00:00 < bridge_> curseforge app 00:00 < bridge_> ??? 00:01 < bridge_> idk i didn't read the full conversation 00:01 < bridge_> 😎 πŸ‘ 00:02 < bridge_> 😁 πŸ‘ 00:15 < bridge_> ucan 00:15 < bridge_> delightful 00:15 < bridge_> do u need a key 00:52 < bridge_> When I build ddnet's server and run it I get this error when I want to connect to it: 00:52 < bridge_> ``` 00:52 < bridge_> I assert: D:\ddnet\src\engine\server\databases\sqlite.cpp(120): Tried connecting while the connection is in use 00:52 < bridge_> ``` 01:27 < bridge_> eyo warum mutet mein client leute die ich nicht als friend habe standart mÀßig? ich muss immer die leute als freund adden um die aus player zu unmuten und dann kann ich die wieder entfernen? 01:27 < bridge_> eyo why does my client unmute people i don't have as friends by default? i always have to add people as friends to unmute them from player and then i can remove them again? 01:29 < bridge_> cl_show_chat_friends 0 01:30 < bridge_> i dont really like the name of this command 01:30 < bridge_> there's cl_show_chat_friends and cl_show_chat_system and they both behave differently even though their names are similar 01:30 < bridge_> cl_show_chat_friends enables friend only mode, whereas cl_show_chat_system enables or disables system messages 01:31 < bridge_> `cl_show_chat_friends` enables friend only mode, whereas `cl_show_chat_system` enables or disables system messages 01:31 < bridge_> there's `cl_show_chat_friends` and `cl_show_chat_system` and they both behave differently even though their names are similar 01:31 < bridge_> `cl_show_chat_friends` toggles friend only mode, whereas `cl_show_chat_system` enables or disables system messages 01:33 < bridge_> where is this command in settings? just want to know 01:33 < bridge_> but thanks ❀️ 01:50 < bridge_> Any solutions? 01:55 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1138259232609804308/image.png 02:14 < bridge_> I would like to make some comments on my experience with multi-view, when any tee other than the one you marked first kills, it gets removed from the multi-view camera focus. This can be quite annoying when multi-view works like this in short solo maps. Maybe this feature can be developed further to make players adjust its features in the way best suitable their own experience. 07:40 < bridge_> why cant server register on ipv4 07:40 < bridge_> ACCEPT udp ::/0 ::/0 udp dpt:8303 07:41 < bridge_> why this? 2023-08-07 19:19:23 E register/6/ipv6: ERROR: configure your firewall/nat to let through udp on port 8303. 07:42 < bridge_> why this? 07:42 < bridge_> 2023-08-07 19:19:23 E register/6/ipv6: ERROR: configure your firewall/nat to let through udp on port 8303. 07:44 < bridge_> is it because global ipv6 is noprefixroute? im just going out on a limb here 08:02 < bridge_> may be because isp has security shield 08:19 < bridge_> stuck registering ipv4 too so has to be ^ 08:19 < bridge_> 2023-08-07 20:16:55 I register/6/ipv4: registering... 09:01 < bridge_> i forgot how i fixed that 09:30 < bridge_> well damn πŸ˜‚ 09:34 < bridge_> open ports 09:34 < bridge_> iirc multiview is meant for teams not solo 12:29 < bridge_> how long does it usually take for a release? Is there a schedule or is it more or less feature based? 12:34 < bridge_> Usually 1-2 months. 