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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 2024-06-18 00:00:00Z and 2024-06-19 00:00:00Z
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ws-client BOT 2024-06-18 00:21:53Z
<ChillerDragon> ddnet++ has bomb ofc
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a8476ca Made UKR server cheaper - def-
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Ryozuki
is it rly cheaper than 24€ per year?
Sounds expensive compared to https://purelymail.com/ πŸ˜‰
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6df4ff3 Move CGameConsole::Dump function to CGameConsole::CInstance - Robyt3 7ee7ec6 Merge pull request #8498 from Robyt3/Client-Console-Dump-Refactor - def-
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wth
Replying to @GitHub GitHub: > def- […]
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Learath2
I will some day give it a go again with dmarc and dkim set up properly and see if google still condemns me to spam box
https://mailu.io/2.0/ this works pretty neat
09:28
gigachad
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Ryozuki
https://edgarluque.com now redirects
Clicking on these doesn't work
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Teero
Clicking on these doesn't work
works for me
09:46
maybe do a hard reload
09:48
This is for every link
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Jupstar βœͺ 2024-06-18 09:49:03Z
broken, just redirect to ddnet.org
09:49
it redirects to "edgl.devs" @Ryozuki
09:49
plural
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Jupstar βœͺ 2024-06-18 09:49:33Z
your royal form xD
09:50
xd
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Jupstar βœͺ 2024-06-18 09:50:57Z
epyc blog moment
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I propose to diversify the editor by adding languages from different countries, and localize the language to make the editor more understandable maybe
12:02
Or let's privately create some plugins or something that can be localized, or have volunteers from different countries to translate for their countries IDK might be a great idea
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Wartoz
I propose to diversify the editor by adding languages from different countries, and localize the language to make the editor more understandable maybe
That feature was rejected, see #2412 and #7054
saddo 1
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Pipou suggested it. I'm against it since it causes more work for translators and most players will never see the editor anyway. And once you're mapping, you probably have to submit your map...
Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configuration options Written a unit test (especially base/) or add...
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Songs of Syx is in Early Access. We recommend reading the EA clause carefully and playing the demo before purchasing.Songs of Syx is a fantasy city-builder where you start off as an insignificant colony and build, scheme, and fight your way towards a metropolis and empire. The mechanics are complex and true to life, where small events can spiral...
Price
$24.99
Recommendations
4421
13:15
been following this game since ages
13:15
i recommend it fully, its epyc
13:15
the demo is the full game (maybe 1 or 2 versions outdated)
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Gigatransfers
13:42
In computer technology, transfers per second and its more common secondary terms gigatransfers per second (abbreviated as GT/s) and megatransfers per second (MT/s) are informal language that refer to the number of operations transferring data that occur in each second in some given data-transfer channel. It is also known as sample rate, i.e. the...
πŸ‘ 1
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ARM Memory Tagging Extension (MTE) is a new hardware feature introduced in ARMv8.5-A architecture, aiming to detect memory corruption vulnerabilities. The low overhead of MTE makes it an attractive solution to mitigate memory corruption attacks in modern software systems and is considered the most promising path forward for improving C/C++ softw...
14:09
use std::mem; fn main() { let a; let a = a = true; print!("{}", mem::size_of_val(&a)); }
14:09
what does it print? kek
14:12
@Learath2
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is there any good way of getting data that the ddnet client has externally? i wanna play around with a utils app that might feature an overlay, and having some data that the client has might be useful, stuff like the player position, the server the player is on, whos in it, etc.
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Broso56
is there any good way of getting data that the ddnet client has externally? i wanna play around with a utils app that might feature an overlay, and having some data that the client has might be useful, stuff like the player position, the server the player is on, whos in it, etc.
Jupstar βœͺ 2024-06-18 14:52:30Z
not within the client
14:52
you could use smth like wireshark to sniff the network packets
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Jupstar βœͺ
you could use smth like wireshark to sniff the network packets
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meloƞ
Click to see attachment πŸ–ΌοΈ
Jupstar βœͺ 2024-06-18 15:50:01Z
yeah yeah you prefer to sniff melons
15:50
😬
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Jupstar βœͺ
😬
gigachad
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Trying to implement this in my server, currently the problem is that this line crashes as soon as i connect: https://github.com/ddnet/ddnet/pull/5063/files#diff-d76009083687ba43c59dc7bb2c7357457c999c2eb9d913967d598e913c6fd01fR83
Fixes #3622, #4723 #4798 and #5054 Here you can find a comparison video with 16.0.3: https://youtu.be/bYwLB1cEMI8 This now also includes the changes from #4980 So please also see my monologue here:...
18:19
How can that happen?
18:23
18:23
line 84 is m_AttachedPlayers.clear()
18:24
well, that is in line 83
18:29
@Robyt3 any ideas?
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Looks like memory corruption, ASAN/Valgrind would probably help
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How, if there is nothing in there yet at all
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Assuming you applied the changes correctly, it must be something in your code that's not compatible with the changes of the PR. Do you use m_AttachedPlayers and SetHookedPlayer anywhere else? Do you perhaps mem_zero the entire CGameCore or something like that?
