00:27 < bridge> I’ll help anyone interested on how to earn 100k in just 72hours from the crypto market. But you will have to pay me my commission! when you receive your profit! if interested click on the group link to join https://t.me/+4TqDfR5nQ2Q3ODg0 by asking HOW 01:06 < bridge> **HELLO! 🐟** 01:06 < bridge> **I am a bot created by @dzlandis\:mozilla.org that detects phishing/malicious links sent in your chat rooms and notifies users that they are malicious.** 01:06 < bridge> Feel free to join [#phishbot\:matrix.org](https://matrix.to/#/#phishbot:matrix.org) for questions or concerns. Please kick me if you would not like me here. 01:06 < bridge> 01:06 < bridge> If you would like me to automatically delete phishing messages or kick users who send phishing links, please give me those permissions. 01:06 < bridge> 01:06 < bridge> For more information, please visit\: https://github.com/dzlandis/phish-matrix-bot 01:12 < bridge> hi Phish Bot 01:13 < bridge> It sounds like no one invited it 01:14 < bridge> probably Zwelf did it on the matrix side 03:55 < bridge> oh wow, take a close look at that again : 03:55 < bridge> oh wow, take a close look at that again 😮 03:55 < bridge> `` are for single-line comments in JS 03:56 < bridge> so they *can* actually be used to hide JS code from browsers that do not support JS 03:56 < bridge> I remembered it correctly ^^ 03:57 < bridge> ```js 03:57 < bridge> console.log("ghi"); 03:57 < bridge> ``` 03:57 < bridge> prints just `def` 03:58 < bridge> @Ryozuki too ^^ 04:43 < bridge> I’ll help anyone interested on how to earn 100k in just 72hours from the crypto market. But you will have to pay me my commission! when you receive your profit! if interested click on the group link to join https://t.me/+4TqDfR5nQ2Q3ODg0 by asking HOW 07:21 < bridge> you can also just check if the browser supports javascript & not use a haco 07:21 < bridge> you can also just check if the browser supports javascript & not use a hack 07:40 < bridge> WTF 07:40 < bridge> (@heinrich5991) 08:04 < bridge> https://motioncanvas.io/ really cool project lol 08:08 < bridge> I’ll help anyone interested on how to earn 100k in just 72hours from the crypto market. But you will have to pay me my commission! when you receive your profit! if interested click on the group link to join https://t.me/+4TqDfR5nQ2Q3ODg0 by asking HOW 08:56 < bridge> am I malicious :justatest: 10:22 < bridge> hm, no. Not my doing. Is it normal that anti-spam software advertises itself via spam 😬? 10:23 < bridge> doesnt make it really trustworthy 11:07 < bridge> https://releases.llvm.org/16.0.0/docs/ReleaseNotes.html 11:55 < bridge> https://www.youtube.com/watch?v=XP7Qx1FF1hA 11:55 < bridge> related to gpl 13:04 < bridge> https://petals.ml/ 13:11 < bridge> and whats this 13:41 < bridge> > Run large language models like BLOOM-176B collaboratively — you load a small part of the model, then team up with people serving the other parts to run inference or fine-tuning. 13:41 < bridge> @Voxel do u know how torrent works? 13:41 < bridge> its basically a peer to peer compute power sharing 13:41 < bridge> to run a big model 13:42 < bridge> ahh 15:04 < bridge> > All MySQL collations are of type `PAD SPACE`. This means that all `CHAR`, `VARCHAR`, and `TEXT` values are compared without regard to any trailing spaces. “Comparison” in this context does not include the `LIKE` pattern-matching operator, for which trailing spaces are significant. 