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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2024-06-14 00:00:00Z and 2024-06-15 00:00:00Z
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i've never seen a Qt bug like this before
00:40
00:40
i clicked ok to close the dialog and then somehow the contents of the dialog were blitted onto the center of the parent window
00:40
and the whole thing is unresponsive now
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amazing
greenthing 3
👍 1
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f429ede Version 18.3 - def- e694df6 Update credits - def- bbe8722 Fix wrong context value being used for translation lookup - Robyt3 a570243 Update Ukrainian l10n (18.3) - EGYT5453 da5e551 Update russian.txt - ByFox213 b101311 Update russian.txt - ByFox213 9783d8c Update russian.txt - ByFox213 46cdd6d Update russian.txt - ByFox213 6b495a8 Update Swedish translations for 18.3 - furo321 e669803 new french translation - Emilcha 5ff306a merge into translation file + credits - Emilcha 30171b8 Changement - Emilcha bf636dc Consistance - Emilcha 401d9a5 Update Turkish translations - GokturkTalha 8f70908 Update Azerbaijanese translation - GokturkTalha 76feb50 Fix percentage not being used for console command progress spinner - Robyt3 7301fff update czech translations for 18.3 - dobrykafe df95321 update slovak translations for 18.3 - dobrykafe 619cc64 Update simplified_chinese.txt - By622 2900550 Update traditional_chinese.txt - By622 74972ab Fix demo seekbar tooltip not showing correct hovered time - Robyt3 23fa51f Update brazilian_portuguese.txt - rffontenelle 97d9384 Fix tiles being handled in same tick for dead tees in some cases - Robyt3
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fbb2243 Fix tiles being handled in same tick for dead tees in some cases - Robyt3 b422c3c Merge pull request #8486 from Robyt3/Server-Tile-Handling-Fix - def-
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can we have practice back now 🥺
05:04
I'll reenable it on all empty servers in a few minutes
🛹 3
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morning
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7de9679 Add CHN2 back, sponsored by Mind - def-
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c1fc57e Mind resigned from CHN mods - def-
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Somebody add switch tile for envelopes pls 🙏
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may be a dumb question but has anyone bothered to write a python wrapper for the client?
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Мао Цзэдун 2024-06-14 08:24:11Z
is it possible to find the card I played on?
08:26
it's just that yesterday we played today I wanted more, but I went through a team member and he doesn't often go online and probably doesn't remember the name
08:32
it is green-orange in color, somehow for professionals
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Мао Цзэдун
it is green-orange in color, somehow for professionals
what's your ingame name?
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Nouaa
what's your ingame name?
Мао Цзэдун 2024-06-14 09:25:42Z
satorow?
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Мао Цзэдун
it's just that yesterday we played today I wanted more, but I went through a team member and he doesn't often go online and probably doesn't remember the name
This one?
09:44
Or any of these you played yesterday
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♂S1mple♂
This one?
Мао Цзэдун 2024-06-14 10:05:08Z
yes
10:09
thanks
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chillerdragon BOT 2024-06-14 11:32:39Z
What does a python wrapper do?
Replying to @Infinity may be a dumb question but has anyone bothered to write a python wrapper…
11:33
I have written a simple client in python but it’s not a wrapper
11:33
Then there is the china python project that patches a normal client but it’s also not a wrapper
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Infinity
may be a dumb question but has anyone bothered to write a python wrapper for the client?
why do you need it
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c451289 Readd is not a word, I think it meant re-add but Reload better fits its usecase - TylerStocks1 544f564 Changed var name to match - TylerStocks1 249c857 Update popups.cpp - TylerStocks1 f061dfd Merge pull request #8480 from TylerStocks1/master - Jupeyy
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zhn
why do you need it
@zhn I wanna do some reinforcement learning
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doing it server side sounds more likely to be good xd
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ChillerDragon: does your python client handle physics same way as actual client
13:55
in that case then it could probably be used for reinforcement learning
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chillerdragon
What does a python wrapper do?
kurwabobrjaperdole 2024-06-14 14:56:11Z
what a client for chatting using webhook u use
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Learath2
Iirc it's a real limit. We use a single byte for the teleno. But I'll have to confirm later
Follow up to my question yesterday: How to make more than 255 teles? Is it only server code? (And map editor). And is it expensive regarding server performance?
15:12
If it‘s not too hard I want to try making a gamemode with a lot of teles. Hoping it‘s possible without client adaptions.
15:13
For [Fun] maps with logic. Lile braintee, tee calculator, teec tac toe etc.
