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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2024-04-20 00:00:00Z and 2024-04-21 00:00:00Z
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Hey everyone !
00:58
93d5a8b Improve descriptions of demo-related console commands - Robyt3 d2c8132 Add optional name argument to start_video command, refactoring - Robyt3 e5e48a8 Merge pull request #8229 from Robyt3/Client-StartVideo-Refactoring - def-
01:03

Checklist

  • [ ] 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/#using-ad...
01:06
0494878 Translations for upcoming 18.2 - def- c66886b Version 18.2 - def-
01:08
DDNet 18.2 is scheduled to release in 12 days, assuming no bad bugs are found. Please test the Release Candidate to prevent problems being only discovered after release. Report bugs in the #bugs channel on DDNet Discord or directly on Github:
01:12
8f7055f Change PNG in function names to Png - Robyt3 a743962 Pass CImageInfo by reference to IGraphics::LoadPng - Robyt3 173e675 Merge pull request #8203 from Robyt3/Graphics-LoadPng-Cleanup - def-
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18ff1b3 Update translation stats - def-
02:36
db62797 Fix reckoning typo in comment - ChillerDragon b355032 Merge pull request #8234 from ChillerDragon/pr_typo_reckoning - def-
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ws-client BOT 2024-04-20 02:55:46Z
<ChillerDragon> endianess is such a pain but i managed to understand ddnet snap uuids :D ... i know im late to the party
02:57
<ChillerDragon> so teeworlds uses types starting from 1 to max teeworlds snap items and ddnet uses types starting from max snap type (32767) going down to 32703
02:58
<ChillerDragon> the teeworlds types are known at compile time and can be looked up in a table. The ddnet ex items are not known at compile time and change even while a tee is connected
02:59
<ChillerDragon> There can only be 64 unique ddnet ex items in a single snapshot but there can be as many ddnet ex items during one play session as there are uuids
03:00
<ChillerDragon> So 128 player support that snaps 128 ddnet ex characters in one snap would be impossible?
04:54
i own rtx 3060 now
04:54
i have 4 more gigs of vram
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0494878 Translations for upcoming 18.2 - def- 4b3035d Merge pull request #8232 from def-/pr-18.2-transl - Robyt3
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Ewan
Click to see attachment πŸ–ΌοΈ
Jupstar βœͺ 2024-04-20 09:06:11Z
wtf dude
09:06
2 GPUs 64GB RAM, did u get a paycheck or what did i miss xD
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one is integrated gpu
09:06
misleading
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Jupstar βœͺ 2024-04-20 09:06:53Z
ah yeah it even says so
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i have had multi gpu setups before
09:07
it's great for VMs
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Jupstar βœͺ 2024-04-20 09:07:28Z
nice PC, bad OS xd
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Ewan
i have had multi gpu setups before
i could even rn but i would have to sacrifice my third nvme drive
09:32
and that’s a part of a non redundant raid array with important os stuff on it (edited)
09:32
so i would needa linux
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Checklist

  • [ ] 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/#using-ad...
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There is already a DebugDump() method for snapshots but there was none for deltas yet. I wrote this to debug an issue I was facing that only happend after the delta was unpacked so I wanted to see what was in the delta. The method is unused and supposed to be patched in while debugging. For example like this ```diff diff --git a/src/engine/client/client.cpp b/src/engine/client/client.cpp index 79a19a65b..ce0be00b8 100644 --- a/src/engine/client/client.cpp +++ b/src/engine/client/cli...
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Jupstar βœͺ 2024-04-20 10:51:02Z
chillerdragon: do you have stats for delta sizes?
10:51
i'm interested in the size of deltas after network compression
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ws-client BOT 2024-04-20 11:20:38Z
<ChillerDragon> LEEERATOOOOOOOOO
11:21
<ChillerDragon> @Jupstar βœͺ you mean the size thats sent over the network and how big it is unpacked?
