its build configuration. For example, dev builds are likely to see bigger improvements than release builds because release builds usually spend more time doing optimizations in the back-end. A small number of cases compile more slowly in multi-threaded mode than single-threaded mode. These are mostly tiny programs that already compile quickly. We recommend eight threads because this is the configuration we have tested the most and it is known to give good results. Values lower than eight will see smaller benefits. Values greater than eight will give diminishing returns and may even give worse performance.
4:23PM
ok try with 8
4:24PM
In computer architecture, Amdahl's law (or Amdahl's argument) is a formula which gives the theoretical speedup in latency of the execution of a task at fixed workload that can be expected of a system whose resources are improved. It states that "the overall performance improvement gained by optimizing a single part of a system is limited by the ...
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Ryozuki
RUSTFLAGS="-Z threads=8" cargo build --release
Jupstar ✪ 11/9/2023 5:09PM
without cargo build --release 894,20s user 59,23s system 1001% cpu 1:35,22 total with RUSTFLAGS="-Z threads=40" cargo build --release 920,27s user 71,94s system 1040% cpu 1:35,38 total was slower for some reason xd or is it especially important to use exactly your core count and not logical threads?
5:10PM
but i can try with 8.. but sounds stupid on 16 core pc xD
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@Jupstar ✪ bro
5:13PM
use 8
5:13PM
not 40
5:13PM
read the article
5:13PM
to understand why
5:13PM
cargo already calls rustc paralel
5:14PM
but they also made rustc itself paralel
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Jupstar ✪ 11/9/2023 5:14PM
the article is 1000 characters above my attention span
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they tested and said with 8 on a 24 core worked best
5:14PM
try 8
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Ryozuki
try 8
Jupstar ✪ 11/9/2023 5:14PM
RUSTFLAGS="-Z threads=8" cargo build --release 1035,68s user 98,75s system 1156% cpu 1:38,06 total
5:14PM
it's even slower
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lmao
5:14PM
with clean?
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Jupstar ✪ 11/9/2023 5:14PM
yes
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how much cores u got
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Jupstar ✪ 11/9/2023 5:15PM
or is the blog post for the nightly tomorrow or smth? xDD
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try 4
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Jupstar ✪ 11/9/2023 5:15PM
16
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or 2
5:15PM
or 6
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Jupstar ✪ 11/9/2023 5:16PM
so to use one AMD processor group basically??
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cargo doesnt fully saturate when calling multiple rustcs iirc
5:16PM
so paralelozing a bit rustc may
5:16PM
the article explains it idk
5:16PM
i also over read it a bit
5:17PM
but they got 50% gain
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Jupstar ✪ 11/9/2023 5:17PM
ok i ask gpt for a summary
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though the effects vary widely and depend on the characteristics of the code and its build configuration. For example, dev builds are likely to see bigger improvements than release builds because release builds usually spend more time doing optimizations in the back-end.
5:17PM
try with debug mode too
5:18PM
A small number of cases compile more slowly in multi-threaded mode than single-threaded mode. These are mostly tiny programs that already compile quickly.
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Jupstar ✪ 11/9/2023 5:19PM
mhh
5:20PM
or they simply did synthetic benchmarks
5:21PM
rerun without these flags.. defs faster in release cargo build --release 888,18s user 57,35s system 1007% cpu 1:33,88 total now i try debug
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heinrich5991 11/9/2023 5:23PM
@Jupstar ✪ using 40 threads is a bit much when cargo itself spawns 40 rustcs
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heinrich5991
@Jupstar ✪ using 40 threads is a bit much when cargo itself spawns 40 rustcs
Jupstar ✪ 11/9/2023 5:23PM
i didnt read the article xD
5:23PM
i see 8, i put 40
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heinrich5991 11/9/2023 5:23PM
it means your CPU would run 1600 threads in parallel, likely diminishing the returns of parallelizationj
5:23PM
😄
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Jupstar ✪ 11/9/2023 5:23PM
btw 40 was faster xD
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xddd
5:23PM
did u rustup up
5:24PM
to get latest nightly
5:24PM
just in case
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Jupstar ✪ 11/9/2023 5:24PM
debug: cargo build 506,87s user 73,18s system 1678% cpu 34,567 total with: RUSTFLAGS="-Z threads=8" cargo build 674,66s user 120,29s system 1794% cpu 44,299 total % rustc --version git:playground rustc 1.75.0-nightly (fdaaaf9f9 2023-11-08)
5:24PM
i dunno, it's simply slower for me
5:24PM
or is it for the nightly tomorrow? XD
5:25PM
but even then it would be weird that the flags make a difference i guess
