00:59 < bridge> https://youtu.be/8I4fd_Sap-g 02:05 < wildchancho> hi there 02:41 < bridge> yo 03:44 < bridge> The image of discord presence 05:57 < bridge> it's 7am xD I tryhard too much openscad. Does anyone know any other script/language based 3D CAD software. I just found out (really like 5 mins ago) about libfive . 05:59 < bridge> ig Ryozuki would use the rust bindings xD https://crates.io/crates/libfive 06:01 < bridge> I'm gonna go to sleep now 😉 07:09 < bridge> Couldn't sleep I started learning Guile/Scheme ```Guile is an implementation of the Scheme programming language. Scheme 07:09 < bridge> (http://schemers.org/) is an elegant and conceptually simple dialect of Lisp, originated 07:09 < bridge> by Guy Steele and Gerald Sussman, and since evolved by the series of reports known as 07:09 < bridge> RnRS (the Revisedn Reports on Scheme).``` 07:09 < bridge> Couldn't sleep I started learning Guile/Scheme ```Guile is an implementation of the Scheme programming language. Scheme 07:09 < bridge> (http://schemers.org/) is an elegant and conceptually simple dialect of Lisp, originated 07:09 < bridge> by Guy Steele and Gerald Sussman, and since evolved by the series of reports known as 07:09 < bridge> RnRS (the Revisedn Reports on Scheme).``` 07:09 < bridge> 13:44 < bridge> wow it is kinda hard to keep this channel's attention haha 13:44 < bridge> pls read 13:48 <+ChillerDragon> read wjat 13:58 < bridge> <0108ben> https://discord.com/channels/252358080522747904/293493549758939136/1078045387228717207 14:04 < bridge> <0108ben> angle speed and position are already in ddrace on the latest versions, in bottom right, i cant really see a need to have any of the others there considering its already on screen, and looking at another part of the screen is pretty easy.. might be useful in some cases but idk 14:04 < bridge> ??? 14:04 < bridge> i think you are completely misunderstanding the point 14:05 < bridge> you might not have even read it 14:08 < bridge> <0108ben> ive read it ^^ i just dont see a need for it considering you can see a whole screen without moving your eyes, its a nice idea, but for me personally i cant see myself using it 14:09 < bridge> not personally 14:09 < bridge> which might be why i prefer it 14:33 < bridge> seems cool but we didn't even add a option for freeze_stars and animations, cause of the burden to maintain the code. So if it gets merged be ready to do some maintaining in the future ;) 18:27 < bridge> trying to run local masterserver 18:27 < bridge> but i got this error 18:27 < bridge> https://pastila.nl/?00827058/0198008796bcd0c732a3f2e74f7c0b7b 18:27 < bridge> when executing POST request to http://127.0.0.1:8080/ddnet/15/register 18:27 < bridge> response is ok (need challenge) 18:27 < bridge> but masterserver dont send challenge token 18:30 < bridge> main.rs:676 18:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1078368229883379712/image.png 18:51 < bridge> UB in rust??? @Ryozuki explain this rn 18:53 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1078374172465578044/image.png 18:56 < bridge> and master server don't support Content-Type header with charset 18:56 < bridge> ```Content-Type: application/json; charset=utf-8``` 18:57 < bridge> i got `{"status":"error","message":"The request's Content-Type is not supported"}` when send with `charset=utf-8` 19:00 <+ChillerDragon> try content type application/json :shrug: random guess xd 19:00 <+ChillerDragon> without charset 19:00 < bridge> where 19:00 <+ChillerDragon> why would you need to specify the charset? 19:02 < bridge> i mean u get a result with a err and u unwrap it, panicking 19:02 < bridge> because i want write in C#: 19:02 < bridge> ``` 19:02 < bridge> request.Content = JsonContent.Create(_interactor.ServerInfo); 19:02 < bridge> ``` 19:02 < bridge> instead of 19:02 < bridge> ``` 19:02 < bridge> request.Content = JsonContent.Create(_interactor.ServerInfo, mediaType: new MediaTypeHeaderValue("application/json") 19:02 < bridge> { 19:02 < bridge> CharSet = null, 19:02 < bridge> }); 19:02 < bridge> ``` 19:02 < bridge> by default it sends with charset 19:03 < bridge> @Matodor i googled and found this answer 19:03 < bridge> "Just had this problem. Turns out my hard drive was full..." 19:03 < bridge> lmao 19:03 < bridge> :kek: 19:03 < bridge> is ur disk full 19:03 < bridge> no 19:03 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1078376639077032129/image.png 19:03 < bridge> idk how to interpret that letters 19:04 < bridge> just see white space in bars 😄 19:04 < bridge> > Found it. The address used as the local endpoint for the socket, in SetupLocalSocket(), used a similarly naive method of getting the address; by resolving the local host and getting the first address. That first address, more often than not, is an IPv6 address, not the IPv4 address that was obviously expected. So, I had it look for the first IPv4 address in the list and use that as the endpoint, and it worked. 