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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2019-01-27 00:00:00Z and 2019-01-28 00:00:00Z
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[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1996: Remove the no longer used info.png from cmake (master...patch-1) https://git.io/fhrQm
12:28
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1987: Add fade effect to join friend button (master...fix-join-hover) https://git.io/fhR34
12:29
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1997: No longer incorrectly show bot servers when 'Has people playing' and 'Hide bots' are ticked (master...fix-nonemptyfilter) https://git.io/fho2V
12:32
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #2001: Add check before resetting the local rcon map list (master...fix-maplist-crash) https://git.io/fh6t3
Fixes a crash if the server does not have the MapListEntries logic
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[quakenet] <TeeSlayer> soo... zcatch is almost ported. the general idea works ^_^
19:15
[quakenet] <TeeSlayer> I have no idea how to change colors though
19:15
[quakenet] <TeeSlayer> it's quite different now I think
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ChillerDragon 2019-01-27 19:29:10Z
is it even possible?
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[quakenet] <TeeSlayer> dunno.. I also found a way to crash the client while porting :D
19:46
[quakenet] <TeeSlayer> it happens if you whisper somebody with SendChat, but the first parameter is -1
19:46
[quakenet] <TeeSlayer> apparently
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[quakenet] <rand> oO
20:03
[quakenet] <rand> the server makes the client crashes ?
20:03
[quakenet] <TeeSlayer> yup
20:04
[quakenet] <TeeSlayer> The client doesn't check whether ChatterClientID really exists if it receives a whisper
20:05
[quakenet] <TeeSlayer> that's my guess, haven't looked into the client code yet
20:05
[quakenet] <TeeSlayer> it was a segfault
20:05
[quakenet] <TeeSlayer> so probably^^
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[quakenet] <koomi> oh boy
20:30
[quakenet] <koomi> I spent some time fuzzing the masterserver a while back but didn't find anything
20:31
[quakenet] <koomi> sounds like someone(tm) should try the client and maybe regular server too
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[quakenet] <minus> rewrite it in rust
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[quakenet] <rand> indeed
20:52
[quakenet] <koomi> fwiw I used afl and adapted net_udp_recv to read input from stdin
20:53
[quakenet] <heinrich5991> ddnet fuzzed it a bit as well
20:53
[quakenet] <heinrich5991> you might want to disable compression
20:53
[quakenet] <heinrich5991> (and fuzz that separately if you want)
20:54
[quakenet] <heinrich5991> the reading of datafiles (maps) is completely broken in that respect. no checks whatsoever and all offsets read from the file are trusted
20:54
[quakenet] <minus> =D
20:55
[quakenet] <heinrich5991> (I read through that code thoroughly while writing the rust datafile & map library)
20:55
[quakenet] <koomi> right, good point, but I don't think I'll spend time on it anytime soon
20:56
[quakenet] <minus> can we get a RCE via map download PoC?
20:58
[quakenet] <heinrich5991> unlikely
20:58
[quakenet] <heinrich5991> I tried to estimate the impact back then
20:58
[quakenet] <heinrich5991> it looked like DoS only
20:58
[quakenet] <heinrich5991> you only get arbitrary reads, and since the only thing the client sends to the server is the input, you can't even extract useful data
21:04
[quakenet] <koomi> maybe you can figure out the rcon password
21:05
[quakenet] <heinrich5991> the server sends maps to the client, so the only information you could possibly extract is information the client has
21:06
[quakenet] <koomi> oh right, wrong way
21:06
[quakenet] <koomi> the server doesn't parse maps that it serves?
21:06
[quakenet] <heinrich5991> it does
21:06
[quakenet] <heinrich5991> but only the server admin can put maps there
21:07
[quakenet] <heinrich5991> hmmmm
21:07
[quakenet] <koomi> yeah, race servers have lots of maps from various people though
21:07
[quakenet] <heinrich5991> yeah
21:07
[quakenet] <TeeSlayer> who wants to try zcatch on 0.7? :)
21:07
[quakenet] <heinrich5991> ok, the only way the server uses the map data is via the game layer
21:08
[quakenet] <heinrich5991> so one could theoretically try to carefully craft a map which uses the game layer to transport information to the client
21:08
[quakenet] <heinrich5991> (while at the same time looking legitimate, that part might be hard)
21:09
[quakenet] <heinrich5991> well, there are probably services that allow you to upload arbitrary maps, so that part might be optional
21:09
[quakenet] <TeeSlayer> yeah, I've seen that
21:09
[quakenet] <TeeSlayer> but only for 0.6
21:09
[quakenet] <TeeSlayer> I thought about doing sth like that, but not anymore :D
21:10
[quakenet] <koomi> TeeSlayer: laser zcatch?
