00:35 <+bridge> [ddnet] I think the token checking should take place here: https://github.com/fokkonaut/F-DDrace/blob/95a6b85b37c4af3e02c9f9ccd7e8007fb6855af0/src/engine/shared/network_server.cpp#L194-L204 00:36 <+bridge> [ddnet] hm 00:37 <+bridge> [ddnet] actually no, I don't quite understand 00:43 <+bridge> [ddnet] ah, one problem is that you save information about a 0.6 client after they send you `NET_CTRLMSG_CONNECT` 02:36 <+bridge> [ddnet] no, i have it from the first packet on, i think 02:55 <+bridge> [ddnet] but i also think i dont save the tokens correctly for 0.6, im not sure 02:56 <+bridge> [ddnet] also i would like to use the 0.7 m_Token variables too, but I tried it already,without success 02:57 <+bridge> [ddnet] one problem is that you save something about a 0.6 sendin a CONNECT message 02:57 <+bridge> [ddnet] ddnet 0.6 does not save anything about such a connect message 02:57 <+bridge> [ddnet] it only starts to save something about the connection after the ACCEPT 03:09 <+bridge> [ddnet] I dont understand this part of the network correctly tbh 04:49 <+bridge> [ddnet] client sends CONNECT 04:50 <+bridge> [ddnet] server receives the CONNECT, responds with CONNECTACCEPT containing a token (does not save anything about the client at this point) 04:50 <+bridge> [ddnet] client receives CONNECTACCEPT with token, replies with ACCEPT containing the same token 04:51 <+bridge> [ddnet] server receives the ACCEPT with the token that allows the server to verify that the client indeed played back the correct token, let's the client connect (starts saving data about the client now) 05:17 <+bridge> [ddnet] <ᶰ°Konͧsti> Gib strong swap 16:16 <+bridge> [ddnet] @heinrich5991 how could i integrate the 0.6 token to the 0.7 token system? 16:16 <+bridge> [ddnet] I think it should be easier doing that then like i did - adding all of it and having 2 systems ... 16:31 <+bridge> [ddnet] They aren't reaaaallly compatible 16:32 <+bridge> [ddnet] You could maybe hack around the TokenManager so it can take care of both, but you'll end up with a very ugly TokenManager 16:36 <+bridge> [ddnet] why? 16:58 <+bridge> [ddnet] is there any way USA test servers can be fixed 16:58 <+bridge> [ddnet] they' 16:58 <+bridge> [ddnet] ve been broken for a while 16:59 <+bridge> [ddnet] u probably have to define broken if u want them fixed 16:59 <+bridge> [ddnet] can't vote maps 17:27 <+bridge> [ddnet] <ᶰ°Konͧsti> :nouis: 17:37 <+bridge> [ddnet] will fix later today or tomorrow 17:47 <+bridge> [ddnet] fixed @louis 17:48 <+bridge> [ddnet] thanks! it works 18:28 <+bridge> [ddnet] it's certainly a stupid question but is it possible to make an Android app for mapping ? 18:30 <+bridge> [ddnet] ofc its possible 18:30 <+bridge> [ddnet] not 18:50 <+bridge> [ddnet] <ᶰ°Konͧsti> I finished back in time 2 this morning but when i request ingame the 42 points are missing, the page shows them :feelsbadman: 19:38 <+ChillerDragon> @heinrich5991 regarding the generated code still :D so I get that this cmake function generates the code https://github.com/ddnet/ddnet/blob/c37dc660477566da5d54deacd3f8358acb850ecc/CMakeLists.txt#L1300 19:39 <+ChillerDragon> using python datasrc/compile.py and a redirect to file 19:39 <+ChillerDragon> but when i execute "cmake .." in ddnet repo src/game/generated is still empty 19:39 <+ChillerDragon> only after executing make it is generated? So I was searching for the python call in the Makefile but did not find it 20:29 <+bridge> [ddnet] no1 in team on team only map but veto can cancel vote 20:29 <+bridge> [ddnet] i don't understand how veto works 21:28 <+bridge> [ddnet] same 21:29 <+bridge> [ddnet] maybe kill protection of one player 22:00 <+Learath2> ChillerDragon: yep, it only gets generated during compile time