13:23 < bridge_> depends on robyt activity 13:23 < bridge_> :gigachad: 13:42 < bridge_> okay, thank you ^^ 13:43 < bridge_> okay, thank you, asking again in septembre ^^ 13:43 < bridge_> okay, thank you, asking again in september ^^ 13:44 < bridge_> why? 13:45 < bridge_> working on a map requiring a feature which is merged in the current master, but not present in the current release 13:46 < bridge_> i see, which one is it tho? havent been up-to-date lately 13:47 < bridge_> the elasticity feature, so bouncy and sticky blocks (with tune layer) 😎 13:47 < bridge_> they added that? :D lol. I just added a elasticity tune in my mod like a few days ago, after having it on my todo for ages xD 13:48 < bridge_> yes, heinrich asked me if I will finish it, and I implemented all required fixes/changes 13:48 < bridge_> how do the sticky blocks work? 13:48 < bridge_> Very cool, do you have the pr? 13:48 < bridge_> negative elasticity, and maybe some other changed tuning values (ground_control_speed, ground_control_accell, ground_jump_impulse (preferably 0)) 13:49 < bridge_> https://github.com/ddnet/ddnet/pull/5398 13:51 < bridge_> @essigautomat is this not included in the upcoming releasE? 13:51 < bridge_> > [Client] Implement elasticity tuning values (ground_elasticity_x/y) [AssassinTee] 13:51 < bridge_> @essigautomat it is 13:51 < bridge_> u just need to wait till #announcements releases 13:52 < bridge_> Very cool 13:52 < bridge_> @ryozuki that's why I was asking when I should expect the new release 13:52 < bridge_> read the message? 13:52 < bridge_> xd 13:53 < bridge_> in announcements 13:53 < bridge_> i dislike ppl who dont read :p 13:53 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1138439942016602122/image.png 13:53 < bridge_> I didn't even know you are announcing new releases in advance 13:53 < bridge_> tell me if u need more red kek 13:54 < bridge_> this has been a thing 13:58 < bridge_> ah nevermind it's marked as client feature 13:58 < bridge_> (why?) 13:58 < bridge_> probably deen went through it quick and didnt really look at it xd 13:58 < bridge_> xd 13:58 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1138441082858905690/image.png 13:58 < bridge_> ur pink now 13:59 < bridge_> i know, i was grey before but when i removed my other picture it set me to pink, and i didnt wanna download and upload the original discord pfp in grey again 13:59 < bridge_> twinbopnaut 13:59 < bridge_> bencienaut 13:59 < bridge_> :TwinbopPat: 13:59 < bridge_> πŸ–– 13:59 < bridge_> πŸ₯₯ 14:00 < bridge_> > 100 times faster text rendering 14:00 < bridge_> i hope the chat glitch is fixed now 14:01 < bridge_> only 1 week until my map needs to be finished, gotta map quick 14:02 < bridge_> just dont poop until u finished it 14:06 < bridge_> Nothing better than a bit of drama about some useless topic 14:06 < bridge_> Which glitch 14:07 < bridge_> i'd say like 30-40% of the time when the chat is opened, everything gets buggy, like it used to be when you are out of the world. i think there used to be a cl_clear or whatever, which had the same effect if no background was applied to a map 14:08 < bridge_> Ah, that's a driver bug. Use Vulkan then it's gone 14:08 < bridge_> It probably won't get fixed ever 14:08 < bridge_> how is it a driver bug, if it got introduced like 1-2 versions ago? 14:08 < bridge_> :D 14:08 < bridge_> It's probably IME related 14:08 < bridge_> Yeah windows 14:08 < bridge_> i use open gl 3.3 i think 14:08 < bridge_> The os for the elite 14:09 < bridge_> xd 14:09 < bridge_> anyways, it's a newer bug, definitely came with the last 1-2 versions or smth 14:09 < bridge_> Yeah there was a big ime update 14:09 < bridge_> It's since then 14:10 < bridge_> hm, and can't that specific part or whatever be reverted? i really dont know how it works 14:10 < bridge_> Well it's some windows/Nvidia internal bug 14:10 < bridge_> why is it only triggered in chat? 14:10 < bridge_> There