07:42 <+Learath2> did we ever apply as a gsoc project? we could use some free engineering talent :P 07:51 <+bridge> [ddnet] Learath2: I did a few gsoc applications for Nim, never with any success. So I guess there would be even less of a chance for DDNet 09:21 <+bridge> [ddnet] defs doesn't look worse XD 09:21 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/420496065146650627/unknown.png 09:21 <+bridge> [ddnet] 09:21 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/420496251306639371/smsum882n2k01.png 09:56 <+bridge> [ddnet] 09:56 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/420505002432397323/unknown.png 10:19 <+bridge> [ddnet] fuken nodejs 10:19 <+bridge> [ddnet] @Jupstar ✪ is that the current state? 10:23 <+bridge> [ddnet] that is the option to add an icon font 10:23 <+bridge> [ddnet] the font manager is finished i think 10:23 <+bridge> [ddnet] but i have to select the text i want to buffer 10:24 <+bridge> [ddnet] and since the current gui is really unbufferable i will only add this for things where alot of text is rendered 10:32 <+bridge> [ddnet] 10:32 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/420513920697237514/unknown.png 10:32 <+bridge> [ddnet] can't get a full resolution pic sadly 10:32 <+bridge> [ddnet] but that's pretty much scrolling thorugh the server browser and showall on the 2 fullest servers currently 10:35 <+bridge> [ddnet] looks like the matrix in red xD 10:38 <+bridge> [ddnet] 🙂 10:38 <+bridge> [ddnet] what do you mean by "the current gui is (really) unbufferable" 10:38 <+bridge> [ddnet] well its always streamed 10:38 <+bridge> [ddnet] like these vsplit and stuff 10:39 <+bridge> [ddnet] pretty much i dont see a chance other than rewriting it 10:39 <+bridge> [ddnet] but i wont do it, because thats boring xD 10:41 <+bridge> [ddnet] for the console, remote console, server browser and ingame chat it might not be too hard, dunno, i never looked into them, but i hope it's not too much work 10:41 <+bridge> [ddnet] then 50% of the text is already buffered probably 10:47 <+bridge> [ddnet] @Jupstar ✪ would it be possible to put the currently displayed texts into a hashmap, and just use that as cache in case nothing changes? 10:50 <+bridge> [ddnet] well probably, but the question might be if that doesnt waste even more cpu time 10:51 <+bridge> [ddnet] also its hard to tell when to delete text then 10:51 <+bridge> [ddnet] i mean nobody will ever get RAM issues by that bit of text 10:51 <+bridge> [ddnet] if it's not rendered in a tick 10:51 <+bridge> [ddnet] then throw it out 10:51 <+bridge> [ddnet] or mark it for "potential deletion" or whatever 10:51 <+bridge> [ddnet] not sure if that'd work 10:51 <+bridge> [ddnet] that's just me speaking with little experience 10:52 <+bridge> [ddnet] but isn't currently the CPU the bottleneck already? 10:52 <+bridge> [ddnet] 10:52 <+bridge> [ddnet] well i just dunno if building the quads is more expensive than building and searching the hashes every tick 10:53 <+bridge> [ddnet] hashmaps are supposed to be fast 🙂 10:56 <+bridge> [ddnet] well 1. we would need a hashing algorithm with less conflicts, that hasing algorithm probably is already slow in converting the text into hash 10:56 <+bridge> [ddnet] 2. hashmaps are fast when the dataset is huge(like if you really are smth like a search engine) 10:56 <+bridge> [ddnet] the font manager basically also just processes the characters and builds the quads 10:56 <+bridge> [ddnet] 10:56 <+bridge> [ddnet] but yeah theoretically it might be a bit faster, hard to tell 10:58 <+bridge> [ddnet] but there is another problem 10:58 <+bridge> [ddnet] if we have 2 same strings, used at a different location in the program, it will blur one of them 10:59 <+bridge> [ddnet] because the orthographic matrix will only know the current size 10:59 <+bridge> [ddnet] and the quads are build by that size 10:59 <+bridge> [ddnet] so if it changes, it