15:04 < bridge> TIL 15:04 < bridge> was part of a ctf challenge 15:08 < bridge> is the quote related to mysql being part of a ctf? 15:09 < bridge> the quote was part of what you had to know/find out/guess in a ctf challnge 15:09 < bridge> the quote was part of what you had to know/find out/guess in a ctf challenge 15:10 < bridge> timakro is here, pog 15:11 < bridge> Hi, I wasn't here for a while :D I'm looking for C debugging help as I'm kinda rusty. Any idea why this segfaults? I have a coredump 15:11 < bridge> 15:11 < bridge> ``` 15:11 < bridge> (gdb) frame 15:11 < bridge> #0 0x000055b195b811a1 in on_change_systray (obj=0x55b195bcc940 ) at /home/tim/Downloads/tint2/src/systray/systraybar.c:298 15:11 < bridge> 298 GSList *list = g_slist_copy(systray.list_icons); 15:11 < bridge> (gdb) print systray.list_icons 15:11 < bridge> $5 = 0x55b19749d2a0 = {0x55b19736f250, 0x55b19730ab50, 0x55b197441ff0, 0x55b197370a40} 15:11 < bridge> (gdb) 15:11 < bridge> ``` 15:11 < bridge> sad that rusty is not a pun 15:11 < bridge> could as well be a pun (wouldn't have issues like these in rust) haha 15:11 < bridge> haha 15:12 < bridge> idk much context 15:12 < bridge> i just made a quick google https://stackoverflow.com/questions/5873780/glib-type-testing-macros-cause-segfault-when-passed-a-gslist 15:13 < bridge> But if thats stackframe #0 it means the bug is in that line, not g_slist_copy, right? 15:14 < bridge> > Note that this is a “shallow” copy. If the list elements consist of pointers to data, the pointers are copied but the actual data isn’t. See g_slist_copy_deep() if you need to copy the data as well. 15:14 < bridge> hmm idk tbh xD 15:17 < bridge> 15:17 < bridge> tbh i never used glib 15:17 < bridge> maybe @Learath2 knows 15:17 < bridge> he loves c 15:17 < bridge> Yeah I modified this, it crashes on a line I wrote. I tried to patch another segfault but not very successfully ^^ 15:18 < bridge> well the only thing i can point out is that ur making a shallow copy, idk much else :p 15:19 < bridge> did you try asan and ubsan? it usually cuts most debugging sessions down to a couple minutes 😄 15:21 < bridge> `x/i $rip` pls 15:22 < bridge> ``` 15:22 < bridge> (gdb) x/i $rip 15:22 < bridge> => 0x55b195b811a1 : mov (%rax),%rax 15:22 < bridge> ``` 15:22 < bridge> Hm, may check those out 15:28 < bridge> what does x/i 15:28 < bridge> oh so $rip is where it crashed 15:28 < bridge> til 15:29 < bridge> Had to google ti: x is "inspect memory", `/i` interprets it as instruction, `$rip` is instruction pointer 15:29 < bridge> Had to google it: x is "inspect memory", `/i` interprets it as instruction, `$rip` is instruction pointer 15:29 < bridge> So basically prints the current instruction at time of segfalt 16:03 < bridge> `FAILED: release/ddnet_engine_shared.lib C:/Users/patry/source/repos/ddnet/out/build/x64-Release/release/ddnet_engine_shared.lib` 16:03 < bridge> `FAILED: release/ddnet_engine_shared.lib C:/Users/source/repos/ddnet/out/build/x64-Release/release/ddnet_engine_shared.lib` 16:03 < bridge> how to fix this while freshly building ddnet server? 16:03 < bridge> on win with vs 16:04 < bridge> `[12/133] Generating release/ddnet_engine_shared.lib` seems to have worked, so i dont know 16:10 < bridge> i think its a Rust issue, but since when do we need Rust to compile the server? 16:14 < bridge> Rust is not in the ddnet libs, how to get it to work? 16:18 < bridge> Rust is part of the dependencies, you need to install it to build: https://github.com/ddnet/ddnet#dependencies-on-linux--macos 16:18 < bridge> You can google for how to install Rust on Windows 16:24 < bridge> we got it 16:24 < bridge> thanks 16:27 < bridge> what did you do to fix it? 16:31 < bridge> magick 17:22 < bridge> guyz 17:22 < bridge> how can i build the new version? 17:23 < bridge> just as the old version 17:23 < bridge> from what version did u upgrade 17:23 < bridge> there are something different 17:23 < bridge> whats ur OS whats the old ddnet version u built 17:24 < bridge> windows 17:24 < bridge> idk 17:24 < bridge> 16 17:24 < bridge> is rust installed? 