21:10
[quakenet] <TeeSlayer> ofc
21:10
[quakenet] <TeeSlayer> ctf4_old
21:10
[quakenet] <koomi> let me search for a mouse
21:12
[quakenet] <TeeSlayer> the only problem is that the old zcatch converted players to spectator, so it might confuse people in the server browser
21:12
[quakenet] <TeeSlayer> I need to change that, but not today^^
21:13
[quakenet] <heinrich5991> you could theoretically still change them to spectators but report something different
21:13
[quakenet] <heinrich5991> actually, this sounds like it might be a good application for the client's support for the survival mode
21:14
[quakenet] <koomi> found a mouse, now making space on the desk...
21:14
[quakenet] <TeeSlayer> nice
21:15
[quakenet] <heinrich5991> I guess I'll get a mouse as well
21:16
[quakenet] <TeeSlayer> I hope there won't be any bugs :D
21:17
[quakenet] <koomi> ugh I need to install 0.7 first
21:17
[quakenet] <koomi> oh it's in backports
21:17
[quakenet] <TeeSlayer> that's the point
21:17
[quakenet] <koomi> done
21:17
[quakenet] <koomi> ok I'm all set up
21:18
[quakenet] <TeeSlayer> just search for zcatch
21:20
[quakenet] <koomi> wtf, client freezes for a few seconds as soon as I move my mouse...
21:20
[quakenet] <koomi> but only with the usb mouse, not the laptops built in
21:22
[quakenet] <Teeworlds> [teeworlds] nheir opened pull request #2002: check if whisper message has a valid target (master...fix_whisper) https://git.io/fh6Nv
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[quakenet] <day> how is the score in dm calculated? it's a bit odd that score != kills like it used to be
21:42
[quakenet] <heinrich5991> kill - suicides is what it used to be
21:42
[quakenet] <day> yeah
21:43
[quakenet] <day> now its just some odd value that means nothing
21:44
[quakenet] <day> i mean https://i.imgur.com/EBKomc2.png that is just lol
21:45
[quakenet] <day> almost like you get score points for spending time in the game :D
21:51
[quakenet] <heinrich5991> day: ah, I think the issue is that you only see the kills and deaths reflected in the scoreboard that happened while you were on the server
21:51
[quakenet] <heinrich5991> there is an issue about that
21:51
[quakenet] <day> ah
21:51
[quakenet] <heinrich5991> (but the total score is still calculated the same as far as I could gather from the source)
21:51
[quakenet] <day> yeah looks about right. im sure i killed myself a few times
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[quakenet] <koomi> is teeworlds supposed to call clone(2) a gazillion times a second?
22:03
[quakenet] <koomi> my pids wrapped...
22:03
[quakenet] <koomi> seems to be in sdl
22:06
[quakenet] <koomi> http://sprunge.us/Gx0jf5
22:12
[quakenet] <koomi> and for god knows what reasons this happens even more often when I move my usb mouse
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[quakenet] <koomi> is this forking buisness only happening on my system or can someone else confirm?
22:22
[quakenet] <koomi> strace -eprocess -p $(pgrep teeworlds)
22:23
[quakenet] <koomi> should show a lot of clone & wait4
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[quakenet] <heinrich5991> koomi: no, I only get a constant amount of clone's and no wait4
22:34
[quakenet] <koomi> do you have a dbus process running as your user?
22:35
[quakenet] <koomi> it's trying to exec dbus-launch which is not installed on my system
22:36
[quakenet] <koomi> so seems like an sdl issue
22:37
[quakenet] <koomi> everything works fine when I install dbus-x11, which contains dbus-launch
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