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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 11/10/2023 12:00AM and 11/11/2023 12:00AM
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I just had an idea of how to sneak past the account system :O
9:12AM
We shall make commits where new clients have features/functionality that weren't before to complete new maps unbeatable from old clients
9:13AM
So this will be the start of ddnet2.0
9:13AM
If you wanna stick to old client you can but you will not be able to complete 2.0 maps
9:14AM
and then we will sneak the account system in. 👟
9:14AM
If you wanna play on old maps you can but the new season is here and you can choose what you want
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to play ddnet 2.0 maps you would need ddnet battle pass as well?
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nah
9:24AM
you just would be able to complete them ig
9:24AM
like some maps could require 3 dummies instead of 1
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what was the latest version with stars when tee in freeze?
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which is not possible currently
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Mr.Gh0s7
like some maps could require 3 dummies instead of 1
just launch 2 clients santatrollet
9:25AM
thats how ive finished quantum
9:25AM
or whatever the map's name
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MilkeeyCat
just launch 2 clients santatrollet
You don't have dummy copy though or toggle
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will ddnet 2.0 have more stuff for dummy players pepeW i aint updating
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This was just an example
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if they remove dummies
9:27AM
then it will be fastest git pull in my life
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I guess what I wanted to say is break compatibility to make bug fixes. Old ppl can still play on ddnet1.0 but the new ddnet will have new networking, new compatibility for mods, new options etc. that weren't possible to add before.
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MilkeeyCat
what was the latest version with stars when tee in freeze?
I would say before 16.5
9:30AM
(for the server)
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Mr.Gh0s7
I guess what I wanted to say is break compatibility to make bug fixes. Old ppl can still play on ddnet1.0 but the new ddnet will have new networking, new compatibility for mods, new options etc. that weren't possible to add before.
Also I am not saying since we could add accounts we could add this and that because those features would require accounts. I am saying that one of the bugfixes would be accounts whatever that entails :) -- sincerely ghosty
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👍 4
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A TypeScript framework based on PuerTS and MithrilJS - GitHub - TsFreddie/Oolong: A TypeScript framework based on PuerTS and MithrilJS
gigachad 2
10:19AM
haven't really written any documentations for it tho
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it looks so pogg
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how does it work though does it have a master window that's transparent or does the window actually change size?
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you can write ts in unity? pepeW
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i can now
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Mr.Gh0s7
how does it work though does it have a master window that's transparent or does the window actually change size?
the bottom bar just changes size
10:24AM
basically a react-like framework with hacky DOM implementation in Unity
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cyberFighter 11/10/2023 12:58PM
seems like the saving in my editor broke a little, and was saving it to some .tmp file
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cyberFighter 11/10/2023 1:48PM
bug? when i set the value to 0.2, it starts dropping down to 0.190ish
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floating point shenanigans
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cyberFighter
bug? when i set the value to 0.2, it starts dropping down to 0.190ish
yes that is def a bug. it should be at most 0.001 off, depending on the implementation
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Jupstar ✪ 11/10/2023 2:02PM
ddnet often does not round to nearest integer, but simply converts to int that could be a problem maybe
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The lineinput uses float, whereas the value in the map file is fixed-point
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Robyt3
The lineinput uses float, whereas the value in the map file is fixed-point
Jupstar ✪ 11/10/2023 2:23PM
but even for fixed point you can round up and down
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Also, envelope point value is fixed point with scale 1024 whereas time uses scale 1000
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Jupstar ✪ 11/10/2023 2:29PM
someone experience with being banned because of port scan attacks?
2:29PM
my VPS was banned. so either some software has a vulnerable, my SSH key was hacked or it's false positive
2:29PM
apparently my server sent it from port 80
2:30PM
so probably apache
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cyberFighter 11/10/2023 2:32PM
how come shift + left click (filling selection with blocks) doesnt work with wasd (moving around in editor)
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Jupstar ✪ 11/10/2023 2:33PM
e.g. ger2.ddnet.org https://www.abuseipdb.com/check/176.9.114.238 also has 34% report rate, and many of these reports also claim port scanning
2:33PM
so i kinda assume it's just a dos
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Robyt3
Also, envelope point value is fixed point with scale 1024 whereas time uses scale 1000
Jupstar ✪ 11/10/2023 3:33PM
mh int(0.2 * 1024) / 1024 = 0.19921875 vs nearest_int(0.2 * 1024) / 1024 = 0.200195312 5 could explain it xdd
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A struct containing information about the location of a panic.
3:38PM
i discovered this can be nice if u have asserts for tests in another function u call inside the test
3:39PM
#[track_caller] pub fn run_program_assert_output( program: &(String, Program), entry_point: &str, args: &[JITValue], outputs: &[JITValue], ) { let result = run_program(program, entry_point, args); assert_eq!(result.return_values.as_slice(), outputs, "assert mismatch on: {}", std::panic::Location::caller()); }
3:39PM
xd
3:40PM
my FFR tip
3:40PM
my business is done
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Jupstar ✪ 11/10/2023 3:40PM
isnt that default behavior for panics anyway?