19:04 < bridge> free of 19:04 < bridge> another answer 19:05 < bridge> @Alloyd of what 19:05 < bridge> terabytes? 19:05 < bridge> xd 19:05 < bridge> 1 cookie free of cookies 19:05 < bridge> gigabytes 19:05 < bridge> ГБ = gb 19:05 < bridge> ТБ = tb 19:06 < bridge> more like ub this looks correctly handled by tokio 19:06 < bridge> ur doing something odd and the os gives u that error 19:07 < bridge> btw what version of tokio u using 19:08 < bridge> what is tokio? 19:08 < bridge> i just install rustup and execute 'cargo build.....' 19:08 < bridge> dont have experience with rust 19:10 < bridge> I'll try to run it on other ports now, maybe some one is really used 19:11 < bridge> tokio is a rust library 19:11 < bridge> that provides a async runtime 19:16 < bridge> Hi, I'm trying to code something called "Spectator-mode" on the server side, it's supposed to disable all collisions with a player and all weapon hits, including hooks. but I have a question, for example, let's say I want to disable the influence of grenades with m_GrenadeHitDisabled = true, the player marked as "spectator" will not be able to interact with others because the nades will pass through others (desired behavior), but the other players wil 19:18 < bridge> just check player for "Spectator" mode enabled when grenade hit him? 🤔 19:38 < bridge> @noby i guess this message is for you! :)) 19:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1078385331520417842/teeworlds_owner.mp3 19:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1078385331956629584/teeworlds_co_owner.mp3 19:43 < bridge> @Matodor I wouldn't be surprised if it was never tested on windows, so maybe wait for @heinrich5991 to show up, he can help you debug it 19:43 < bridge> this just sounds like a bot promotion 19:43 < bridge> the co owner sounds better then owner 19:45 < bridge> oh ye it probs wont work on windows 19:45 < bridge> well idk 19:46 < bridge> did i just hear hard r n word 19:46 < bridge> hes black 19:46 < bridge> and no 19:46 < bridge> and im a billionaire 19:46 < bridge> WHY U FUCKING HERE THEN 19:46 < bridge> just ban this troll 19:46 < bridge> GET A FUCKIGN TOP G 19:46 < bridge> KRX IS THE BEST 19:46 < bridge> nigger 19:47 < bridge> download krx now 19:47 < bridge> damn 19:47 < bridge> byee 19:50 < bridge> i'd like to learn more about ddnet's build system 19:50 < bridge> top g nuked 19:50 < bridge> there's obviously some other stuff in here than cmake 19:50 < bridge> cargo 19:50 < bridge> CMake directs it all 19:50 < bridge> well yeah 19:51 < bridge> cargo is called by cmake when needed 19:51 < bridge> when is it needed 19:51 < bridge> does it handle cpp deps too? 19:51 < bridge> When compiling rust modules of which we don't have any yet 19:51 < bridge> hmm 19:52 < bridge> we have one 19:52 < bridge> it prints the rust version xd 19:52 < bridge> LOL 19:52 < bridge> that is awesome 19:52 < bridge> what are you going for with the rust interop 19:52 < bridge> equivalent API exposure to cpp or specialized stuff 19:52 < bridge> idk 19:52 < bridge> I should take a look at ddnet's rust binding 19:53 < bridge> if im real, its quite the effort to do anything with rust due to the ffi 19:53 < bridge> or maybe its me cuz im lazy 19:53 < bridge> (in the context of ddnet i mean) 19:53 < bridge> yeah 19:53 < bridge> i think many of the safeties involved in rust are kind of null and void when working with a codebase like this anyway 19:53 < bridge> an existing bug trap 19:53 < bridge> they arent void 19:53 < bridge> but it is cool 19:53 < bridge> its just that they are a bit useless cuz c++ exists 19:53 < bridge> yeah 19:54 < bridge> Honestly I'm thinking maybe we should have waited until there was a usecase with rust :/ 19:54 < bridge> Maybe I'll rewrite the authmanager in rust just so it's not completely useless 19:54 < bridge> 🤔 19:55 < bridge> heinrich was looking into doing the network in rust but replacing such a core part of the code turned out not so easy to do with ffi iirc 20:01 < bridge> Use AF_XDP sockets for ddnet :giga_chad: 20:01 < bridge> https://blog.rust-lang.org/inside-rust/2023/02/23/keyword-generics-progress-report-feb-2023.html 20:02 < bridge> > In our previous post we introduced the placeholder async syntax to describe the concept of a "function which is generic over its asyncness". We always knew we wanted something that felt lighter weight than that, so in for our current design we've chosen to drop the notion of a generic parameter for the end-user syntax, and instead picked the ?async notation. We've borrowed this from the trait system, where for example + ?Sized indicates that s 20:02 < bridge> Interesting read 20:04 < bridge> Also this for const 23:33 < bridge> you want `RUST_BACKTRACE=1`, generally btw 23:33 < bridge> not full 23:39 < bridge> maybe the problem is that windows sockets are ipv6 only?