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Teeworlds
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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 2020-05-11 00:00:00Z and 2020-05-12 00:00:00Z
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@heinrich5991 well there is obviously something slowing it down
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I am still working on the modding interface, what api Interfaces would you want to see?
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What kind of modding are you working on? After spending a couple hours discussing this we kinda reached the conclusion that we should instead make teeworlds more moddable rather then introducing hooks and dynamically loading mods
10:15
IGameController not being an actual interface at all is a great place to start
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@Learath2 did 128 players work well with snaps?
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Well @fokkonaut says it worked well in 0.6, that's one of the obvious things that's different
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I think it's just a convenient thing to blame
10:21
registration also works in 0.6 but not 0.7
10:21
do we see packet loss to these clients?
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Well atleast I propose a theory
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yes
10:22
on a normal day on the internet, there's practically no packet loss AFAIK
10:23
why does the connection lag?
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well I cba to profile it, it's not my project, you'll have to wait around for @fokkonaut to check what is actually going on
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if snaps go through, players should see no lagging, right?
10:23
at worst, they'll see bad player names
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well he is probably using an O(n^2) algorithm to figure out what packets need to be sent
10:26
maybe the snaps themselves aren't getting generated fast enough?
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What kind of modding are you working on? After spending a couple hours discussing this we kinda reached the conclusion that we should instead make teeworlds more moddable rather then introducing hooks and dynamically loading mods
@Learath2 The hooks are interface based, and I am actually trying to get rid of the IGameController
11:01
For example the DoWincheckMatch-Function should be interfaced, because its very mod specific
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I was planning on reducing IGameController to an ABC that only is an interface for features that virtually all controllers need and split the implementation into two classes, one implementing the base functionality for all mods and the other doing things specific to the vanilla gamemodes
11:20
It'd be really nice if while modding people didn't have to touch the game server so much, it's just not a good pattern, the game server should be deferring to the gamecontroller as much as possible in the most generic way possible
11:22
I guess if I was going for a more dynamic approach, I'd just make the entire gamecontroller pluggable, a nice and clean interface boundary
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