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First you’ll need to figure out where to store info about the extra teles. We only have that one byte, one idea I had was to use rotations, that should give you 4*255 more, and perhaps mirrors too, that would give you another 2x. It is server only and editor only, but in the future we want to have prediction, so it might not always interact well with the client
15:19
Or well since it will never work with normal ddnet, perhaps just add a new tele tile with an int instead of just one byte
15:20
Ah int wont fit we use tele type too. Maybe an uint with the highest bit as type
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can u add a setting that allows to choose the target folder for screenshots?
16:10
so i dont have to go to the appdata for it
16:11
maybe make a screenshot folder in the ddnet folder for default target folder
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You can create a custom "appdata" folder. I created a folder called config_directory directly inside of the DDNet folder and modified storage.cfg. Change the first line ($APPDATA) to C:\YourPath\to\this\folder
16:30
3ea4fad Version 18.3 - def- bec56cb Merge pull request #293 from ddnet/pr-18.3 - def-
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Simon
can u add a setting that allows to choose the target folder for screenshots?
Have you tried to symlink the folder?
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Learath2
First you’ll need to figure out where to store info about the extra teles. We only have that one byte, one idea I had was to use rotations, that should give you 4*255 more, and perhaps mirrors too, that would give you another 2x. It is server only and editor only, but in the future we want to have prediction, so it might not always interact well with the client
You mean a tele wirh number 1 is a different tile than a tele with number one rotated by 90 degrees?
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it's not a different tile, it's just a flag that's set which identifies it that way
16:53
So it could be handled seperately
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Think of it as 6 extra bits you can use, 4 rotations + 2 mirrors. Though idk, since it won’t work for ddnet servers maybe just using 2 more bytes for the teleno is also fine
17:21
Actually just 4 extra bits sorry but still gives you 16 times the teleporters to work with with no modification of the editor needed
19:11
Huh, "Update failed", in English
19:12
I wonder if it is because I modified ukrainian.txt inside the data folder
19:16
In English, because it is still ... instead of the , but why failed?
Replying to egyt Huh, "Update failed", in English
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egyt
I wonder if it is because I modified ukrainian.txt inside the data folder
If that's the old release version then it doesn't use the string with , it is introduced in version 18.3 so if updating to 18.4 fails you should see the correct string
19:26
Check log for errors related to updating
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I accidentally deleted them :frozen:
Replying to @Robyt3 Check log for errors related to updating
19:29
downloading data recovery thingy rn (edited)
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Seems like it's a general issue, we got a log in #bugs (edited)
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egyt
downloading data recovery thingy rn (edited)
Probably not necessary since we have a log already
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Oh well
19:33
My laptop froze, I hope I haven't bricked it
Replying to egyt downloading data recovery rn
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Well, not as funny as it seems, because even though I have another one, almost all the data is on this one, and the other one is much inferior by its hardware (2.4GHz, 8 threads, 8GBs, vs. 1.6GHz, 2 threads, 2GBs)
Replying to @Ryozuki
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  • Bug: if a player has turned on "Show only chat messages" (from friends / from team members), by changing your name to one of that player's friends' names, you are able to message / whisper them.
  • Issue: Since the feature was intended to filter out messages which are not from your friends but can be bypassed by malicious players, then it can be used to bypass the filter and annoy the heck out of them, like this option never existed.
  • Quick fix: One would be to filter out wishpers from fr...
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GitHub
Click to see attachment 🖼️
Whoever can come up for a solution should take care of this asap
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Cellegen
Whoever can come up for a solution should take care of this asap
Just kick them or report them for harassment? xd
20:53
How would they know who you friended?
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If this is the solution, then this function has no meaning.
20:53
It needs a proper solution, or just abandon it
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Cellegen
If this is the solution, then this function has no meaning.
It is to filter out unnecessary spam. Not against people who you don't like
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Teero
How would they know who you friended?
by trial and error, eventually famous players have 10-20 friends minimum
20:54
you can pick one without a clan tag and it's easy
20:54
If you know their friends (which in this community's case its easy to guess), then you can use this exploit
20:54
not good
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And what would be the use?
20:55
To annoy the other player?
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to make people abandon their name, or the game entirely
20:55
we have malicious players who are doing it just for fun
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Cellegen
we have malicious players who are doing it just for fun
Okay then vote kick or report them?
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There is NO debate about it teero.
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The issue in itself is not fixable without accounts so don't expect anything
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Teero
Okay then vote kick or report them?
Now hear me out. Yes, you can votekick them. Yes you can call a mod to deal with it. But the fact that we have a function which should help moderating your own chat without the need for the community or moderator... I don't know how to tell you
20:57
Do you want to dodge implementing a solution for a problem you guys caused?
