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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 2024-11-17 00:00 and 2024-11-18 00:00
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MASK2GOT: 0 MASK: 0 MASK: 0 PROCESING: 0 0 0 MASK: 0 MASK2GOT: 0 MASK: 0 MASK: 0 PROCESING: 0 0 0 MASK: 0 MASK2GOT: 0 MASK: 0 MASK: 0 PROCESING: 0 0 0 MASK: 0 debugging b like
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Robyt3
Does ASAN not break on the dbg_break?
would it be an idea to change it so it does?
00:15
static char* useafterfree = (char *)malloc(1); free(useafterfree); *useafterfree = 0;
00:15
idk what the best way to do it is x-x
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abort() just sends sigill or sigbreak to itself
00:24
for post mortem debug
00:25
idk if asan still allows post mortem debug in the same way
00:25
if it catches something
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Solly
idk if asan still allows post mortem debug in the same way
It does, the default options really hinder it though
01:02
export ASAN_OPTIONS=abort_on_error=1:halt_on_error=1 export UBSAN_OPTIONS=abort_on_error=1:halt_on_error=1
01:02
This gives you the sensible behavior rather than exiting in a rather useless way (edited)
01:05
There is also -fsanitize-trap which works without any runtime libs at all
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y r u here
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ws-client BOT 2024-11-17 01:43
<ChillerDragon> @Peter0x44 do you play ddnet?
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ChillerDragon and how do you feel about the fact that I, according to Kisao, "fake" your mod. Like, I have a type of "SlowNet" on the server that corresponds to the theme of the server. And Kisao says that I should use the most diffolt type
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^ wtf does this mean?
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Solly
^ wtf does this mean?
It's just that the owner of TeeSports thinks that I'm kind of hiding the fact that I use DDnetPP. Like I have a SlowNet type on my server , and he thinks that I'm just using another type of server , hiding the fact that I use DDNetPP
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^ this doesnt make it any clearer ngl (edited)
02:58
owner of TeeSports = Kisao you set the type to SlowNet, but the mod is just a ddrace with tunings on server settings kisao thinks youre hiding that youre using ddnetpp?
02:59
cant u do slownet with just default ddnet server
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ws-client BOT 2024-11-17 03:05
<ChillerDragon> @Evelyn I created and published ddnet++ for it to be used. I appreciate credits a lot but I do not require them. Also setting the gametype is a ddnet++ feature that was also added to be used.
03:07
<ChillerDragon> But yes I agree with Kisao to some degree that it is a bit weird. Historically gametypes convey the meaning of which gamemode and usually also which code base is running on the server. So changing the gametype without changing anything else has a bit of a master server click bait vibe to it because it looks like it is a brand new modification when in reality it is not.
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03:09
<ChillerDragon> It is a bit sketchy to me but I am also just conservative. Because one could also argue that the gametype is about informing the users about their gameplay experience and then SlowNet is quite descriptive even if there is no custom code. Anyways I added that feature for you and from my side feel free to set whatever gametype.
03:11
<ChillerDragon> It is not like you went into the code and removed my name from the credits. Which by the way is something Kisao did. He modified DDNet++ and removed me from /credits and /info and the ddnet++ welcome version message.
03:13
<ChillerDragon> I never complained about that because he also extended ddnet++ and added some russian translations and a few more commands so it now became his modification. That is what ddnet++ is for as a starting point for your mod so that people do not have to reinvent the wheel all the time. Still it makes me a bit sad to be wiped entirely from the credits since clout is the only payment i receive for this work.
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Great, I hope at least now Kisao will leave me alone about the type of server.
03:25
ChillerDragon, how do you feel about the fact that I can tell you every day I ask you to do something
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ws-client
<ChillerDragon> It is not like you went into the code and removed my name from the credits. Which by the way is something Kisao did. He modified DDNet++ and removed me from /credits and /info and the ddnet++ welcome version message.
we all knew it chiller, rip
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03:35
and since when kisao is owner of teesports xd
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And who is he?
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ws-client BOT 2024-11-17 04:06
<ChillerDragon> @Evelyn dont worry ask away i will tell you when i dont want to do something
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Thanks
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GitHub BOT 2024-11-17 04:54

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
  • [x] Changed no physics that affect existing maps
  • [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addr...
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GitHub BOT 2024-11-17 05:23
would be nice if u can go to not only for YX, but TOTELE and TOTELECP smth like this !image
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Voxel_ BOT 2024-11-17 05:25
Sprites are so dependant in DDNet that trying to remove even a little of them breaks everything
05:25
Like, what do you mean weapon = WeaponSpec(container, "hammer") completely relies on the original sprite?
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how else would you define the weaponspec?
06:37
you could probably create a fallback texture in case the original sprite isn't found
06:38
seems annoying to work w the python generated code in general though
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ws-client BOT 2024-11-17 07:51
<ChillerDragon> @Sedonya u here?