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Jupstar βœͺ 2024-04-20 11:22:22Z
yes and no i want the packed size i want the size what is actually sent
11:22
but only from snapshot deltas, not other traffic
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ws-client BOT 2024-04-20 11:23:24Z
<ChillerDragon> i guess
11:23
<ChillerDragon> lemme check
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Jupstar βœͺ 2024-04-20 11:24:35Z
and ofc it would be nice to know how many characters were in the game at that moment πŸ˜„
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ws-client BOT 2024-04-20 11:26:12Z
<ChillerDragon> just me :D
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Jupstar βœͺ 2024-04-20 11:26:19Z
perfect
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ws-client BOT 2024-04-20 11:26:25Z
<ChillerDragon> but ye i would need too much time to properly look it up i think
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α΅α΅’α΅ˆΛ‘ΚΈ 2024-04-20 11:26:27Z
banouis
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ws-client BOT 2024-04-20 11:26:32Z
<ChillerDragon> im in the middle of a debugging sessions
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Jupstar βœͺ 2024-04-20 11:26:38Z
yeah np
11:26
if u some day can just look up the packet size if u stand still and do nothing
11:26
that would already help
11:27
but i will otherwise just do it
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ws-client BOT 2024-04-20 11:27:12Z
<ChillerDragon> my first guess would be 83 bytes get unpacked to 88 bytes :D
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Jupstar βœͺ 2024-04-20 11:27:21Z
i am just bad and finding it in cpp code xd
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ws-client BOT 2024-04-20 11:27:23Z
<ChillerDragon> but thats 99% totally off
11:28
<ChillerDragon> 83 bytes are sent over the network
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Jupstar βœͺ 2024-04-20 11:28:32Z
that's a vanilla server?
11:28
or ddnet server
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ws-client BOT 2024-04-20 11:28:35Z
<ChillerDragon> for a fresh 0.7 connection
11:28
<ChillerDragon> no thats ddnet with ddnet ex items too
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Jupstar βœͺ 2024-04-20 11:28:47Z
ok
11:29
<ChillerDragon> on connect it updates the character items
11:29
<ChillerDragon> duuudde i am THIS close to fixing the last bug
11:30
<ChillerDragon> where is lerato!?
11:30
06d6e3c Update Swedish translations for 18.2 - furo321 a00d6a3 Merge pull request #8235 from furo321/swedish-18.2 - def-
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ws-client BOT 2024-04-20 11:31:04Z
<ChillerDragon> implicit cast of bool sixup to size_t size !?
11:31
<ChillerDragon> lerato watafak were you thinking
11:32
<ChillerDragon> @Learath2 i feel like this code could use a comment :D
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Jupstar βœͺ 2024-04-20 11:32:29Z
chillerdragon: ah interesting
11:32
is that a dumb of single character?
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ws-client BOT 2024-04-20 11:32:53Z
<ChillerDragon> thats me fresh after connect ye
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Jupstar βœͺ 2024-04-20 11:33:04Z
i'm suprised it is so small
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ws-client BOT 2024-04-20 11:33:07Z
<ChillerDragon> it creates a delta for both vanilla char and ddnet char
11:33
<ChillerDragon> 83 bytes?
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Jupstar βœͺ 2024-04-20 11:33:44Z
well my diff results in 56 bytes, after compression
11:33
but the initial diff size is insanely much bigger
11:33
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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ws-client BOT 2024-04-20 11:33:56Z
<ChillerDragon> pls dont benchmark my numbers
11:34
<ChillerDragon> i told u i didnt do measurements just a random screenshot xd
11:34
<ChillerDragon> idk what that number means
11:34
<ChillerDragon> its probably mostly ip udp headers
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Jupstar βœͺ 2024-04-20 11:34:37Z
the biggest difference in my approach is, that it is a binary diff so it's not aware of the snapshot content
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ws-client BOT 2024-04-20 11:34:45Z
<ChillerDragon> the snapshot data is 44 bytes 🀷
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Jupstar βœͺ 2024-04-20 11:34:57Z
that surprises me too
11:35
ah, but 0.7 removes player info from snapshot right?
