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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 2024-01-17 00:00:00Z and 2024-01-18 00:00:00Z
00:05
b4ceffd Improve alignment of editor resize cursors - Robyt3 0512e65 Fix warning title being uninitialized in some cases - Robyt3 79bdd1a Merge pull request #7816 from Robyt3/Editor-Resize-Cursor-Alignment - def- 55c2257 Merge pull request #7819 from Robyt3/Engine-Warning-Uninitialized - def-
00:33
7df3330 Divide /tp into /tpxy and /tpto - gerdoe-jr c53e0af /tpto -> /tp and /teleport - gerdoe-jr 28cd6ad Fix style - def- 7c4bde4 Merge pull request #7813 from gerdoe-jr/separate-cmds - def-
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ChillerDragon BOT 2024-01-17 01:54:14Z
i am starting to blame fkin asan for my issues
01:55
if i run it with asan it corrupts my pointers and without it works fine
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ChillerDragon BOT 2024-01-17 03:01:02Z
okay finally! i have somewhat prooven that i could argue it is not me who introduced the bug to some degree
03:01
i blame magnus
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the problem

It would be nice to register rcon commands, configs and chains in the child class game controller. So far rcon commands and configs have been working smoothly for me. But chaining does not yet. The reason for doing it in DDRace.cpp or mod.cpp instead of [gamecontext.cpp](https://github.com/ddnet/ddnet/blob/7c4bde43b1de69c718cd23c2b8dd35b268cf6080/src/gam...
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ChillerDragon
if i run it with asan it corrupts my pointers and without it works fine
It does it on purpose so ub breaks
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ChillerDragon
okay finally! i have somewhat prooven that i could argue it is not me who introduced the bug to some degree
That's the spirit
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GitHub
Click to see attachment 🖼️
well just make own chain things for the game mode and don't reuse the server ones?
07:26
copy-paste
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ChillerDragon BOT 2024-01-17 07:39:38Z
that sounds horrible
07:39
how would i even chain the existing console without touching its code
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Haven't looked at the code
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ChillerDragon
how would i even chain the existing console without touching its code
BlaiZephyr | meloƞ 2024-01-17 07:51:53Z
Touch the Code, If you were to understand magnus's old Code, you'd ascend to the Higher realms
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https://github.com/Milk-Interpreters/milk/blob/main/README.md what do you think 'bout this kind of syntax? owo
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BlaiZephyr | meloƞ 2024-01-17 08:07:06Z
// create that son of the bitch on heap let heap_foo: *Foo = malloc(sizeof(Foo)) as Foo; Nice
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i dont even know if half of those ideas are possible kek
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ChillerDragon BOT 2024-01-17 08:30:13Z
touching code is not an option in git conflict driven development
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MilkeeyCat
https://github.com/Milk-Interpreters/milk/blob/main/README.md what do you think 'bout this kind of syntax? owo
Typescript++? monkaS
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it looks like rust
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Mʎɹ シ
Typescript++? monkaS
typescript is like a linter xd i hope it will have real types xd
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MilkeeyCat
typescript is like a linter xd i hope it will have real types xd
never
09:23
imagine having typepython
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zhn
it looks like rust
i yoinked all cool parts of rust
09:23
but saved pointers
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Rust with pointers thonk
09:24
he added weak pointers into rust xd
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Mʎɹ シ
Rust with pointers thonk
rust written by toddler with pointers
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use unsafe
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no generics and no traits feelsbadman
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closed #7821

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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❯ sudo genlop -c Currently merging 17 out of 21 * net-libs/webkit-gtk-2.42.4-r410 current merge time: 2 minutes and 23 seconds. ETA: 37 minutes and 57 seconds.
09:47
all my homies hate webkit-gtk
09:47
40 mins with a 5800x
09:47
and 32gb ram
09:47
worse than chrome, firefox, llvm
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ChillerDragon BOT 2024-01-17 09:50:23Z
ryo uses gentoo BTW
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yes thats me
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ws-client BOT 2024-01-17 10:18:52Z
<ChillerDragon> my logs got spammy is that on me?
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master merged?