17:24 < bridge> little check 17:24 < bridge> did u do git submodule update 17:24 < bridge> 17:24 < bridge> i dont even know if we had updates tho xd 17:25 < bridge> the command cargo give me a response so i think that rust is installed 17:25 < bridge> yeah 17:25 < bridge> else share what error you exactly get 17:26 < bridge> that is probably easier 17:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087774173474062457/image.png 17:26 < bridge> maybe i choose the wrong kit 17:28 < bridge> git clone --recursive https://github.com/ddnet/ddnet 17:29 < bridge> use amd64 for example, or mingw x86_64 if u have it installed 17:30 < bridge> amd of VS? 17:30 < bridge> wait maybe 17:30 < bridge> yes the other is 32bit 17:30 < bridge> u probably dont want it 17:30 < bridge> yes 17:30 < bridge> something is happending xd 17:31 < bridge> d] [ 13%] Built target rust_engine_shared_target 17:31 < bridge> [build] mingw32-make: *** [Makefile:155: all] Error 2 17:31 < bridge> [proc] The command: "C:\Program Files\CMake\bin\cmake.EXE" --build f:/KeClient/build --config Debug --target all -j 14 -- exited with code: 2 17:31 < bridge> [build] Build finished with exit code 2 17:31 < bridge> finished here 17:32 < bridge> ``` 17:32 < bridge> Consolidate compiler generated dependencies of target steam_api 17:32 < bridge> [ 0%] Built target steam_api 17:32 < bridge> Consolidate compiler generated dependencies of target md5 17:32 < bridge> [ 1%] Built target md5 17:32 < bridge> [ 2%] Building CXX object CMakeFiles/engine-gfx.dir/src/engine/gfx/image_loader.cpp.obj 17:32 < bridge> In file included from F:\KeClient\src\engine\gfx\image_loader.cpp:3:0: 17:32 < bridge> F:/KeClient/src/base/system.h:2747:13: error: specialization of 'template struct std::hash' in different namespace [-fpermissive] 17:32 < bridge> struct std::hash 17:32 < bridge> ^~~~~~~~~~~~~ 17:32 < bridge> In file included from c:\mingw\lib\gcc\mingw32\6.3.0\include\c++\bits\stl_bvector.h:1262:0, 17:32 < bridge> from c:\mingw\lib\gcc\mingw32\6.3.0\include\c++\vector:65, 17:32 < bridge> from F:\KeClient\src\engine\gfx\image_loader.h:6, 17:32 < bridge> from F:\KeClient\src\engine\gfx\image_loader.cpp:1: 17:32 < bridge> c:\mingw\lib\gcc\mingw32\6.3.0\include\c++\bits\functional_hash.h:58:12: error: from definition of 'template struct std::hash' [-fpermissive] 17:32 < bridge> struct hash; 17:32 < bridge> ^~~~ 17:32 < bridge> cc1plus.exe: warning: unrecognized command line option '-Wno-nullability-completeness' 17:32 < bridge> mingw32-make[2]: *** [CMakeFiles\engine-gfx.dir\build.make:76: CMakeFiles/engine-gfx.dir/src/engine/gfx/image_loader.cpp.obj] Error 1 17:33 < bridge> mingw32-make[1]: *** [CMakeFiles\Makefile2:383: CMakeFiles/engine-gfx.dir/all] Error 2 17:33 < bridge> mingw32-make: *** [Makefile:155: all] Error 2 17:33 < bridge> 17:33 < bridge> * The terminal process "C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -Command mingw32-make" terminated with exit code: 1. 17:33 < bridge> * Terminal will be reused by tasks, press any key to close it. 17:33 < bridge> ``` 17:33 < bridge> better dont use mingw32 17:34 < bridge> its a pretty broken version 17:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087776171883765911/image.png 17:34 < bridge> mh then it seems like it detects it incorrectly 17:34 < bridge> maybe for that wait 17:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087776315995865148/tasks.json 17:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087776316331393164/cmake-tools-kits.json 17:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087776316926992514/launch.json 17:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087776328843010189/settings.json 17:34 < bridge> this is my vscode configuration 17:35 < bridge> @murpi what is KeClient btw? 17:35 < bridge> ? 