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ws-client BOT 2024-04-20 11:35:11Z
<ChillerDragon> ye pls do ur own benchmark :D
11:35
<ChillerDragon> ye it does
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Jupstar βœͺ 2024-04-20 11:35:51Z
nah i totally trust your benchmarks
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ws-client BOT 2024-04-20 11:36:10Z
<ChillerDragon> omg i should have said nothing
11:36
[ddnet/ddnet-web] New branch created: pr-18.2
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ws-client BOT 2024-04-20 11:36:15Z
<ChillerDragon> instead of gaslighting you
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Jupstar βœͺ 2024-04-20 11:37:23Z
it's ok chiller. why should your dumb tool not show the truth xd
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ws-client BOT 2024-04-20 11:37:43Z
<ChillerDragon> its heinrichs dissector
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Jupstar βœͺ 2024-04-20 11:37:48Z
see
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ws-client BOT 2024-04-20 11:37:51Z
<ChillerDragon> its OG tool but idk how to use it
11:38
<ChillerDragon> dude lerato
11:39
<ChillerDragon> the item size of sound world is 0 for 0.6 and 1 for 0.7?!
11:39
<ChillerDragon> i cant
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Jupstar βœͺ 2024-04-20 11:39:36Z
wtf is a sound world
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ws-client BOT 2024-04-20 11:39:36Z
<ChillerDragon> ok watever im pretty sure whatever this satanistic code is doing i need it too because fakin sound world was breaking my demo deltas
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Jupstar βœͺ 2024-04-20 11:40:02Z
ah lol
11:40
ah right
11:40
in teeworlds events are part of the snapshot
11:40
i don't understand that decision tbh
11:40
aren't events a one time thing
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ws-client BOT 2024-04-20 11:40:49Z
<ChillerDragon> ye ye you convinced me on that one
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Jupstar βœͺ 2024-04-20 11:41:04Z
ah did we even talk about that πŸ˜„
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ws-client BOT 2024-04-20 11:41:29Z
<ChillerDragon> yes
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Jupstar βœͺ 2024-04-20 11:41:38Z
well defs was fun
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ws-client BOT 2024-04-20 11:41:43Z
<ChillerDragon> i liked your point of some events being important
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Jupstar βœͺ 2024-04-20 11:41:44Z
we should repeat that
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ws-client BOT 2024-04-20 11:41:57Z
<ChillerDragon> and snapshots might be lost including all their events and they will never be resend
11:42
<ChillerDragon> ye we should
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Jupstar βœͺ 2024-04-20 11:42:19Z
but i'd like to have heinrich in too next time
11:42
but he afk ignores me
11:42
😬
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ws-client BOT 2024-04-20 11:42:29Z
<ChillerDragon> ye that be fun
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Jupstar βœͺ 2024-04-20 11:42:49Z
jupstar vs heinrich the best buddies ever
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ws-client BOT 2024-04-20 11:42:54Z
<ChillerDragon> epic
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Jupstar βœͺ 2024-04-20 11:43:03Z
but i also want to talk about other things anyway
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ws-client BOT 2024-04-20 11:43:30Z
<ChillerDragon> ok i gotta get back to debugging before bed time
11:43
<ChillerDragon> bye
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Jupstar βœͺ 2024-04-20 11:43:40Z
good night
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ws-client
<ChillerDragon> @Learath2 i feel like this code could use a comment :D
It may also be a copy paste mistake somewhere along the way. It's been so long now I don't remember the specifics
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Jupstar βœͺ
aren't events a one time thing
It's a workaround for the fact that the snapshots aren't synced to netmsgs in any way
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Jupstar βœͺ 2024-04-20 11:50:33Z
i dont understand anything xd netmsg = simply a new packet?