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ws-client BOT 2024-01-17 10:24:41Z
<ChillerDragon> last merge was uhm like 2 day ish ago
10:24
<ChillerDragon> but its a custom fork
10:25
<ChillerDragon> i didnt really touch the master code so i am wondering if i somehow managed to add a bug
10:25
<ChillerDragon> i merged master just now again lets see
10:25
<ChillerDragon> still happenin
10:25
<ChillerDragon> on empty servers actually
10:25
<ChillerDragon> lemme try vanilla ddnet
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perhaps related to the curl-multi PR
10:26
you can check whether it also happens before
10:26
ah
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ws-client BOT 2024-01-17 10:27:06Z
<ChillerDragon> official ddnet servers dont have it?
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unclear if they're updated yet, probably not
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ws-client BOT 2024-01-17 10:29:16Z
<ChillerDragon> ddnet-insta is bleeding edge hehe
10:29
<ChillerDragon> ddnet servers are debian 12 right?
10:31
<ChillerDragon> yep have it in vanilla ddnet too
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The server logs a lot of register requests and it does not stop. Also on empty servers ``` $ ./DDNet-Server 'sv_register 1;sv_name "register spam test";sv_rcon_password xxx' 2024-01-17 11:39:32 I engine: running on unix-linux-amd64 2024-01-17 11:39:32 I engine: arch is little endian 2024-01-17 11:39:32 I engine: operating system version: Linux 6.1.0-9-amd64 (x86_64, #1 SMP PREEMPT_DYNAMIC Debian 6.1.27-1 (2023-05-08)); "Debian GNU/Linux 12 (bookworm)" 2024-01-17 11:39:32 I storage: co...
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GitHub
Click to see attachment 🖼️
src/engine/shared/http.cpp:510
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ws-client BOT 2024-01-17 11:14:59Z
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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ws-client BOT 2024-01-17 11:22:47Z
<ChillerDragon> so just add if(g_Config.m_DbgCurl || m_LogProgress >= HTTPLOG::ALL) and call it done?
11:23
<ChillerDragon> also why does it do sooo many requests even?
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yo are custom master servers supported on the client/server side? (edited)
11:32
So basically like a private network of servers
11:32
With passwds and stuff would be cool. So you could select a custom master server and tell it a password and then you can join all the servers
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ChillerDragon BOT 2024-01-17 11:33:00Z
define supported
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No need to change code
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ChillerDragon BOT 2024-01-17 11:33:14Z
the master is basically just a hardcodet url in the code
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ChillerDragon BOT 2024-01-17 11:33:20Z
oh yea then no
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new pr incoming
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ChillerDragon BOT 2024-01-17 11:33:33Z
but easy to swap out and the master is also easy to self host
11:33
true tw masters on the server side were a masters.cfg
11:34
so that was more custom master friendly
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You can change the URL the server registers to with sv_register_url, but client-side is hardcoded.
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So it's useless basically xd
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ChillerDragon BOT 2024-01-17 11:34:36Z
no
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Maybe for a hub of servers that connect to a custom master server
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ChillerDragon BOT 2024-01-17 11:35:03Z
i do not see much difference in effort in shipping new clients to your users vs shipping new configs
11:35
both is a manaual process for all of your users
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ChillerDragon
i do not see much difference in effort in shipping new clients to your users vs shipping new configs
"Type this in F1" vs "fork, build, distribute the clients for all supported platforms"
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ChillerDragon BOT 2024-01-17 11:35:48Z
but yea would be cool if it would also be customizable on the client side
11:36
yea ok fair
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haha I already see ppl trying to connect to servers and then noticing they accidentally changed master server xd
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I forgot to add "maintain", which means "repeat for each DDNet release". 😕
👍 1
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ChillerDragon BOT 2024-01-17 11:37:45Z
omg you mean master servers showing up in the server list? :D
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ChillerDragon BOT 2024-01-17 11:37:58Z
then you need a master master server
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Would be cooler for differentiating between kog and ddnet or other platforms
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ChillerDragon BOT 2024-01-17 11:38:29Z
thats your use case? :D
11:38
we have cummunities bruv
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idk I just thought it would be cool to host own master server
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ChillerDragon BOT 2024-01-17 11:38:58Z
yes it would
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furo
You can change the URL the server registers to with sv_register_url, but client-side is hardcoded.
client side can be read from a fil as well
11:39
master_urls.cfg or so
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ChillerDragon BOT 2024-01-17 11:39:07Z
oh ok nice
11:39
here u go
11:39
teero when host
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ddnet-serverlist-urls.cfg
⭐ 2
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note that it only downloads one of them
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ChillerDragon BOT 2024-01-17 11:39:38Z
ou sad
11:39
im waiting for scrumplex reverse proxy master server
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Chiller let's make secret community
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heinrich5991
ddnet-serverlist-urls.cfg
Oh right, I totally forgot about this. Nice!
