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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 2024-05-07 00:00:00Z and 2024-05-08 00:00:00Z
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srjc6 or smth
00:00
i don’t remember
00:43
i was 1 letter off
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Ryozuki
Click to see attachment πŸ–ΌοΈ
There is actually a real, similar law in China about databases though. They have to support specific (Chinese) encryption schemes and have a minimum performance in a benchmark to be allowed to be sold in China
01:39
6cbc85f Fix smoke particles sometimes being stuck inside solid tiles - Robyt3 ae2c9e2 Merge pull request #8323 from Robyt3/Client-Particles-Smoke-Nudge - def-
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ws-client BOT 2024-05-07 02:32:39Z
<ChillerDragon> Any reason why dbg_assert does not have vargs for the string parameter? I want to print values in the assert to see what went wrong. But I do not want to call str_format every time.
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Tater
Could the ddnet license be changed to prevent the distribution of open source cheats? Obviously wouldn't apply to past versions but if it's allowed by the current license it would be nice
I don't think a mere license would magically stop anyone from distributing cheats. You'd have to fight in court and everyone knows that no one is gonna do.
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Ryozuki
Click to see attachment πŸ–ΌοΈ
why haven't I heard of that
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Tater
monkaS
maybe that's why I haven't heard of it, anyone who knows are all dead (edited)
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surely they meant prosecuted?
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that's probably just a meme
02:52
that's surely a meme actually. cuz websites doesn't exists in china anymore
02:52
only apps?
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it's all apps and miniapps now yep
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miniapps is so weird
02:53
they reinvented a web browser
02:54
it's all about limitations, regulations and selling their existing monopolized userbase of the entire nation to others
02:54
if it is just a web browser it would be too open
02:54
catxplosion
02:55
in wechat miniapps you have to apply for notifications and user have to agree to receive each notification once and only once.
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I guess it makes sense if you have an app with 500 million users to try to leverage your userbase for as much as possible
02:55
replace the entire OS with your app xd
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TsFreddie
in wechat miniapps you have to apply for notifications and user have to agree to receive each notification once and only once.
honestly that's a pretty good idea to allow delivery notice but not notification spams
02:57
but in practice, it is really annoying to keep tapping allow and reject everytime you order something, and you have to be careful what to allow cuz it is usually not that clear which notifications is for what
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do any of them have mini-miniapps?
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you probably can't do mini-miniapps
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thats what apple said about mini-apps the first time tho right?
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does apple have miniapps now?
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i think miniapps are kickstarted by android, but wechat just abused them to hell. no idea what it is like on iOS, but on android miniapps shows up individually besides wechat in taskmanager.
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oh weird
02:59
well on android you can just download more apks
02:59
it's not really that special?
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well for miniapps you install nothing
03:00
these are all wechat
03:00
a starbucks app, a food ordering app and wechat itself.
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well most large enough websites are replaced by apps on mobile anyway, do people not use them on PC either?
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no one owns a PC now?
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"Don't you guys have phones?" makes a lot of sense in this context (edited)
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but surely people use PCs to write documents and do work atleast? but they don't own one at home?
03:02
how else do they play ddnet xd
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they do
03:03
i mean i definitely have a gaming laptop, but i don't think most do.
03:04
gamers on steam sure
03:04
but not even every students have their own computers i think
03:05
my sister bought a macbook and never used it
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is there a PC gaming marketplace which is bigger than steam? or people still use steam?
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Tater
is there a PC gaming marketplace which is bigger than steam? or people still use steam?
steam is still the biggest
03:06
there is wegame (tencent one), steamchina (valve + perfectworld) and some others, but they don't really have a lot games, since you'd need to get a publishing certificate for each game which is insanely hard and slow to get
03:07
steamcommunity.com is blocked but steampowered.com the store isn't so it is unofficially but deliberately allowed.
03:08
yep I think anything related to trades, even if it is only digital goods are not really blocked
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buff163 is by far the largest 3rd party steam marketplace so I assume it's allowed lol
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catxplosion well like international trades, not like skin trading but sure.
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Tater
is there a PC gaming marketplace which is bigger than steam? or people still use steam?
Steam on the Top! πŸ’ͺπŸ’ͺ
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how to play ddnet on android is one of the top google searches leading to ddnet.org. Anyone want to put in the work to make DDNet run on Android again? I think @Jupstar βœͺ already got us most of the way there?
05:03
b422b0e Enforce more styling with clang tidy - ChillerDragon edff784 Merge pull request #8320 from ChillerDragon/pr_tidy_more - def-
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Ewan
i think ryo is not so versed in cpp tho?
its not like im a noob, i would just need to use it more, also they probs care more about MLIR xo
05:37
xp*
05:37
but i prefer rust
06:00
d644987 add weapon chat commands for practice mode - ewancg bf78d7f cleanup - ewancg ba5b39d change forgotten functions to use practice check - ewancg 87cab3e change GetPracticeCharacter() to not be static, fix solo checks - ewancg df30321 Merge pull request #8324 from ewancg/chat-practice - def-
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morning edlang
07:07
poggers2
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Ryozuki
Click to see attachment πŸ–ΌοΈ
It looks kinda satisfying
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Ryozuki
Click to see attachment πŸ–ΌοΈ
just noticed the typo omg (edited)
07:34
morning coding be like
07:35
xd i also made a typo on that sentence kek
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deen
how to play ddnet on android is one of the top google searches leading to ddnet.org. Anyone want to put in the work to make DDNet run on Android again? I think @Jupstar βœͺ already got us most of the way there?
I'll try to build it, but it would require connecting mouse+keyboard to play because we don't have on-screen touch controls
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ws-client BOT 2024-05-07 09:50:43Z
<ChillerDragon> There used to be on screen touch controls right?
