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Between 2024-05-27 00:00:00Z and 2024-05-28 00:00:00Z
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what is the maximum screen width supported by ddnet?
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Logik
what is the maximum screen width supported by ddnet?
4294967295
06:24
or maybe the half since we use ints
06:24
but your GPU probably would not support bigger values than 65535
06:24
more likely not even 16k
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Кто может помочь заспидранить multeasymap?
pepeW 3
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Nidardø
But pls not like the kog immigration. It's almost completely useless then
What should be useless about accounts?
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at least kog got accounts, ddnet doesn't have them yet
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"yet"™️ owo
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besides the implementation, its very hard to onboard users from non-accounts to accounts.
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Avolicious
What should be useless about accounts?
bureaucracy, missed capacity for make it possible cuz the support would get so much to do. I also think that it would scare off new players if its done like on kog. I personally think that it wouldnt be worth it. Maybe its good for anticheat. Im not into cybersecurity but I could imagine that with loginstuff it can be very dangerous to lose the name+password or pressing the login-bind on a vanilla server which leads to reveal these datas.
10:59
If there is a really good reason i would think about accounts but right now i think its just more bureaucracy that would conflict the idea of the opensource race game. (also depends on how it would be done)
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Nidardø
bureaucracy, missed capacity for make it possible cuz the support would get so much to do. I also think that it would scare off new players if its done like on kog. I personally think that it wouldnt be worth it. Maybe its good for anticheat. Im not into cybersecurity but I could imagine that with loginstuff it can be very dangerous to lose the name+password or pressing the login-bind on a vanilla server which leads to reveal these datas.
We dont have name+pass?
11:00
Our "passwords" are generated "tokens"
11:00
this has been done to avoid this problem 🙂
11:01
Open source & accounts could work together. There are some account system designs on the ddnet github that would work. But in each case, it needs proper clientside implementation
11:03
The huge benefit of having accounts is the moderation
11:04
Its easier to lock/terminate bad actors on your servers, instead of playing hide & seek
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Already lost my token twice and had to regenerate it fast. Clientside implementation is smth that i could imagine. Im just scared of losing account access personally
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Avolicious
Its easier to lock/terminate bad actors on your servers, instead of playing hide & seek
you mean fakers?
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Nidardø
you mean fakers?
No, bad actors. Someone who is not playing by the rules & harm others
11:06
either be it insulting or blocking
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Nidardø
Already lost my token twice and had to regenerate it fast. Clientside implementation is smth that i could imagine. Im just scared of losing account access personally
But you have a discord account, right?
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Nidardø
Already lost my token twice and had to regenerate it fast. Clientside implementation is smth that i could imagine. Im just scared of losing account access personally
There would definitely be a forgot your password kinda feature no matter what we make
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Learath2
There would definitely be a forgot your password kinda feature no matter what we make
Username/Password is reasonable, even for ddnet. Because its still open source, so it doesnt break the "open source" stuff.
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Avolicious
But you have a discord account, right?
ye
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Nidardø
ye
So its all about trust. Either you trust the company or you dont
✅ 1
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Avolicious
Username/Password is reasonable, even for ddnet. Because its still open source, so it doesnt break the "open source" stuff.
Our goal is a bit different. We want accounts to be as invisible as possible to keep that you can jump into the game whenever feeling
f3 1
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Avolicious
No, bad actors. Someone who is not playing by the rules & harm others
make sense. But ipv4 ban and vpn detection already works i guess
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tbh i think web signup + token in client or smth is the best way to do that
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Learath2
Our goal is a bit different. We want accounts to be as invisible as possible to keep that you can jump into the game whenever feeling
KoG would support that too, if there is a client-side implementation 🙂
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Avolicious
So its all about trust. Either you trust the company or you dont
well i dont trust discord but i have to use it
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Nidardø
make sense. But ipv4 ban and vpn detection already works i guess
It's not enough at all tbh with you. We have so many mods and still people fall through the cracks
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Nidardø
make sense. But ipv4 ban and vpn detection already works i guess
VPN detection is something that has to be maintained all the time. It doesnt catch everything & sometimes aswell catch some which are not vpns
11:12
false-positives are very common in such implementations
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with accounts, we could whitelist known accounts
11:12
making false-positives less impactful
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theoretically, yes
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vpn detection is kinda stupid anyway
11:14
just need some kind of unique user descriptor
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False positives in vpn detection are probably the largest amount of admin mail we receive. So it's not an insignificant amount of manual intervention either
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Ewan
just need some kind of unique user descriptor
yes. IP address is basically all we have right now
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Ewan
just need some kind of unique user descriptor
Where ideas diverge is what this unique descriptor should be attached to and how involved it should be to create one. I would think they would be very crippled if you can instantly create a new one. Also think it would be very crippled if it's not attached to ranks
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Learath2
Where ideas diverge is what this unique descriptor should be attached to and how involved it should be to create one. I would think they would be very crippled if you can instantly create a new one. Also think it would be very crippled if it's not attached to ranks
just because you can instantly create a new one doesn't mean that the new one has the same level of trust associated as the old one
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i think email backed accounts should be enough to deter most trouble
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heinrich5991
just because you can instantly create a new one doesn't mean that the new one has the same level of trust associated as the old one
But to keep the jump in and enjoy kind of feeling we cant put much of a limit on what low trust accounts are allowed to do
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yes. but we could e.g. make users coming from the same ASN as a very troublesome player jump through more hoops
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We can have trust going into negatives based on heuristics
11:19
But yeah these are just small disagreements. I think the biggest issue is still that the task is too large for all current developers available time
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I made some progress with quic recently 🙂
😎 5
11:20
if I ever finish it, I'll probably spend time on the accounts thing
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ever 😄
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trying to keep expectations low 🙂
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yeah, no worries. Its a huge task
11:21
It has to be tested & properly implemented.
f3 1
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It's even harder when you aren't willing to drop any support 😄
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Learath2
It's even harder when you aren't willing to drop any support 😄
Yep. We would have to use some sort of proxy then to translate vanilla UDP to QUIC
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sounds like 50 loc
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I don't remember what approach @heinrich5991 is taking. We might have the udp in the engine simultaneously for a while
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Learath2
I don't remember what approach @heinrich5991 is taking. We might have the udp in the engine simultaneously for a while
Can we disable it & only run QUIC?
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Avolicious
Can we disable it & only run QUIC?
yes
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Definitely
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Learath2
I don't remember what approach @heinrich5991 is taking. We might have the udp in the engine simultaneously for a while
I moved it to a rust crate
11:24
the goal was also to make it easier to replace the underlying network protocol, e.g. for the free steam proxies
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heinrich5991
I moved it to a rust crate
Oh so you are reimplementing the udp code too 😄
11:24
Nice
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Learath2
Oh so you are reimplementing the udp code too 😄
that was already reimplemented in libtw2, I'm depending on libtw2
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Oh we are spamming #questions
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heinrich5991
the goal was also to make it easier to replace the underlying network protocol, e.g. for the free steam proxies
But how can networks use them? I thought only publishers can use them
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Avolicious
But how can networks use them? I thought only publishers can use them
That'll have to be a ddnet only feature if it ever gets implemented I think
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Learath2
That'll have to be a ddnet only feature if it ever gets implemented I think
Oh I see
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can i let my friend join my server ?
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Vinx
can i let my friend join my server ?
if it's a local server port forward it (you can give a search on internet and on this server for a wider answer)
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whats ddmax nut actually
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squeeZY
whats ddmax nut actually
maps nut related
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squeeZY
whats ddmax nut actually
maps from clan nut. I think @Speedy Consoles mapped most of them
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