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ChillerDragon BOT 2024-01-17 11:40:01Z
ok
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so you need to include the official list if you want to add more servers
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Teero
Chiller let's make secret community
for real gamers
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ChillerDragon BOT 2024-01-17 11:41:08Z
pog
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Scrumplex BOT 2024-01-17 11:43:01Z
lol (edited)
Replying to @ChillerDragon ChillerDragon: im waiting for scrumplex reverse proxy master server
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sounds like a nice project if you don't have an idea on how to do that yet 😉
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ws-client
<ChillerDragon> also why does it do sooo many requests even?
updates info about server it seems
12:33
on every known masterserver
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ws-client
<ChillerDragon> also why does it do sooo many requests even?
ChillerDragon: how many is "so many"?
12:33
it does one for every info change, but at least every 15s
12:33
IIRC
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ChillerDragon
then you need a master master server
yeah had the same idea quite long time ago, but its not really useful as it sounds to be
12:35
like lmfao every tw project will host their masterservers for their own projects
12:35
kog master + ddnet master
12:36
+ noname projects will appear as soon as possible
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BlaiZephyr | meloƞ 2024-01-17 12:36:11Z
@ReiTW when blockworlds master server
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why is a custom master server interesting?
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for project-turned clients i think
12:36
i don't know for now xd
12:36
in before it was quz we had no http masters
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zhn
for project-turned clients i think
I don't understand this sentence
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like you would be able to send some personal info to master
12:37
account system for masters huh
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can you give an example?
12:38
you can already send whatever info you want to the mastersevers
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custom master that will not send you any server it has in list unless you logged in
12:38
i.e
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I don't see the benefit
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from my side
12:39
like if i had custom server
12:40
i would be able to send my servers an "event" or notification about player log in in master so it would be able to show other logged players that he's ingame
12:40
currently you will not see any player afking in menu
12:41
idk i just throwin random ideas i produce at the moment
12:41
nothing special actually
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I see. sounds more like an accounts server, less of a masterserver thing
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heinrich5991
why is a custom master server interesting?
For me only because it seems there is no arbitrary protocol name. Either 0.6 or 0.7 xd
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we can add your custom protocol
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Yeah
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the problem with arbitrary protocol name is that we cannot verify that you correctly forwarded ports
13:01
master can have another protocol to manage heartbeats
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yes, it could, but I see little reason to do that
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chillerdragon BOT 2024-01-17 13:12:06Z
Check the log timestamps I sent. I count 2 per second. And expected like 0 instead. It’s an empty server what info is even changing?
13:12
I think my reply broke
Replying to @heinrich5991 ChillerDragon: how many is "so many"?
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heinrich5991
why is a custom master server interesting?
well afaik it was only used by "tournament" clients
13:19
but I don't see the point of having owned master servers
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please add a function in the editor so that you can quickly hide/unhide layers
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from the logs, it seems each protocol does it every 15 seconds
13:33
that seems expected, chillerdragon
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exosphere
please add a function in the editor so that you can quickly hide/unhide layers
რილია 2024-01-17 13:33:21Z
there is a little eye icon in the left side of every layer? idk you mean that or something else
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heinrich5991
why is a custom master server interesting?
For KoG it would be interesting for a service mesh. We would internally send master-server data and the official master servers can pick up this info without actually pinging our servers.
13:38
But that would add a lot of complexity for a little to no benefit for the majority 😦
13:38
Like Brokering
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what does "brokering" mean?
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We host a dedicated masterish application on one of our edge-servers so the official master can take this info and populate
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chillerdragon BOT 2024-01-17 13:40:35Z
Oh each protocol. Yea I guess if everything still runs smoothly it’s fine to do it.