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Cellegen
Now hear me out. Yes, you can votekick them. Yes you can call a mod to deal with it. But the fact that we have a function which should help moderating your own chat without the need for the community or moderator... I don't know how to tell you
Then block them temporarily....
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temporarily is again, a flawed solution
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Cellegen
Do you want to dodge implementing a solution for a problem you guys caused?
And how would that implementation look like??
20:57
It is not possible with the current system
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Teero
And how would that implementation look like??
I recommended to limit the use of this function by disabling the friends' whispers, but I figured normal chat will do as well.
20:58
Since we don't have active chat filtering, they can just post it in global chat without issue.
20:59
We could also just abandon this feature, till we have some sort of proper identification system implemented into the client. Problem is, that is never gonna happen with the morality of the situation regarding accounts.
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Cellegen
We could also just abandon this feature, till we have some sort of proper identification system implemented into the client. Problem is, that is never gonna happen with the morality of the situation regarding accounts.
Why would we abandon a feature that works well 99% of the time?
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We could rework the friend system, so that they can have a private key, which identifies the player (generated by the server which detects which ip address it belongs to)
21:00
Problem is, that system would take more time to implement and would cause drastic effects if this one gets a backdoor into. (Since whoever gets the private keys will get to impersonate any account imaginable, and by the looks of malice, people can go as far as that, since ddosing aint enough for them.) (edited)
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Teero
Why would we abandon a feature that works well 99% of the time?
I see how it works 99% of the time
21:01
as you could see on the github repo, I found it out by accident
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Cellegen
Whoever can come up for a solution should take care of this asap
show only chat messages from team members filters out everything that is not from people in your team so that cannot be circumvented by changing the name
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I didn't know this feature existed until Stepfunn pointed out, so this was THE VERY FIRST THOUGHT I had!
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_N00P_
show only chat messages from team members filters out everything that is not from people in your team so that cannot be circumvented by changing the name
So it's only exploitable from the friend list
21:03
At least that's comfy
21:05
https://discord.com/channels/252358080522747904/293493549758939136/1251271193890263081 changed the text to only include "Show only chat messages from friends" only
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heinrich doesnt want an option that disables all whispers. but if you use a selfbuilt client you can block all whispers (edited)
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I'm a user, I only provide the problems to developers who might've implemented this function
21:07
Currently no real solutions I have, other than reworking the friend / hoe system
21:08
Implementing some sort of identification token would be nice imo...
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well the team members only settings works as long as you are fine with not playing in team 0
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Yeah we are only dodging half the bullet
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Cellegen
Implementing some sort of identification token would be nice imo...
yeah i would like some servers that can only be used with an account but apparently most big devs are against that
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Its not like the Engine allows you for this kind of feature without a certain exploit or closed source shenanigan.
21:10
It needs a dedicated team who spends their full time effort to implement something like that.
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it could use the steam account for unique identification but that would make these servers steam-client exclusive
21:11
which would be fine imo
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It needs Steam API which the native client won't support tho
21:11
But I mean, it is a good solution regardless since Steam's API heavy lifts this
21:12
But that would mean people with older versions, modified clients and native launchers won't be able to play DDNet like that anymore (edited)
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_N00P_
which would be fine imo
no it wouldn't troll
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Unless we have a good way of moving away from Teeworlds and make a better version of it in a different engine, I wouldn't dream on having this implemented justatest
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Cellegen
But that would mean people with older versions, modified clients and native launchers won't be able to play DDNet like that anymore (edited)
yeah but it could just be 2 steam servers with the rest staying open to everyone
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zhn
no it wouldn't troll
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_N00P_
yeah but it could just be 2 steam servers with the rest staying open to everyone
same problem comes that kog has
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kog account system sucks ass
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I can see benefits, some disapproval and some danger regarding using Steam's API
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_N00P_
Click to see attachment 🖼️
bold bald
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_N00P_
kog account system sucks ass
And don't you think it's a better alternative than.... having no accounts at all?
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i dont like logging in everytime i join its very annoying
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Its a headstart for Avo, since he may be able to implement it if he invests in it
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GitHub
Click to see attachment 🖼️
quick fix is to add id mute
21:16
so until player is ingame on this server youll not have anything from them
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if there was just one server with steam account identification it would be very smooth to just play on and it wouldnt stop people without accounts from playing
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_N00P_
i dont like logging in everytime i join its very annoying
They have to do it like that, because of the way DDNet Client is
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zhn
quick fix is to add id mute
true
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zhn
quick fix is to add id mute
do the players have some sort of /mute command?