will scale the quads wrongly 11:00 <+bridge> [ddnet] but ofc we could just save the current screen state 11:01 <+bridge> [ddnet] in the end it's just the question of how much arrays we get xD 11:01 <+bridge> [ddnet] 11:01 <+bridge> [ddnet] 1. the font 11:01 <+bridge> [ddnet] 2. the font size 11:01 <+bridge> [ddnet] 3. the screen state 11:01 <+bridge> [ddnet] 4. the hash 11:01 <+bridge> [ddnet] put all of that into the hash 😉 11:01 <+bridge> [ddnet] well or allow multiple key entries for one hash 11:01 <+bridge> [ddnet] mh yeah could work xD 11:02 <+bridge> [ddnet] but the main goal defs is rewriting text rendering in the gui 11:02 <+bridge> [ddnet] because then no cpu time is wasted 11:22 <+bridge> [ddnet] What problem are you trying to solve? 11:22 <+bridge> [ddnet] The main bottleneck for text rendering appears to be glyph rasterization, texture updates (possible GPU stalls) and/or switching atlases betweeen calls 11:29 <+bridge> [ddnet] the main issue is that cpu time is wasted by building the quads, and additionally sometimes uploading new glyhps 11:29 <+bridge> [ddnet] i dont solve issues, i already solved them 12:02 <+bridge> [ddnet] let's just remove all the gui, render a chromium over the main window, and use react native to build the ui 12:02 <+bridge> [ddnet] let's just remove all the gui, render a chromium over the main window, and use react native web to build the ui 12:03 <+bridge> [ddnet] in the end the gui performance doenst really matter tbh, only thing that is tragic is anything rendered ingame( the chat and statsboard or similar ) 12:04 <+bridge> [ddnet] if the rest performance at @deen 's 10 FPS GPU with 10FPS instead of 80FPS then idc xd 12:04 <+bridge> [ddnet] if the rest performce at @deen 's 10 FPS GPU with 10FPS instead of 80FPS then idc xd 12:05 <+bridge> [ddnet] I actually did want to investigate if it'd be feasible to build the ui in a similar way to the way modern web pages are built, only re-rendering on change and stuff 12:05 <+bridge> [ddnet] just a ridiculous amount of work for no benefit at all tho 12:06 <+bridge> [ddnet] yes exactly that 12:06 <+bridge> [ddnet] i did something similar for my game engine 12:06 <+bridge> [ddnet] i spent like 2 weeks for simple shit 12:06 <+bridge> [ddnet] cant believe 12:06 <+bridge> [ddnet] @Jupstar ✪ does the approach you are currently working on help with the CJK rendering? 12:06 <+bridge> [ddnet] currently cjk text in the gui really lags the client while it's rendering 12:07 <+bridge> [ddnet] is something wrong with it? 12:07 <+bridge> [ddnet] oh how? like the performance or what? 12:07 <+bridge> [ddnet] choose japanese language, restart client, join server check serverinfo 12:07 <+bridge> [ddnet] i have a fast pc 12:07 <+bridge> [ddnet] but i can try 12:07 <+bridge> [ddnet] even I notice it with my beast of a machine 😛 12:08 <+bridge> [ddnet] it takes a couple seconds to render the stuff in the scoreboard too with CJK languages 12:08 <+bridge> [ddnet] but once its rendered its fine 12:08 <+bridge> [ddnet] yeah ofc 12:09 <+bridge> [ddnet] but the scoreboard coming up with a 3 second delay looks funny 12:09 <+bridge> [ddnet] probs a freetype issue 12:10 <+bridge> [ddnet] was thinking of some async rendering, like pre-allocate some space to render out the text to and not block 12:10 <+bridge> [ddnet] in CJK the concept of a "glyph" doesn't really make sense iirc 12:12 <+bridge> [ddnet] are you under windows? 12:12 <+bridge> [ddnet] also could work around it by maybe rendering out all the text used in the ui while loading the client 12:12 <+bridge> [ddnet] I'm on linux 12:13 <+bridge> [ddnet] my new renderer seems fine 12:13 <+bridge> [ddnet] with that font 12:13 <+bridge> [ddnet] or its cached from the other client 12:13 <+bridge> [ddnet] xD 12:13 <+bridge> [ddnet] probs have to restart pc to test 12:14 <+bridge> [ddnet] Is it even possible to have it cached from before a restart 12:14 <+bridge> [ddnet] ? 