09:51
<ChillerDragon> That is the old client people still play with if i rember correctly
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got a huge load about gsm lte 3gpp and 5g
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I love to find older lines of code that I wrote, just to wonder wth was going through my head at the time
10:08
today I found this masterpiece if Some(true).is_some() {
10:09
I'm relatively sure that was meant as a placeholder, but a comment would've been appropriate ^^
10:12
a few days ago I found this in an unused function nouis min_binding_size: Some(NonZeroU64::new(0).unwrap()),
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Patiga
a few days ago I found this in an unused function nouis min_binding_size: Some(NonZeroU64::new(0).unwrap()),
hmmmm πŸ€”
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Patiga
a few days ago I found this in an unused function nouis min_binding_size: Some(NonZeroU64::new(0).unwrap()),
isnt this a panic
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Patiga
a few days ago I found this in an unused function nouis min_binding_size: Some(NonZeroU64::new(0).unwrap()),
assigning 0 to a "NonZeroU64" and unwrapping it - wont this fail AND panic at the same time? :D
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yes, it's similar to calling panic!() directly
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ws-client BOT 2024-05-07 11:01:22Z
<ChillerDragon> patiga drunk dev
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@Robyt3 i managed to crash the client by setting cl_refresh_rate and gfx_refresh_rate to 240 aswell as turning Vsync on and then turning cl_refresh_rate and gfx_refresh_rate to 1000 and turning Vsync off i dont get a crashdump, and i cant even debug it for some reason, can you see if you can reproduce it somehow? - really weird. 2024-05-07 12:58:03 I client: got pong from current server, latency=20ms 12:58:16: /home/melonarch/Projects/ddnet/build/Desktop-Debug/DDNet ist abgestürzt. literally the only output i get lmao (edited)
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meloƞ
@Robyt3 i managed to crash the client by setting cl_refresh_rate and gfx_refresh_rate to 240 aswell as turning Vsync on and then turning cl_refresh_rate and gfx_refresh_rate to 1000 and turning Vsync off i dont get a crashdump, and i cant even debug it for some reason, can you see if you can reproduce it somehow? - really weird. 2024-05-07 12:58:03 I client: got pong from current server, latency=20ms 12:58:16: /home/melonarch/Projects/ddnet/build/Desktop-Debug/DDNet ist abgestürzt. literally the only output i get lmao (edited)
Does it happen again if you perform the same steps? I assume it's a random GPU driver bug
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tried it 3 times in a row
11:04
if i have cl_showfps to 1, you can see it jump between 240-1000 repeatedly when setting the refresh rate on both cl and gfx and it crashes as soon as you turn off Vsync
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Please open an issue, not sure if we can do anything about it though
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i will play around with it a bit and see if i can tickle out a crashdump somehow lol - but i did get this:
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Did you try running with a debugger attached?
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I'll have to leave for 2 1/2 hours, i will Run gdb and Check
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meloƞ
i will play around with it a bit and see if i can tickle out a crashdump somehow lol - but i did get this:
you can also check if you get coredumps, or enable them if you don't
11:16
the coredump contains the process at the segmentation fault time
11:16
e.g. check coredumpctl
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Cherry-picked from https://github.com/teeworlds/teeworlds/pull/2822. CC https://github.com/teeworlds/teeworlds/issues/2812 CC https://github.com/teeworlds/teeworlds/issues/962 Since DDNet never saved these kinds of images, this should cause no issues.

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 coverag...
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This reverts commit f319ed239ad27ceda928b9bcd399ca6c6379c88b. Initializing these variables with junk data doesn't seem to be an improvement over not initializing them. It hides potential Valgrind warnings about data accesses to uninitialized memory though. https://github.com/ddnet/ddnet/pull/8309/commits/f319ed239ad27ceda928b9bcd399ca6c6379c88b#r1590801501

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination ...
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0x00005555556a04c0 in CCommandProcessorFragment_Vulkan::ClearFrameData (this=0x555555fb6660, FrameImageIndex=4) at /home/melonarch/Projects/ddnet/src/engine/client/backend/vulkan/backend_vulkan.cpp:2048 2048 if(BufferPair.m_pMappedData != nullptr) dis what i got (edited)
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Any idea how to resolve these linking errors with rust symbols when compiling for android? (these are when compiling for x86_64) ld.lld: error: undefined symbol: std::allocator<char>::allocator() >>> referenced by cxx.cc:9 (src/cxx.cc:9) >>> cxx.o:(cxxbridge1$cxx_string$init) in archive debug/libddnet_engine_shared.a >>> referenced by cxx.cc:204 (src/cxx.cc:204) >>> cxx.o:(_ZNK4rust10cxxbridge16StringcvNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEv) in archive debug/libddnet_engine_shared.a >>> referenced by cxx.cc:317 (src/cxx.cc:317) >>> cxx.o:(_ZNK4rust10cxxbridge13StrcvNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEv) in archive debug/libddnet_engine_shared.a See full log attached. Error messages when compiling for x86: ld.lld: error: debug/libddnet_engine_shared.a(ddnet_engine_shared-fa6cb16cd6c82918.3zc566cpdlohmk2v.rcgu.o) is incompatible with elf_i386
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meloƞ
0x00005555556a04c0 in CCommandProcessorFragment_Vulkan::ClearFrameData (this=0x555555fb6660, FrameImageIndex=4) at /home/melonarch/Projects/ddnet/src/engine/client/backend/vulkan/backend_vulkan.cpp:2048 2048 if(BufferPair.m_pMappedData != nullptr) dis what i got (edited)
Seems like it could be an issue in our code, please open an issue
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Robyt3
Seems like it could be an issue in our code, please open an issue
will do
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from discord: i managed to crash the client by setting cl_refresh_rate and gfx_refresh_rate to 240 aswell as turning Vsync on and then turning cl_refresh_rate and gfx_refresh_rate to 1000 and turning Vsync off 12:58:16: /home/melonarch/Projects/ddnet/build/Desktop-Debug/DDNet ist abgestürzt. gdb outputted the following: ``` 0x00005555556a04c0 in CCommandProcessorFragment_Vulkan::ClearFrameData (this=0x555555fb6660, FrameImageIndex=4) at /home/melonarch/Projects/ddnet...
