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Between 2019-12-08 00:00:00Z and 2019-12-09 00:00:00Z
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[quakenet] Dune BOT 2019-12-08 15:00:58Z
Closes #2257 cat ~/.local/share/teeworlds/settings07.cfg

Teeworlds 0.7.3

cl_show_welcome 0
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[quakenet] Oy BOT 2019-12-08 19:01:47Z
different build routine
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[quakenet] Dune BOT 2019-12-08 19:15:17Z
Using SO_REUSEPORT allows to quickly kill the server via SIGINT, SIGTERM or SIGKILL and start it again, without waiting for the OS to close the socket by timeout. Closes #804 (for the second time)
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[quakenet] Dune BOT 2019-12-08 19:29:48Z
hey redix, do you have a good clue on how to merge those flags on your race branch? https://puu.sh/ENfnn/035afb6127.png seems like the bitflag is full
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[quakenet] Oy BOT 2019-12-08 19:34:02Z
about https://github.com/teeworlds/teeworlds/pull/2034 would be better to wait till the port is closed and then use it. the way of the pr isn't that good
Using SO_REUSEPORT allows to quickly kill the server via SIGINT, SIGTERM or SIGKILL and start it again, without waiting for the OS to close the socket by timeout. Closes #804 (for the second time)
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[quakenet] redix BOT 2019-12-08 19:36:36Z
Using SO_REUSEPORT is not the best solution for this. It would be better to catch the signal and do a graceful shutdown
19:40
Dune: why is it full? Is it using a char?
19:45
Should be fine to just use 128 and 256 there
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[quakenet] Dune BOT 2019-12-08 19:58:17Z
yeah it's an int, nvm
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[quakenet] Oy BOT 2019-12-08 20:04:38Z
Closes #2257 cat ~/.local/share/teeworlds/settings07.cfg

Teeworlds 0.7.3

cl_show_welcome 0
20:05
could you change line 1263 in cmakelists.txt to "set(ENGINE_GENERATED_SHARED src/generated/nethash.cpp src/generated/protocol.cpp src/generated/protocol.h)"
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[quakenet] Dune BOT 2019-12-08 20:11:14Z
ah, thanks
20:12
circleci passed
20:12
I wasn't able to reproduce the bug locally
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[quakenet] Oy BOT 2019-12-08 20:12:42Z
good :)
20:13
me neither. worked with cmake and visualstudio
20:13
was a guess
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[quakenet] Dune BOT 2019-12-08 20:13:38Z
yeah same setup
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[quakenet] Oy BOT 2019-12-08 20:15:26Z
redix: /root/project/src/game/client/components/chat.cpp:985:9: error: variable 'NameCID' set but not used [-Werror=unused-but-set-variable] int NameCID = pLine->m_ClientID;
20:17
Dune: that grey looks good
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[quakenet] Dune BOT 2019-12-08 20:17:35Z
(y)
20:17
committed
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[quakenet] Oy BOT 2019-12-08 20:18:04Z
\o/
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[quakenet] Dune BOT 2019-12-08 20:22:23Z
https://github.com/teeworlds/teeworlds/issues/2285 seems important but I'm not sure how to go about it
Dune the server list I get on first load usually only has half servers; any refresh afterwards works fine. Anyone got the same? Assa yes gerdoe the server list I get on first load usually only has ...
20:22
maybe delay the query to the servers some more
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[quakenet] Oy BOT 2019-12-08 20:23:09Z
can't reproduce it
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[quakenet] Dune BOT 2019-12-08 20:23:54Z
happens every time for me
20:23
windows and linux
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[quakenet] redix BOT 2019-12-08 20:24:24Z
Oy: fixed that
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[quakenet] Dune BOT 2019-12-08 20:24:25Z
68 servers -> 225 servers
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[quakenet] Oy BOT 2019-12-08 20:24:30Z
is there a difference between debug and release version?
20:24
redix: ok
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[quakenet] Dune BOT 2019-12-08 20:24:43Z
hmm gotta check
20:26
release: 172 -> 225 -> 225
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[quakenet] redix BOT 2019-12-08 20:27:14Z
For me some servers that are not shown have a bad ping on first load. The entries that are rendered have a good ping and when i scroll down there are entries with 200+
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[quakenet] Dune BOT 2019-12-08 20:27:23Z
debug is consistently 60-ish servers
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[quakenet] redix BOT 2019-12-08 20:27:29Z
When i reload it's fine
20:29
Very strange behavior =\
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[quakenet] Oy BOT 2019-12-08 20:32:58Z
maybe the client is still busy with initialisation while getting the server list
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[quakenet] Dune BOT 2019-12-08 20:33:15Z
quite possible
20:34
on my slightly slow linux computer I sometimes get 50 servers on reload
20:35
I tried to move refreshaddresses() after all the init(), didn't help on that one
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[quakenet] Oy BOT 2019-12-08 20:39:33Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] Dune BOT 2019-12-08 20:41:18Z
doubling it fixed it for me
20:41
not a 100% fix though
20:41
169 servers
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[quakenet] Oy BOT 2019-12-08 20:42:11Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] Dune BOT 2019-12-08 20:44:36Z
not sure if it helped
20:44
it hangs at 97% thanks to that, but it's not much better
20:45
reloads are sometimes bad too
20:46
(but that might be because i'm impatient)
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[quakenet] Oy BOT 2019-12-08 20:46:51Z
increasing the values slows down server refreshes
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[quakenet] Dune BOT 2019-12-08 20:47:33Z
yeah i noticed
20:51
it loads some 60 servers then hangs and gets none more, so a bigger timeout seems useless
20:51
seems like packets just get lost/not sent somehow
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[quakenet] Oy BOT 2019-12-08 20:59:31Z
ok
Exported 58 message(s)