12:15 <+bridge> [ddnet] yeah all fine 12:15 <+bridge> [ddnet] I doubt it unless freetype had some black magic incorperated to talk to ogl 12:15 <+bridge> [ddnet] after restarting 12:15 <+bridge> [ddnet] no delay at all 12:16 <+bridge> [ddnet] is this on master or the font stuff you are working on? 12:16 <+bridge> [ddnet] my stuff 12:16 <+bridge> [ddnet] but you do have the delay with master right? 12:16 <+bridge> [ddnet] and i currently cant commit because i didnt change branch after making the pr on ddnet github 12:16 <+bridge> [ddnet] yes with master its extreme 12:16 <+bridge> [ddnet] great \o/ 12:17 <+bridge> [ddnet] probably this is what @cinaera said about the rasterazation 12:17 <+bridge> [ddnet] since that doesnt exist anymore 12:17 <+bridge> [ddnet] it doesnt need to wait for the gpu the whole time 12:17 <+bridge> [ddnet] We might have to make some compromises to reproduce some of the old behaviour with opengl if we want to make it the default renderer sometime 12:17 <+bridge> [ddnet] oh no 12:17 <+bridge> [ddnet] some maps really do look ridiculous with open gl 12:17 <+bridge> [ddnet] it will also work with old gl 12:18 <+bridge> [ddnet] i changed the text renderer to work with both 12:18 <+bridge> [ddnet] yeah yeah didn't mean in that context 12:19 <+bridge> [ddnet] I meant in the general context, if we want ogl3 to be the default renderer we'll need to make sure all maps look as they did or atleast acceptable 12:19 <+bridge> [ddnet] because of the border fix bug? 12:20 <+bridge> [ddnet] probs was just a bad idea to stay at the old renderer, instead of the 0.7 vanilla one 12:20 <+bridge> [ddnet] because that fixed the things too 12:20 <+bridge> [ddnet] there are a couple maps that can easily make me nauseaus 12:21 <+bridge> [ddnet] just because of the mipmap level? 12:22 <+bridge> [ddnet] I'm not really sure what is causing it but there was that one blue map someone reported, moving around it feels reaally off 12:22 <+bridge> [ddnet] but 12:22 <+bridge> [ddnet] it also appears on old GL with 2k screen 12:22 <+bridge> [ddnet] it's just because the texture is really shitty 12:22 <+bridge> [ddnet] do you remember the map name? 12:22 <+bridge> [ddnet] the issue is probs still open 12:23 <+bridge> [ddnet] Piranha 12:24 <+bridge> [ddnet] yeah pretty sure on 2k screen it looks same glitchy 12:24 <+bridge> [ddnet] and thats because on 2k the texel offsets are randomly luckly correct xD 12:24 <+bridge> [ddnet] I don't have a 1080p screen to look at it on 12:25 <+bridge> [ddnet] i could imagine on 60hertz its even more horrible 12:26 <+bridge> [ddnet] well that only leaves borders, I guess we could live with those, or maybe apply some batch processing to fix old maps assets 12:26 <+bridge> [ddnet] but on ~144 it just looks like it was somehow downscalled to 60heartz 12:26 <+bridge> [ddnet] i think deens has 4k screen 12:27 <+bridge> [ddnet] he can test at 1440p 12:27 <+bridge> [ddnet] my screen is 1440p 12:27 <+bridge> [ddnet] ah yeah thats what i mean with 2k 12:28 <+bridge> [ddnet] its just easier to write then 1.4k xd 12:28 <+bridge> [ddnet] jk 12:28 <+bridge> [ddnet] I don't have a 144hz one tho 12:28 <+bridge> [ddnet] but doesnt it look weird on old renderer then too? 12:28 <+bridge> [ddnet] for me it certainly does 12:28 <+bridge> [ddnet] fokkunaut just tested it with his 720p monitor where the texel offsets are wrong causing bluring 12:29 <+bridge> [ddnet] and then the effect ist that huge 12:29 <+bridge> [ddnet] and then the effect isn't that huge 12:30 <+bridge> [ddnet] it happens with the old renderer too yeah, you are right 12:31 <+bridge> [ddnet] on some maps i have really low fps in entities with opengl 12:31 <+bridge> [ddnet] that map is really a health hazard 12:31 <+bridge> [ddnet] bcs of arrows probs 12:31 <+bridge> [ddnet] opengl 3 buffers the entity text 12:31 <+bridge> [ddnet] or when there are many teleporters 12:31 <+bridge> [ddnet] so try them with opengl3.. 