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What would happen if we promote DDNet on TikTok or Instagram? πŸ˜„
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fokkonaut
What would happen if we promote DDNet on TikTok or Instagram? πŸ˜„
stepfunn got a tiktok clip that got a few thousand views iirc :P
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lol nice
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370 likes, 5 comments. β€œTwo guys using one braincell #viral #insane #famous #fyp #mustsee #edit #explore #win #legend #winner #goat #affiliate #secretlab #teeworlds #twitch #livestream#ddrace#ddracenetwork #funny”
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fokkonaut
What would happen if we promote DDNet on TikTok or Instagram? πŸ˜„
@joni_2210 3188 Follower, 84 Folgen, 131.3k Likes – Schau dir tolle Kurzvideos von joni_2210 an
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Ryozuki
lol someone from intel (with a intel.com domain) contacted me
Jupstar βœͺ 2024-05-07 15:50:55Z
nice, try it and when u fame remember where you come from: teeworlds 😏
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Robyt3
I'll try to build it, but it would require connecting mouse+keyboard to play because we don't have on-screen touch controls
Jupstar βœͺ 2024-05-07 15:51:51Z
if u need help ping me. What i can defs tell is: the libs would require pinned versions instead of just using master xD
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Jupstar βœͺ
if u need help ping me. What i can defs tell is: the libs would require pinned versions instead of just using master xD
AFAICT the last puzzle piece is getting rust to link correctly (https://discord.com/channels/252358080522747904/293493549758939136/1237410618789728303) unless more errors appear after that. Otherwise it mostly worked by following the README. Needed to switch to SDL2 branch because SDL master is now SDL3. And we renamed the DDNet cmake target to game-client at some point.
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Jupstar βœͺ 2024-05-07 16:03:42Z
do you use latest ndk?
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no, I used the versions described in the readme. you think newer versions fixed rust support?
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Robyt3
no, I used the versions described in the readme. you think newer versions fixed rust support?
Jupstar βœͺ 2024-05-07 16:17:49Z
i dunno if it's important that the rust toolchain doesn't go out of sync with the ndk compiler or how exactly the rust toolchain generally detects the compiler
16:18
so could at least be worth a try, but dunno
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yeah, maybe my rustc is too recent for the rest of the toolchain that comes with NDK 23, I'll try with latest NDK later
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Robyt3
I'll try to build it, but it would require connecting mouse+keyboard to play because we don't have on-screen touch controls
Yeah, the onscreen touch controls are vital and hard to get right
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What do you guys use to write code in c++? I had to learn it to make physical simulations and mathematical models, but I use vi and gnuplot for that, is there an ide I should use?
16:46
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if you're using gnuplot for visualization you can use literally anything, if you're used to vi, why not use nvim?
16:52
you can use something like this: http://www.lazyvim.org/ which makes setting up a LSP (Language Server Protocol) and TS (Treesitter) for code autocompletion and suggestion pretty easy (edited)
LazyVim is a Neovim setup powered by πŸ’€ lazy.nvim
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funman
What do you guys use to write code in c++? I had to learn it to make physical simulations and mathematical models, but I use vi and gnuplot for that, is there an ide I should use?
oO gigachad
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funman
What do you guys use to write code in c++? I had to learn it to make physical simulations and mathematical models, but I use vi and gnuplot for that, is there an ide I should use?
Nowadays I'm using neovim. But I've also used vscode for years. Can't go wrong with either
16:55
If you aren't very fluid with vim, I might even go as far as to say vscode might be better atleast in the mid-short term
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γ‚’γƒͺヂン 2024-05-07 16:57:01Z
neovim my beloved
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you should first make your own OS then your desktop and then your editor, if u are feeling hardcore you can design ur own CPU architecture
16:57
and compiler
16:57
and language
16:57
and go live in a cave
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γ‚’γƒͺヂン 2024-05-07 16:57:46Z
anyone knows how to deal with this problem? πŸ˜…
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Ryozuki
you should first make your own OS then your desktop and then your editor, if u are feeling hardcore you can design ur own CPU architecture
It is known that you need to start from making a bootloader
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γ‚’γƒͺヂン
anyone knows how to deal with this problem? πŸ˜…
Split it into a couple more manageable pieces?
16:58
I have an issue with my neovim setup that I can't pinpoint. In large json files, it really craps out
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my neovim setup is 40 different files lol
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γ‚’γƒͺヂン 2024-05-07 16:59:46Z
how many plugins do you have even
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Mine is 3 files right now. I might split it into one more later. I kinda keep all my plugins and plugin configs directly in init.lua for now
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22 😏
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I once had a setup where I had one file per plugin. But then I got bored of it πŸ˜„
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funman
What do you guys use to write code in c++? I had to learn it to make physical simulations and mathematical models, but I use vi and gnuplot for that, is there an ide I should use?
