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Between 2020-02-23 00:00:00Z and 2020-02-24 00:00:00Z
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is there way to get a player's ip + port in the gamecontext? like GetClientAddr() which seemingly only returns the IP
14:46
without modifying the source.
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without modifying probably not
15:35
but using econ you can sneak it
15:35
as econ has access to status command and/or can check the logs, and in the join leave msgs you get the full ip
15:35
+ port
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ChillerDragon 2020-02-23 15:49:36Z
"in the gamecontext" sounds like not modifying source other than gamecontext.cpp
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yeah, but seemingly adding an optional parameter to GetClientAddr() that's default to false is the only not hacky way
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@ChillerDragon https://github.com/teeworlds/teeworlds/issues/2475 any feedback in regard to the patch?
16:28
that's in the comment
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ChillerDragon 2020-02-23 16:49:33Z
#development
16:49
ah the patch sry didnt read
16:51
im not too sure tbh
16:51
i like to complain about the logging but im still agianst changing it :/ its just a mess to maintain two versions of logging then to support older versions
16:52
also multiple logs might give you insight on errors when a client disconnects during connection in which stage it happend or similar cases
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well, the patch only removes one specific line when joining by adding a player name and the disconnect messages were added that contain
16:55
nick, id, ip, port
16:56
ye i red the patch
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the granularity more or less stays
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ChillerDragon 2020-02-23 16:57:48Z
still every logparser has to be rewritten
16:58
and every logparser that wants to support the olg version as well has to maintain duplicated code
16:58
old*
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do you use that one line that has been removed?
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ChillerDragon 2020-02-23 16:58:31Z
one line?
16:58
didnt you remove multiple
16:58
well i use them all but i guess its not about me
16:59
me having to rewrite a parser shouldnt be a holdback to refactor tw
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player joined...
16:59
that's the only line removed and replaced
16:59
to contain nick, id, ip, port
17:00
also now one would only need to parse for two lines without any complext logic
17:00
complex*
17:00
server_join, server_leave
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ChillerDragon 2020-02-23 17:00:33Z
ye ikr
17:00
parsing two lines is annoying
17:01
but didnt you duplicate information now?
17:01
maybe it would be best if you could show a diff of the actual log output
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in my opinion the logs are not consistent
17:02
gotta look in my copy history x)
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is commented
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ChillerDragon 2020-02-23 17:23:09Z
ty
17:24
seems likes its two times your patch tho so not very comparable
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@jxsl13 1. add =false to the other header too for port 2. i dont like that the gamecontext is handling the message. the engine is aware of networking stuff and the client states and should also handle these messages. The GAME context is for the GAME stuff imo
17:29
But I agree that the messages should be simplified, but as said not from gamecontext
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is the engine aware of nickname?
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of course
17:32
Lol
17:32
server() ->clientname xd
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the problem is actually those ingame states
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what do you mean
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the engine also drops players before they are even properly connected to the server
17:33
and then loose their connection
17:33
or disconnect
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and how is it a problem?
17:34
dont log these i guess
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are those connecting -> ready -> enter handled by the engine as well?
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then gotta take a look there
17:37
take a look here for example
17:37
the engine even calls the gamecontext function
17:38
aswell as the joining
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moving it to engine/server makes the Port parameter obsolete
17:51
(Y)
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i got some really weird bugs with sv_high_bandwith
19:03
for me the ping(!) gets better and for others it gets worse
19:03
and it's not a local server
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good ping -> better, bad ping with a lot of packet loss -> gets worse
19:13
that was kinda the result of the previous discussion here.
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