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I highly doubt that :D Yeah, I use them in other places where I had m_HookedPlayer = x before
18:37
but it crashes in CCharacter::Spawn
18:37
when resetting the core
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fokkonaut
I highly doubt that :D Yeah, I use them in other places where I had m_HookedPlayer = x before
You need to ensure that you don't call SetHookedPlayer while iterating over the set, I guess
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How can I write it while interating? I'm not even iterating
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Then it should be fine
18:39
But from what I'm gathering you are somehow corrupting the std::set
18:39
So ASAN/UBSAN/Valgrind should help
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Yea.. I have no idea tho, I do not mem zero it somewhere
18:40
and vectors of gamecore do work
18:41
map too
18:41
Those structures would also break by mem_zeroing
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I can only repeat my invitation to the church of ASAN πŸ˜„
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oh wait
18:53
it's not actually on spawn
18:53
it's the reckoningcore
18:53
it's in tickdefered
18:54
m_ReckoningCore.Init()
18:54
m_ReckoningCore = m_Core;
18:54
this is it, copying the set here is causing the issue
18:55
= operator in std::set
18:55
ahhhh
18:55
i see now
18:55
mem_zero(&m_SendCore, sizeof(m_SendCore)); mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore)); (edited)
18:56
my mod vs ddnet: m_SendCore = CCharacterCore(); m_ReckoningCore = CCharacterCore();
18:56
works like a charm. I am ASAN myself
18:57
kek
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The continuation of removing mem_zero over CCharacterCore. I have tested the server in a Windows VM -> no crash Checklist Tested the change ingame Provided screenshots if it is a visual chan...
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Seems like there were only a few days between the PRs being merged though
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Can we add an option in voting to play the map mirrored
19:39
reflect the map on the y axis, mirroring all the >> and <<'s, speed boosts, etc, but not changing the map's playabliity
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Is there a bug in ddnet 18.2 with the sound?
19:41
I saved a map in 18.3 and players got a warning using 18.2, that some map sounds couldn't be loaded
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AssassinTee
I saved a map in 18.3 and players got a warning using 18.2, that some map sounds couldn't be loaded
yeah, the warning is shown incorrectly when they have sound disabled
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Supersedes #8404.

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 coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/dd...
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-ad...
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Is there a shortcut for making every tile in a group hookable? so i dont have to do it manually?
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ZSMF
Is there a shortcut for making every tile in a group hookable? so i dont have to do it manually?
Jupstar βœͺ 2024-06-18 20:09:20Z
in a design tile layer you can rightclick the layer and select a game tile. it then creates those tiles in the game layer, for example "hookable"
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F-DDrace is a server-side modification of Teeworlds, developed by fokkonaut. - Fix warning · fokkonaut/F-DDrace@8ab4e7d
20:24
it's related to the new CCharacterCore initialization
20:24
i dont see any constructor in ddnet for example, so does this warning get disabled somewhere?
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add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wno-missing-field-initializers) I guess
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thanks
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908ebc6 Remove Spectate label from HUD, show Following {player} instead - Robyt3 f5d28f1 Merge pull request #8499 from Robyt3/Client-Spectate-HUD-Cleanup - heinrich5991
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Robyt3
add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wno-missing-field-initializers) I guess
Lol, it's set already in my cmakelists
20:27
ahhhh
20:28
wait
20:28
it's add_c_compiler_flag for me, not cxx, but i think that doesnt matter since everything is c for me
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fokkonaut
it's add_c_compiler_flag for me, not cxx, but i think that doesnt matter since everything is c for me
Only system would be c for you
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my system is cpp actually
20:29
i updated it
20:30
but the whole cmakelists.txt is based on vanilla and uses c things instead of cxx
20:30
mostly
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DDNet doesn't have C either, so all the flags should be for cxx
20:30
it still sets them correctly, the issue is because it's another error: [-Werror=uninitialized]
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I don't see anything related to uninitialized in DDNet's CMakeLists though
20:31
same
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Does your CCharacterCore::Reset function initialize those variable that are undefined according to the warnings?
20:34
but Reset isnt getting called for m_SendCore and m_ReckoningCore in CCharacter::Spawn
20:34
it's only initialized
20:35
so it wouldnt matter
20:37
I could maybe just initialize both with m_Core, but that's not the way to go πŸ˜„
20:39
I dont even understand where it thinks these variables are being used
20:39
It's just listing all variables, it's the order they are declared in gamecore.h, so the list probably would go on
20:40
Ah no, it's not the same order.
20:40
but those are all vec2, if that's relevant
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Yeah, doesn't look relevant, but I would put it in the same order anyway
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How can this trigger in my mod, but not in ddnet?
20:43
Because no tools can detect it uninitialized well, tried Memory Sanitizer (needs all libs including libc++ compiled with it), valgrind (only detects in LTO build), compiler warnings. Might be relat...
20:43
this looks like it
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I think that was mostly reverted by #6256 though
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My preferred alternative to #6219. Thanks to @Chairn for laying the groundwork for making this safer. This PR simply doesn't allow to call mem_zero on nontrivial types. I like that better than ...
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I'd try the add_cxx_compiler_flag_if_supported flags and see if that works already. Looks like we use -Wextra which includes -Wuninitialized
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which flag should i add?
20:47
wextra?
20:47
I use wextra too
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I mean use add_cxx_compiler_flag_if_supported instead of add_c_compiler_flag_if_supported except for the one with OUR_FLAGS_DEP
20:49
unknown command :D
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Copy function(add_cxx_compiler_flag_if_supported VARIABLE FLAG) and following
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it works on ubuntu latest, but not on 20.04
20:55
but has also before
20:55
this error does only appear on 20.04
20:59
it did run through on the pr adding it in ddnet tho
20:59
but that was bors
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fokkonaut
this error does only appear on 20.04
https://github.com/ddnet/ddnet/pull/7886#issuecomment-2094337073 just drop 20.04 when 24.04 latest is added to CI and call it a day kek
closes #7881 edit: the ubuntu 20.04 check is failing - i cant exactly tell why, i assume its because of: CMake Error at CMakeLists.txt:642 (message): You must install MySQL to compile the DDNet ser...
21:03
Okay
21:04
:)
Exported 154 message(s)