12:31 <+bridge> [ddnet] teleporters = low fps? 12:31 <+bridge> [ddnet] but opengl3 suffers under the current gui xD 12:31 <+bridge> [ddnet] yes 12:31 <+bridge> [ddnet] teleporter text 12:32 <+bridge> [ddnet] i mean the numbers on them 12:32 <+bridge> [ddnet] 1-255 12:32 <+bridge> [ddnet] 😦 12:32 <+bridge> [ddnet] they are rendered text 12:32 <+bridge> [ddnet] are you fixing that? 12:32 <+bridge> [ddnet] and text is slow as u see in the disscussion above xD 12:32 <+bridge> [ddnet] its fixed already 12:32 <+bridge> [ddnet] the problem opengl3 isnt standard is a problem with streaming vertices 12:32 <+bridge> [ddnet] and i am trying to fix that for all ingame components 12:33 <+bridge> [ddnet] so weaker pcs can atleast run on a level as before and have the benefits of better zooming and entity text rendering 12:35 <+bridge> [ddnet] @Jupstar ✪ apparently @CrashtimeHD has the weird effect on piranha with ogl3 but doesn't without 12:36 <+bridge> [ddnet] he tested it on a 1080p 144hz monitor 12:39 <+bridge> [ddnet] yeah the texel offsets 12:39 <+bridge> [ddnet] the caluclation that was used is random 12:39 <+bridge> [ddnet] for some resolution it fits for tothjers it kills borders 12:40 <+bridge> [ddnet] @Jupstar ✪ is the border issue something you could easily make into a toggle? 12:41 <+bridge> [ddnet] not really tbh, it would require another shader using the same texel calculation as the old renderer, but performing that on the gpu is probably not as fast because GPU cores are pretty slow 12:41 <+bridge> [ddnet] maybe we could roll out ogl3 earlier and toggle the proper border behaviour when we have thought about fixing the old assets 12:42 <+bridge> [ddnet] but that should really only affect a few maps 12:43 <+bridge> [ddnet] i play on 2k since along, and this Piranha is pretty much the only map that looks strange 12:43 <+bridge> [ddnet] well huge blocks of freeze have "dots" in the middle now 12:43 <+bridge> [ddnet] thats intended 12:43 <+bridge> [ddnet] look in the entites 12:43 <+bridge> [ddnet] it's acutally on the texture 12:44 <+bridge> [ddnet] 12:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/420547304102297601/unknown.png 12:45 <+bridge> [ddnet] u never saw it because the texel calculation was so bad 12:45 <+bridge> [ddnet] but actually its some kind of grid 12:45 <+bridge> [ddnet] and pretty useful too xD 12:45 <+bridge> [ddnet] oh true, I forgot we already talked about this 12:45 <+bridge> [ddnet] sry, way too early in the morning to be thinking 12:55 <+bridge> [ddnet] some other topic, when i look at client problems in the forum there were alot of "mouse is laggy" things, have they all fixed these problems 12:55 <+bridge> [ddnet] my current pr i already mentioned that a friend had mouse laggs too because of the incorrect update times for cl_refresh_rate's default value 12:56 <+bridge> [ddnet] i wonder if some ppl might encountered exactly that issue, but they either stay with ddnet9 or it was the old mouse input appearently 13:04 <+bridge> [ddnet] @Jupstar ✪ never figured it out tbh, everyone feels different about the mouse 14:09 < ddnet-commits> [ddnet] ChillerDragon opened pull request #1066: Remove teamkill message on solo teams (master...master) https://git.io/vA5SS 14:31 < ddnet-commits> [ddnet] bors[bot] merged staging into master: https://git.io/vA5H7 15:54 <+bridge> [ddnet] heya guys, yall know this map change on the same server teleport thingy? 😄 its a tile where you get teleported into another map while being on the same server with same players. its rly cool but ddnet client sometimes crashes because of this "map change". fruchti and me kind of debugged it and came to the solution its the ghost from ddnet client. even if you turn it off its not fully turned off an 15:59 <+bridge> [ddnet] Sure, show me (or another dev) how to make it run and we can run the client in debug build in a debugger and fix the issues 16:02 <+bridge> [ddnet] @fokkonaut could you create an issue? 