17:35 < bridge> i gave a random name to it 17:35 < bridge> mh ok 17:35 < bridge> always have to be careful in this chat xd 17:35 < bridge> about what 17:35 < bridge> about cheaters 17:36 < bridge> lel 17:36 < bridge> where did u even get them from 17:37 < bridge> other/vscode/ddnet.code-workspace 17:37 < bridge> 17:37 < bridge> contains a ddnet workspace 17:37 < bridge> 17:37 < bridge> i dunno your tasks.json looks like someone else created it 17:39 < bridge> I had started to create this client that was supposed to have sexy graphics and some features, but then I didn't have time to do it, now I have time and I wanted to continue but I need a decent version, everything worked before, but downloading this new version doesn't work anymore ddnet normal lel 17:39 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087777473086894140/2023-03-21_17-37-16.mp4 17:39 < bridge> @kio I hope that's not a bot client? You previously posted code which is used for bots 17:39 < bridge> this chat and after i edited that and made it works 17:40 < bridge> like? 17:40 < bridge> problem is you using mingw32 make binary, mix it with Visual studio c++ 17:40 < bridge> maybe copy paste your whole workspace and delete all these .vscode files and try again 17:40 < bridge> You deleted your old repo "KVClient" which had e.g: spinbot 17:40 < bridge> was a local texture spin lel 17:40 < bridge> Hm Hm 17:41 < bridge> https://github.com/k-i-o/KRV-Client 17:42 < bridge> I program for fun, if I had to make cheats inside the client I would do them for sport but it would only be a personal goal, I would not use them and I would not spread them, however my goal now is to make a decent client with nice graphics, so don't worry 17:44 < bridge> without these files which command i had to do 17:45 < bridge> i'd say u dont really have to do a lot 17:45 < bridge> 17:45 < bridge> simply select a kit and start F7 17:45 < bridge> then it should compile 17:45 < bridge> thats all i ever did in vscode be it on windows or linux 17:47 < bridge> Do you recommend uninstalling something and reinstalling it to fix the kits or do I just select I don't know what when I put the kit? 17:51 < bridge> @murpi do you understand and approve? otherwise tell me and I stop doing anything 17:51 < bridge> to practice finding memory spaces etc I did some little useless external hacks, but I don't think it's a problem, it's just fun 😦 17:52 < bridge> to practice finding memory addresses etc I did some little useless external hacks, but I don't think it's a problem, it's just fun 😦 17:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087780888294735883/image.png 17:53 < bridge> it says it can't find the dll, and every time I press ok it tells me a different dll 17:54 < bridge> then copy them manually 17:54 < bridge> looks like vsc++ create sub dirs called debug 17:54 < bridge> yes idk why 17:54 < bridge> Is this just trying to compile ddnet master branch? 17:54 < bridge> never happened 17:54 < bridge> yes 17:54 < bridge> 😦 17:55 < bridge> Did you post the build log somewhere? 17:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087781568153665667/message.txt 17:56 < bridge> Hm, rust seems to fail to create something too. Could there be a permissions issue with the folder? 17:56 < bridge> Though seems the exe files are created normally 17:57 < bridge> I try to reopen vscode with admin permissions 17:58 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087782284591116460/message.txt 17:59 < bridge> so the build worked? 17:59 < bridge> same error 18:00 < bridge> build worked but no dll generated 18:02 < bridge> can you try copying the dll manually? 18:02 < bridge> I put all the dlls by hand and the error disappeared, but when opening the game it crashes in the loading screen.. 18:02 < bridge> isn't libpng not generated but an external lib ? 