00:02 < bridge> LMFAO 04:12 < bridge> how to convert rgba to teeworlds color format? 04:12 < bridge> and lol it's already 5AM 05:05 < bridge> I see now the trick was to use colorHSLA.Pack() 07:01 < bridge> Is it possible to send different ColorBody to diffent clients? 07:04 < bridge> For example I would like ``` 07:04 < bridge> TeeA to see themselves with A color, 07:04 < bridge> TeeB with B and TeeC with C. 07:04 < bridge> I would also like 07:04 < bridge> TeeB to see themselves with A color, 07:04 < bridge> TeeA with B and TeeC with C. 07:04 < bridge> Finally, TeeC with A, 07:04 < bridge> TeeA with C and TeeB with B.``` 11:10 < bridge> im now using varnish with ddstats 11:10 < bridge> so better caching 11:19 < bridge> for me it always loads very slow 11:20 < bridge> well nothing is cached yet 11:20 < bridge> but ye queries can be slow 11:20 < bridge> i cant do anything for that xd 11:21 < bridge> is it client side? 11:22 < bridge> varnish is like a client-side caching but on the server 11:22 < bridge> so its like all clients are 1 client for the cachig 11:22 < bridge> xd 11:22 < bridge> but u understimate the amount of traffic ddstats get 11:22 < bridge> so almost nothing is cached rn 11:23 < bridge> but u overestimate the amount of traffic ddstats get 11:23 < bridge> xd 11:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1068838724722503791/image.png 11:23 < bridge> if i overestimate it, how can it be so slow xD 11:23 < bridge> no requests = not cached before 11:24 < bridge> ok 11:24 < bridge> i mean i have low traffic so ur probs doing the first requests 11:24 < bridge> and well, queries that run against race table can be slow 11:24 < bridge> specially if u order by 11:24 < bridge> i would love to put more indexes but idk which 11:25 < bridge> ```sql 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_mapinfo_map ON mapinfo(Map); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_maps_map ON maps(Map); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_maps_server ON maps(Server); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_maps_points ON maps(Points); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_maps_stars ON maps(Stars); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_maps_timestamp ON maps(Timestamp); 11:25 < bridge> 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_race_map ON race(Map); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_race_name ON race(Name); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_race_time ON race(Time); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_race_timestamp ON race(Timestamp); 11:25 < bridge> 11:25 < bridge> 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_teamrace_map ON teamrace(Map); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_teamrace_name ON teamrace(Name); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_teamrace_time ON teamrace(Time); 11:25 < bridge> CREATE INDEX IF NOT EXISTS idx_teamrace_timestamp ON teamrace(Timestamp); 11:25 < bridge> 11:25 < bridge> vacuum;``` 11:25 < bridge> rn i run this 11:25 < bridge> after fetching the db 11:25 < bridge> i clicked on a query from start site xd 11:25 < bridge> xd 11:25 < bridge> if u click it again 11:25 < bridge> does it go fast 11:26 < bridge> true 11:26 < bridge> is the cache reseted every day? 11:26 < bridge> nah 11:26 < bridge> well 11:26 < bridge> i dunno with sql3 u can put so many 11:26 < bridge> i changed the fetching of db to 1 week 11:26 < bridge> instead of daily 11:26 < bridge> even for multiple fields 11:26 < bridge> otherwise its a cache nightmare xd 11:26 < bridge> so cache should last 1 week now 11:27 < bridge> yeah but they need to be useful xd 11:27 < bridge> im sure we do smth wrong 11:27 < bridge> cuz 19M rows is nothing 11:27 < bridge> i need indexes 11:29 < bridge> yeah i guess so, bcs if i run sqlite locally its pretty fast xd 12:07 < bridge> only server side 12:08 < bridge> Yeah I am modifying the server but I want them to appear clientside 12:08 < bridge> yeah you can send different info to different client 12:08 < bridge> just specify client id 12:08 < bridge> ok ty 12:08 < bridge> will look into it further 12:08 < bridge> 🍻 13:07 < bridge> @Ryozuki I'm really loving the custom queries ideas! 