Jupstar βœͺ 2024-05-07 17:02:59Z
IMO most important is: use clangd and clang-format
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γ‚’γƒͺヂン 2024-05-07 17:04:12Z
My clangd once formatted entirety of ddnet's codebase to replace spaces with tabs
17:04
And then it refused to do the same thing for another project in which I actually needed it
17:05
clang-format*
17:05
Actually, why do people even use spaces for indentation
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γ‚’γƒͺヂン
Actually, why do people even use spaces for indentation
Jupstar βœͺ 2024-05-07 17:07:11Z
i dunno, but that's exactly why i'd always use clang-format... to not care about tabs vs spaces
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rustfmt best
17:12
nobody discusses it
πŸ‘† 1
17:12
yep nope
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Jupstar βœͺ 2024-05-07 17:12:57Z
it defs has better defaults than clang-format lol
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Jupstar βœͺ 2024-05-07 17:13:07Z
clang-format default is some weird 1990 code base style
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γ‚’γƒͺヂン
Actually, why do people even use spaces for indentation
it's more consistent as it does not rely on a special "tab" character
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zhn
you should figure it out yourself by lurking 0.7 skin renderer code in upstream
I figured out how to render 0.6 skins, now 0.7 shouldn't be too hard
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archimede67
it's more consistent as it does not rely on a special "tab" character
tab allows everyone to define their tab width
πŸ‘† 2
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γ‚’γƒͺヂン 2024-05-07 17:13:39Z
How is it more consistent if you can leave 3 or 5 spaces on accident
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Ryozuki
tab allows everyone to define their tab width
tab width is just a fancy name for number of spaces
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γ‚’γƒͺヂン 2024-05-07 17:14:38Z
It's like an old technology which no one dares to replace
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γ‚’γƒͺヂン
How is it more consistent if you can leave 3 or 5 spaces on accident
if you don't have a formatter then yeah
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γ‚’γƒͺヂン 2024-05-07 17:15:08Z
I mean, by tabs have advantages on all sides againts spaces
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archimede67
tab width is just a fancy name for number of spaces
with spaces u cant customize tab width
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but i'm talking consistency when you go from one editor to another
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Ryozuki
with spaces u cant customize tab width
you can tell how many spaces you want your indentation to be (edited)
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γ‚’γƒͺヂン 2024-05-07 17:15:33Z
Any usable editor should support custom width I believe
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Ryozuki
with spaces u cant customize tab width
Jupstar βœͺ 2024-05-07 17:15:39Z
is that critique on rustfmt? 😬
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i think u dont get it
17:15
thats just adding spaces
17:15
with tab its always 1 tan
17:15
tab
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i know that
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Jupstar βœͺ
is that critique on rustfmt? 😬
xd idk
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you can adjust how the code base looks without your formatter changing 65159 lines in 1206 files xd
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im just saying
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but visually if you say your tab is 4 width, then it will render as if it was 4 spaces
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γ‚’γƒͺヂン 2024-05-07 17:16:23Z
Exactly
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yea thats the point xd
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γ‚’γƒͺヂン 2024-05-07 17:16:51Z
And you have an option to change that, as opposed to spaces
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yes, but it will still use \t which can vary from one text editor to another (edited)
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vim default is tab width of 8
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an issue that you don't have with spaces
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Learath2
Nowadays I'm using neovim. But I've also used vscode for years. Can't go wrong with either
I heard that there are certain things you need an ide to do like if you are working on a bigger project it’s a lot more efficient
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hence the consistency i'm talking about
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funman
I heard that there are certain things you need an ide to do like if you are working on a bigger project it’s a lot more efficient
neovim can be an ide (edited)
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γ‚’γƒͺヂン 2024-05-07 17:17:23Z
Honestly, that's a config issue, I always set my tab size to 4
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funman
I heard that there are certain things you need an ide to do like if you are working on a bigger project it’s a lot more efficient
you dont need IDE anymore in the world of LSP
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Teero
neovim can be an ide (edited)
Oh I assumes it was a text editor
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LSP are portable Ides
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I’ll look into that
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what about text editors you don't have the control over ? like online code previews or idk
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funman
I heard that there are certain things you need an ide to do like if you are working on a bigger project it’s a lot more efficient
I've been hearing these things for a decade now. Haven't needed one no matter the size of the project even back when I only had ctags to navigate with
17:18
These people honestly must be talking about some insanely massive projects. Far bigger than anything I have access to
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Interesting
17:19
I’ll get neovim then
17:19
I want to try coding stuff for ddnet to practice c++
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archimede67
what about text editors you don't have the control over ? like online code previews or idk
γ‚’γƒͺヂン 2024-05-07 17:19:54Z
I mean, that's one of the problems with tabs, they are not adopted everywhere
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Maybe you might have trouble browsing around chromium? Idk which part they claim doesn't scale though. Clangd can do a lot including renames
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γ‚’γƒͺヂン
I mean, that's one of the problems with tabs, they are not adopted everywhere
how old must your editor be to not support tabs? XD
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Learath2
I've been hearing these things for a decade now. Haven't needed one no matter the size of the project even back when I only had ctags to navigate with
Jupstar βœͺ 2024-05-07 17:20:19Z
relying on one ide imo isn't great anyway. at work there is a old codebase that uses an old IDE and the IDE sucks so fuckig hard lol
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never heard of one
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I’ve sold more copies of Terraria than all your games combined
feelsbadman 1
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Jupstar βœͺ 2024-05-07 17:20:38Z
competition is good xd
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γ‚’γƒͺヂン 2024-05-07 17:21:09Z
Terraria 2 confirmed??!?!
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γ‚’γƒͺヂン
I mean, that's one of the problems with tabs, they are not adopted everywhere
I don't think it's an adoption issue, but more of a "what's the default tab size" issue which isn't the same everywhere which can make code look very large or very tight, which does not happen with spaces. That's the only reason why I think people use spaces instead of tabs
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Jupstar βœͺ 2024-05-07 17:22:20Z
i'd not call that diss. that was humiliation
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γ‚’γƒͺヂン 2024-05-07 17:22:39Z
If you could set your own tab width everywhere, there would be no more issues tho
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Yeah, but that would required you to set it manually
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@funman I do however use an IDE for php and Java. The biggest thing I'm missing without them is boilerplate generators. Writing setters and getters by hand is just oh so boring
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γ‚’γƒͺヂン 2024-05-07 17:23:39Z
Don't you also need to manually adjust space indent size?
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I know I can create snippets for them but it's just one more manual thing I need to think about
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γ‚’γƒͺヂン 2024-05-07 17:24:06Z
I mean, setting tab width is a once-in-a-lifetime task, I did it and will never do again
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γ‚’γƒͺヂン
Don't you also need to manually adjust space indent size?
Only in your editor so it knows when you press tab how many spaces to add, but then the file will look the same everywhere
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What is your favourite tabwidth?
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γ‚’γƒͺヂン 2024-05-07 17:25:28Z
4 πŸ‘
17:26
xd
17:26
ok maybe 4
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Jupstar βœͺ 2024-05-07 17:26:48Z
0
πŸš€ 4
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γ‚’γƒͺヂン 2024-05-07 17:26:48Z
For me, it's mostly the matter of how many junk characters I have to delete
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Btw google still hasn't fixed this https://issuetracker.google.com/issues/242221770 show me a better argument for abolishing capitalism
17:27
imagine -2 tab width
17:27
code indents inwards
17:27
madmen
17:27
arab code
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γ‚’γƒͺヂン 2024-05-07 17:27:28Z
3 indents = 12 spaces, and i'd have to do 12x to delete it all
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Jupstar βœͺ 2024-05-07 17:27:29Z
xDDDDDDDDDD
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Ryozuki
imagine -2 tab width
You start at the middle and unindent as you nest
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Jupstar βœͺ 2024-05-07 17:27:33Z
would be super funny
17:27
for a stream
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γ‚’γƒͺヂン 2024-05-07 17:27:44Z
jesus christ
17:27
heresy
17:28
what if the code is already on the left side of the screen?