😉 16:08 <+bridge> [ddnet] i thought only one blocker server has this feature o.O 16:11 <+bridge> [ddnet] FruchtiHD is working on some adventure stuff 16:15 <+bridge> [ddnet] it would be cool. this way there could be *real* secret areas like in this case an adventure. if you see an adventure map now you can just spoinler yourself everything. 16:19 <+bridge> [ddnet] true 16:27 <+bridge> [ddnet] 😮 adventure map 😮 16:57 <+bridge> [ddnet] chiller omg 16:57 <+bridge> [ddnet] dont leak man @ChillerDragon 16:58 <+bridge> [ddnet] its in public chat bro 16:59 <+bridge> [ddnet] aber wie man sieht wusste es nicht jeder 16:59 <+bridge> [ddnet] ok sry 16:59 <+bridge> [ddnet] didnt know it is a secret 16:59 <+bridge> [ddnet] what's written in dev chat stays in dev chat. 16:59 <+bridge> [ddnet] and in irc 16:59 <+bridge> [ddnet] xd 16:59 <+bridge> [ddnet] xd 17:54 < ddnet-commits> [ddnet] heinrich5991 opened pull request #1068: Add possibility to ban players by name (master...pr_ddnet_name_ban) https://git.io/vAdZC 17:55 <+bridge> [ddnet] @Learath2 ^ 17:57 <+bridge> [ddnet] definitely way more comprehensive then I'd have done it 🙂 I'll review it ih an hour or so 17:59 <+bridge> [ddnet] kicking for changing to a banned name doesn't sound like a good idea 18:01 <+bridge> [ddnet] it doesn't allow them to change it to those names from what I see 18:01 <+bridge> [ddnet] it doesn't allow them to change it to those names from what I see 18:02 <+bridge> [ddnet] ah 18:02 <+bridge> [ddnet] i thought it kicks you 18:05 <+bridge> [ddnet] @jao in the description: "Kicks players who join using a banned name and doesn't allow ingame players to change their names to the banned ones." 😛 18:08 <+bridge> [ddnet] sry 😦 18:10 <+bridge> [ddnet] no worries, just found it funny 18:14 <+bridge> [ddnet] wait wait 18:14 <+bridge> [ddnet] Adds the commands name_ban, name_unban and name_bans. Kicks 18:14 <+bridge> [ddnet] players who join using a banned name and doesn't allow ingame players to 18:14 <+bridge> [ddnet] change their names to the banned ones. 18:15 <+bridge> [ddnet] this is the exact same shit i added to my server a couple weeks ago 18:15 <+bridge> [ddnet] even down to the names of the commands 18:15 <+bridge> [ddnet] 🤔 🤔 🤔 18:16 <+bridge> [ddnet] I pondered using `ban_name` but it didn't have a good equivalent of `bans` 18:16 <+bridge> [ddnet] @noby also, I bet your shit is not as fancy as mine 😛 18:16 <+bridge> [ddnet] correct 18:17 <+bridge> [ddnet] does urs save in a file tho 18:17 <+bridge> [ddnet] no, it's supposed to be in the config file right now 18:17 <+bridge> [ddnet] 👎 18:17 <+bridge> [ddnet] but good idea for the future 18:17 <+bridge> [ddnet] ^^ 18:19 <+bridge> [ddnet] I think we should keep it as a config file, I like that we just have one file format 18:20 <+bridge> [ddnet] and we already have ways of deploying them easily like `exec` 18:34 <+bridge> [ddnet] but then it will work like bans currently do and ull have to manually add them to the cfg if u want them to stay? 18:38 <+bridge> [ddnet] yep 18:42 <+bridge> [ddnet] that sux 18:43 <+Learath2> it's a thousand times simpler then implementing a whole new file format, adding commands to load/reload it 18:49 <+bridge> [ddnet] How to debug windows? 18:50 <+bridge> [ddnet] on windows? 18:50 <+bridge> [ddnet] fokkonaut's client crash only happens on windows 18:50 <+Learath2> visual studio? 18:50 <+bridge> [ddnet] I don't have windows 18:50 <+bridge> [ddnet] but I have wine 18:50 <+Learath2> mingw gdb maybe? 18:51 <+Learath2> I used to use gdb for a while, it works decent enough 18:52 <+bridge> [ddnet] How to set CXXFLAGS with cmake? 