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MilkeeyCat 2024-11-17 08:01
@Sedonya ^
❤️ 1
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ws-client BOT 2024-11-17 08:01
<ChillerDragon> ty
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ws-client
<ChillerDragon> @Sedonya u here?
good morning
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ws-client BOT 2024-11-17 08:04
<ChillerDragon> ok nice
08:04
<ChillerDragon> go check wire
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I saw your msg a long time ago, but it seems like I haven't worked with git enough and don't understand how to move commit history over
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When people vote on a server with 128 slots, the wrong person kicks at all.
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louis
how else would you define the weaponspec?
They would still have to be defined in code. We also want to ensure that users' assets have the correct aspect ratio.
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louis
seems annoying to work w the python generated code in general though
I'd vote for moving the sprite code away from being generated with python if that makes it easier
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Koll Potato 2024-11-17 10:43
ChillerDragon: I have found another typo in the 0.7 documentation, NETMSG_MAP_CHANGE is sent by the server xd
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ws-client BOT 2024-11-17 11:01
<ChillerDragon> @Koll Potato go send pr and earn a contributor badge for html programming skills https://github.com/ChillerDragon/teeworlds-protocol/blob/d3a985e21f9903c421bf106fde812c23f0f6daa0/07/system_messages.html#L202-L205
Documenting the teeworlds network protocol. Contribute to ChillerDragon/teeworlds-protocol development by creating an account on GitHub.
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ws-client BOT 2024-11-17 12:11
<Sedonya> omg
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ws-client
<ChillerDragon> @Koll Potato go send pr and earn a contributor badge for html programming skills https://github.com/ChillerDragon/teeworlds-protocol/blob/d3a985e21f9903c421bf106fde812c23f0f6daa0/07/system_messages.html#L202-L205
Koll Potato 2024-11-17 12:28
done :D
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I have seen a video about zlib and zstd might be an endevour to check if this could improve data bandwidth since ddnet and teeworlds is using zlib for network compression
12:56
but I guess I would just break the netcode or backwards compatibility, however newer clients could switch to low bandwidth communication
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ChillerDragon When people vote on a server with 128 slots, the wrong person kicks at all.
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Bors Matyas 2024-11-17 13:00
can you make a server where bots are allowed?
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cyberfighter 2 2024-11-17 13:01
no
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you can host your own server where bots are allowed
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ws-client BOT 2024-11-17 14:02
<ChillerDragon> @Bors Matyas what kind of bots? The block servers I host tolarate a few bots 88.198.96.203:8303 and 88.198.96.203:8306
14:05
<ChillerDragon> @Evelyn If i were to allocate time for 128 stuff I would start by adding client support but I don't have the energy for that in the forseeable future
14:05
<ChillerDragon> so you can keep the 128 player server bugs for now. It is an experimental feature branch with no support.
14:08
<ChillerDragon> @Assa zlib for network compression? You mean in maps? Idk the map format much but i assume it could affect the map download process. But either way map or network protocol changes break backwards compatibility. Then old clients can't load the map anymore.
14:09
<ChillerDragon> I think it would be nice if the client and server could negotiate compression algorithms like browsers do it. So a client could say it supports no compression and the server is forced to not use huffman at all. And the client could also ask the server for brotli and if the server supports that it will be used.
14:10
<ChillerDragon> It is backwards compatible but it adds complexity. Probably the wrong time for such proposal with quic and ddpg in the pipeline.
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ws-client
<ChillerDragon> I think it would be nice if the client and server could negotiate compression algorithms like browsers do it. So a client could say it supports no compression and the server is forced to not use huffman at all. And the client could also ask the server for brotli and if the server supports that it will be used.
this is what I meant
14:17
Yeah, I just wanted to throw that into the room
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ws-client BOT 2024-11-17 14:20
<ChillerDragon> i guess since http map downloads are already a thing and its using libcurl we are probably optimizing the download speed quite well already given that the server support map downloads
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GitHub BOT 2024-11-17 15:34
Do not reset the local time after the dummy is connected, as the local time is supposed to run continuously while on the same server. Resetting the local time caused damage indicators to become stuck, as the s_LastLocalTime value is in the future after resetting the local time. This also affected other effects like pickup location and bullet rotation, where this was not noticeable. Closes #4967.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visu...
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ws-client
<ChillerDragon> i guess since http map downloads are already a thing and its using libcurl we are probably optimizing the download speed quite well already given that the server support map downloads
do we use zlib only for map downloads and not for regular networking?
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Assa
do we use zlib only for map downloads and not for regular networking?
No, zlib compression isn't fast enough I assume
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okay, then throw this idea in the trashbin ^^
16:12
d13d4f7 Fix damage indicators being stuck after connecting dummy - Robyt3 4215bb4 Merge pull request #9261 from Robyt3/Client-LocalTime-Dummy-Continuous - heinrich5991
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Hi all, can you tell me how to create a server binary for windows with sql support? 112 error..
17:37
There is a lot of white in the screenshot I'm sorry I can't text
SPOILER
Image attachment
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hi, if I cut out the check on sv_test_cmds so that the commands always work, is this against the rules?