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γ‚’γƒͺヂン
3 indents = 12 spaces, and i'd have to do 12x to delete it all
Most editors have some magic to make this just 3 backspaces
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Learath2
Btw google still hasn't fixed this https://issuetracker.google.com/issues/242221770 show me a better argument for abolishing capitalism
Jupstar βœͺ 2024-05-07 17:28:13Z
isnt it open source?
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γ‚’γƒͺヂン 2024-05-07 17:28:32Z
You shift everything right just to emphasize one line? (edited)
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Jupstar βœͺ
isnt it open source?
You need to root your phone and patch the kernel to fix it. Can't use your bank app and many other things afterwards
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Learath2
You need to root your phone and patch the kernel to fix it. Can't use your bank app and many other things afterwards
Jupstar βœͺ 2024-05-07 17:29:26Z
so it already is patched or what
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They are literally not fixing it so you are forced to buy either their dongle or a bluetooth headphone
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Jupstar βœͺ 2024-05-07 17:29:30Z
just not deployed
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Jupstar βœͺ
so it already is patched or what
The guy who opened the issue put out a hacky patch. That's all that's available
17:31
Tbf they support their own dongle using that exact same patch, so not sure if calling it hacky is fair. But the proper way to implement this starts with the kernel exposing the dac hardware volume control to userspace
17:32
😬
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γ‚’γƒͺヂン 2024-05-07 17:32:21Z
Is this a real C++ code?
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Learath2
You need to root your phone and patch the kernel to fix it. Can't use your bank app and many other things afterwards
Jupstar βœͺ 2024-05-07 17:32:31Z
i just have a second phone for my bank xddd i only use that phone for bank nothing else
17:32
so my main phone can be free as a bird
17:32
epyc
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I can not be assed honestly. Just spy on me in a walled garden. They probably already have 8 cameras in my house
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γ‚’γƒͺヂン 2024-05-07 17:33:16Z
I wonder in how many editions we will get borrow checker in c++
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Jupstar βœͺ
i just have a second phone for my bank xddd i only use that phone for bank nothing else
But not the worst idea πŸ˜„
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Learath2
@funman I do however use an IDE for php and Java. The biggest thing I'm missing without them is boilerplate generators. Writing setters and getters by hand is just oh so boring
As of now ig I’m not gonna be doing any other languages besides python but that shit is easy af
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γ‚’γƒͺヂン
I wonder in how many editions we will get borrow checker in c++
Jupstar βœͺ 2024-05-07 17:34:22Z
i think there were talks about "profiles" that allow such stuff
poggers2 1
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I wonder if one can write an external borrow checker for C++
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isnt that tsan
17:35
and ubsan
17:35
well its not as powerful
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Jupstar βœͺ 2024-05-07 17:35:52Z
those are runtime checks
this 1
17:36
tru
17:36
weak
17:36
rust strong
17:36
monka
17:36
17:36
c++ also needs a MIRI
17:36
to add UB to rust they must have a check for it in MIRI
17:36
otherwise they wont add it
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Jupstar βœͺ 2024-05-07 17:36:51Z
it's time for a new language ++c++
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γ‚’γƒͺヂン 2024-05-07 17:37:00Z
C-- when
17:37
like C++ but without OOP
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Could have like a set of types that wrap raw objects that provide the borrow checking
17:39
Compiled by clang they are just optimized out as they are nothing but empty tags. Compiled by c++borrowck you track allocations and references to objects wrapped in those types
17:40
It might end up very annoying without real language support as very early rust was though
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Sans
I figured out how to render 0.6 skins, now 0.7 shouldn't be too hard
you can render any res?
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γ‚’γƒͺヂン
like C++ but without OOP
its called c
pepeW 1
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γ‚’γƒͺヂン
like C++ but without OOP
C? thonk
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zhn
you can render any res?
with a few changes yea, but rn I'm rendering at 96x64
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Learath2
I wonder if one can write an external borrow checker for C++
pvs-studio thing?
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Apple today announced M4, the latest Apple-designed silicon chip delivering phenomenal performance to the all-new iPad Pro.
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Also rendering 500-ish tees, with nodejs, is surprisingly fast
17:46
fyi
17:46
kekw
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Jupstar βœͺ
clang-format default is some weird 1990 code base style
clang format still doesn't support multiline star-aligned comment blocks pepeW
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yo should i just use freetype for font rendering or some wrapper of it like https://github.com/ulrichard/ftgl?
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it depends
17:48
what do you want to do
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zhn
what do you want to do
making a small game in c++&opengl
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Teero
yo should i just use freetype for font rendering or some wrapper of it like https://github.com/ulrichard/ftgl?
Jupstar βœͺ 2024-05-07 17:48:22Z
looks bit outdated
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Teero
making a small game in c++&opengl
prototype?
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Jupstar βœͺ 2024-05-07 17:48:44Z
i personally think freetype is ez to use. but generally text rendering is hard/annoying
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zhn
prototype?
then yup why not
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zhn
prototype?
nop xd
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I kinda wanna take a shot at 0.7 skins now, you know where might I find that on gh? @zhn
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okay freetype it is thx
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Teero
okay freetype it is thx
Jupstar βœͺ 2024-05-07 17:49:24Z
Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - ocornut/imgui
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Sans
I kinda wanna take a shot at 0.7 skins now, you know where might I find that on gh? @zhn
something on master tree on src/game/client/*/skin.* i think (edited)
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Teero
no xd
Jupstar βœͺ 2024-05-07 17:49:50Z
why not xd
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doing from scratch with glfw opengl xd
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Teero
doing from scratch with glfw opengl xd
then use pure freetype
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Jupstar βœͺ
why not xd
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Jupstar βœͺ 2024-05-07 17:50:26Z
well then freetype it is indeed
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Teero
Jupstar βœͺ 2024-05-07 17:50:45Z
xddd
17:51
You can call me Master-GPT
17:51
i know the words
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okey tell how to load font!
