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Between 2020-05-10 00:00:00Z and 2020-05-11 00:00:00Z
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The algorithm already tries to keep the player list stable, your really shouldnt be getting this many connect disconnects tbh
06:21
@heinrich5991 it is possible that the handling for the snaps is more efficient then handling the packets, even chunks bunched together will have to go through some unpacking of the headers
06:22
Vital packets mean that there will be resends
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[quakenet] ChillerDragon BOT 2020-05-10 09:06:27Z
@fokkonaut why don't you give it a try to clear the weapon drops up a bit. The whole map is flooded with weapons that collide and can be collected etc sounds to me like a half tee. Imo its worth a try to decrease the amount.
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How many packets per second does the server send, how high is the cpu load? Are the clients experiencing packet loss or even disconnects? The resend mechanism in tw is really simple. It might just not be sufficient for sending packets periodically. When a resend is necessary the server needs to resend all packets. This amount of data might lead to packet loss again, so the queue builds up...
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[quakenet] ChillerDragon BOT 2020-05-10 11:33:05Z
cpu load is at 80% avg redix
11:33
no disconnects
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Problem with the size of the player data is not only that the server needs additional bandwidth. The size of the snapshots is limited (64k as far as I remember). With 64 players the player data requires about 15k in the snap. There is still enough space but it's just waisting a huge amount of the snap size.
11:37
Hmm okay. Regular resending might still lead to lags due to high packet output =\
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@Learath2 the map has teleporters and the spawn is pretty far away from the rest of the map, also /pause of course, those lead to many connects and disconnects
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[quakenet] Oy BOT 2020-05-10 12:05:19Z
yeah, snapshot size is 64k
12:05
putting the player data in the snap would in the worst case take about 32k
12:05
just for that
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[quakenet] Dune BOT 2020-05-10 12:17:31Z
hey Oy
12:17
not sure what you mean with filling with whitespaces
12:17
shouldn't we just use a aBuf[4] ?
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[quakenet] Oy BOT 2020-05-10 12:19:35Z
Dune: if the word has to be at least 3 chars in lengh, fill the missing one with a space
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[quakenet] Dune BOT 2020-05-10 12:19:50Z
minimum size is not a problem, maximum is
12:20
it's okay if they translate by "NE", not by "NETT"
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[quakenet] Oy BOT 2020-05-10 12:20:21Z
ah, then i misread it :)
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[quakenet] Dune BOT 2020-05-10 12:20:21Z
(would overflow)
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[quakenet] Oy BOT 2020-05-10 12:20:40Z
yeah, then just clamp it
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[quakenet] Dune BOT 2020-05-10 12:20:51Z
alright
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[quakenet] Oy BOT 2020-05-10 12:21:05Z
though wouldn't use a buf[4]
12:21
keep utf8 in mind
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[quakenet] Dune BOT 2020-05-10 12:21:22Z
ah
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[quakenet] Oy BOT 2020-05-10 12:21:26Z
cut it after 3 chars
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buf4 -> buffour -> buffer lol
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[quakenet] Dune BOT 2020-05-10 12:21:35Z
with str_format size param?
12:21
i think this is in bytes too
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[quakenet] Oy BOT 2020-05-10 12:22:13Z
yeah
12:22
ptobably have to write sth
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[quakenet] Dune BOT 2020-05-10 12:22:44Z
okay
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[quakenet] Oy BOT 2020-05-10 12:24:44Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
12:24
for loop
12:25
maybe add a function in base/system.c for it?
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[quakenet] Dune BOT 2020-05-10 12:25:21Z
it's a bit of a hacky solution anyway
12:25
character width not a constant etc
12:27
Transifex lets us set a hard character limit
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@fokkonaut by default the client only sends snapshots in every second tick. Try to send the connect/disconnect stuff in a tick where no snap is sent. Are you flushing the connection? When you are only sending the players that actually changed I think the whole thing should work somehow. When you are sending more than that, there are probably too many packets
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of course it works somehow, but it is just too laggy sometimes
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Yeah, maybe because of too many packets at once
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when joining 176.9.114.238:9303 my client keeps crashing
13:04
(0.7)
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[quakenet] gerdoe BOT 2020-05-10 13:07:28Z
ddnet lol
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oh yeah its a ddnet server
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Map seems broken. The client is stuck in a loop because of a broken envelope item.
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nice, new method for client crasher
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[quakenet] Dune BOT 2020-05-10 13:14:46Z
corrupt maps tend to crash the client
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shouldn't the client be more stable concerning this?
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[quakenet] Dune BOT 2020-05-10 13:15:35Z
shoulds are many, dos are rarer
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I think this is the one time where a try-catch clause is a good use
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[quakenet] Dune BOT 2020-05-10 13:16:05Z
ew
13:17
that wouldn't solve out of bound accesses etc.
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Does teeworlds has any kind of error logs?
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[quakenet] Dune BOT 2020-05-10 13:19:26Z
the console
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I mean some kind of post client crash logging, with an unhandled exception handler
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[quakenet] Dune BOT 2020-05-10 13:21:18Z
no
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Crashing the client is really easy. There is hardly any validation when loading maps and even the snapshot code still has some issues
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I always thought you want the client to be as stable as possible ^^ but okay
13:29
^I should clarify this
13:30
I thought you want the client fully stable, so every error case is handled
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[quakenet] Dune BOT 2020-05-10 13:32:24Z
that would be good, yes
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Yeah that would definitely be good, but nobody really looked into this so far
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please no exceptions in teeworlds
13:47
A lot of the datafile code needs checks though, if someone cba to go through it
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[quakenet] Dune BOT 2020-05-10 13:47:12Z
yeah
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in case someone wants to fix the map: NUT_hardcore_best (on the ddner server @Assa mentioned) has a CMapItemEnvelope with m_Channels = 8. The value should be clamped to 1-3. DDNet does not really use it when loading a map but 0.7 gets stuck in this loop due to a buffer overflow: https://github.com/teeworlds/teeworlds/blob/60bfb5615e26d07afa294e8af1e44808a036068d/src/game/client/components/maplayers.cpp#L257-L264
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there is an issue with the asynchronous rendering in macOS and this time I don't know how to fix it
14:57
The main dispatch queue is running in our initial thread, when we call swap it causes a dispatch in sdl, however right after that we waitforidle
14:57
thus the dispatch queue never runs again
14:57
thus the dispatch from sdl never goes through, thus the graphics thread is stuck
15:03
on macOS we can't afford to not SDL_PollEvent for a while
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hm, I guess they could be doing an async dispatch instead
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[quakenet] Learath2 BOT 2020-05-10 15:17:17Z
Well I’ll commit it and hope icculus doesn’t be an ass
15:17
That doesn’t sound right
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should we maybe remove custom colors setting? its not a custom color anymore since it is turned on for default colors too (edited)
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what colors are you talking about?
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@Learath2 should only perform worse on packet loss
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@Dune tee's ofc
22:31
there should be no more custom colors option, the picker should be active always
22:31
because as i said its not custom anymore, since default skins also use "custom colors on", it doesnt make sense anymore, it only did before
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