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Between 2019-08-31 00:00:00Z and 2019-09-01 00:00:00Z
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Hey, I am still struggeling with my rainbow. When about 7 players or more are online on the server and everyone has rainbow, the clients get an out of buffer disconnect. Is it possible to fix this in a good way?
06:32
Or can I increase the Buffer?
06:33
(rainbow means sending a skinchange msg to everyone every tick)
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[quakenet] Oy BOT 2019-08-31 06:35:42Z
no you can't increase the buffer
06:36
but 7 seems odd, maybe some problem in ur code?
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if(m_pCharacter && m_pCharacter->m_Rainbow) { if (!GameServer()->m_apPlayers[SnappingClient] || (!Server()->ClientIngame(SnappingClient) && !GameServer()->m_apPlayers[SnappingClient]->IsDummy()) || Server()->GetClientVersion(SnappingClient) < CGameContext::MIN_SKINCHANGE_CLIENTVERSION) return; CNetMsg_Sv_SkinChange Msg; Msg.m_ClientID = m_ClientID; for (int p = 0; p < NUM_SKINPARTS; p++) { Msg.m_apSkinPartNames[p] = m_TeeInfos.m_aaSkinPartNames[p]; Msg.m_aUseCustomColors[p] = 1; Msg.m_aSkinPartColors[p] = RainbowColor; } Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, SnappingClient); }
06:43
This is in the snap, before I had it in Tick, and it also went out of buffer
06:43
so there is no difference
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[quakenet] Oy BOT 2019-08-31 06:49:02Z
maybe it's called multiple times?
06:49
the buff should be 16k or 32k
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How can it be called multiple times
06:50
Espeically when I put it in the Tick
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[quakenet] Oy BOT 2019-08-31 06:50:16Z
you could check what kinda packets you get on ur client
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what would that help
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[quakenet] Oy BOT 2019-08-31 06:53:31Z
too see why u run out of buffer
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but the server disconnects me
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[quakenet] Oy BOT 2019-08-31 06:56:52Z
doubt it's the rainbow, unless it's called multiple times, client should handle 7 players without problem
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But there is nothing else that gets sent every tick
07:08
I will check it in a few days
07:09
I have an idea but that cant be it actually
07:10
@oy, why is sndasyncloading in config vars, and not variables?
07:10
Where is the difference
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[quakenet] Oy BOT 2019-08-31 07:10:42Z
just checked the recv buffer should be 64k, even when a packet uses max payload of 1400bytes you can't fill the buffer with 7 packets
07:11
there isn't much difference
07:11
the other snd config were in engine/shared so i put it there to have them all together
07:11
I will try that when I get home
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[quakenet] Oy BOT 2019-08-31 13:25:10Z
not sure if it's needed to keep track if a user set the default value manually
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[quakenet] Learath2 BOT 2019-08-31 14:37:25Z
how about a new flag in C*VariableData, m_Save. If a value is set on console it'll be set. When writing the config you check m_Save whether to save or not
14:38
Now the issue would be values that are old, e.g. saved by past versions of the client and there are only 2 ways to handle that
14:39
Either this is just useful for all the new config variables, or you allow users to (with a console command or a button) remove default options from their config file
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[quakenet] Dune BOT 2019-08-31 15:21:59Z
I think not
15:22
(Oy)
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[quakenet] Learath2 BOT 2019-08-31 15:30:28Z
Or just leave it as is, it's been broken forever anyway
15:31
Causes a lot of problems when you are releasing a couple versions a month, it's mostly fine for slow releases where the defaults get tested long enough to be unlikely to chang
15:32
s/$/e/
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[quakenet] Oy BOT 2019-08-31 16:15:06Z
it would be some kinda hassle: if i change a value to a default value, cause i want to use the default value and it should be updated in case
16:15
if we change the default value, it's probably for a reason
16:15
dunno how many want to stick to the old default value
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[quakenet] Dune BOT 2019-08-31 16:39:22Z
I think it's unnecessary
16:39
06d445a ought to be enough
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[quakenet] rand BOT 2019-08-31 17:08:43Z
a default flag for vars, lgtm
17:09
restore default value with some specific command, say unset <varname>
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[quakenet] Oy BOT 2019-08-31 17:10:43Z
different feature, but seems useful
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[quakenet] rand BOT 2019-08-31 17:12:31Z
(or more explicit name, restore_default/reset/to_default etc)
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[quakenet] heinrich5991 BOT 2019-08-31 17:30:23Z
maybe the right course of action would be to simply remove that config option
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[quakenet] Learath2 BOT 2019-08-31 17:30:33Z
heinrich5991: when you change defaults?
