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
the objective is to connect to a game server using the UDP protocol, identify yourself as a player and collect information from the server, I tested it with other games and got a response, but with ddnet there is no return
<ChillerDragon> @fregues if you want to identify yourself as a player to the server you have to speak the protocol and do a full token handshake. Its more than sending one message. But as heinrich already said the publicly listed servers data is served as json.
07:19
<ChillerDragon> @fregues what data exactly do you need?
With high workload you mean you want to perform heavy calculations on all CPU cores? I don't really have more experience except the DDNet multi threading, which isn't really doing heavy calculations. According to https://developer.android.com/topic/performance/threads we should lower the thread priority for background jobs so the UI thread can run smoother.
Generally, threads in the foreground group get about 95% of the total execution time from the device, while the background group gets roughly 5%.
Robyt3
With high workload you mean you want to perform heavy calculations on all CPU cores? I don't really have more experience except the DDNet multi threading, which isn't really doing heavy calculations. According to https://developer.android.com/topic/performance/threads we should lower the thread priority for background jobs so the UI thread can run smoother.
Generally, threads in the foreground group get about 95% of the total execution time from the device, while the background group gets roughly 5%.
Yeah, the point is when I tried some stuff with dd-pg on Android I noticed that the main thread got completely blocked if 2 threads consume lot of CPU resource (e.g. during compilation of shaders)
I even tested it on different devices. So something limits my workload and available_parallelism is not really reliable.
13:43
I wonder if that is some energy saving mechanism or smth
13:43
I have 8 cores, so at least 4 should be able to be used
yeah, I guess you need to be careful with threads since they inherit the priority from the thread that spawned them
13:43
Practically speaking, thereβs a number of variables responsible for this, but picking a value (like 4, for starters), and testing it with Systrace is as solid a strategy as any other. You can use trial-and-error to discover the minimum number of threads you can use without running into problems.
13:43
Each thread costs a minimum of 64k of memory
Robyt3
yeah, I guess you need to be careful with threads since they inherit the priority from the thread that spawned them
@heinrich5991 you once suggested
https://github.com/tokio-rs/tracing
to #[instrument] the code.
But I dunno, should I put that on every function in my whole code base or what
Mostly but not always! There is some time-based power usage, so it can be more efficient to run at a higher clock speed and then go to sleep instead of running for longer at a lower clock speed. But the graphs I remembered for that were from 2010 or so
deen
Mostly but not always! There is some time-based power usage, so it can be more efficient to run at a higher clock speed and then go to sleep instead of running for longer at a lower clock speed. But the graphs I remembered for that were from 2010 or so
Neat, another self-referencing structs crate I hadnβt known of before (but now I do because of your recent-ish blog post). You might have seen me before on the issue trackers of many other self-r...
Would it be best to post feature requests/improvements on Github issues? I just wanted to suggest a smoother camera method for multi-view spectator mode when tees respawn.
Pathos
Would it be best to post feature requests/improvements on Github issues? I just wanted to suggest a smoother camera method for multi-view spectator mode when tees respawn.
Log more detailed error messages when fonts could not be loaded and when the font index is malformed. Show warning popup on client launch if any font failed to load, although this warning won't be readable if all fonts failed to be loaded.
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 te...