Replying to @heinrich5991 from the logs, it seems each protocol does it every 15 seconds
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All our servers will report to our internal master server
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heinrich5991
yes, it could, but I see little reason to do that
making ddnet an engine for modding but nothing more it
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Avolicious
We host a dedicated masterish application on one of our edge-servers so the official master can take this info and populate
Does that even cut down on anything? I guess if your servers already have to report all that info to an internal server
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i still remember the words about teeworlds being a game in first and not an engine xdddd
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zhn
making ddnet an engine for modding but nothing more it
if we do that, we can also extend the masterserver to listen for arbitrary protocols, seems like the least of our problems then ^^
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Avolicious
We host a dedicated masterish application on one of our edge-servers so the official master can take this info and populate
BlaiZephyr | meloƞ 2024-01-17 13:42:30Z
without further context this seems somewhat unneccessary to me, i might not fully understand it tho
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Learath2
Does that even cut down on anything? I guess if your servers already have to report all that info to an internal server
We would remove backwards comp for server info. Because HTTPS master sounds like the way to go
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Avolicious
We would remove backwards comp for server info. Because HTTPS master sounds like the way to go
you can do that today
13:43
doesn't depend on hosting your own masterserver
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Yep, we don't get the info through the legacy protocol unless you registered through it
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But you ping the server to test if its reachable, no?
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I guess we could add a flag to not register your server with the legacy masters if you don't want it
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Avolicious
But you ping the server to test if its reachable, no?
that's unrelated to the legacy serverinfo
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heinrich5991
that's unrelated to the legacy serverinfo
Oh gotcha
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yes. we do, to see that port forwarding is correctly configured
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I thought you do some verification too
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we only check whether you can receive UDP packets (edited)
13:44
by sending a specific one with a token that you then use on your next https register attempt (edited)
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Yeah, we've talked about that in dms already 😄
13:45
Doesnt work that good on stateless firewalls 😄
13:45
Esp. if we dont know the IP of the master trying to connect to the server
13:46
That would be neat if we could do this within our internal master server & then report it back to the official ones
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Avolicious
That would be neat if we could do this within our internal master server & then report it back to the official ones
that would defeat the point. we're trying to check UDP connectivity from the outside
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heinrich5991
that would defeat the point. we're trying to check UDP connectivity from the outside
Is there some way to disable this check? Either via flag or special json sent to the master server?
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I guess we could try to connect like a normal teeworlds client, so that your firewall works with it
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You can disable manually, but I dont want you to work all day long to bypass the ips 😄
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currently, there's no way except manually
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Ok gotcha
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could be added as an extra https header though
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zhn
i still remember the words about teeworlds being a game in first and not an engine xdddd
in first it was more of an engine than a game afaik from magnus
13:48
but he decided to switch it to a game & made tw
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heinrich5991
could be added as an extra https header though
Would be neat to enable for trusted communities or experienced users, so as an opt-in 😄
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the thing that I still can't believe about it is that tw was in the first place a project presented at Ubisoft
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Avolicious
Would be neat to enable for trusted communities or experienced users, so as an opt-in 😄
I can see it being useful for firewalls that can't deal with it
13:50
other than that, I don't see a reason to disable i for "trusted communities" or "experienced users"
13:50
it's enabled for ddnet servers (except ger10, chinese servers) as well
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Yeah, I just wanna point out that it should be as an opt-in, not as default
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ah yea
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Sometimes its useful to troubleshoot networking 🙂
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@Avolicious unplug cable & issues are fixed