18:53 <+bridge> [ddnet] I need -gstabs 18:53 <+bridge> [ddnet] set it before the first cmake run 19:07 <+bridge> [ddnet] https://wiki.winehq.org/Winedbg 19:10 <+bridge> [ddnet] =>0 0x000000000044fd90 _ZN10CMapSounds8OnRenderEv+0x55a(this=(nil)) [/home/deen/isos/ddnet/ddnet-master/src/game/client/components/mapsounds.cpp:167] in ddnet-debug (0x000000000033e060) 19:10 <+bridge> [ddnet] 1 0x0000000000497612 _ZN11CGameClient8OnRenderEv+0x5d(this=0x6) [/home/deen/isos/ddnet/ddnet-master/src/game/client/gameclient.cpp:623] in ddnet-debug (0x000000000033e140) 19:10 <+bridge> [ddnet] 2 0x000000000040c4a7 _ZN7CClient6RenderEv+0x1be(this=0x3f008081) [/home/deen/isos/ddnet/ddnet-master/src/engine/client/client.cpp:1037] in ddnet-debug (0x000000000033e1d0) 19:11 <+bridge> [ddnet] 3 0x0000000000413338 _ZN7CClient3RunEv+0xd21(this=(nil)) [/home/deen/isos/ddnet/ddnet-master/src/engine/client/client.cpp:2825] in ddnet-debug (0x000000000033e270) 19:11 <+bridge> [ddnet] 0x000000000044fd90 _ZN10CMapSounds8OnRenderEv+0x55a [/home/deen/isos/ddnet/ddnet-master/src/game/client/components/mapsounds.cpp:167] in ddnet-debug: movl 0x0000000000000004(%rax),%eax 19:11 <+bridge> [ddnet] it seems like after the map change we still run the OnRender stuff with invalidated data 19:13 <+bridge> [ddnet] =>0 0x000000000044fd90 CMapSounds::OnRender()+0x55a(this=(nil)) [/home/deen/isos/ddnet/ddnet-master/src/game/client/components/mapsounds.cpp:167] in ddnet-debug (0x000000000033e060) 19:13 <+bridge> [ddnet] 1 0x0000000000497612 CGameClient::OnRender()+0x5d(this=0x6) [/home/deen/isos/ddnet/ddnet-master/src/game/client/gameclient.cpp:623] in ddnet-debug (0x000000000033e140) 19:13 <+bridge> [ddnet] 2 0x000000000040c4a7 CClient::Render()+0x1be(this=0x3f008081) [/home/deen/isos/ddnet/ddnet-master/src/engine/client/client.cpp:1037] in ddnet-debug (0x000000000033e1d0) 19:13 <+bridge> [ddnet] 3 0x0000000000413338 CClient::Run()+0xd21(this=(nil)) [/home/deen/isos/ddnet/ddnet-master/src/engine/client/client.cpp:2825] in ddnet-debug (0x000000000033e270) 19:13 <+bridge> [ddnet] 0x000000000044fd90 CMapSounds::OnRender()+0x55a [/home/deen/isos/ddnet/ddnet-master/src/game/client/components/mapsounds.cpp:167] in ddnet-debug: movl 0x0000000000000004(%rax),%eax 19:13 <+bridge> [ddnet] `c++filt`! 19:16 <+bridge> [ddnet] winshit* pliz 19:17 <+bridge> [ddnet] gfx_asyncrender_old 0 doesn't help 19:18 <+bridge> [ddnet] hm, "this=(nil)" 19:18 <+bridge> [ddnet] does that mean CMapSounds object is nullptr or pLayer is? 19:18 <+bridge> [ddnet] sure 19:19 <+bridge> [ddnet] (I would say CMapSounds) 19:20 <+bridge> [ddnet] `CGameClient=0x6` sounds like a `nullptr+6`, too 19:21 <+bridge> [ddnet] mh.. but why `0x6` 19:23 < ddnet-commits> [ddnet] heinrich5991 opened pull request #1069: Ignore another file generated in build directories (master...pr_ddnet_gitignore_cmake_add) https://git.io/vAdgl 19:25 <+bridge> [ddnet] any solutions? 19:25 <+bridge> [ddnet] @fokkonaut you said only with ghost? 19:26 <+bridge> [ddnet] fruchti said the problem is the ghost. since he made a ddnet client edit and completely removed ghost out of it (bcs he said its always kind of active even when its off) and this client works 19:27 < ddnet-commits> [ddnet] heinrich5991 opened pull request #1070: Fix build with `-DCLIENT=OFF` on macOS (master...pr_ddnet_cmake_mac_without_client) https://git.io/vAdg9 19:48 <+bridge> [ddnet] meh, i can't get gdb/winedbg working 19:48 <+bridge> [ddnet] maybe because of multithreading 20:05 <+bridge> [ddnet] gdb works with win32 20:05 <+bridge> [ddnet] but both thisand pLayer look fine 20:05 <+bridge> [ddnet] and still segfaults 20:06 <+bridge> [freenode] heinrich5991: you were talking about rewriting ddnet in rust? 20:08 <+bridge> [ddnet] will be like 20:08 <+bridge> [ddnet] "unsafe" function here unsafe funtion there 20:08 <+bridge> [ddnet] classic rust 20:09 <@heinrich5991> nemo: all my teeworlds-related stuff is https://github.com/heinrich5991/libtw2 20:10 <+bridge> [freenode] oh wow 20:10 <+bridge> [ddnet] @Jupstar ✪ the good thing is all the