12:47
<ChillerDragon> that was a weird one after switching branch back and forth i can not reproduce anymore
12:47
<ChillerDragon> i think ccache starts to troll me
12:48
<ChillerDragon> i am surprised that this is the first weird thing i see given that for quite some time ccache was hiding compile errors from me for quite some time
12:48
<ChillerDragon> cant fail to build a file if its loaded from cache lmao
12:49
<ChillerDragon> @Jupstar βœͺ if you ask me leratos message does not make much sense xd
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Jupstar βœͺ 2024-04-20 12:50:00Z
CHILLER, wazzup, u awake already? or does the debugging session haunt your sleep
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ws-client BOT 2024-04-20 12:50:09Z
<ChillerDragon> i just rq
12:50
<ChillerDragon> i fixed the thing which i thought was the last bug and finish all features of ddnet7 with leratos weirdest code ever
12:50
<ChillerDragon> only to realize that demos do not work when the dummy is connected and that seems to be a nasty new quest
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Jupstar βœͺ 2024-04-20 12:51:13Z
ah good thing this will never happen with dd-pg
12:51
bcs dummies dont really exist
12:51
i mean they exist, but not as a new network entity
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ws-client BOT 2024-04-20 12:51:58Z
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
12:52
<ChillerDragon> void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
12:52
<ChillerDragon> if Conn is 0 Dummy is true and vice versa
12:52
<ChillerDragon> so confusing :D i thought since there are two variables they have two different informations such as wether the packet is sent to the active tee or not
12:53
<ChillerDragon> but both arguments Conn and Dummy have the same information
12:53
<ChillerDragon> Dummy is false*
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Jupstar βœͺ 2024-04-20 12:53:32Z
?
12:53
Conn is an enum isnt it
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ws-client BOT 2024-04-20 12:53:42Z
<ChillerDragon> yes
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Dummy is true if the message is not from the active connection
12:53
pretty confusing, yes
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ws-client BOT 2024-04-20 12:54:15Z
<ChillerDragon> i dont think so
12:54
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
12:54
<ChillerDragon> oh wait
12:54
<ChillerDragon> aaaa
12:54
<ChillerDragon> because cl_dummy changes
12:54
<ChillerDragon> ah right nvm then
12:54
<ChillerDragon> ah no then its totally fine xd
12:55
<ChillerDragon> But i still have no idea how leratos code works
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Jupstar βœͺ 2024-04-20 12:56:06Z
it's still confusing
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ws-client BOT 2024-04-20 12:56:10Z
<ChillerDragon> by setting sound world to the wrong size of 0.7 connections
12:56
<ChillerDragon> for*
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Jupstar βœͺ 2024-04-20 12:56:27Z
sound world 😭
12:56
world sound
12:56
rename it
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ws-client BOT 2024-04-20 12:56:40Z
<ChillerDragon> lerato be like true == 3
12:57
<ChillerDragon> sound in da world
12:57
<ChillerDragon> im ok with that
12:58
<ChillerDragon> but im not native i dont use the saying "oh thats a sound thing"
12:58
<ChillerDragon> like "a sound plan"
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Jupstar βœͺ 2024-04-20 12:59:14Z
xd
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ws-client BOT 2024-04-20 12:59:22Z
<ChillerDragon> sound world
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Jupstar βœͺ 2024-04-20 12:59:27Z
you use that library unsound
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ws-client BOT 2024-04-20 12:59:32Z
<ChillerDragon> wowowo
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Jupstar βœͺ 2024-04-20 13:00:14Z
yeah i agree, world sound is better
13:00
i agree with myself
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ws-client BOT 2024-04-20 13:00:29Z
<ChillerDragon> did you know clang built a C repl?
13:00
<ChillerDragon> they copied my project
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Jupstar βœͺ 2024-04-20 13:00:46Z
hillerDragon
13:01
hashset uses 48 bytes xDD sadly tinyset is broken
13:01
now i use Option<Box<HashSet>> epyc totally not over complicated to use
13:02
but at least only uses 8 bytes, which is important in my case
13:03
@Robyt3 i have an important question and you need to answer honestly:
  • do you think tee-ish UI is something desirable?
  • Do you think that a new user that never seen ddnet, likes the home menu page?
Like imagine u open any game and it looks like ddnet's first impression
13:04
13:05
<ChillerDragon> they dont have readline support yet so no history and emacs mode thats pretty cring
13:05
<ChillerDragon> all in all my repl still feels supirior to clangs but im sure they will catch up
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Jupstar βœͺ
@Robyt3 i have an important question and you need to answer honestly:
  • do you think tee-ish UI is something desirable?
  • Do you think that a new user that never seen ddnet, likes the home menu page?