is nothing to be fixed here. Just use Vulkan 14:10 < bridge_> Why is it only triggered with OpenGL 14:10 < bridge_> i wont use vulkan, sorry, not trying to disrespect your work, but i just prefer the look with gl 3.3 14:10 < bridge_> Chat maybe opens some ime stub 14:11 < bridge_> It looks 1:1 the same 14:11 < bridge_> If not then that's also a driver bug 14:11 < bridge_> not really, and the hookline is buggy 14:11 < bridge_> i'll start by updating my nvidia driver when i get home xd 14:11 < bridge_> Show screenshots 14:11 < bridge_> Of these bugs 14:12 < bridge_> i will once it happens again, i didnt think u needed it. iirc i reported this bug once already, sec 14:13 < bridge_> @jupeyy_keks 14:13 < bridge_> also look at the bottom left "All:" 14:14 < bridge_> and while the chat is opened, also things like freeze turn darker, i cant really describe it :D 14:14 < bridge_> drop opengl support 14:14 < bridge_> embrace future 14:14 < bridge_> drop nuke on ryozuki 14:14 < bridge_> πŸ˜„ 14:15 < bridge_> https://tenor.com/view/oppenheimer-oppenheimer-movie-walk-walking-gif-3311223081607307352 14:16 < bridge_> man i want another movie like oppenheimr 14:16 < bridge_> serious, and with such an amazing actor 14:16 < bridge_> not stupid boring overused super heroes 14:16 < bridge_> i swear 14:16 < bridge_> :f3: 14:16 < bridge_> i wont ufo disclosure 14:17 < bridge_> want* 14:17 < bridge_> make a lk-99 movie 14:17 < bridge_> it may change the world 14:17 < bridge_> a who 14:18 < bridge_> https://tenor.com/view/%D0%BE%D1%81%D1%82%D1%80%D1%8B%D0%B5%D0%BA%D0%BE%D0%B7%D1%8B%D1%80%D1%8C%D0%BA%D0%B8-%D0%BD%D0%B0%D1%81%D1%80%D0%B0%D0%BB-%D0%B1%D0%B5%D0%B1%D1%80%D0%B0-%D1%81%D1%83%D0%BF%D0%B5%D1%80%D0%BC%D0%B5%D0%B3%D0%B0%D1%83%D0%BB%D1%8C%D1%82%D1%80%D0%B0%D0%BD%D0%B0%D1%81%D1%80%D0%B0%D0%BB-%D0%B0%D0%BD%D0%B0%D1%80%D1%85%D0%B8%D1%8F-gif-23099732 14:19 < bridge_> I don't mean that.. I mean that it looks different 14:19 < bridge_> hm? 14:19 < bridge_> Would be the best that could happen to this world xd 14:19 < bridge_> This 14:19 < bridge_> @fokkonaut a room temperature super conductor 14:19 < bridge_> ah 14:20 < bridge_> rn they need to be under a hydrogen bath 14:20 < bridge_> super cooled 14:20 < bridge_> xd 14:20 < bridge_> Superconducting Microprocessors? Turns Out They're Ultra-Efficient The 2.5 GHz prototype uses 80 times less energy than its semiconductor counterpart, even accounting for cooling 14:20 < bridge_> https://spectrum.ieee.org/new-superconductor-microprocessor-yields-a-substantial-boost-in-efficiency 14:20 < bridge_> 2021 article 14:21 < bridge_> accounting the energy for cooling 14:21 < bridge_> https://en.wikipedia.org/wiki/Superconducting_computing 14:22 < bridge_> > Much of the power consumed, and heat dissipated, by conventional processors comes from moving information between logic elements rather than the actual logic operations. Because superconductors have zero electrical resistance, little energy is required to move bits within the processor. 14:22 < bridge_> > Superconducting logic can be an attractive option for ultrafast CPUs, where switching times are measured in picoseconds and operating frequencies approach 770 GHz 14:22 < bridge_> @jupeyy_keks future in our hands 14:23 < bridge_> 770ghz 14:27 < bridge_> Omg would be beyond epic 14:27 < bridge_> rsa no longer safe 14:27 < bridge_> Chairn would still use win7 on shit hardware xD 14:27 < bridge_> xd 15:10 < bridge_> Was it so good. I really like many Nolan movies. But movies based on true story are often boring XD 15:11 < bridge_> I'm scifi guy, bcs possible future is best 15:20 < bridge_> idk i loved it 15:21 < bridge_> I trust u bro xdd 15:46 < bridge_> @jupeyy_keks i discovered something 15:47 < bridge_> ```diff 15:47 < bridge_> +hello 15:47 < bridge_> -this is supported 15:47 < bridge_> + just add \`\`\`diff 15:47 < bridge_> + im greener than weed 15:47 < bridge_> ``` 15:54 < bridge_> ```diff 15:54 < bridge_> + g r e e n 15:54 < bridge_> - r e d 15:54 < bridge_> ``` 16:20 < bridge_> @robyt3 ^ 16:20 < bridge_> xd 16:21 < bridge_> @ryozuki read this?https://www.iflscience.com/hopes-dashed-as-lk-99-confirmed-not-to-be-a-room-temperature-superconductor-70165 16:22 < bridge_> hm i never heard of this web xd 16:22 < bridge_> we will see 16:22 < bridge_> https://pr.tsmc.com/english/news/3049 16:22 < bridge_> @jupeyy_keks 16:22 < bridge_> oh i just have it from reddit https://www.reddit.com/r/worldnews/comments/15lgz35/hopes_dashed_as_lk99_confirmed_not_to_be_a/ 16:23 < bridge_> Germany going πŸš€ 16:23 < bridge_> i get my news from https://news.ycombinator.com/news 16:24 < bridge_> yea i checked but it wasnt there (yet)? 16:24 < bridge_> yea i checked but it wasnt there (yet)? well only referencing as a tweet too 16:24 < bridge_> yea i checked but it wasnt there (yet)? well only referencing as a tweet too https://news.ycombinator.com/item?id=37046993 16:26 < bridge_> lmao 16:26 < bridge_> https://manifold.markets/QuantumObserver/will-the-lk99-room-temp-ambient-pre 16:26 < bridge_> there is a prediction market 16:26 < bridge_> people bet 16:26 < bridge_> 19% on yes rn 16:27 < bridge_> Doesn't make sense to me that this would fix the issue. There shouldn't be a limit to the command length anywhere in the console system except for temporary commands, which this shouldn't be 16:27 < bridge_> but when money is involved its diferent 16:27 < bridge_> xD 16:27 < bridge_> u want a vector then? 16:28 < bridge_> maybe i misunderstand 16:28 < bridge_> the issue at hand xd 16:28 < bridge_> You'd need to investigate why the limit to the command length applies to config variables 16:28 < bridge_> It should only apply to temporary commands, which are commands that the server sends to authed clients 16:29 < bridge_> it fixes the issue tho i see the help rendered 16:29 < bridge_> Yeah, but it's not a clean fix for the issue IMO 16:29 < bridge_> This would also increase the length of commands that the server can send. Not sure if that's a good idea 16:30 < bridge_> ```cpp 16:31 < bridge_> void CConsole::RegisterTemp(const char *pName, const char *pParams, int Flags, const char *pHelp) 16:31 < bridge_> { 16:31 < bridge_> CCommand *pCommand; 16:31 < bridge_> if(m_pRecycleList) 16:31 < bridge_> { 16:31 < bridge_> pCommand = m_pRecycleList; 16:31 < bridge_> str_copy(const_cast(pCommand->m_pName), pName, TEMPCMD_NAME_LENGTH); 16:31 < bridge_> str_copy(const_cast(pCommand->m_pHelp), pHelp, TEMPCMD_HELP_LENGTH); 16:31 < bridge_> str_copy(const_cast(pCommand->m_pParams), pParams, TEMPCMD_PARAMS_LENGTH); 16:31 < bridge_> 16:31 < bridge_> m_pRecycleList = m_pRecycleList->m_pNext; 16:31 < bridge_> } 16:31 < bridge_> else 16:31 < bridge_> { 16:31 < bridge_> pCommand = new(m_TempCommands.Allocate(sizeof(CCommand))) CCommand; 16:31 < bridge_> char *pMem = static_cast(m_TempCommands.Allocate(TEMPCMD_NAME_LENGTH)); 16:31 < bridge_> str_copy(pMem, pName, TEMPCMD_NAME_LENGTH); 16:31 < bridge_> pCommand->m_pName = pMem; 16:31 < bridge_> pMem = static_cast(m_TempCommands.Allocate(TEMPCMD_HELP_LENGTH)); 16:31 < bridge_> str_copy(pMem, pHelp, TEMPCMD_HELP_LENGTH); 16:31 < bridge_> pCommand->m_pHelp = pMem; 16:31 < bridge_> pMem = static_cast(m_TempCommands.Allocate(TEMPCMD_PARAMS_LENGTH)); 