13:51
no community = nothing to fix giga_chad
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ReiTW
@Avolicious unplug cable & issues are fixed
Hard in google datacenter
13:52
I cant find the server in there
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@Avolicious ah, well here they did put some data in the cloud with OVH datacenters
13:52
ez way
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OVH is likely to burn down
13:52
I dont trust this company anymore
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lmao well they did change the protection policy again, have to explain them 10 times that it's their fault if players get timed out
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They changed their ddos notification format recently
13:53
I thought it is scam
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yea I saw xD
13:54
they still didn't change the panel tho, takes still 10 years to load
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Yep, payment panel looks like a website from 2000
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ReiTW
in first it was more of an engine than a game afaik from magnus
yeah im talking more about teeworlds itself
13:55
not about some company proposed engine he was making
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Avolicious
Yep, payment panel looks like a website from 2000
I stay at ovh cuz I don't pay those 10gbps
13:56
But for all the shits they've done I'd have left since a long time
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ReiTW
I stay at ovh cuz I don't pay those 10gbps
We have some server there too, because they are cheap in our contracts
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I still have to see why in some cases xdp works very well on a virtual machine on some providers
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Support is crap
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Like hetzner, we had an attack when we switched temporarily, and cpu was amazingly fine during the attack
13:58
But on some other hosts it was kinda bad, dunno why, maybe the driver version of virtio (edited)
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I told hetzner that we host teeworlds servers, its built on top of UDP and we receive a lot spoofed udp traffic. After the first attack hetzner be like: Your server sent unusual amount of traffic, please answer or your server will get stopped within 72 hours. Please fill out the form below
14:00
I was like... WTF... I told you (edited)
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For some reason hetzner doesnt bother us that much
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But better than Vultr, they just shut our servers down & wanted 300 USD for additional outgoing traffic
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Learath2
For some reason hetzner doesnt bother us that much
Lucky you
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Learath2
For some reason hetzner doesnt bother us that much
prob today, but in the past if you were constantly attacked they'd tell you to go away
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Your story sounds like the hetzner of the olden days yeah
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Learath2
Your story sounds like the hetzner of the olden days yeah
I still get this emails on a monthly basis
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I even got one of those 72h notices on my personal server once
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I wrote a browser script to autofill the form & submit
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chillerdragon BOT 2024-01-17 14:03:23Z
lmao
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I think deen did some stuff to block it
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Maybe deen also gets them and just doesn't tell us anymore 😄
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the attacks
14:04
not the mails
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Avolicious
We have some server there too, because they are cheap in our contracts
just to tell, I recently stopped one additional IP & switched to the main IP of the server for tw. I asked them to put the same Anti-DDoS profile on the main IP , and they were like "we noticed that the profile was not the correct one for your situation, we switched to the TEAMSPEAK profile"
14:04
KEKSad
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Our reflection ratios are very good last I checked. So maybe that's why they don't really bother us
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BlaiZephyr | meloƞ 2024-01-17 14:04:50Z
the guy who switched to the teamspeak profile rn:gigachad
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Learath2
Our reflection ratios are very good last I checked. So maybe that's why they don't really bother us
but that's due to some filters that deen put, I think
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ReiTW
just to tell, I recently stopped one additional IP & switched to the main IP of the server for tw. I asked them to put the same Anti-DDoS profile on the main IP , and they were like "we noticed that the profile was not the correct one for your situation, we switched to the TEAMSPEAK profile"
Damn
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heinrich5991
but that's due to some filters that deen put, I think
Ah might be
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heinrich5991
but that's due to some filters that deen put, I think
the two iptable rules, no?
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heinrich5991
but that's due to some filters that deen put, I think
aren't you ratelimiting alot to avoid mass reflection?