18:02 < bridge> all lib 18:02 < bridge> it should be copied automatically 18:02 < bridge> but if it's not, you could try copying it manually 18:02 < bridge> yes i thing 18:02 < bridge> yes i think 18:02 < bridge> it should be in ddnet-libs, somewhere 18:02 < bridge> crash 18:03 < bridge> Maybe it also failed to copy the data dir? That could appear like a crash too 18:03 < bridge> do we crash without a datadir nowadays? 18:03 < bridge> No, but it would immediately quit out no? 18:04 < bridge> loading screen without texts or images, only a progess bar and after a crash 18:05 < bridge> No text no images does smell like no datadir. Can you check if there is a folder called data next to the exe? 18:05 < bridge> inside the same folder Debug? 18:05 < bridge> Yes 18:06 < bridge> If not copy the data folder from root aswell and see if it works 18:06 < bridge> We cannot control what people do with the code, and we have no authority to give approval for any modifications made by third parties. However, I encourage you to consider the impact of your actions on the community and the game as a whole. That includes modifications that could give players an unfair advantage **in any gamemode**. 18:06 < bridge> we used to not do that 18:06 < bridge> i will show u a weird thing 18:06 < bridge> Might have regressed after setting vulkan as the default. The shaders are in data 18:07 < bridge> okk, I will be more reserved with my things and will not show them 18:07 < bridge> @Learath2 18:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087784653085212722/2023-03-21_18-05-48.mp4 18:08 < bridge> I compared two projects, one is my old one that was working and the second is the current one that is not working 18:08 < bridge> Yeah this is where my knowledge of visual studio comes to an end. I honestly haveny compiled on windows in ages 18:09 < bridge> It is most definitely a mess created by the folder structure 18:09 < bridge> i used this configurations for the old project 18:09 < bridge> but i give problems now 18:09 < bridge> Notice your dlls are also there 18:10 < bridge> Maybe it has something to do with how you used cmake? Did you use the cmake gui or directly open the folder in vs? 18:10 < bridge> seems like there's a bug lingering as well 18:10 < bridge> data being copied to the wrong dir 18:11 < bridge> yep 18:11 < bridge> 😠 18:11 < bridge> Probably due to how cmake gui generates a subproject for each target 18:13 < bridge> Or rather the visual studio target of cmake that is 18:13 < bridge> A similar issue happens in the xcodeproject target 18:13 < bridge> F7 do this command [main] Building folder: KeClient 18:13 < bridge> [build] Starting build 18:13 < bridge> [proc] Executing command: "C:\Program Files\CMake\bin\cmake.EXE" --build f:/KeClient/build --config Debug --target ALL_BUILD 18:13 < bridge> xcode :cammostripes: 18:13 < bridge> That's not the interesting part 18:14 < bridge> How you generated this visual studio project is what matters 18:15 < bridge> If you just open the cloned folder with VS, if I recall correctly it's handled properly 18:17 < bridge> should be 18:17 < bridge> you can even clone using VS itself 18:24 < bridge> potete guardare i pochi secondi inziali e i pochi finali, peró il problema potrebbe essere il kit di visual studio, perché quello nella build mi sembra proprio un progetto VS :/ 18:24 < bridge> 18:24 < bridge> https://www.veed.io/view/83fbb47d-4ad7-40e4-8d66-78cd7294b564?sharingWidget=true&panel=share 18:24 < bridge> you can look at the initial few seconds and the final few, but the problem could be the visual studio kit, because the one in the build looks like a VS project to me :/ 18:24 < bridge> https://www.veed.io/view/83fbb47d-4ad7-40e4-8d66-78cd7294b564?sharingWidget=true&panel=share 18:26 < bridge> Oh you are using vscode hmm 18:27 < bridge> Mhhhh. Ok, let