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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2024-04-16 00:00:00Z and 2024-04-17 00:00:00Z
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I just finished this map in 37mins and now it shows I did in 37s
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same bug
03:29
I finish a solo map in 2:02
03:29
bug shows 0:02
03:29
wtf
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we're just too pro
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yeah hahhahah
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same bug
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@koko_awa😆
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It seems like all the maps have become like this
04:02
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I'm fixing it right now
gigachad 1
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I was rushing a map, and the time it took changed to the time you see there in the screenshoot
05:36
Here is the map, my real record is the 17 mins
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it's due to this, the change has already been reverted https://github.com/ddnet/ddnet/pull/8221 (edited)
05:38
but your rank will still probably stay that way until an admin gets to it
05:39
ideally they can just filter out every rank from this window and then reverse the operation but i'm worried that the data loss would be too bad
05:39
you may just lose your rank
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Ewan
you may just lose your rank
will the ranks be reset?
05:40
most likely
05:40
it's the safest way to gaurantee no fraudulent ranks lol
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No, ranks are not being reset, all ranks will be multiplied by 50
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deen
No, ranks are not being reset, all ranks will be multiplied by 50
good job!
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map : umbrella
11:15
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Pennervomland 2024-04-16 14:50:30Z
14:52
Found a really weird bug. Not sure if it's known. When you change the map the tee seems to have some sort of "invincibility frames". If you change the map to the solo map "I will be back" for example, you won't get frozen by the freeze at the start and can just move freely while falling. In that map it would lead to a huge skip because you get rocket right at the start or more like BEFORE you even start (edited)
14:53
Doesn't seem to happen if you kill or join the map, only if you change the map
14:54
Also a friend figured out that it had something to do with the renderer. Apparently only happens with the Vulkan renderer
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Pennervomland
Also a friend figured out that it had something to do with the renderer. Apparently only happens with the Vulkan renderer
tested and it works on opengl
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Cipy29
tested and it works on opengl
Pennervomland 2024-04-16 14:58:51Z
friend had opengl first and changed it to vulkan. with opengl it didn't work for him, with vulkan it did. Weird that it works for you xD but maybe doesn't have anything to do with the renderer after all
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Pennervomland
Also a friend figured out that it had something to do with the renderer. Apparently only happens with the Vulkan renderer
maybe one renderer simply initializes the map more quick but generally rendering code is unrelated 😄
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@Robyt3 Could this be similar to https://github.com/ddnet/ddnet/pull/8201 but for server code?
Previously, when connecting to servers repeatedly, the local tee would appear at the position it had on the previous server for a short time when joining. This (and potentially other bugs) are fixe...
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deen
@Robyt3 Could this be similar to https://github.com/ddnet/ddnet/pull/8201 but for server code?
problem is he claims u can cheat with it
15:26
so it must be server side
15:26
if true, that would invalidate basically all of ddnet lol
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Hmm, maybe the game world is not reset immediately when changing maps, I can take a look later
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upon further investigation, i found out that this bug doesn't actually work, false alarm
troll 7
15:36
on an unrelated note, i got really good at speedrunning
15:36
troll 7
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@admin time to shutdown all servers
15:51
😬
15:53
or is teehistorian potentially also unaware
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hopefully i didnt add this problem, i remember i once changed smth about the init stuff 😓
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yes, okayish easy to detect. (needs physics implementation to detect behavior) but I wanted to improve my tooling anyway xd
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The bug seems to depend on if the client sends NETMSGTYPE_CL_STARTINFO with the MSGFLAG_FLUSH flag, if the client doesn't send it with that flag they won't be able to reproduce the bug. I git bisected it to https://github.com/ddnet/ddnet/pull/6823.
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furo
The bug seems to depend on if the client sends NETMSGTYPE_CL_STARTINFO with the MSGFLAG_FLUSH flag, if the client doesn't send it with that flag they won't be able to reproduce the bug. I git bisected it to https://github.com/ddnet/ddnet/pull/6823.
but it cant be client side xD
16:30
this just makes the bug more visible
16:30
the bug must be server side tho
16:31
i can imagine the velocity doesnt reset properly
16:32
if the freeze actually doesnt apply that would mean the server literally iterates through the physics without applying the tile checks
16:32
that would be an insane bug
16:32
if instead the velocity isnt resetted, the tee might be freezed but still has velocity
16:32
that would be a minor major bug xd
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Jupstar ✪
if the freeze actually doesnt apply that would mean the server literally iterates through the physics without applying the tile checks
this is what spawn looks like, there's no horizontal velocity to preserve
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Jupstar ✪
the bug must be server side tho
Yes, but the flag seems to cause the server to behave differently.
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Cipy29
this is what spawn looks like, there's no horizontal velocity to preserve
but in his video he lands on the edge how should he land on the edge? did he press d for 0.0001 ms?
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furo
Yes, but the flag seems to cause the server to behave differently.
wat? ok that would be insane too xD
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but in his video he lands on the edge how should he land on the edge? did he press d for 0.0001 ms?
what i do is i vote, then instantly hold D
16:36
so yea, probably not getting frozen
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Cipy29
so yea, probably not getting frozen
so you move more than let's say half a tile
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Jupstar ✪
so you move more than let's say half a tile
yes, for sure
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ok
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sometimes less and it doesn't work
16:37
works 50% or so
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well if u move so much then you are probably right
16:38
he isn't frozen at all
16:38
rip
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So many disaster level bugs this week wtf
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Learath2
So many disaster level bugs this week wtf
this is potentially more than disaster tbh it's probably in the code since like forever xD
17:02
i always wondered why the map nomove has some weird r1
17:02
that were actually impossible
17:03
quite possible some ppl know about it and abused it
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im just waiting for teehistorian to rebuild complete runs/demos one day so its possible to check that properly, afaik thats not a thing right now (edited)
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i wouldnt be so sure about that xd
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Jupstar ✪
wat? ok that would be insane too xD
I think it might have to do with the fact that flushing the send queue might end up sending the inputs earlier. Which might explain why this wasn't possible earlier, by the time you created enough input to fill the sendqueue, whatever is preventing you from getting frozen in this case gets fixed
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Learath2
I think it might have to do with the fact that flushing the send queue might end up sending the inputs earlier. Which might explain why this wasn't possible earlier, by the time you created enough input to fill the sendqueue, whatever is preventing you from getting frozen in this case gets fixed
yeah that's true
17:12
but the fact that the server does not freeze
17:13
scares me
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I don't see any conditionals around there though, very weird, I wonder what really is going on in these runs
17:13
If CCharacter::Tick happens freeze tiles should work. And if it doesn't happen no movement should be possible
17:15
Perhaps it's indeed referring to the wrong map data for a while
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i can already feel it: c++ // TODO: remove this inline test code that advances the character core a few ticks after map load - cheers Magnus
gigachad 3
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gözlerim kapkara içim kasvet 2024-04-16 18:37:21Z
hi,when i connect my dummy and try to control it,i get ddos lags.like i cant play
18:37
is anybody know why that is happenin'?
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gözlerim kapkara içim kasvet
is anybody know why that is happenin'?
hey the reason why is probably, that your internet provider gives you two different routings for dummy and main characters. What you can try is:
  • the obvious: restart client
  • restart router
  • try to set cl_port 13000; cl_dummy_port 13001 in F1 console then restart client
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gözlerim kapkara içim kasvet 2024-04-16 18:40:46Z
tysm for help i will try
18:42
yeah thanks solved
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bind m "say /practice" than hold "m" and now u can spam like 'TEENAME' has been muted for 60 seconds (edited)
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not a bug
20:39
don’t spam
Exported 95 message(s)