Like imagine u open any game and it looks like ddnet's first impression
I don't feel anything particular wrong with it, I think it fits the game. Certainly better than others modern games that immediately open 3 popups telling you about sales and updates while you just want to start playing. Though the first thing you see if you open the game as a new player would be the language selection, name selection and tutorial (unless you skip it).
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Jupstar βœͺ 2024-04-20 13:14:54Z
ok
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ws-client BOT 2024-04-20 13:23:46Z
<ChillerDragon> jopsti u like dis menu?
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Jupstar βœͺ 2024-04-20 13:24:42Z
i mean for a pause menu it looks pretty good xd
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ws-client BOT 2024-04-20 13:25:45Z
<ChillerDragon> a bit bloated but ye i think super meat boy managed to fit their 2d cartoon style while also being applealing to mainstream
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ChillerDragon: Could I translate your Teeworlds programming videos and upload them to chinese video website?
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ws-client BOT 2024-04-20 13:27:03Z
<ChillerDragon> @fred axaxax
13:27
<ChillerDragon> i dont speak chinese ._.
13:28
<ChillerDragon> you mean like bilibili? sounds annoying to sign up there but i assume its a big market
13:30
Ah so, I think the best way to translate them is to add subtitles
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ws-client BOT 2024-04-20 13:30:37Z
<ChillerDragon> i still have trauma from when i tried to create a email on chinese yahoo or something like that
13:30
<ChillerDragon> so google translate subtitles?
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Jupstar βœͺ 2024-04-20 13:30:49Z
he said, he translate it
13:30
not you
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ws-client BOT 2024-04-20 13:31:07Z
<ChillerDragon> ah lol thanks jopsti
13:31
<ChillerDragon> he also does the uploading then i assume
13:32
<ChillerDragon> @Bamcane ah you are just asking for permissions? ye sure
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I was asking the premissions
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ws-client BOT 2024-04-20 13:32:35Z
<ChillerDragon> i licensed the videos on youtube under creative commons they are free to use and redistribute
13:32
<ChillerDragon> credits are appreciated
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Thank you for your permission. Also, there is someone had upload them 4 years ago
13:36
And he only upload 7 videos in them.
13:36
So that's why i asked just now (edited)
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ws-client BOT 2024-04-20 13:37:31Z
<ChillerDragon> do you have a link? :)
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What's the link?
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ws-client BOT 2024-04-20 13:39:55Z
<ChillerDragon> to the old 7 videos
13:40
<ChillerDragon> i would like to see how it looks like c:
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ws-client BOT 2024-04-20 13:40:20Z
<ChillerDragon> ty
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he didn't do any translate
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ws-client BOT 2024-04-20 13:40:51Z
<ChillerDragon> it even links youtube
13:41
<ChillerDragon> is that a common practice? to reupload youtube videos to bilibili and then link the original video?
13:41
<ChillerDragon> almost like trying to advertise youtube on bilibili :D
13:41
if someone don't link the original video?
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Jupstar βœͺ 2024-04-20 13:41:43Z
chiller: but nobody reads description xdd
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ws-client BOT 2024-04-20 13:41:55Z
<ChillerDragon> yeye ofc
13:42
<ChillerDragon> i store my passwords in youtube descriptions
13:42
<ChillerDragon> safest place on earth
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Bamcane
if someone don't link the original video?
The uploader will be accused
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ws-client BOT 2024-04-20 13:43:07Z
<ChillerDragon> oh by whom?
13:43
<ChillerDragon> by the community? bilibili? or youtube?
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ws-client
<ChillerDragon> by the community? bilibili? or youtube?
community
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ws-client BOT 2024-04-20 13:43:40Z
<ChillerDragon> ah i see
13:44
<ChillerDragon> easy captcha
13:45
There will be a problem for you(probably)
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ws-client BOT 2024-04-20 13:45:34Z
<ChillerDragon> yea
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you need a mobile phone number to receive the captcha
13:46
and more
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ws-client BOT 2024-04-20 13:46:24Z
<ChillerDragon> i see
13:46
<ChillerDragon> ok whatever bed time now thanks for sharing my content with china c:
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Jupstar βœͺ
i dont understand anything xd netmsg = simply a new packet?