me try it myself :/ 18:28 < bridge> i love u 18:28 < bridge> 😄 18:40 < bridge> ehm 18:41 < bridge> i did something 18:41 < bridge> The objective & aim of chatting with me should be sex and relationship 18:41 < bridge> nruh 18:41 < bridge> You are right Laura but this isn't the place 18:41 < bridge> bruh 18:42 < bridge> we are developer, only cocks or computers 18:42 < bridge> we are developers, only cocks or computers 18:42 < bridge> Yeah, vscode just generates the project in this weird way sadly 18:42 < bridge> wait wait i look some green texts im horny 18:42 < bridge> stop 18:43 < bridge> :/ 18:43 < bridge> looks good wait 18:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087793618275803178/image.png 18:43 < bridge> That looks like it's make or ninja not visual studio/nmake so what did you change? 18:45 < bridge> i called the folder "gay" to punish the project (actually to change as to workspace so vscode doesn't recognize it as the same project), then i chose unidentified kit and re-added my old config files which weren't working before 18:46 < bridge> this fules 18:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087794271739969626/settings.json 18:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087794272088113162/tasks.json 18:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087794272465592401/cmake-tools-kits.json 18:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087794273052786768/launch.json 18:46 < bridge> files 18:46 < bridge> It works with the msys generator btw 18:46 < bridge> my goal by adding cmake-tools-kit was to find a setting with the path I put but nothing came out 18:46 < bridge> Yeah you switched to mingw too 18:46 < bridge> ok 18:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087794485695631430/image.png 18:47 < bridge> @heinrich5991 the vs project generator just doesn't work, I'm not sure what we do about that, it's just the way targets are treated 18:47 < bridge> So close, I guess the rust part failed above 18:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087794929532682281/message.txt 18:48 < bridge> i wanna cry 18:49 < bridge> 3 hours only for compile the orginal game 18:53 < bridge> Well if you have visual studio it will just work(tm) in there 18:53 < bridge> Hm, it wasnt the rust part that failed it seems 18:54 < bridge> you could try doing it in visual studio, that has at least been tried by project members before 18:54 < bridge> we can probably fix that 18:54 < bridge> I should do this in a clean vm and make a tutorial sometime 18:55 < bridge> first step would be creating a bug report though ^^ 18:55 < bridge> I have a tutorial for msvs 18:55 < bridge> I meant for people that don't want vs 18:55 < bridge> With msys2 and mingw 18:55 < bridge> ah 18:55 < bridge> yea, do that 🙂 18:55 < bridge> Honestly iirc msvs just works when you clone within it 18:57 < bridge> i don't rly like VS but im trying with that 18:57 < bridge> it works 😠 18:57 < bridge> i don't want VS sdfijndfsjahinlk 19:00 < bridge> I'll figure it out with mingw after dinner 19:11 < bridge> bruh, where the fuck it take x, y, w, h 19:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087800763041972324/image.png 19:12 < bridge> oke 19:12 < bridge> CUIRect is stateful 19:13 < bridge> oi 19:13 < bridge> hi 19:13 < bridge> Those should technically be `m_X`, `m_Y`, `m_W` and `m_H` 19:13 < bridge> hello 19:14 < bridge> hi 19:14 < bridge> I don't know how to do anything anymore, they changed all lel methods 19:14 < bridge> hi 19:14 < bridge> Hm, I think `CUIRect` is pretty much the same as it has always been 19:15 < bridge> Do you need something? 