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oh and also the crate this friday is https://docs.rs/educe/0.4.23/educe/
3:40PM
its nice for partialeq impls
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Jupstar ✪
isnt that default behavior for panics anyway?
i think not if the panic is inside a function but u care about the one who called that one
3:41PM
the assert here would point me to this function, not where this function was called
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Jupstar ✪ 11/10/2023 3:41PM
ah u mean like a backtrace?
3:41PM
panic also has a backtrace function afair
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heinrich5991 11/10/2023 3:41PM
didn't know it
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Approved in RFC 2091, this feature enables the accurate reporting of caller location during panics initiated from functions like Option::unwrap, Result::expect, and Index::index. This feature adds the #[track_caller] attribute for functions, the caller_location intrinsic, and the stabilization-friendly core:panic:Location::caller wrapper.
3:42PM
@Jupstar ✪ oh this very feature allows that on unwraps
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Jupstar ✪ 11/10/2023 3:42PM
for me panics already report that
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its already in stable btw
3:42PM
yeah
3:42PM
it was implemented some time ago
3:42PM
3:43PM
@Jupstar ✪ this was how it wAS BEFORE
3:43PM
sry caps
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Ryozuki
@Jupstar ✪ this was how it wAS BEFORE
Jupstar ✪ 11/10/2023 3:43PM
i never used dark ages rust
3:43PM
😬
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i think a panic on a fn with track caller will show the caller location
3:44PM
instead of the panic inside the fn
3:44PM
time to check rustp layground
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Jupstar ✪ 11/10/2023 3:44PM
i'd be useful if errors could do the same
3:45PM
i hate to do .map_err(my text that explains everything)
3:45PM
it does that!
3:45PM
ok
3:45PM
nvm
3:45PM
im blind
3:45PM
it doesnt
3:46PM
kek
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Jupstar ✪ 11/10/2023 3:46PM
rustup update version-2050
3:46PM
omg
3:46PM
i had it on the wrong fn
3:46PM
it works xDDD
3:46PM
it reports the panic at line 10
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Ryozuki
oh and also the crate this friday is https://docs.rs/educe/0.4.23/educe/
heinrich5991 11/10/2023 3:47PM
why is it called educe?
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thats my point
3:47PM
@Jupstar ✪
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heinrich5991
why is it called educe?
the author is chinese
3:47PM
idk
3:48PM
oh so theorically
3:48PM
i dont even need the format string on the assert
3:48PM
cuz the assert itself will show up where the fn is called
3:48PM
marvelous
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Jupstar ✪ 11/10/2023 3:50PM
cool, now do the same for anyhow! calls
3:50PM
or tell me how to do it if it already exists
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@Jupstar ✪ what does anyhow!
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Jupstar ✪ 11/10/2023 3:50PM
it doesn't really help me if a higher level component panics xd
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just put #[track_caller]
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Jupstar ✪ 11/10/2023 3:50PM
anyhow! creates a anyhow Error
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Jupstar ✪
mh int(0.2 * 1024) / 1024 = 0.19921875 vs nearest_int(0.2 * 1024) / 1024 = 0.200195312 5 could explain it xdd
yep, that fixes it
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Ryozuki
just put #[track_caller]
Jupstar ✪ 11/10/2023 3:51PM
it's really cool, but it would be nice for errors too, not only for panic u know
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Jupstar ✪
it's really cool, but it would be nice for errors too, not only for panic u know
for errors hmm
3:51PM
i think there is backtrace support
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Jupstar ✪ 11/10/2023 3:51PM
how often do u call panic in your programs xD u probably do anyhow::Result
3:51PM
xdd
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yeah
3:52PM
Support for capturing a stack backtrace of an OS thread
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Jupstar ✪ 11/10/2023 3:52PM
mh nice, didnt know this works for errors directly
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available since 1.65.0
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Jupstar ✪ 11/10/2023 3:52PM
but i assume only with debug symbols?
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@Jupstar ✪ u use nightly right
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Jupstar ✪ 11/10/2023 3:54PM
also doesnt work on WASM
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do u use thiserror
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Jupstar ✪ 11/10/2023 3:54PM
:/
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Ryozuki
do u use thiserror
Jupstar ✪ 11/10/2023 3:54PM
sometimes
3:54PM
if i need to have an error as type
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#[derive(Error)] pub struct Error { pub backtrace: Backtrace, pub source: ErrorImpl, }
3:54PM
and ErrorImpl can be ur enum
3:55PM
#[derive(Error, Debug)] pub enum MyError { Io { #[from] source: io::Error, backtrace: Backtrace, }, }
3:55PM
sadly thiserror needs nightly for this
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Jupstar ✪ 11/10/2023 3:55PM
well and is the question if it works on WASM for example
3:55PM
and without debug symbols
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Jupstar ✪ 11/10/2023 3:55PM
maybe i should write my own macro
3:55PM
i am macro pro now
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cyberFighter
bug? when i set the value to 0.2, it starts dropping down to 0.190ish
cyberFighter 11/10/2023 4:03PM
why does that value even use 0-1.000 instead of 0-255 (edited)
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Jupstar ✪ 11/10/2023 4:10PM
i think it's simply because we use it for position etc too
4:10PM
it's not type aware
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@Jupstar ✪ Would the color pipette from upstream work with all graphics backends?