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Jupstar ✪
i dunno, it's simply slower for me
Slower than normally compiling? Now that's an absolute failure
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Learath2
Slower than normally compiling? Now that's an absolute failure
Jupstar ✪ 11/9/2023 5:26PM
well atleast for the project i try with
5:26PM
they apparently tried many libs
5:26PM
or they have some NASA pc
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Learath2
Slower than normally compiling? Now that's an absolute failure
its a experimental nightly feature
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You should try one of their test projects
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but in their reports they get good results
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If you cant reproduce that either now that would be interesting
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@Jupstar ✪ ur crate is big right
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Learath2
You should try one of their test projects
Jupstar ✪ 11/9/2023 5:27PM
at least cranelift is part of my compilation too 😄
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Ryozuki
@Jupstar ✪ ur crate is big right
Jupstar ✪ 11/9/2023 5:27PM
it's huge, but mostly bcs the deps are huge xD
5:27PM
cranelift compiler alone takes so fcking long xD
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Ew imagine having deps and not rolling everything on your own
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yeah imagine not living in the 80'
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Ew
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Jupstar ✪ 11/9/2023 5:28PM
EwE
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eWe
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Jupstar ✪ 11/9/2023 5:32PM
serde in debug: cargo build 7,80s user 1,26s system 292% cpu 3,095 total vs RUSTFLAGS="-Z threads=8" cargo build 11,94s user 2,20s system 485% cpu 2,910 total
5:32PM
so also slower for me
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heinrich5991 11/9/2023 5:32PM
seems worthy of a report (edited)
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Jupstar ✪ 11/9/2023 5:33PM
also tried with 2 and 4 as threads.. still slower. but actually a tiny bit faster than with 8
5:33PM
now with 40 😬
5:33PM
40 is slow xdd ~18 secs
5:34PM
with threads=1 it's around the same speed as without, but still bit slower
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heinrich5991 11/9/2023 5:34PM
have you tried with 1?
5:34PM
ok
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Jupstar ✪ 11/9/2023 5:34PM
xd
5:34PM
odd
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Ryozuki
odd
Jupstar ✪ 11/9/2023 5:36PM
have u tried it?
5:36PM
i mean would be worth a try.. maybe it's some AMD thing that it's slower
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i havent
5:41PM
im not home rn
5:41PM
i also got amd btw
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Jupstar ✪ 11/9/2023 5:41PM
yes
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but i can try with m1
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Jupstar ✪ 11/9/2023 5:41PM
ok
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imagine running a model on gpu to determine fastest compile parameters xd
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the EU law just reinforces free software btw
5:53PM
the ability to modify the source code and compile allows u to not abide by the stupid shit
5:53PM
gov CAs
5:53PM
#stallmanwasright
5:53PM
BASED
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heinrich5991 11/9/2023 6:09PM
the EU law just reinforces free software btw
is it even proposed already?
6:09PM
"EU law" sounds like it's in place already
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GitHub BOT 11/9/2023 6:14PM
The failing assertion is removed because users can add custom entities images besides the predefined ones. Reported by Mr.Gh0s7 on Discord.

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 ph...
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GitHub BOT 11/9/2023 7:00PM
df66426 Fix editor crash when showing explanation for custom entities - Robyt3 962379d Merge pull request #7428 from Robyt3/Editor-Entities-Explain-Assertion-Fix - heinrich5991
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asdasd BOT 11/9/2023 7:04PM
One question why does ger10 laag for some spefic players since yesterday ?
7:04PM
Is this some network stuff or is there some kind of firewall "protection" something to slow them down?
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@Ryozuki did u see steam deck oled
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asdasd BOT 11/9/2023 7:08PM
Normaly ger10 ~25 ping, and now ~100 ping, while ger2, pol everything else is same as before just ger10
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Are you ingame? In the browser you might have a cached bad ping
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Learath2
The regular version will be defined properly by cmake. That's why it's grey
bruh
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Sedonya
bruh
Did you modify the cmake project to change the version aswell?
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Learath2
Did you modify the cmake project to change the version aswell?