It's not always a packet, without flushing netmsgs are grouped into netchunks which are packets
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Learath2
It's not always a packet, without flushing netmsgs are grouped into netchunks which are packets
Jupstar βœͺ 2024-04-20 14:37:19Z
ah right there clicks something in my head
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The issue in teeworlds is that we have both state and events. So the source of truth for things is mixed, but they need to stay in sync
14:38
e.g. grenade explosion is an event, but it's effects on tees are only visible in the new state in the snapshot
14:38
if you send the explosion in a netmsg but it's effects of pushing tees around in the snapshot, now it is possible the netmsg arrives late, and since it has no facility to sync to a tick it's not possible to apply retroactively either
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Jupstar βœͺ 2024-04-20 14:38:56Z
i'd claim on a stable connection events come in almost when snapshots come in πŸ˜„
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I'm guessing matricks just didn't feel like thinking about all the complexity of moving everything to events or everything to state and just had events that affect state visibly in the snapshot as a simple solution
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Jupstar βœͺ
i'd claim on a stable connection events come in almost when snapshots come in πŸ˜„
but we don't have a guaranteed way to make that happen in the current form of network we have without flushing all the time
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Learath2
but we don't have a guaranteed way to make that happen in the current form of network we have without flushing all the time
Jupstar βœͺ 2024-04-20 14:41:53Z
are netchunks per connection?
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We have a sendqueue of cnetchunks per cconnection iirc
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Jupstar βœͺ 2024-04-20 14:43:07Z
ah our queue sytem is not multiplex?
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If a chunk with a flush flag is added to the sendqueue, the entire queue is sent without <I don't remember what the regular forced flush event is> event happening
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Learath2
If a chunk with a flush flag is added to the sendqueue, the entire queue is sent without <I don't remember what the regular forced flush event is> event happening
Jupstar βœͺ 2024-04-20 14:44:26Z
if you ask me, that should be done anyway ideally the server only sends snapshots and events to a single connection
14:45
at least i don't see a huge reason to not directly flush. maybe the implementation is not built for it but locking the mutex to put a packet on a send queue doesn't sound too expensive
14:46
well ok the implementation is also single threaded
14:47
that could defs be a problem
14:50
mh interesting do our netchunks contain some kind of timestamp? (edited)
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bring back rainbow team colors this randomized one suck
15:14
who decided to change even
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Ryu
bring back rainbow team colors this randomized one suck
Jupstar βœͺ 2024-04-20 15:24:17Z
it's not random it's just different order
15:25
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looks uglier on tab tho :(
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why was the order changed btw?
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Jupstar βœͺ 2024-04-20 15:46:38Z
apparently to make it easier to distinguish between the teams
15:51
@MilkeeyCat what happens if you skill necromancer on max level?
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wot
15:52
xd
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MilkeeyCat
wot
Jupstar βœͺ 2024-04-20 15:52:33Z
correct answer
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pub fn new(op: BinOp, left: Option<Box<Self>>, right: Option<Box<Self>>) -> Self { Self { op, left, right } } would you use Self as type or write type name? thonk
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Jupstar βœͺ 2024-04-20 15:53:28Z
i'd write Self
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Jupstar βœͺ
correct answer
now make binds system for 10+ dummies
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Jupstar βœͺ 2024-04-20 15:54:45Z
lmao
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and add vim motions to chat 😬
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Hello, I've got a question about @DDNet, how is it able to find people online? I am trying to make an npm package which should facilitate all things about ddnet and ddnet data and seeing that I want to also implement some sort of PlayerFinder class, but I am not sure how it's done (edited)
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Sans
Hello, I've got a question about @DDNet, how is it able to find people online? I am trying to make an npm package which should facilitate all things about ddnet and ddnet data and seeing that I want to also implement some sort of PlayerFinder class, but I am not sure how it's done (edited)
Jupstar βœͺ 2024-04-20 15:58:11Z
u mean in server browser?