17:51
@Jupstar βœͺ @Jupstar βœͺ
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Jupstar βœͺ 2024-05-07 17:52:00Z
@Jupstar βœͺ you could try to use std::file_system to load it
17:52
then create a freetype font face @Jupstar βœͺ
17:52
JPT
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zhn
JPT
Jupstar βœͺ 2024-05-07 17:53:42Z
thanks for asking
17:53
#include <ft2build.h> #include FT_FREETYPE_H int main() { FT_Library library; FT_Error error; // Initialize FreeType library error = FT_Init_FreeType(&library); if (error) { // Handle error return 1; } // Load the font file FT_Face face; error = FT_New_Face(library, "path_to_your_font.ttf", 0, &face); if (error == FT_Err_Unknown_File_Format) { // Handle unsupported file format return 1; } else if (error) { // Handle other errors return 1; } // Set character size error = FT_Set_Pixel_Sizes(face, 0, 24); if (error) { // Handle error return 1; } // Load character bitmap for a specific character error = FT_Load_Char(face, 'A', FT_LOAD_RENDER); if (error) { // Handle error return 1; } // Access the character bitmap FT_Bitmap bitmap = face->glyph->bitmap; // Now you can use the bitmap data as needed // Clean up FT_Done_Face(face); FT_Done_FreeType(library); return 0; }
17:54
actually looks correct
17:54
but dunno if it compiles
17:54
but smth like that is indeed the process
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huh looks odd
17:55
should try it myself later :p
17:55
never actually touched freetype
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zhn
should try it myself later :p
Jupstar βœͺ 2024-05-07 17:56:07Z
epyc. now we all get freetype devs
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Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.
17:57
anti-aliasing will be a pain too i think
17:57
download a pdf though xd
17:58
archoover
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Teero
anti-aliasing will be a pain too i think
Jupstar βœͺ 2024-05-07 17:58:24Z
it's super super hard
17:58
in dd-pg i now have a mode to disable msaa exactly once per frame
17:58
and usually this is before UI code is rendered
17:59
so UI code is not affected by msaa (edited)
17:59
tbh i am not even sure if u can do that in opengl well in newer probably
17:59
at least not as i did it
17:59
πŸ˜„
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maybe i'll just use a texturemap with characters. all of the fonts will be my own anyways :D
18:00
im not gonna try making ttfs
18:01
that would limit me to monospace tho if i don't include other info. edit: it would not limit me to monospace xd (edited)
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Jupstar βœͺ 2024-05-07 18:02:14Z
if text rendering would be ascii chars only, it would not suck
18:02
😬
18:02
but with unicode and all the weird stuff it just sucks to implement it xD
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quick question, where can I get the 0.7 client?
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Sans
quick question, where can I get the 0.7 client?
18:05
@Jupstar βœͺ do you think a texture hashmap would be fast enugh?
18:06
does caching frequent phrases work?
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Teero
@Jupstar βœͺ do you think a texture hashmap would be fast enugh?
Jupstar βœͺ 2024-05-07 18:06:30Z
u want to create one texture per text?
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Jupstar βœͺ
u want to create one texture per text?
one texture map with all the characters and maybe combine frequent combinations of characters and cache them
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Sans
quick question, where can I get the 0.7 client?
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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Teero
one texture map with all the characters and maybe combine frequent combinations of characters and cache them
Jupstar βœͺ 2024-05-07 18:08:26Z
first sounds good
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and releases
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Jupstar βœͺ 2024-05-07 18:08:32Z
second sounds useless
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Jupstar βœͺ
second sounds useless
and trouble to implement xdd
18:08
macro and template magic in my head
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Jupstar βœͺ
second sounds useless
when having static gui that never changes it should be a good optimization rendering "Text" directly instead of "T" "e" "x" "t"
18:10
i don't know how much of a difference it makes but i have noticed that ddnets ways or rendering text is not insane fast
18:11
i dunno how ddnet does it tho
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Teero
when having static gui that never changes it should be a good optimization rendering "Text" directly instead of "T" "e" "x" "t"
Jupstar βœͺ 2024-05-07 18:11:25Z
i dunno, it only creates a few more vertices
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Teero
i don't know how much of a difference it makes but i have noticed that ddnets ways or rendering text is not insane fast
Jupstar βœͺ 2024-05-07 18:11:35Z
which one
18:11
the chat or the menu?
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Jupstar βœͺ
which one
ingame xd
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Teero
ingame xd
Jupstar βœͺ 2024-05-07 18:12:00Z
how is it not fast? xd
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Jupstar βœͺ 2024-05-07 18:12:15Z
scoreboard?
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tele nums
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Jupstar βœͺ 2024-05-07 18:12:38Z
tele nums should be fast on newer GL versions
18:12
you just use opengl 1.x all the time xD
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Jupstar βœͺ
tele nums should be fast on newer GL versions
Jupstar βœͺ 2024-05-07 18:13:11Z
faster than anything u could achieve with freetype
18:13
bcs it's created at client start
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Jupstar βœͺ
bcs it's created at client start
wha?
18:14
wait does client bake a whole font atlas on startup
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zhn
wait does client bake a whole font atlas on startup
Jupstar βœͺ 2024-05-07 18:14:12Z
well only numbers 1-255
18:14
but yes
18:14
it does
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nice approach
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Jupstar βœͺ
well only numbers 1-255
i get around 180 fps on 1500x1500 map full of teles xdd
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Teero
i get around 180 fps on 1500x1500 map full of teles xdd
Jupstar βœͺ 2024-05-07 18:15:22Z
with opengl 1?
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vulkan xD
18:15
i forgor to change
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Jupstar βœͺ 2024-05-07 18:15:49Z
no way
18:15
send map
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Teero
i get around 180 fps on 1500x1500 map full of teles xdd
Jupstar βœͺ 2024-05-07 18:16:08Z
and that is ingame?