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[quakenet] heinrich5991 BOT 2019-08-31 17:30:37Z
if we see no reason to not load the sounds asynchronously
17:30
nah, in this case
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[quakenet] Learath2 BOT 2019-08-31 17:30:45Z
oh, you are talking about that
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[quakenet] heinrich5991 BOT 2019-08-31 17:31:13Z
there's still a problem with your solution btw, config variables are changed without involvement of the console by the UI, currently, there's no simple way to detect that
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[quakenet] Learath2 BOT 2019-08-31 17:31:48Z
oh, the ui doesn't really go through the console, yeah that'd be quite a rewrite
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[quakenet] Oy BOT 2019-08-31 17:48:26Z
on an old single core machine the loading of the sounds was faster with the not-threaded option
17:48
don't think it hurts to keep the option
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[quakenet] heinrich5991 BOT 2019-08-31 17:54:12Z
lines of code for this particular feature seem to be low (<30), so I guess it really doesn't hurt
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[quakenet] Dune BOT 2019-08-31 17:55:29Z
Indeed :)
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[quakenet] Oy BOT 2019-08-31 17:58:13Z
it seems that the 0.7 master servers can be influenced in such a way, that individual servers can be blacklisted, seemingly banned and or delisted, I guess, especially masterserver 1 and masterserv...
17:58
otherwise it could be closed
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[quakenet] heinrich5991 BOT 2019-08-31 17:58:56Z
no info known to me
17:59
I guess it can be closed (as "not enough info" or so)
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[quakenet] Oy BOT 2019-08-31 17:59:33Z
yeah
18:01
heinrich5991: could you look at https://github.com/teeworlds/teeworlds/pull/2194 when you have time?
Added deployment to appveyor, circleci and travicci to enable automatic trunk builds. os: win64 win32 unix osx (mac) It adds 4 releases (for each os), which are automatically updated and overwrit...
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[quakenet] heinrich5991 BOT 2019-08-31 18:03:48Z
yea, will do
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[quakenet] Oy BOT 2019-08-31 18:06:55Z
great
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ChillerDragon 2019-08-31 18:16:51Z
about #2168 @jxsl13 might have some info?
18:18
with this change, things like sv_name Test server don't work anymore
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[quakenet] Oy BOT 2019-08-31 18:21:42Z
yeah, you have to use ""
18:21
probably too much a hassle
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can be closed
18:44
it seemed to me that thta server is vulnerable to social engineering at most.
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[quakenet] Dune BOT 2019-08-31 18:56:05Z
Yeah don't break backwards compatibility with previous cfg syntax for that
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Taking a look at github actions seems to maybe make things a lot easier. As every operating system can be covered with that.
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ChillerDragon 2019-08-31 19:03:01Z
How are the release tar.gzs crafted for linux?
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they can be created using cmake
19:03
use the target "package" or "package_default"
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ChillerDragon 2019-08-31 19:03:38Z
awesome
19:03
ty
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(same for the other operating systems btw, package_default probably works better)
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ChillerDragon 2019-08-31 19:04:10Z
package_dmg said 0.7.3 tho
19:04
ah awit#
19:04
i might have messed up my version nvm
19:05
oh GAME_VERSIOn is 0.7.3 and GAME_RELEASE_VERSION is 0.7.3.1?
19:05
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:11
I think the first one is for the server?
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ChillerDragon 2019-08-31 19:11:26Z
wait so server and client have different version numbers?
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The version the client sends does I think
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quickly grepping through the source code, I think GAME_RELEASE_VERSION is used for the UI and GAME_VERSION for the network
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ChillerDragon 2019-08-31 19:13:16Z
so there can be no network patches?
19:13
well pacth versions that actually get send
19:13
beacuse it seems to be chopped
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Not for fixups. Minor versions get sent just fine
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