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To rate-limit specific packages
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something like that
14:05
seems like @Avolicious is better informed than I am ^^
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heinrich5991
seems like @Avolicious is better informed than I am ^^
I think those are detailed in his blog
14:06
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heinrich5991
seems like @Avolicious is better informed than I am ^^
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ReiTW
Click to see attachment 🖼️
Old 😄
14:07
Check the link
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Ah, I think we might have a couple extra nowadays
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ah well kinda the same
14:08
u could even switch everything to mangle table to improve performance by little (even if mangle is not made for filtering) (edited)
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ReiTW
u could even switch everything to mangle table to improve performance by little (even if mangle is not made for filtering) (edited)
Is that still good practice? I thought it was discouraged for some reason
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it is discouraged because mangle table's purpose is not for that, but it's still executed before so
14:09
never had issues
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რილია
there is a little eye icon in the left side of every layer? idk you mean that or something else
yes, but it’s not convenient to click on each layer
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ReiTW
it is discouraged because mangle table's purpose is not for that, but it's still executed before so
But with no mangling rules, how long does it even take for the packet to pass through? Isn't the prerouting table right before the input table
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40ed4bb Check for super character in team, don't annoy them more than expected - gerdoe-jr 1840519 Check for characters wtih DDRACE_CHEAT instead of TEAM_SUPER - gerdoe-jr 9bbceab Merge pull request #7814 from gerdoe-jr/stop-annoying-superteam - heinrich5991
14:14
8980239 Use icons for Internet, LAN and Favorites server browser tabs - Robyt3 7544f97 Use star icon for favorite servers, tweak favorite star color - Robyt3 626b7ca Merge pull request #7795 from Robyt3/Menus-Browser-Tab-Icons - heinrich5991
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Learath2
But with no mangling rules, how long does it even take for the packet to pass through? Isn't the prerouting table right before the input table
14:15
Just after conntrack
14:40
im fighting with memref poggers2
16:26
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its ok
16:29
there are 2 things which can disable hooking, so its checking for both
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I think they're complaining about the this->
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not ddnet-conform xdd
16:36
seems there are quite a few of them actually
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some of these are mandatory
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isn't it bad practice to shadow variable names and then do this-> ? (edited)
16:39
or for what reason are they mandatory?
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this->* looks like some member pointers
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yo people of the internet, i just found a cool opensource video editor https://github.com/jliljebl/flowblade/tree/master (edited)
Video Editor for Linux. Contribute to jliljebl/flowblade development by creating an account on GitHub.
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pyson
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Teero
seems there are quite a few of them actually
u better get used to it, if u ever start using rust 😬
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Teero
isn't it bad practice to shadow variable names and then do this-> ? (edited)
in rust shadowing looks so nicely
17:17
in cpp probs not
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Ryozuki
in rust shadowing looks so nicely
😬
17:21
daily pr machine
17:21
how does it look like in python?
17:21
please put your answer into a spoiler
17:21
i dont want to know
17:21
😏
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Jupstar ✪
how does it look like in python?
what do u mean
17:35
mod Simple { fn main(argc: i64) -> i64 { let x: i64 = argc; return references(x) + dereference(&x); } fn dereference(a: &i64) -> i64 { return *a; } fn references(a: i64) -> i64 { let x: i64 = a; let y: &i64 = &x; return *y; } } module { func.func @main(%arg0: i64) -> i64 { %alloca = memref.alloca() : memref<i64> memref.store %arg0, %alloca[] : memref<i64> %0 = memref.load %alloca[] : memref<i64> %1 = call @"Simple::references"(%0) : (i64) -> i64 %2 = call @"Simple::dereference"(%alloca) : (memref<i64>) -> i64 %3 = arith.addi %1, %2 : i64 return %3 : i64 } func.func @"Simple::dereference"(%arg0: memref<i64>) -> i64 { %0 = memref.load %arg0[] : memref<i64> return %0 : i64 } func.func @"Simple::references"(%arg0: i64) -> i64 { %alloca = memref.alloca() : memref<i64> memref.store %arg0, %alloca[] : memref<i64> %alloca_0 = memref.alloca() : memref<memref<i64>> memref.store %alloca, %alloca_0[] : memref<memref<i64>> %0 = memref.load %alloca_0[] : memref<memref<i64>> %1 = memref.load %0[] : memref<i64> return %1 : i64 } }