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no, i meant this
15:58
$find Sans3108
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Found 1 server(s) with "Sans3108" currently playing: 1. Server: DDNet RUS - Moderate β€” Link: https://ddnet.org/connect-to/?addr=37.230.210.231:8340/
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Sans
$find Sans3108
Jupstar βœͺ 2024-04-20 15:58:56Z
but that is probably using the server browser information
15:59
^ here are all currently playing players
15:59
all server etc,
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all of them from 1 single master server?
15:59
that makes stuff easier, nice
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Jupstar βœͺ 2024-04-20 15:59:33Z
yep πŸ˜„
tip 1
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Checklist

  • [ ] 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/#using-ad...
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Jupstar βœͺ
yep πŸ˜„
I'm having a bit of trouble finding the script/part of the code that sends the final response, I want to inspect it so I know what types I'm working with as well as construct a schema that I can use to validate the data
16:34
Do you know where can I find it?
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Sans
I'm having a bit of trouble finding the script/part of the code that sends the final response, I want to inspect it so I know what types I'm working with as well as construct a schema that I can use to validate the data
Jupstar βœͺ 2024-04-20 16:38:26Z
i think every server can send what they want to a certain extend
16:38
but you could look how the client parses it
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Jupstar βœͺ
i think every server can send what they want to a certain extend
I've noticed that with some other parts of the api πŸ˜„ Still, there should be some code that constructs that json, and I think it might help me better understand it
16:39
but I'm not sure where to find it
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Sans
but I'm not sure where to find it
Jupstar βœͺ 2024-04-20 16:40:29Z
sadly i cannot tell you where in the server it happens. simply search for http_register or similar
16:40
i mostly work client side
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alright, thank you! tip
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Sans
Hello, I've got a question about @DDNet, how is it able to find people online? I am trying to make an npm package which should facilitate all things about ddnet and ddnet data and seeing that I want to also implement some sort of PlayerFinder class, but I am not sure how it's done (edited)
16:43
the entire bot is open source
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I've seen that, hence my question, thanks
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Team save says to use /load mysecret if save is successful or /load word1 word2 word3 if it fails, then says the save is successful and to use /load word1 word2 word3 which is the opposite of the first message. !image Save is always successful, otherwise it wouldn't be possible to reload it. However, secret password might collide and a new one is generated, but the save is still successful.
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Found in https://github.com/ddnet/ddnet/actions/runs/8766935096/job/24059631486?pr=8231 https://github.com/ddnet/ddnet/blob/a00d6a311971cafe96f2ec7baf9637a9c5989be4/src/game/client/components/players.cpp#L420 ClientId seems to be -2 ``` [-] Error: ASAN has detected the following errors: /home/runner/work/ddnet/ddnet/src/game/client/components/players.cpp:420:18: runtime error: index -2 out of bounds for type 'CGameClient::CClientData [64]' #0 0x2003748 in CPlayers::RenderPlaye...
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Fix out-of-bounds accesses when rendering ghost players, which use the client ID -2. This was causing the hook collision line of ghost players to be affected by real players, which is not correct, as ghosts do not interact with other characters. Closes #8239.

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 c...
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What's this about? maxTime isn't being used where I'm assuming it should be, instead minTime is used for both keys, is this intended? right here: maps.py (edited)
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Jupstar βœͺ
correct answer
should have naded down πŸ˜”
22:19
9be40e1 Fix OOB accesses rendering ghosts, fix ghost hook collision line - Robyt3 1b6ad6b Merge pull request #8240 from Robyt3/Ghost-Asan-Fixes - Zwelf
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Sans
What's this about? maxTime isn't being used where I'm assuming it should be, instead minTime is used for both keys, is this intended? right here: maps.py (edited)
Doesn't look right
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murpi
Doesn't look right
you're welcome
22:38
@murpi oh btw, I found a map which has an entry in releases, but doesnt actually exist
22:39
Mapper link, https://ddnet.org/mappers/Blue/ the map is called Lunar Base
22:39
it redirects to https://ddnet.org/maps/Lunar-32-Base/ but it says not found
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AFAIK the map was removed from the map pool because it became impossible to complete
22:42
(due to a physics change I believe)
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murpi
(due to a physics change I believe)
i heard about that also
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Sans
you're welcome
cammo
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