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nope it's fine you can do it on your own private servers
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Peakies
nope it's fine you can do it on your own private servers
and if I give in to the community, will it already be prohibited?
19:03
since it's your own server
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ByFox
There is a lot of white in the screenshot I'm sorry I can't text
Mh, this one might actually be completely broken, or at the very least the knowledge of it is lost to time. Idk anyone who builds with mysql on windows
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idk
hi, if I cut out the check on sv_test_cmds so that the commands always work, is this against the rules?
It's not against the rules, but I would suggest you rename the mod so people don't come to expect ddnet to have test commands enabled
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ByFox
There is a lot of white in the screenshot I'm sorry I can't text
used to work for me when i did cmake .. -DMYSQL=ON -DMYSQL_CONFIG:FILEPATH="C:\Program Files\MariaDB 11.3\bin\mysql_config.pl" -DMYSQL_INCLUDEDIR:PATH="C:\Program Files\MariaDB 11.3\include\mysql" -DMYSQL_LIBRARY:FILEPATH="C:\Program Files\MariaDB 11.3\lib\libmariadb.lib"
19:24
tho idk, the codebase i needed mysql for is also a year old now. i just had that command written down (edited)
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GitHub BOT 2024-11-17 21:15
f1e204f Add 100 € donation by SpeedyGER & Chillbreaker - def-
🤑 2
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@SpeedyGER @Chillbreaker Thanks for the large donation!
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gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bind b "say /spec" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bind b "say /spec"bind c "exec scripts/dummy_deep_off.cfg" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bind b "say /spec"bind c "exec scripts/dummy_deep_off.cfg"bind d "+right" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bind b "say /spec"bind c "exec scripts/dummy_deep_off.cfg"bind d "+right"bind e "exec scripts/location_team.cfg" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bind b "say /spec"bind c "exec scripts/dummy_deep_off.cfg"bind d "+right"bind e "exec scripts/location_team.cfg"bind f "toggle cl_dyncam 1 0" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bind b "say /spec"bind c "exec scripts/dummy_deep_off.cfg"bind d "+right"bind e "exec scripts/location_team.cfg"bind f "toggle cl_dyncam 1 0"bind g "say gg" gf�?ff�?��Cz D���C�GDI��C�*Dbind a "+left"bin why is this happening x-x
21:16
void CBinds::ConfigSaveCallback(IConfigManager *pConfigManager, void *pUserData) { CBinds *pSelf = (CBinds *)pUserData; pConfigManager->WriteLine("unbindall"); for(auto &it : pSelf->m_Binds) { const CBindSlot BindSlot = it.first; const char *pBind = it.second; char pBuf[1024]; const char *pBufEnd = pBuf + sizeof(pBuf); str_copy(pBuf, "bind "); pSelf->GetName(BindSlot.m_Key, BindSlot.m_ModifierMask, pBuf + str_length(pBuf), sizeof(pBuf) - str_length(pBuf)); str_append(pBuf, " \"", sizeof(pBuf)); // process the string. we need to escape some characters char *pDst = pBuf + str_length(pBuf); str_escape(&pDst, pBind, pBufEnd); str_append(pBuf, "\"", sizeof(pBuf)); printf("%s\n", pBuf); pConfigManager->WriteLine(pBuf); } }
21:17
that is why is there a bunch of garbage before the first bind, why is the stuff before not being reset?
21:23
bind period "exec scripts/kill_bind_off.cfg" bind f1 "toggle_local_console" bind f2 "toggle_remote_console" bind f3 "vote yes" bind f4 "vote no" bind f5 "+showhookcoll" bind lshift "+emote;+spectate" bind rctrl "exec scripts/location_team_bindwheel.cfg;+bindwheel" bind rshift "+emote;+spectate" bind mouse1 "+fire; +toggle cl_dummy_hammer 1 0" bind mouse2 "+hook" bind mousewheelup "+fire" bind mousewheeldown "+fire"
21:23
i printf it?
21:23
and its fine
21:29
oh
21:29
micro is buuggy mess and is doing this not me xdddd
21:29
lmao
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GitHub BOT 2024-11-17 22:23
Hello DDNet Team, I’d like to request adding my SlowNet server to the community tab. Feel free to adjust the details as needed: Server Name: [Official] SlowNet #1/2 Region: GER (with plans to expand to other regions soon) My server has become very popular recently, with players playing consistently. Tomorrow, we’re expanding to additional servers and increasing the player capacity to 200 slots. Due to the large number of players, we’ve noticed others trying to replicate our i...
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is the website down?
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louis
is the website down?
fine for me
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i got cloudflare alwaysonline for a minute for some reason thonk
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apperantly having the new textures loading in doesn't work anymore
23:23
" Exception thrown: read access violation. this->m_pClient was nullptr. "
23:23
located at component.cpp
23:23
class IGraphics *CComponent::Graphics() const { return m_pClient->Graphics(); }
23:24
oh nvm i just did it wrong
23:25
theres still errors
23:31
23:31
is this how you're supposed to do it
Exported 110 message(s)
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