I have a private fork, I just upgraded from 17.2.1 to 17.3
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Did you modify CMakeLists
7:23PM
That's the question
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Learath2
Did you modify CMakeLists
no
7:24PM
I didn't, but when I renewed it, I noticed it had been cheated on by someone else (edited)
7:24PM
and
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Mr.Gh0s7
2023-11-09 10:41:21 I assert: /ddnet-source/src/game/editor/editor.cpp(2386): Unhandled entities image for explanations
Should I make an issue/pull request here this seems to be lost
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Ok then the behaviour makes absolutely no sense to me. GAME_RELEASE_VERSION is defined by cmake. Or if not by version.h. Neither would define it as 2.1.1 unless you changed something
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Learath2
Ok then the behaviour makes absolutely no sense to me. GAME_RELEASE_VERSION is defined by cmake. Or if not by version.h. Neither would define it as 2.1.1 unless you changed something
I can add you to the repository if it's more convenient for you, you can see the commits for yourself
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Uhhhhhh I'm on a phone. I'd rather not tbf
owo 1
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Sedonya
and
Everything that has changed in CMake since the last working version is in the screenshot. The rest is just adding files to the compilation
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Did you try a clean recompile?
7:28PM
Like delete the entire build dir
7:29PM
I'm gonna give it a try
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Learath2
Did you modify CMakeLists
heinrich5991 11/9/2023 7:31PM
@Sedonya I think Learath2 means if you have modified CMakeLists.txt at all
7:31PM
and the answer is probably yes
7:32PM
(not just since it broke, but in all of your custom client history)
7:32PM
yes
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ReiTW
@Ryozuki did u see steam deck oled
no
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heinrich5991
(not just since it broke, but in all of your custom client history)
But I was just adding the name of the files to compile, no more than that
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asdasd BOT 11/9/2023 7:33PM
@lerath2 sry for the late response its not just browser, if u go into any ger10 server there are few players runnning with 100 ping u can ask everyone the same question, they lag since yesterday
7:37PM
ps. "everyone the same question, they lag since yesterday", and this also only on ger10 btw
7:40PM
btw the minute i wrote it everyone, got better ping now, so the problem is solved for everyone
7:40PM
if someone did something thanks alot
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@Learath2
7:41PM
I have Wnodev in the release, so no complaints
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Sedonya
and
This part of the code was introduced 3 years ago: https://github.com/ddnet/ddnet/commit/1a17feff12e03e8c95c4ca0199f0e55612fc8b1a then I tried to remove it, and had to restore again: https://github.com/ddnet/ddnet/pull/7310
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Kaffeine
This part of the code was introduced 3 years ago: https://github.com/ddnet/ddnet/commit/1a17feff12e03e8c95c4ca0199f0e55612fc8b1a then I tried to remove it, and had to restore again: https://github.com/ddnet/ddnet/pull/7310
Got it, but how do I fix my code? Undoing your changes is not the best option I guess
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So, this code is not something new and you have issues due to other changes in CMakeLists. CMake and the current packaging are not as flexible as we'd like it to. GAME_RELEASE_VERSION is a generic name for the project version.
9:12PM
VERSION and GAME_RELEASE_VERSION are used to indicated the packaged version. Maybe in your case you'd want to define (via CMake target_compile_definitions) SCLIENT_RELEASE_VERSION instead of the GAME_RELEASE_VERSION (and probably modify the version.h for that).
❤️ 1
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GitHub BOT 11/9/2023 9:19PM
closes #7424

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/...
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does ddnet use libpng or pnglite?
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Jupstar ✪ 11/9/2023 9:49PM
libpnglite
9:49PM
xd
9:49PM
no, libpng nowadays (edited)
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hmm
9:52PM
so the pnglite lib ty
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Jupstar ✪ 11/9/2023 9:55PM
wat
9:56PM
pnglite gone
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hmm xD
9:56PM
libpng is bloated no?
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Jupstar ✪ 11/9/2023 9:56PM
it's libpng, ignore my past me
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Mr.Gh0s7
libpng is bloated no?
Jupstar ✪ 11/9/2023 9:56PM
why?
9:57PM
it's the reference implementation
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idk I am asking
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Jupstar ✪ 11/9/2023 9:57PM
it does what it should xd
9:57PM
loading pngs
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Ok that's what I am using then :)
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Jupstar ✪ 11/9/2023 9:57PM
ah for your project?
9:58PM
i'd say better use an easier to use lib
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Jupstar ✪
ah for your project?
yeah
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Jupstar ✪ 11/9/2023 9:58PM
but pnglite can only load certain png images
9:58PM
but robyte made a pr for vanilla tw
9:58PM
using some png lib
9:58PM
maybe u can use that
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Using stb_image decreases loading times for images by around 25% when compared to pnglite for me, but this should be tested with other compilers, computers and images. This would also allow using o...
9:59PM
LodePNG is also easy to use for small projects
Exported 209 message(s)
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