13:07 < bridge> But do you know if ddnet keeps how many retries/ death per map does a player have? Just to see how much have I grinded certain maps ^^ 13:07 < bridge> Or total time spent in X map (not the rank time)? 13:08 < bridge> thats not stored on the db 13:08 < bridge> ahh rip 13:08 < bridge> u may be able to know total time spent in x map by parsing the masterserver data tho 13:08 < bridge> ehh, where could I find that? 13:08 < bridge> u need to program it 13:08 < bridge> I mean the masterserver data 13:09 < bridge> https://ddnet.org/stats/master/ 13:09 < bridge> beware uncompressing 1 day is like 7gb? 13:09 < bridge> it goes from 8m compressed to 7gb xd 13:09 < bridge> ahh yes.... well thanks a lot anyways 13:09 < bridge> if u know how to code tho 13:09 < bridge> u can parse it in a streaming way 13:09 < bridge> i do that in https://github.com/edg-l/teemasterparser 13:10 < bridge> does that mean I could parse withouth getting my computer out of memory 😄 13:10 < bridge> ye 13:10 < bridge> I may look into it, thanks 13:11 < bridge> i also got a blog about it 13:11 < bridge> https://edgarluque.com/blog/zstd-streaming-in-rust/ 13:11 < bridge> xd 13:11 < bridge> Rust :feelsbadman: 13:11 < bridge> I am trying to re-add flag functionality in ddnet codebase for a new gamemod idea. Is it better/more compatible to look it up from 0.6.5 source or from 0.7.5? 13:47 < bridge> 0.6.5 is worse. 0.7 has a lot of refactoring changes which are mostly good. 13:48 < bridge> But you'll have to keep those changes in mind while backporting. So I'd refer to the 0.7 implementation but keep the 0.6 one open on the side in case things need translating 13:53 < bridge> ok thanks :) 15:00 <+ChillerDragon> btw ddnet++ is ddnet with flags 15:01 <+ChillerDragon> but the code is super messy so vanilla might be easier to look at 15:01 <+ChillerDragon> https://github.com/DDNetPP/DDNetPP/blob/master/src/game/server/entities/flag.cpp 15:01 <+ChillerDragon> https://github.com/DDNetPP/DDNetPP/blob/master/src/game/server/gamemodes/DDRace.cpp 15:01 <+ChillerDragon> https://github.com/DDNetPP/DDNetPP/blob/master/src/game/server/gamemodes/DDRace_ddpp.cpp 15:03 <+ChillerDragon> or a bit cleaner maybe in ddnet-instagib https://github.com/ZillyInsta/ddnet-insta/blob/insta/src/game/server/entities/flag.cpp 15:03 <+ChillerDragon> https://github.com/ZillyInsta/ddnet-insta/blob/insta/src/game/server/gamemodes/DDRace.cpp 15:03 <+ChillerDragon> supporting 0.6 and 0.7 16:19 < bridge> https://tenor.com/view/gustavo-gif-25468219 18:56 < bridge> <沈黙> hi 18:56 < bridge> <沈黙> sorry 18:56 < bridge> <沈黙> i have a problem with ddnet servers 18:56 < bridge> <沈黙> everytime i wanna join a kog server it dosent let me go in 18:57 < bridge> maybe ask on kog then? 18:57 < bridge> 3rd sentences says ddnet, 4th says kog... 18:58 < bridge> <沈黙> uh 18:58 < bridge> <沈黙> wheres the kog? 18:58 < bridge> https://discord.gg/3G5SJY49nY 18:58 < bridge> <沈黙> thanks 19:28 < bridge> https://bleuje.com/animationsite/2021_2/ 19:52 < bridge> And accounts and bots and levels and everything that was done before but in one place, which is kinda cool, but just too much for most mods 21:06 < bridge> hey does datasettle caches the database or does it really opens db connection? I am just wondering 21:07 < bridge> hey does datasette caches the database or does it really opens db connection? I am just wondering 21:11 < bridge> it sounds so funny i swear 21:33 < bridge> oy vey this can be used xd