17:35
looking good xd
17:35
got no pointers yet so i cant take argv
17:36
second snippet is MLIR
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Ryozuki
what do u mean
Shadow other variables xd
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0000000000001050 <main>: 1050: 53 push rbx 1051: 48 83 ec 10 sub rsp,0x10 1055: 48 89 7c 24 08 mov QWORD PTR [rsp+0x8],rdi 105a: e8 31 00 00 00 call 1090 <Simple::references> 105f: 48 8d 7c 24 08 lea rdi,[rsp+0x8] 1064: 48 89 c3 mov rbx,rax 1067: 31 d2 xor edx,edx 1069: 48 89 fe mov rsi,rdi 106c: e8 0f 00 00 00 call 1080 <Simple::dereference> 1071: 48 01 d8 add rax,rbx 1074: 48 83 c4 10 add rsp,0x10 1078: 5b pop rbx 1079: c3 ret 107a: 66 0f 1f 44 00 00 nop WORD PTR [rax+rax*1+0x0] 0000000000001080 <Simple::dereference>: 1080: 48 8b 06 mov rax,QWORD PTR [rsi] 1083: c3 ret 1084: 66 66 66 2e 0f 1f 84 data16 data16 cs nop WORD PTR [rax+rax*1+0x0] 108b: 00 00 00 00 00 0000000000001090 <Simple::references>: 1090: 48 8d 4c 24 e0 lea rcx,[rsp-0x20] 1095: 48 89 f8 mov rax,rdi 1098: 48 89 7c 24 e0 mov QWORD PTR [rsp-0x20],rdi 109d: 48 c7 44 24 f8 00 00 mov QWORD PTR [rsp-0x8],0x0 10a4: 00 00 10a6: 48 89 4c 24 e8 mov QWORD PTR [rsp-0x18],rcx 10ab: 48 89 4c 24 f0 mov QWORD PTR [rsp-0x10],rcx 10b0: c3 ret
17:37
the produced assembly (edited)
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Looks colorful
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idk its objdump output
17:38
using x86asm in markdown
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Ryozuki
mod Simple { fn main(argc: i64) -> i64 { let x: i64 = argc; return references(x) + dereference(&x); } fn dereference(a: &i64) -> i64 { return *a; } fn references(a: i64) -> i64 { let x: i64 = a; let y: &i64 = &x; return *y; } } module { func.func @main(%arg0: i64) -> i64 { %alloca = memref.alloca() : memref<i64> memref.store %arg0, %alloca[] : memref<i64> %0 = memref.load %alloca[] : memref<i64> %1 = call @"Simple::references"(%0) : (i64) -> i64 %2 = call @"Simple::dereference"(%alloca) : (memref<i64>) -> i64 %3 = arith.addi %1, %2 : i64 return %3 : i64 } func.func @"Simple::dereference"(%arg0: memref<i64>) -> i64 { %0 = memref.load %arg0[] : memref<i64> return %0 : i64 } func.func @"Simple::references"(%arg0: i64) -> i64 { %alloca = memref.alloca() : memref<i64> memref.store %arg0, %alloca[] : memref<i64> %alloca_0 = memref.alloca() : memref<memref<i64>> memref.store %alloca, %alloca_0[] : memref<memref<i64>> %0 = memref.load %alloca_0[] : memref<memref<i64>> %1 = memref.load %0[] : memref<i64> return %1 : i64 } }
is this edlang or for work btw?
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how do I check if dummy is connected?
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TheNofis
how do I check if dummy is connected?
You can use the DummyConnected() function from IClient. Client()->DummyConnected().
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damn i was about to make str_join in system.h/cpp but ConCommandStatus can't use it correctly
19:53
linked lists ruined my day
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Store X value (time) for all graph entries in addition to the Y value (FPS, prediction margin etc.). The CGraph::Add function adds values to the graph at the current time. The CGraph::InsertAt function allows specifying arbitrary X values, as long as the values are inserted in increasing order. The entries are kept in a ringbuffer and old entries are recycled when it's full. The size of the ringbuffer is configurable for each graph, as the FPS graph needs significantly more buffer beca...
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რილია 2024-01-17 20:45:05Z
@Mʎɹ シ bro, are you made this mod here ? 194.93.2.181:8303
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194.93.2.181:8303 is not a DDNet or KoG server.
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რილია 2024-01-17 20:52:01Z
it's fire
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@ChillerDragon two gctf servers are down.
22:13
hope you read this in two or three hours when you wake up.
🤣 1
22:22
I think we need to step up our rust game ^^
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Sometimes a smaller grid is useful. Now it goes up to 1/8 tile on max zoom in.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [x] 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
  • [ ] Tested the change wit...
heartw 1
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Ryozuki
tldr?
rust in git (edited)
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c90a52f Add CDynamicRingBuffer to avoid specifying size as template - Robyt3 4be76f0 Add time scale to debug graphs for constant scrolling speed - Robyt3 69a7496 Allow finer editor grid - HiRavie e1ea4a0 Merge pull request #7825 from HiRavie/Grid - def- 0bce368 Merge pull request #7824 from Robyt3/Client-FPS-Graph-Timebase - def-
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