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not currently
21:18
no need to do it server side ig
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Are IDs unique?
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non in a persistent way
21:19
only id that is kinda unique is the timeout code
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So it aint good of a quick fix?
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should i say it?
21:20
SHOULD I SAY IT?
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Jupstar ✪
only id that is kinda unique is the timeout code
using timeout code as an identification token? 😄
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just wait for accounts
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Jupstar ✪
just wait for accounts
be after 99 yrs: 💀
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tru 😬
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Cellegen
using timeout code as an identification token? 😄
Aint this idea bs? xd
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it's okish, but some ppl might share timeout codes
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like, having a static one
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i assume most ppl wouldnt know how to change the timeout code xD
21:21
so it would work sometimes
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Wouldnt it be nice to have the forum's account system be used in that way to identify yourself?
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no
21:22
let the forum die pls
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not to login and logout
21:23
but to have an identification code from your forum account?
21:23
You could just insert it to your client and have the server identify you as a verified user
21:24
Stream mode would immediately filter it with stars, so that it's not leaked
21:24
(Or just having an Eye icon which reveals the code xd)
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before we use the forum accounts i buy a huge house and invite all ddnet players to LAN party
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Beers on me! whooo 🍻
21:26
But in all seriousness, some sort of rework for the friend / foe system may need to be implemented
21:34
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Jupstar ✪
before we use the forum accounts i buy a huge house and invite all ddnet players to LAN party
sweet
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Tater
???
watch ur tone boy
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I guess it would be hard to have steam accounts on non ddnet affiliated servers (edited)
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Instead of relying on SDL to determine when a click is a double-click, implement double-click handling specifically for the UI, as double-clicks are only supposed to be used there. This allows us to ensure that double-clicks only activate UI elements if both clicks were performed on the same UI element. Previously, only the position of the second click was considered, so UI element would incorrectly activate when double-clicking close to them as long as the second click starts and ends on the...
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maybe session tickets can be verified by untrusted servers actually?
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i don't think it would be too hard
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I'm not sure if you need a api key to access partner.steam-api.com
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Tater
I guess it would be hard to have steam accounts on non ddnet affiliated servers (edited)
no
21:40
that is actually the plan
21:40
steam & email accounts
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yeah but steam is in theory easier if all you need to do is have the client send a session ticket and the server checks it on partner.steam-api.com
21:41
it could be done super quick
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btw is there any progress on the accounts issue
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yes but the account system will be even simpler
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i haven't gotten an email about it in a minute justatest
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the game server dont require to do any http calls at all
21:41
don't you need a central database if you use email accounts?
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no, the plan is that the account server generates certificates that are valid for a certain amount of time and the validity of the cert is done with the public key of the account server
21:43
it's the client's responsibility to refresh the certs it sends to the game server
21:44
so the game server never needs to know about the email or any steam session key
21:44
only the client
21:44
that should also motivate game servers to use ddnet's account system, bcs it wont require to do manual registering ever which often is disliked by users anyway
21:45
1 account for all servers
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Tater
yeah but steam is in theory easier if all you need to do is have the client send a session ticket and the server checks it on partner.steam-api.com
what if people want multiple accounts
21:45
for whatever reason xd
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make a new steam?
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that seems like it's against the whole sentiment of the accounts system
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Tater
???
steam
21:46
nvm what part of that is blocked lol
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Jupstar ✪
it's the client's responsibility to refresh the certs it sends to the game server
does this mean the server is stored on the clients PC? couldn't it be lost if they lose their PC?
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Is steam API provided for Chinese players to work perfectly?
21:47
or do we need to use a different method for authentication?
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Tater
does this mean the server is stored on the clients PC? couldn't it be lost if they lose their PC?
which server is stored on pc?
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why does the client need to send certs to anyone
21:47
oh
21:47
I meant to say secret
21:47
not server
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basically it's like this: the account server generates a certificate that cert contains a account id since it's signed by the account server all game servers can trust this cert, thus also trust the account id and the client simply re-requests new certs when theirs is getting invalid (time based)
21:49
the session to the account server is thus only between client and ddnet account server. the game servers simply trust the certificate and its info
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do those game servers need to implement their own ways of signing it's certificates or do they need to reach out to ddnet servers to verify sources?
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so if at all the game servers would need to get the current public key from the account server.. but it could also be valid forever.. if its not valid forever it would probably still be valid for many months
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Jupstar ✪
basically it's like this: the account server generates a certificate that cert contains a account id since it's signed by the account server all game servers can trust this cert, thus also trust the account id and the client simply re-requests new certs when theirs is getting invalid (time based)
how does the client authenticate itself to the account server?