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Jupstar βœͺ
and that is ingame?
yea
18:17
okay with opengl 3.3 i get ~190
18:17
and its a little more stable
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Teero
and its a little more stable
Jupstar βœͺ 2024-05-07 18:18:13Z
but just do cl_text_entities 0
18:18
then you notice the problem is not the text rendering
18:18
i get around 300-400 fps, depending on zoom lvl
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oh. okay
18:19
i tried rendering some weight values some time ago for like a 300x300 map and it was pretty laggy
18:19
although that was maybe my fault
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Jupstar βœͺ 2024-05-07 18:19:58Z
if u need high fps at high zoom levels u should use patigas rendering method
18:20
it scales better at high zoom values
18:20
note that it also uses lot of VRAM tho
18:20
if that is an issue for you
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1; m_pClient->Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1); float BorderBuffer = 100; ScreenX0 -= BorderBuffer; ScreenX1 += BorderBuffer; ScreenY0 -= BorderBuffer; ScreenY1 += BorderBuffer; const int Width = m_pClient->Collision()->GetWidth(); const int Height = m_pClient->Collision()->GetHeight(); for(int x = 0; x < Width; ++x) { for(int y = 0; y < Height; ++y) { if(x * 32 > ScreenX1 || x * 32 < ScreenX0 || y * 32 > ScreenY1 || y * 32 < ScreenY0) continue; char aBuf[8]; int Index = y * Width + x; CUIRect Rect = {(float)x * 32, (float)y * 32, 32, 32}; // evil top left str_format(aBuf, 8, "%d", m_pClient->Collision()->IsEvilTeleport(Index)); m_pClient->Ui()->DoLabel(&Rect, aBuf, 15.f, TEXTALIGN_TL); // normal top Right str_format(aBuf, 8, "%d", m_pClient->Collision()->IsTeleport(Index)); m_pClient->Ui()->DoLabel(&Rect, aBuf, 15.f, TEXTALIGN_TR); // check evil bottom left str_format(aBuf, 8, "%d", m_pClient->Collision()->IsCheckEvilTeleport(Index)); m_pClient->Ui()->DoLabel(&Rect, aBuf, 15.f, TEXTALIGN_BL); // check normal bottom Right str_format(aBuf, 8, "%d", m_pClient->Collision()->IsCheckTeleport(Index)); m_pClient->Ui()->DoLabel(&Rect, aBuf, 15.f, TEXTALIGN_BR); } } ah i was testing tps since smh they didn't work correctly and i had broke smth (edited)
18:23
this is old code please just imagine the aBuf is outside the loops and so is the Index and the CUIRect declaration (edited)
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Jupstar βœͺ 2024-05-07 18:24:07Z
yeah dolabel is rip
18:28
@Patiga do u plan to support physics layers rendering?
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str_format is also very slow, str_from_int is much faster if you just need to convert an integer to a string
poggers2 1
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yea, will do at some point
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Robyt3
Any idea how to resolve these linking errors with rust symbols when compiling for android? (these are when compiling for x86_64) ld.lld: error: undefined symbol: std::allocator<char>::allocator() >>> referenced by cxx.cc:9 (src/cxx.cc:9) >>> cxx.o:(cxxbridge1$cxx_string$init) in archive debug/libddnet_engine_shared.a >>> referenced by cxx.cc:204 (src/cxx.cc:204) >>> cxx.o:(_ZNK4rust10cxxbridge16StringcvNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEv) in archive debug/libddnet_engine_shared.a >>> referenced by cxx.cc:317 (src/cxx.cc:317) >>> cxx.o:(_ZNK4rust10cxxbridge13StrcvNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEv) in archive debug/libddnet_engine_shared.a See full log attached. Error messages when compiling for x86: ld.lld: error: debug/libddnet_engine_shared.a(ddnet_engine_shared-fa6cb16cd6c82918.3zc566cpdlohmk2v.rcgu.o) is incompatible with elf_i386
if it's too much work to get this to work, perhaps just remove the rust stuff from ddnet. it hasn't seen any use
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Sans
I figured out how to render 0.6 skins, now 0.7 shouldn't be too hard
I heard @Patiga knows a lot about rendering skins
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I actually haven't looked at 0.7 skins yet, cant help there :/
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Sans
ah rip
but maybe you could document your findings in a document similar to this: https://github.com/heinrich5991/libtw2/blob/ac6b4c422aebd43bc18a5f9a3526b999e62e0b5c/doc/tee_rendering.md
Some Teeworlds stuff in Rust.β„’. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
19:26
so that we can also get documentation on 0.7 skin rendering
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heinrich5991
but maybe you could document your findings in a document similar to this: https://github.com/heinrich5991/libtw2/blob/ac6b4c422aebd43bc18a5f9a3526b999e62e0b5c/doc/tee_rendering.md
That's hella useful how did i not know about this
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(written by @Patiga btw ^^)
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patiga my beloved
heartw 1
19:28
nod
19:29
Slight issue tho, I am wildly inexperienced in this stuff
19:29
I'm doing this caveman style until I get it working
19:29
then I'm never touching it again xd
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my lib is public though, and I like to believe my code is easily understandable, so by all means check it out when I'm done :D
19:36
@Patiga btw, about 0.6 skins, how do I actually color them?
19:36
if the player has custom colors set
19:37
Do I just tint the image with the color or is there some other process I should do?
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my code is not correct there currently
19:38
if you figure out the rgba color, you would only need to multiply it on top
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I've got the hsl from the tw code
19:38
I can convert it
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Like make it possible to have a manual or automatic saved map Setting per map, which gets loaded when u load it. cl_map_settings 1/0 Good for pvp: ,ctf4old | ctf5 | etc Disable ammo_healthbar ,angle, postion, speed, High Details Off/On, (refresh rates) Higher on PVP ,Assets DDRace: ON/Off Settings for: Entities, High Details, Load specific map backgrounds, Background colour, background music "On/Off" (Future: Cursor), Pistole Sound, Grenade Explosion Sound, (jetpack maps) ammo_healt...
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but I meant applying the color (edited)
19:38
do I just do a simple tint?
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multipy the pixel color by the tees color
19:39
where rgba 255 = 1
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so non-transparent pixels
19:39
aight
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you can do it for all ^^
19:40
for transparent it simply does nothing :)
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ye but every pixel excused from processing matters
πŸ‘ 1
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Do 0.7 color codes work differently than 0.6?
