is_receive_chunk_still_valid(...)
on every 0.7 control message with client tokenfeed_impl(..)
of net.rs
in net
crate doesn't cover 0.7's first packet since Packet::read(...)
parses it as PacketConnected
with type_ = ConnectedPacketType::Chunks
with only relevant field token
add rsp, imm
and I use leave
instruction MAX_SKIN_LENGTH = 24
only for DDNet code because the array sizes of 0.7 skin (part) names are more inconsistent and seemingly broken with demos so this requires some more work.
We already have constants for 0.7:
https://github.com/ddnet/ddnet/blob/a1d7f0f1f07688a5d9832d30d0823dbd84880f3d/src/engine/shared/protocol7.h#L63-L64
But in many cases, arrays are currently sized 24
or `protocol7::MAX_SKIN_LE...myServerconfig.cfg
in your config directory so it's not lost by updatesCNetPacketConstruct
and CNetChunk
CNetBase
and CNetConnection
CNetConnection
you pretty much have to mimic exactly, but the connection level protocol isn't very complicated anyway.CONNECT
<- CONNECTACCEPT
-> ACCEPT
(pretty much useless iirc)NETMSG_INFO
<- NETMSG_MAP_CHANGE
-> NETMSG_READY
<- NETMSG_CON_READY
CNetPacketConstruct
and CNetChunk
CNetPacketConstruct
and CNetChunk
is used for? network.h
has some documentation on it but libtw2 has it cleaner$FF0101 is not a valid integer.
red is not a valid integer.
<rest>/?username=<username>
?PUT /finishes/<community>/<map>/<username>
for you to insert your finishesPUT /finishes/<community>/<map>/<username>
for you to insert your finishes PUT /finishes/<community>/<map>/<username>
for you to insert your finishes POST /finishes/<community>/<map>
to allow batched insertsPOST /data/<community>/finishes/<map>
might keep it more generic too incase there is other data we want to store on behalf of third parties latercommunity.ddnet.org
for all community endpointsprofile
and one that would work with players that don't have points on DDNet.https://ddstats.tw/profile/json?player=n9
.https://ddstats.tw/profile/json?player=n9
. skins
folder were downloaded from the configured URL and saved to the downloadedskins
folder, but the saved files were never used, leading to wasted downloads and write operations.
Now, if a skin to be downloaded already exists in the downloadedskins
folder, the modified time of the skin file is determined and a HTTP HEAD request is sent to the skin download URL to determine when the skin to be downloaded was last modified. The times are compared wi...