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Tater
how does the client authenticate itself to the account server?
steam or email
21:50
for email a token to the email for steam the thing u posted
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So first you have to verify it
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but it's verified by the account server
21:50
not game servers
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the game servers will just trust anything signed by the account server?
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so only ddnet needs steampartner ship
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Tater
the game servers will just trust anything signed by the account server?
yes
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I guess that works
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Tater
the game servers will just trust anything signed by the account server?
provided by Steam, sure
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seems good
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idk about email tho
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we defs need email
21:51
even if most ppl use steam
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obv xd
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some dont
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and yeah i also want multiple accounts xD
21:51
ngl xD
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email is kind of really annoying in modern times tho
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Well sounds like a long plan, better write it down somewhere before it disappears
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well i think that depends on whether users will be able to look up accounts by player, or only mods
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it's basically impossible to send emails
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you can probably still fake with accounts
21:52
should be able to rather
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Cellegen
Well sounds like a long plan, better write it down somewhere before it disappears
well it's already mostly implemented
21:52
the hardest part is updating all SQLs for website etc.
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Jupstar ✪
well it's already mostly implemented
pepeW
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and we wait for QUIC
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dont give me hope
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even if you do 100% of the proper setup gmail will still block you so everyone uses an email sending service for password resets
21:53
you need to get white listed
21:53
and even then they randomly remove you from the white list
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Tater
even if you do 100% of the proper setup gmail will still block you so everyone uses an email sending service for password resets
just send a message to Google assistance to allow it
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well ddnet can also use multiple email addresses
21:53
for sending
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idk how that helps
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they wouldnt reject "free data"
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well does gmail block other gmail users?
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no but I don't think you can just use a gmail account for automated messages they ban you really fast
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2000 emails per day
21:54
apparently
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Jupstar ✪
well does gmail block other gmail users?
Password reset messages do count as spam
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i don t think so
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Cellegen
Password reset messages do count as spam
there are no passwords
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some are not, since those are requested to be "important"
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thus also no password resets
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I mean here no passwords ye
21:55
but on other websites, maybe this is how it works
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magic link or token emails would be a lot more traffic than resets tho
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well anyway, we'll see
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In case of handling traffic, it needs a lot more hardware heavylifting imo
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we could also think about openid for auth
21:55
that would allow many hosters
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Cellegen
In case of handling traffic, it needs a lot more hardware heavylifting imo
what traffic?
21:56
we have like 10k users
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we have many more than 10k users??
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do u think they always log into accounts the whole day or what
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easily 200k users?
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if u talk about DoS
21:56
that's smth else
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Tater
easily 200k users?
per what?
21:56
day?
21:56
month?
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Jupstar ✪
what traffic?
I got suspicious about idiots who ddos ddnet servers to actually abuse sending millions of password reset requests xd
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Jupstar ✪
per what?
users who would want an account in theory
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Cellegen
I got suspicious about idiots who ddos ddnet servers to actually abuse sending millions of password reset requests xd
yep we'll have to rate limit it, which could result in adding proof of work concepts or similar
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Tater
users who would want an account in theory
sure but i doubt it's 200k users per day or smth
21:58
but no one measures users per day
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i assume most ppl will use steam anyway 😄
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either you measure concurrent users or total active users
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Tater
either you measure concurrent users or total active users
but isn#t it only about sending emails rn
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i doubt there is more than 2000 legit emails per day
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idk preventing spam sounds really hard
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it is
21:59
but that is a different problem
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not really
21:59
if you don't use email it becomes someone elses problem
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but as said in such cases we could think about proof of work concepts or similar
22:00
i mean preventing spam is hard for everyone
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you could authenticate with steam without having steam installed on your PC with openid
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and if email login requires a moderator to proof it in worst case, so be it
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Tater
you could authenticate with steam without having steam installed on your PC with openid
sure
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Jupstar ✪
and if email login requires a moderator to proof it in worst case, so be it
this is working poorly for kog atm
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i know
22:01
steam integration will exist
22:01
and i hope most ppl simply click on that
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i think purely email would be the best
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I was just about to say we should simply spam as many openid providers as we can reasonable use and then ignore email
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see we have the spam problem there too
22:03
maybe a bit harder, but still exists
22:03
the account server cannot guess if the session token is valid
22:04
it has to spam the steam http server
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you can use the email_verified tag in openid on supported providers to migrate people to/from an openid account or use it to log them in without sending an email (edited)
Exported 313 message(s)