20:04
I can't seem to be able to convert properly
20:04
with 0.6 codes
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There is a slight difference. The lightness clamping is different
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Jupstar βœͺ
so could at least be worth a try, but dunno
Using latest NDK and Android API still results in the same linker errors
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heinrich5991
if it's too much work to get this to work, perhaps just remove the rust stuff from ddnet. it hasn't seen any use
yeah, might be the best solution :/
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Learath2
There is a slight difference. The lightness clamping is different
wdym
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Lightness values from 0 to 255 don't map to real hsl lightness 0.0 to 1.0
20:09
For 0.6 they map to x to 1.0 and for 0.7 they map to y to 1.0. I don't remember x and y though, but I remember y < x
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i really wish I could read c++
20:09
so I can ask where might I find that
20:09
😩 (edited)
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C++ doesn't look too far off from JS, does it?
20:10
it's basically tring to read chinese while being an american
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The lightest value for 0.7 should be in teeinfo.h
20:12
The one for 0.6 should be iiin color.h I think
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deathgood
try color&255, color/256&255, color/256/256&255
For 0.7 I used this kind sir's suggestion, lemme see if I can cook something similar for 0.6
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It's the same for both 0.6 and 0.7. It's just that you interpret the L component differently. Teeworlds just does not allow L to be 0 so you cant have pure blacks
20:19
0.6 and 0.7 have different darkest colors allowed. 0.7 allows slightly darker ones
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Robyt3
Any idea how to resolve these linking errors with rust symbols when compiling for android? (these are when compiling for x86_64) ld.lld: error: undefined symbol: std::allocator<char>::allocator() >>> referenced by cxx.cc:9 (src/cxx.cc:9) >>> cxx.o:(cxxbridge1$cxx_string$init) in archive debug/libddnet_engine_shared.a >>> referenced by cxx.cc:204 (src/cxx.cc:204) >>> cxx.o:(_ZNK4rust10cxxbridge16StringcvNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEv) in archive debug/libddnet_engine_shared.a >>> referenced by cxx.cc:317 (src/cxx.cc:317) >>> cxx.o:(_ZNK4rust10cxxbridge13StrcvNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEv) in archive debug/libddnet_engine_shared.a See full log attached. Error messages when compiling for x86: ld.lld: error: debug/libddnet_engine_shared.a(ddnet_engine_shared-fa6cb16cd6c82918.3zc566cpdlohmk2v.rcgu.o) is incompatible with elf_i386
Jupstar βœͺ 2024-05-07 20:25:30Z
mhhhh it often says cxxbridge.. maybe update the cxx dep?
20:25
but dunno i dont really understand why the allocator<char> fails
20:26
on the other hand side it works without problem on non android
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heinrich5991
if it's too much work to get this to work, perhaps just remove the rust stuff from ddnet. it hasn't seen any use
how should have it been integrated?
20:26
as submodules?
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not sure what you mean with 'should'
20:27
the rust integration works
20:28
i mean
20:28
all .rs files are just rewritten from cpp ones
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ld.lld: error: debug/libddnet_engine_shared.a(ddnet_engine_shared-fa6cb16cd6c82918.3zc566cpdlohmk2v.rcgu.o) is incompatible with elf_i386 sounds like you're compiling the rust code for the wrong architecture. check its architecture with file maybe
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doing them one by one is kinda not useful, by submodules i mean fully rewrite of src/base for example
20:29
from my point of view though
20:29
i just don't know what should be done to rustify codebase
20:30
there's also the librsvg story
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hm so problem is that rust bus factor for ddnet is 0 (1)
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yea, I guess the gaultier story isn't applicable there
20:39
there are more developers writing c++ code than those writing rust code in the ddnet community, I think
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ig problem is that current core code e.g src/base is maintainable enough to not be RIIR
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Jupstar βœͺ 2024-05-07 20:53:19Z
@Robyt3 does it compile i386 on the x64 build or what?
20:53
or is that the x86 build
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The long log in https://discord.com/channels/252358080522747904/293493549758939136/1237410618789728303 is from the x86_64 build, with the x86 build I get the ... is incompatible with elf_i386 errors instead, with arm/arm64 builds I also get other errors
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heinrich5991
ld.lld: error: debug/libddnet_engine_shared.a(ddnet_engine_shared-fa6cb16cd6c82918.3zc566cpdlohmk2v.rcgu.o) is incompatible with elf_i386 sounds like you're compiling the rust code for the wrong architecture. check its architecture with file maybe
It outputs libddnet_engine_shared.a: current ar archive for the files from both the x86 and x86_64 builds
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hmm, sorry, thought it'd output the architecture
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When compiling for ARM I get errors like ld.lld: error: debug/libddnet_engine_shared.a(ddnet_engine-97b91143faa7528b.zhg56s06o907mid.rcgu.o) is incompatible with armelf_linux_eabi ld.lld: error: debug/libddnet_engine_shared.a(ddnet_base-98591c5ad164f713.1wywbl7wtpc263ng.rcgu.o) is incompatible with armelf_linux_eabi
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that sounds like you're compiling the rust code for the wrong architecture
21:37
readelf -h <archive>.a | grep 'Class\|File\|Machine'
21:37
is what stackoverflow gives me
21:38
@Robyt3
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This is for the x86 build: File: libddnet_engine_shared.a(ddnet_engine_shared-fa6cb16cd6c82918.10dggtc7pn3aflxu.rcgu.o) Class: ELF64 Machine: Advanced Micro Devices X86-64 ...
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x86_64 sounds like it compiled for the wrong architecture
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Problem When trying to install rustup using the linux command on the rustup site, when proceeding with install it gives me the following error: Current installation options: default host triple: aa...
21:51
So uses of cargo would need to be replaced with cargo ndk -t aarch64-linux-android (with the respective arch) (edited)
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ws-client BOT 2024-05-07 23:10:49Z
<ChillerDragon> > str_format is also very slow, str_from_int is much faster if you just need to convert an integer to a string
23:10
<ChillerDragon> @Robyt3 woah i did not know that
23:11
<ChillerDragon> Can we add a grep for str_format "%d" to the CI to auto check that?
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it's kinda sad that we can't simply optimize str_format…
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How exactly does it go from pink to blue idk, and I've spent 2 hours trying to figure it out I need help ;-;
23:29
This is after converting the color code to hsl, and translating saturation and lightness to a percentage of 255
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