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Jupstar ✪ 11/10/2023 4:14PM
does it get the color form the backend?
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not sure how it does it, but it must get the hovered color from the engine I suppose
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Jupstar ✪ 11/10/2023 4:15PM
i mean if u take a screenshot, u get the colors u see
4:15PM
i'd maybe remove the alpha value tho
4:15PM
(the screenshots should already do that anyway)
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ah, looks like upstream literally takes a screenshot of only the hovered area
4:15PM
Added some color picking features for the editor: eyedropper/pipette and HSV color picker (requested by @Sonix-). Pipette is implemented by reading pixels from the current backbuffer, which involve...
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Jupstar ✪ 11/10/2023 4:19PM
I mean taking a screenshot should work. I don't think u be to reduce it to this area only in the backend already
4:20PM
Does it do it per frame btw
4:20PM
Or (edited)
4:20PM
Cache
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Looks like it does it every frame justatest
4:21PM
Weirdly hooks into the screenshot command to read 1x1 pixel
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Jupstar ✪ 11/10/2023 4:23PM
I guess we could return screenshot data from graphics class. I dunno if it's nice that graphics class writes files anyway xd
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Would be cleaner to add a separate command that reads only one desired pixel
4:24PM
And only call when the mouse position changed at least
4:24PM
Although that can also lead to issues if menus are opened with keys
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See https://github.com/teeworlds/teeworlds/pull/1434. Should be a separate graphics command to read one pixel instead of hooking into the screenshot command though. The picked color could be copied to clipboard so it can be applied to other color properties with shift+left click. Or we should consider adding a small palette of recently used colors for quick access.
4:31PM
Round to nearest integer instead of truncating in f2fx to ensure correct round-trip with fx2f.

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
  • [ ] Teste...
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GitHub
Click to see attachment 🖼️
Jupstar ✪ 11/10/2023 4:35PM
Is that function not also used for physics?
4:35PM
Should be careful if so xd
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It's only used in editor and tools, it converts float to fixed point. Loading maps should only use the opposite function
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Jupstar ✪ 11/10/2023 4:41PM
ah then fine
4:41PM
right physics use an ever lower value xD
4:41PM
256 or smth
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is there a bind to start the local server?
5:33PM
*command
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Jupstar ✪ 11/10/2023 5:35PM
./DDNet-Server
5:35PM
xd
5:35PM
i don't think there is a console command
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uff ok xd
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859727c Fix inaccurate envelope point value rounding - Robyt3 de52ded Merge pull request #7431 from Robyt3/Editor-Envelope-Accuracy - heinrich5991
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cyberFighter 11/10/2023 7:27PM
thx
7:27PM
are those changes immediately put into the steam nightly tho? i dont really understand how it works
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nightly should be build every night, hence the name
7:32PM
and nightly contains all changes from the master branch
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@cyberFighter
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cyberFighter 11/10/2023 7:44PM
hi
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hi
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who go playing
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i need someone who knows about the game
8:31PM
someone i can ask questions to
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Jupstar ✪ 11/10/2023 8:31PM
u could start with asking the question
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Jupstar ✪
u could start with asking the question
how can i ban other clients expect steam
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Jupstar ✪ 11/10/2023 8:35PM
mh there is some checksum sent to the server, with which u could identify these clients i think
8:35PM
better ask @heinrich5991
8:35PM
but he will probably ask you "why do you want to ban all other clients"
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It's something you'll have to figure out on your own
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Jupstar ✪
but he will probably ask you "why do you want to ban all other clients"
because i want the ban bot clients someone spoofing
8:37PM
versions
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Jupstar ✪ 11/10/2023 8:38PM
or are you the bot client and want to join other servers? 😏
8:38PM
what is your server? the spoofing might not even stop by that
8:38PM
and it's probably no spoofing
8:38PM
it's simply many connections
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Jupstar ✪
what is your server? the spoofing might not even stop by that
ziprnet
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heinrich5991 11/10/2023 8:57PM
banning based on client IDs is mostly futile
8:57PM
try to ban them based on their behavior
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chillerdragon BOT 11/10/2023 10:52PM
Link without context is a censorable offense
10:53PM
:ban:
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no context really
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cyberFighter 11/10/2023 11:22PM
oh damn the demo menu is changed
11:22PM
i like it
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Replace usages of platform specific lock_* functions with std::mutex through the wrapper class CLock. Move lock classes to base/lock.h. The CLock wrapper class is only necessary because the clang thread-safety attributes are not available for std::mutex except when explicitly using libc++. Use CLock and CLockScope instead of std::mutex and add clang thread-safety analysis annotations everywhere except for usages in engine graphics and video, as those usages also involv...
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