16:31 < bridge_> str_copy(pMem, pParams, TEMPCMD_PARAMS_LENGTH); 16:31 < bridge_> pCommand->m_pParams = pMem; 16:31 < bridge_> } 16:31 < bridge_> ``` 16:31 < bridge_> its used here 16:31 < bridge_> oh 16:31 < bridge_> its also used in rcon in 1 line 16:31 < bridge_> maybe just put 2 constants for sizes xd 16:31 < bridge_> `RegisterTemp` should not be called for config variable through 16:31 < bridge_> Doesn't make sense since they are not temporary 16:32 < bridge_> In `CConsole::Register` it just takes the `const char *pName` directly 16:33 < bridge_> ok ill look a bit into it 16:40 < bridge_> The other usage looks like the issue 16:41 < bridge_> ```cpp 16:41 < bridge_> char m_aCommandName[IConsole::TEMPCMD_NAME_LENGTH]; 16:41 < bridge_> char m_aCommandHelp[IConsole::TEMPCMD_HELP_LENGTH]; 16:41 < bridge_> char m_aCommandParams[IConsole::TEMPCMD_PARAMS_LENGTH]; 16:41 < bridge_> ``` 16:41 < bridge_> Is used in `game/client/components/console.h`, so the local console is also limited to these values 16:42 < bridge_> And also `char aBuf[sizeof(m_aCommandName)]` in `console.cpp` 16:42 < bridge_> @robyt3 https://github.com/ddnet/ddnet/pull/6983/files 16:42 < bridge_> check now 16:43 < bridge_> tested with asan xd 16:44 < bridge_> seems to work 16:45 < bridge_> Nice. Maybe would be easier without the nullptr checks 16:45 < bridge_> If you initialize the pointers to `""` instead 16:46 < bridge_> true 16:46 < bridge_> That's the spirit xd 16:46 < bridge_> xdd 16:46 < bridge_> i have a rust mentality 16:46 < bridge_> check everything 16:46 < bridge_> @ryozuki I bet Europe only gets the already used machines xD 16:46 < bridge_> 14nm 16:46 < bridge_> Xddd 16:46 < bridge_> Just like we sell our old cars xdd 16:46 < bridge_> xd 16:47 < bridge_> @robyt3 pushed 16:48 < bridge_> Thanks 16:48 < bridge_> keep the small issues coming 16:48 < bridge_> they fun to fix 16:48 < bridge_> xd 16:49 < bridge_> Fix #6971, it's a small python script xD 16:49 < bridge_> https://github.com/ddnet/ddnet/issues/6971 16:49 < bridge_> Just nobody understands it 16:50 < bridge_> xdd 16:50 < bridge_> I blame python 16:51 < bridge_> whats the script 16:51 < bridge_> https://github.com/ddnet/ddnet/blob/master/scripts/languages/update_all.py 16:52 < bridge_> But this imports other python scripts in the same folder 16:52 < bridge_> ye 16:52 < bridge_> if only we used toml directly 16:52 < bridge_> or some format 16:52 < bridge_> xd 16:52 < bridge_> actually we can do that 16:52 < bridge_> lets migrate 16:52 < bridge_> im always for revolution 16:52 < bridge_> Rewrite the script in rust 16:53 < bridge_> robyt wouldnt understand it then too 16:53 < bridge_> I dunno 16:53 < bridge_> @robyt3 do u know rust 16:53 < bridge_> Maybe he secretly learn 16:53 < bridge_> For ddnet 16:53 < bridge_> he is secretly a rust pro 16:53 < bridge_> No, but I guess it's the next programming language I learn when I ever have enough time 16:53 < bridge_> nice 16:53 < bridge_> Epic ddnet admin moment 16:54 < bridge_> btw 16:54 < bridge_> my asan shows stuff even with suppresions 16:54 < bridge_> i think 16:54 < bridge_> (not this pr) 16:55 < bridge_> ``` 16:55 < bridge_> 16:55 < bridge_> ================================================================= 16:55 < bridge_> ==30048==ERROR: LeakSanitizer: detected memory leaks 16:55 < bridge_> 16:55 < bridge_> Direct leak of 72704 byte(s) in 1 object(s) allocated from: 16:55 < bridge_> #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) 16:55 < bridge_> #1 0x7f2902140f65 () 16:55 < bridge_> #2 0x7f29020c9caa () 16:55 < bridge_> 16:55 < bridge_> Direct leak of 6360 byte(s) in 5 object(s) allocated from: 16:55 < bridge_> #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) 16:55 < bridge_> #1 0x7f29165f2150 () 16:55 < bridge_> 16:55 < bridge_> Direct leak of 1152 byte(s) in 1 object(s) allocated from: 16:55 < bridge_> #0 0x5579de1ea705 in realloc (/data1/edgar/ddnet/build/DDNet+0x13c8705) 16:55 < bridge_> #1 0x7f29165f28e6 () 16:55 < bridge_> 16:55 < bridge_> Direct leak of 368 byte(s) in 3 object(s) allocated from: 16:55 < bridge_> #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) 16:55 < bridge_> #1 0x7f29030a1377 () 16:55 < bridge_> 16:55 < bridge_> Direct leak of 176 byte(s) in 1 object(s) allocated from: 16:55 < bridge_> #0 0x5579de1ea578 in calloc (/data1/edgar/ddnet/build/DDNet+0x13c8578) 16:55 < bridge_> #1 0x7f2921c36bde (/usr/lib64/libdbus-1.so.3+0x30bde) 16:55 < bridge_> 16:55 < bridge_> Direct leak of 8 byte(s) in 1 object(s) allocated from: 16:55 < bridge_> #0 0x5579de1ea43e in malloc (/data1/edgar/ddnet/build/DDNet+0x13c843e) 16:55 < bridge_> #1 0x7f29165f1824 () 16:55 < bridge_> 16:56 < bridge_> Indirect leak of 164592 byte(s) in 521 object(s) allocated from: 16:56 < bridge_> There is always some SDL or Window Manager stuff in there for me as well 16:56 < bridge_> `❯ UBSAN_OPTIONS=suppressions=./ubsan.supp:log_path=./SAN:print_stacktrace=1:halt_on_errors=0 ASAN_OPTIONS=log_path=./SAN:print_stacktrace=1:check_initialization_order=1:detect_leaks=1:halt_on_errors=0 LSAN_OPTIONS=suppressions=./lsan.supp ./DDNet` 16:56 < bridge_> unknown module means some lib right 16:56 < bridge_> not ddnet 16:56 < bridge_> Shouldn't this show debug symbols in DDNet though? 16:56 < bridge_> but maybe its from a external library without symbols 16:56 < bridge_> im building with debug and -DDEV=ON 16:56 < bridge_> you can look up the address with `gdb` 16:56 < bridge_> im gdb noob 16:56 < bridge_> xd 16:57 < bridge_> `gdb DDNet`, then `info symbol 0x13c843e` 16:57 < bridge_> `q` to quit gdb eventually 16:57 < bridge_> /data1/edgar/ddnet/src/engine/external/json-parser/json.c:402:65: runtime error: applying non-zero offset 5 to null pointer 16:57 < bridge_> lol 16:57 < bridge_> I though we had suppressions for those 16:58 < bridge_> I thought we had suppressions for those 16:58 < bridge_> oh ye 16:58 < bridge_> i didnt run it with sup under gdb 16:58 < bridge_> But that address is from the ASAN log 16:59 < bridge_> And your log doesn't show symbols for json for some reason 16:59 < bridge_> /data1/edgar/ddnet/src/engine/external/json-parser/json.c:402:65: runtime error: applying non-zero offset 5 to null pointer 16:59 < bridge_> SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior /data1/edgar/ddnet/src/engine/external/json-parser/json.c:402:65 in 16:59 < bridge_> well i ran gdb without suppresions 16:59 < bridge_> idk how to pass the line 16:59 < bridge_> xd 16:59 < bridge_> gdb should be unrelated to those suppressions 17:00 < bridge_> Can you look up the other symbol addresses (the number after `DDNet+`)? 17:00 < bridge_> Maybe you linked with a system json library instead of compiling it from source 17:01 < bridge_> ``` 17:01 < bridge_> (gdb) set env UBSAN_OPTIONS=suppressions=./ubsan.supp:log_path=./SAN:print_stacktrace=1:halt_on_errors=0 17:01 < bridge_> (gdb) set env ASAN_OPTIONS=log_path=./SAN:print_stacktrace=1:check_initialization_order=1:detect_leaks=1:halt_on_errors=0 17:01 < bridge_> (gdb) set env LSAN_OPTIONS=suppressions=./lsan.supp 17:01 < bridge_> (gdb) run 17:01 < bridge_> ``` 17:01 < bridge_> now i got this setup 17:01 < bridge_> i dont see the json thing now 17:02 < bridge_> ==3925==LeakSanitizer has encountered a fatal error. 17:02 < bridge_> ==3925==HINT: For debugging, try setting environment variable LSAN_OPTIONS=verbosity=1:log_threads=1 17:02 < bridge_> ==3925==HINT: LeakSanitizer does not work under ptrace (strace, gdb, etc) 17:02 < bridge_> xd 17:02 < bridge_> (gdb) info symbol 0x13c843e 17:02 < bridge_> No symbol matches 0x13c843e. 17:03 < bridge_> if we use a lib, then ye 17:03 < bridge_> i think 17:03 < bridge_> i dont have submodules 17:03 < bridge_> Yeah, we link with a library with it's available, but I don't think it's from the submodule 17:04 < bridge_> I don't really see the purpose though because we could just always compile a fixed version from source and would have problems with mismatching versions installed from the system 17:05 < bridge_> I don't really see the purpose though because we could just always compile a fixed version from source and would not have problems with mismatching versions installed from the system 17:05 < bridge_> i dont think its a mismatch its simply the UB wasnt supressed cuz i didnt pass the suppression 17:05 < bridge_> with the supression file it doesnt show 17:06 < bridge_> I mean that we need to ensure that the json parser version in our source matches the version that package maintainers use, or we can run into issues 17:06 < bridge_> I recently tried to update the json parser and was reminded that it's not so straightforward 17:07 < bridge_> xd 17:08 < bridge_> I wonder if we should update Wavpack at some point. Our version is from 2006 17:08 < bridge_> why not 17:08 < bridge_> well i use system iirc 17:09 < bridge_> 1. Would need to make sure it doesn't change how any existing sound sounds 17:09 < bridge_> 2. Lots of work because they completely refactored the API 17:10 < bridge_> 3. Need to ensure package repositories have the version of Wavpack that we use 17:10 < bridge_> link to the lib? 17:11 < bridge_> Yeah, probably better anyway 17:11 < bridge_> error from the release candidate 17:11 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1138489566794371172/image.png 17:11 < bridge_> xd i meant a link to the docs xDD 17:11 < bridge_> https://github.com/dbry/WavPack/blob/master/doc/WavPack5PortingGuide.pdf 17:12 < bridge_> Does `libssp-0.dll` exist in the folder with `DDNet.exe`? 17:13 < bridge_> nah 17:13 < bridge_> How did you update? Looks like it broke. 17:13 < bridge_> Download the ZIP again, the file should be in there 17:13 < bridge_> Okay 17:15 < bridge_> Seems like yeah sorry for that 17:16 < bridge_> Did you update by only copying the `exe` or how did this happen? Would be interesting to know how these issues during updates happen 17:16 < bridge_> Or ingame-updater or steam? 17:17 < bridge_> I didnt even update it, I just downloaded the zip, extracted and launched the exe 🀷 17:17 < bridge_> I dont know what I did wrong tho, but after downloading again it was in it 17:18 < bridge_> Maybe we just forgot to add the dll to the zip and later fixed it, I don't know 17:19 < bridge_> It’ll mostly all be fixed by #5842 hopefully 17:19 < bridge_> https://github.com/ddnet/ddnet/pull/5842 17:19 < bridge_> But I keep rebasing it, which uses all my energy then I get back to here and don’t have the energy to fix the final remaining windows compilation issue, then it goes stale again 17:20 < bridge_> #1 17:21 < bridge_> #0001 17:21 < bridge_> https://github.com/ddnet/ddnet/issues/1 17:21 < bridge_> lol, easily broke the check for numbers below 50 17:21 < bridge_> There is lots of UB in the current updater because it assumes http requests happen one by one sequentially, but the new http module does them in parallel asynchronously 17:29 < bridge_> soon 20k commits 17:29 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1138494192457363537/image.png 17:42 < bridge_> when 0.7 support finally finishes and we can join 0.7 servers, will people **play** them? 17:58 < bridge_> Probably not, but let chiller enjoy his dream 19:06 < bridge_> It's quite possible they confuse my 0.7 fng servers with 0.6, since they are named equally xd 19:06 < bridge_> Feature wise 0.6 is further 19:23 < bridge_> We'll also need to dedupe the list somehow now that I think about it 19:24 < bridge_> Dont want people joining bridge servers accidentally when we support both 21:45 < bridge_> If I understand it correctly, the client 'll show one list item per server (not one item per address): https://github.com/ddnet/ddnet/pull/5949#issuecomment-1667909172 21:58 < bridge_> chiller dragon 21:59 < bridge_> ChillerDragon: hi 22:00 < bridge_> lmfao 22:00 < bridge_> wtf 22:00 < bridge_> how do you talk to him? 22:01 < bridge_> you need the secret code 22:01 < bridge_> he's a very busy man 22:01 < bridge_> who? 22:02 < bridge_> what is the secret code? 22:02 < bridge_> chillerdragon: hi? 22:02 < bridge_> ?? 22:02 < bridge_> ChillerDragon: Hi 22:03 < bridge_> unfortunately i'm not authorized to tell you the secret code 22:04 < bridge_> why man? 22:05 < bridge_> the secret code is 22:05 < bridge_> !ping 22:05 < chillerbot3> pong 22:05 < bridge_> Command not found! 22:05 < bridge_> !ping 22:05 < chillerbot3> pong 22:05 < bridge_> Command not found! 22:05 < bridge_> a 22:05 < bridge_> !ping hi 22:05 < chillerbot3> pong 22:05 < bridge_> Command not found! 22:05 < bridge_> !hello 22:05 < bridge_> Command not found! 22:06 < bridge_> ! hello 22:06 < bridge_> Command not found! 22:06 < bridge_> πŸ’€ 22:06 < bridge_> @_voxeldoesart But how do you talk to him? 22:06 < bridge_> @_voxeldoesart but how do you talk to him? 22:06 < bridge_> !pong 22:06 < bridge_> Command not found! 22:06 < bridge_> !ping 22:06 < chillerbot3> pong 22:06 < bridge_> file a ticket 22:06 < bridge_> Command not found! 22:06 < bridge_> ok 22:06 < bridge_> #βœ‰-create-a-ticket 22:06 < bridge_> he puts aside 15 minutes a day to read tickets 22:06 < bridge_> yep 22:06 < bridge_> exactly 22:07 < bridge_> i open 22:10 < bridge_> now you wait 22:11 < bridge_> https://tenor.com/view/gojo-satoru-jujutsu-kaisen-gif-19354838 22:11 < bridge_> be like him 22:17 < bridge_> how?? 22:17 < bridge_> omg 22:18 < bridge_> chillerdragon (and other interested): I've added a torrent file to conveniently download the ddnet discord archive. If you want to search through it, you can use grep on the download ^^. I've made it a private torrent without peer discovery, so it's currently only a better http download. https://archive.strct.cc/bt/2023-08-07-ddnet-discord-archive.torrent. I could turn peer discovery on, but I think the bandwidth of the server is enough. 22:19 < bridge_> hey 22:19 < bridge_> how do you talk to Chiller? 22:20 < bridge_> he's just offline xD. just be patient 22:20 < bridge_> why do u want to talk to chiller so much 22:20 < bridge_> he's offline xD. just be patient 22:20 < bridge_> he is cool 22:20 < bridge_> lol 22:21 < bridge_> he will read your ticket 22:26 < bridge_> ok 22:34 < bridge_> fanboy 22:34 < bridge_> and chum chum 22:36 < bridge_> @heinrich5991 didn't you test very recently a proxy system? 22:36 < bridge_> @heinrich5991 didn't you test again very recently a proxy system? 23:49 < bridge_> @mpft staff closed my ticket 23:49 < bridge_> i re-open 23:51 < bridge_> good idea