19:15 < bridge> no the class render 19:15 < bridge> I'm Brazilian and I'm using a translator:cammo: 19:15 < bridge> I think `CUIRect` wasn't able to draw on its own before 19:16 < bridge> no 19:17 < bridge> someone who plays 19:18 < bridge> pls 19:19 < bridge> This is where we talk about the develoupment of the game. If you're looking for someone to play with, feel free to request in #looking-for-group 19:20 < bridge> thanks 19:21 < bridge> Oh true, so there is some change there 20:22 < bridge> you can also show which accessed address caused the segfault 20:23 < bridge> `p $_siginfo._sifields._sigfault.si_addr` 20:33 < bridge> ah cool 😮 20:34 < bridge> most often will show `(void *) 0x0` but you never know 😄 21:04 < bridge> @Chairn Uh nice, a null pointer. But I still don't know where it comes from 21:08 < bridge> Could we get a new Statistic on the website and co that shows the oldest standing records? 21:27 < bridge> could it be a this pointer that is null when you try to call the function? 21:29 < bridge> You mean the function argument? 21:29 < bridge> ``` 21:29 < bridge> (gdb) frame 21:29 < bridge> #0 0x000055b195b811a1 in on_change_systray (obj=0x55b195bcc940 ) at /home/tim/Downloads/tint2/src/systray/systraybar.c:298 21:29 < bridge> 298 GSList *list = g_slist_copy(systray.list_icons); 21:29 < bridge> (gdb) print systray.list_icons 21:29 < bridge> $3 = 0x55b19749d2a0 = {0x55b19736f250, 0x55b19730ab50, 0x55b197441ff0, 0x55b197370a40} 21:29 < bridge> ``` 21:29 < bridge> It's not null as you can see 21:31 < bridge> vscode provides a nice gui for debugging with gdb 21:31 < bridge> And we're not dereferencing anything anyways so... 21:32 < bridge> can you give us the whole function? 21:32 < bridge> perhaps it's not in that line 21:32 < bridge> ohh `this` pointer, this is C not C++ 21:33 < bridge> `this` is C++, not C :p 21:35 < bridge> yeye cuz Chairn said `this` that can't be the problem because I'm working with C 21:36 < bridge> I'm pretty sure now that somehow the wrong debug symbols got used because I copied my modified binary to /bin so that probably somehow confused gdb. Then the line with the bug would be `traywin = (TrayWindow *)l->data;` (which makes sense, 0 deref) and maybe my fix worked after all but somehow the old binary is back 22:04 < bridge> i'd like to quit vsode but the visual debugger things makes me stick around. pretty easy to spot segfaults and fix em with this 22:04 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087844169436889108/drugs.mp4 23:06 < bridge> I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? 23:06 < bridge> ```javascript 23:06 < bridge> fetch("https://ddnet.org/players/?json2=UnlucksMcGee") 23:06 < bridge> ``` 23:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087859759182512239/image.png 23:07 < bridge> It previously seems to be something that was fixed on server-side 23:12 < bridge> I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? 23:12 < bridge> 23:12 < bridge> The following gives an error: 23:13 < bridge> ```javascript 23:13 < bridge> fetch("https://ddnet.org/players/?json2=UnlucksMcGee") 23:13 < bridge> ``` 23:13 < bridge> 23:13 < bridge> Although this one does not: 23:13 < bridge> ```javascript 23:13 < bridge> fetch("https://ddnet.org/releases/maps.json") 23:13 < bridge> ``` 23:13 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087859759182512239/image.png 23:13 < bridge> I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? 23:13 < bridge> 23:13 < bridge> The following gives a CORS error: 23:13 < bridge> ```javascript 23:13 < bridge> fetch("https://ddnet.org/players/?json2=UnlucksMcGee") 23:13 < bridge> ``` 23:13 < bridge> 23:13 < bridge> Although this one does not: 23:13 < bridge> ```javascript 23:13 < bridge> fetch("https://ddnet.org/releases/maps.json") 23:13 < bridge> ``` 23:13 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087859759182512239/image.png 23:38 < bridge> yes, needs to be fixed serverside