parts that can be in safe code 😉 20:10 <+bridge> [ddnet] xD 20:10 <+bridge> [ddnet] @deen what are u doin to crash the client 20:10 <+bridge> [freenode] heinrich5991: did you read kyren's AMA? 20:10 <+bridge> [freenode] (her rust one) 20:11 <+bridge> [ddnet] kyren? who's that? 20:11 <+bridge> [freenode] heinrich5991: oh. kyren is an awesome programmer who works for chucklefish which was a company created by tiyuri who did most of the hedgewars art 20:11 <+bridge> [freenode] heinrich5991: she mostly wrote starbound 20:11 <+bridge> [freenode] https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_kyren_from_chucklefish_we_make_and/ 20:11 <+bridge> [freenode] heinrich5991: anyway. this was my fav comment of the AMA https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_kyren_from_chucklefish_we_make_and/dot6uxk/ 20:12 <+bridge> [freenode] heinrich5991: mostly 'cause I had no idea that was the case either 20:12 <+bridge> [freenode] also the sheer number of edits 20:14 <@heinrich5991> ah, I saw that one :D 20:14 <@heinrich5991> the comment 20:16 <+bridge> [ddnet] @Jupstar ✪ server switches map i think 20:16 <+bridge> [ddnet] i tried with mingw but i cant crash it 20:17 <+bridge> [ddnet] it's only on one specific server 20:17 <+bridge> [ddnet] ah ok 20:17 <+bridge> [ddnet] going through mapchange tele 20:17 <+bridge> [ddnet] @fokkonaut can show you 20:17 <+bridge> [ddnet] ? 20:17 <+bridge> [ddnet] yeah nvm, its their closed source project xd 20:17 <+bridge> [ddnet] i have it open in gdb now where it segfaulted, but everything looks good 20:18 <+bridge> [ddnet] well maybe its the mingw version? 20:20 <+bridge> [ddnet] jupeyy wanna test it yourself? 20:21 <+bridge> [ddnet] @Jupstar ✪ wanna test it yourself? 20:21 <+bridge> [ddnet] suddenly this is invalid pointer, this gdb/wine integration is driving me crazy 20:21 <+bridge> [ddnet] well so or so heinrich has to be right it must have todo with the gameclient 20:21 <+bridge> [ddnet] and that means very probably some buffer overflow 20:21 <+bridge> [ddnet] vanilla works btw, dk if it helps 😄 20:21 <+bridge> [ddnet] probably some use-after-free or so 20:23 <+bridge> [ddnet] the question is if its on every compiler, then we could valgrind it probably 20:23 <+bridge> [ddnet] if its just under mingw, dunno the tools for that 20:23 <+bridge> [ddnet] well maybe u can valgrind over wine xD 20:27 <+bridge> [ddnet] @Jupstar ✪ wanna try it? 20:27 <+bridge> [ddnet] yeah i can give it a try 20:34 <+bridge> [ddnet] @Learath2 the hour is over. have you started yet? 😛 20:35 <@heinrich5991> nemo: very cool AMA 20:37 <+bridge> [ddnet] so 10.8.5 is the one crashing appearently 20:37 <+bridge> [ddnet] but 10.8.6 is working 20:37 <+bridge> [ddnet] according to fokkunaut 20:37 <+bridge> [ddnet] and with ddnet 11.x i dont get any crashes neither vs nor mingw 20:38 <+bridge> [ddnet] ddnet 11 crashes for me on win 20:39 <+bridge> [ddnet] mhh strange 20:41 <+bridge> [ddnet] @Jupstar ✪ everything self-compiled? or from ddnet.tw 20:44 <+bridge> [ddnet] Both 20:44 <+bridge> [ddnet] It just doesnt want to crash 20:44 <+bridge> [ddnet] ooooooooooooooookay 20:44 <+bridge> [ddnet] wtf 20:45 <+bridge> [ddnet] valgrind --tool=memcheck doesn't report anything suspicious 20:46 <+bridge> [ddnet] i managed it to crash ddnet 10.8.6 and another client by trying it 1000 times (xD) with pressing random stuff between the maps (so while the change). both client usually didnt crash but at one point they both crashed 20:46 <+bridge> [ddnet] but those crashed 1 time from 1000 and ddnet 11.0.3 crashes like 999 of 1000 20:48 <+bridge> [ddnet] is there sth like https://en.wikipedia.org/wiki/Rr_(debugging) for windows? 20:49 <+bridge> [ddnet] Well vs provides dumps that can be loaded at the crash point but dunno if it traces something 20:50 <+bridge> [ddnet] What I figured out: The crash happens after loading the new map. this pointer on win32 was still fine, but CComponent part inside was broken, on win64 this pointer of CMapSounds was broken too 20:52 <+bridge> [ddnet] @deen 20:52 <+bridge> [ddnet] i found a way (at leats for me) to reproduce the crash every time 20:53 <+bridge> [ddnet] it may sound weird but you have to press "a, d, space, mouse1, mouse2 at the same time (just spam it)" and move your mouse in a circle 20:53 <+bridge> [ddnet] it works for me xD 20:53 <+bridge> [ddnet] while going through the map-change? 20:53 <+bridge> [ddnet] yes 20:53 <+bridge> [ddnet] the input is mem_copied over our data? 😄 20:54 <+bridge> [ddnet] Mhh probably just the input that can't be handled bcs of broken geclient 20:54 <+bridge> [ddnet] Game* 20:54 <+bridge> [ddnet] guys try it out 20:55 <+bridge> [ddnet] spamming a, d space, mosue1, mosue2 + rotating mouse in a circle fast 20:55 <+bridge> [ddnet] I do after the football match xd 20:55 <+bridge> [ddnet] xD 20:55 <+bridge> [ddnet] gl 20:56 <+bridge> [ddnet] But would be strange if only mingw is affected 20:56 <+bridge> [ddnet] not the first time to have win-only crashes 20:56 <+bridge> [ddnet] deen can you join? 20:56 <+bridge> [ddnet] what for? 20:57 <+bridge> [ddnet] testi it, maybe it only affects me (which i dont think) 20:57 <+bridge> [ddnet] no, I can reproduce it already, no need 20:57 <+bridge> [ddnet] okay 20:59 <+bridge> [ddnet] but whats with 11.0.3? it crashes almost Always 20:59 <+bridge> [ddnet] (havent tried that spam keys in vanilla Client) 21:35 <+bridge> [ddnet] I tried disabling ghost, race recorder, map sounds and playing around with controls input, nothing worked. I guess the next step would be to stop at the last state change and step through with the debugger to look if something suspicious is happening. But I give up for now 21:36 <+bridge> [ddnet] can you give instructions on how to reproducibly crash the client, @deen ? 21:42 <+bridge> [ddnet] @deen is there any other web to play teeworlds but not with just ddnet server? 21:42 <+bridge> [ddnet] servers* 21:43 <+bridge> [ddnet] no, servers need support for that 21:43 <+bridge> [ddnet] aight 21:43 <+bridge> [ddnet] compile with `-DWEBSOCKETS=ON` 21:43 <+bridge> [ddnet] and then ping someone with access to add you to teewebs 21:45 <+bridge> [ddnet] @heinrich5991 do you have any idea why it takes me so long to refresh the whole browser, for 10 minutes its stuck at 24% and I have a good internet 21:46 <+bridge> [ddnet] AND the internet tab doesn't show servers at all, only Favorites 21:46 <+bridge> [ddnet] mh 21:46 <+bridge> [ddnet] high packet loss? 21:46 <+bridge> [ddnet] let me check 21:46 <+bridge> [ddnet] works fine for me 21:46 <+bridge> [ddnet] it works well for others but 21:46 <+bridge> [ddnet] I've had this for like 7 months lol 21:46 <+bridge> [ddnet] and HAD the same internet before too 21:47 <+bridge> [ddnet] + it worked pretty good, idk why it's shit now 21:47 <+bridge> [ddnet] it's annoying because I can't get to refresh all of the servers in a few minutes so I can follow anyone lol 21:47 <+bridge> [ddnet] we should get a https master server :/ 21:48 <+bridge> [ddnet] that's why I asked if there's any web that shows all of the servers, so I can just check from there and then join 21:48 <+bridge> [ddnet] status in the ddnet page takes too long to refresh too 21:48 <+bridge> [ddnet] update* could be the right word 22:31 <+bridge> [ddnet] there used to be a discord bot in the fng chat that pulled an updated master server list and posted it as pastebin so people could add them all to favorites and find servers even when the master was ddosed 22:31 <+bridge> [ddnet] idk what happened to it 22:42 <+bridge> [ddnet] oh that bot that spammed chat once a day xd 22:47 <+bridge> [ddnet] ya great bot 22:47 <+bridge> [ddnet] u should add it here 22:57 <+bridge> [ddnet] @jao 22:57 <+bridge> [ddnet] videocall with me right now pussy 22:58 <+bridge> [ddnet] :what: