00:32 < bridge> upgrade ur os lmao 00:32 < bridge> well debian 12 comes with openssl 3 for eg 00:34 < bridge> The hosting only has ubuntu 20.04 and debian 11 ๐Ÿ’€ 00:34 < bridge> I'm already looking for another one 02:54 < ChillerDragon> i am starting to blame fkin asan for my issues 02:55 < ChillerDragon> if i run it with asan it corrupts my pointers and without it works fine 04:01 < ChillerDragon> okay finally! i have somewhat prooven that i could argue it is not me who introduced the bug to some degree 04:01 < ChillerDragon> i blame magnus 08:00 < bridge> It does it on purpose so ub breaks 08:17 < bridge> That's the spirit 08:26 < bridge> well just make own chain things for the game mode and don't reuse the server ones? 08:26 < bridge> copy-paste 08:39 < ChillerDragon> that sounds horrible 08:39 < ChillerDragon> how would i even chain the existing console without touching its code 08:46 < bridge> Haven't looked at the code 08:51 < bridge> Touch the Code, If you were to understand magnus's old Code, you'd ascend to the Higher realms 08:57 < bridge> https://github.com/Milk-Interpreters/milk/blob/main/README.md what do you think 'bout this kind of syntax? :owo: 09:07 < bridge> ```cpp 09:07 < bridge> // create that son of the bitch on heap 09:07 < bridge> let heap_foo: *Foo = malloc(sizeof(Foo)) as Foo; 09:07 < bridge> ``` 09:07 < bridge> 09:07 < bridge> Nice 09:23 < bridge> i dont even know if half of those ideas are possible :kek: 09:30 < ChillerDragon> touching code is not an option in git conflict driven development 10:21 < bridge> Typescript++? :monkaS: 10:22 < bridge> it looks like rust 10:22 < bridge> typescript is like a linter xd i hope it will have real types xd 10:22 < bridge> rust++ 10:23 < bridge> never 10:23 < bridge> imagine having typepython 10:23 < bridge> i yoinked all cool parts of rust 10:23 < bridge> but saved pointers 10:24 < bridge> Rust with pointers :thonk: 10:24 < bridge> clearly 10:24 < bridge> he added weak pointers into rust xd 10:24 < bridge> rust written by toddler with pointers 10:24 < bridge> use unsafe 10:25 < bridge> no generics and no traits :feelsbadman: 10:35 < bridge> Rust with pointers? No need to Use Rust at that Point :BRUHH: 10:47 < bridge> > โฏ sudo genlop -c 10:47 < bridge> > 10:47 < bridge> > Currently merging 17 out of 21 10:47 < bridge> > 10:47 < bridge> > * net-libs/webkit-gtk-2.42.4-r410 10:47 < bridge> > 10:47 < bridge> > current merge time: 2 minutes and 23 seconds. 10:47 < bridge> > ETA: 37 minutes and 57 seconds. 10:47 < bridge> all my homies hate webkit-gtk 10:47 < bridge> 40 mins with a 5800x 10:47 < bridge> and 32gb ram 10:47 < bridge> worse than chrome, firefox, llvm 10:50 < ChillerDragon> ryo uses gentoo BTW 11:03 < bridge> yes thats me 11:18 < ws-client> my logs got spammy is that on me? 11:18 < ws-client> https://zillyhuhn.com/cs/.1705486700.png 11:23 < bridge> master merged? 11:24 < ws-client> last merge was uhm like 2 day ish ago 11:24 < ws-client> but its a custom fork 11:25 < ws-client> i didnt really touch the master code so i am wondering if i somehow managed to add a bug 11:25 < ws-client> i merged master just now again lets see 11:25 < ws-client> still happenin 11:25 < ws-client> on empty servers actually 11:25 < ws-client> lemme try vanilla ddnet 11:25 < bridge> perhaps related to the curl-multi PR 11:26 < bridge> you can check whether it also happens before 11:26 < bridge> maybe https://github.com/ddnet/ddnet/pull/7683 11:26 < bridge> ah 11:27 < ws-client> official ddnet servers dont have it? 11:27 < bridge> unclear if they're updated yet, probably not 11:29 < ws-client> ddnet-insta is bleeding edge hehe 11:29 < ws-client> ddnet servers are debian 12 right? 11:31 < ws-client> yep have it in vanilla ddnet too 11:58 < bridge> src/engine/shared/http.cpp:510 12:14 < ws-client> https://github.com/ddnet/ddnet/blob/7c4bde43b1de69c718cd23c2b8dd35b268cf6080/src/engine/shared/http.cpp#L510 12:22 < bridge> previously, logging looked like this: https://github.com/ddnet/ddnet/blob/f298b2802665754f8476f715e096efd9617a1aea/src/engine/shared/http.cpp#L288-L303 12:22 < ws-client> so just add `` if(g_Config.m_DbgCurl || m_LogProgress >= HTTPLOG::ALL)`` and call it done? 12:23 < ws-client> also why does it do sooo many requests even? 12:27 < bridge> yo are custom master servers supported on the client side? 12:27 < bridge> yo are custom master servers supported on the client/server side? 12:32 < bridge> So basically like a private network of servers 12:32 < bridge> With passwds and stuff would be cool. So you could select a custom master server and tell it a password and then you can join all the servers 12:32 < ChillerDragon> define supported 12:33 < bridge> No need to change code 12:33 < ChillerDragon> the master is basically just a hardcodet url in the code 12:33 < bridge> ah ok 12:33 < ChillerDragon> oh yea then no 12:33 < ChillerDragon> but easy to swap out and the master is also easy to self host 12:33 < bridge> new pr incoming 12:33 < ChillerDragon> true tw masters on the server side were a masters.cfg 12:34 < ChillerDragon> so that was more custom master friendly 12:34 < bridge> You can change the URL the server registers to with `sv_register_url`, but client-side is hardcoded. 12:34 < bridge> So it's useless basically xd 12:34 < ChillerDragon> no 12:34 < bridge> Maybe for a hub of servers that connect to a custom master server 12:35 < ChillerDragon> i do not see much difference in effort in shipping new clients to your users vs shipping new configs 12:35 < ChillerDragon> both is a manaual process for all of your users 12:35 < bridge> "Type this in F1" vs "fork, build, distribute the clients for all supported platforms" 12:35 < ChillerDragon> but yea would be cool if it would also be customizable on the client side 12:36 < ChillerDragon> yea ok fair 12:37 < bridge> haha I already see ppl trying to connect to servers and then noticing they accidentally changed master server xd 12:37 < bridge> I forgot to add "maintain", which means "repeat for each DDNet release". ๐Ÿ˜• 12:37 < ChillerDragon> omg you mean master servers showing up in the server list? :D 12:37 < bridge> Dunno 12:37 < ChillerDragon> then you need a master master server 12:38 < bridge> Would be cooler for differentiating between kog and ddnet or other platforms 12:38 < ChillerDragon> thats your use case? :D 12:38 < ChillerDragon> we have cummunities bruv 12:38 < bridge> idk I just thought it would be cool to host own master server 12:38 < ChillerDragon> yes it would 12:39 < bridge> client side can be read from a fil as well 12:39 < ChillerDragon> oh ok nice 12:39 < bridge> master_urls.cfg or so 12:39 < ChillerDragon> here u go 12:39 < ChillerDragon> teero when host 12:39 < bridge> `ddnet-serverlist-urls.cfg` 12:39 < bridge> xdd 12:39 < bridge> note that it only downloads one of them 12:39 < ChillerDragon> ou sad 12:39 < ChillerDragon> im waiting for scrumplex reverse proxy master server 12:39 < bridge> Chiller let's make secret community 12:40 < bridge> Oh right, I totally forgot about this. Nice! 12:40 < ChillerDragon> ok 12:40 < bridge> so you need to include the official list if you want to add more servers 12:41 < bridge> for real gamers 12:41 < ChillerDragon> pog 12:43 < bridge> lo 12:43 < bridge> lol 12:43 < bridge> sounds like a nice project if you don't have an idea on how to do that yet ๐Ÿ˜‰ 13:32 < bridge> updates info about server it seems 13:33 < bridge> on every known masterserver 13:33 < bridge> ChillerDragon: how many is "so many"? 13:33 < bridge> it does one for every info change, but at least every 15s 13:33 < bridge> IIRC 13:34 < bridge> yeah had the same idea quite long time ago, but its not really useful as it sounds to be 13:35 < bridge> like lmfao every tw project will host their masterservers for their own projects 13:35 < bridge> kog master + ddnet master 13:36 < bridge> + noname projects will appear as soon as possible 13:36 < bridge> @reitw when blockworlds master server 13:36 < bridge> why is a custom master server interesting? 13:36 < bridge> for project-turned clients i think 13:36 < bridge> i don't know for now xd 13:37 < bridge> in before it was quz we had no http masters 13:37 < bridge> I don't understand this sentence 13:37 < bridge> Ats 13:37 < bridge> like you would be able to send some *personal* info to master 13:37 < bridge> account system for masters huh 13:38 < bridge> can you give an example? 13:38 < bridge> you can already send whatever info you want to the mastersevers 13:38 < bridge> custom master that will not send you any server it has in list unless you logged in 13:38 < bridge> i.e 13:39 < bridge> I don't see the benefit 13:39 < bridge> from my side 13:39 < bridge> like if i had custom server 13:40 < bridge> i would be able to send my servers an "event" or notification about player log in in master so it would be able to show other logged players that he's ingame 13:40 < bridge> currently you will not see any player afking in menu 13:41 < bridge> idk i just throwin random ideas i produce at the moment 13:41 < bridge> nothing special actually 13:41 < bridge> I see. sounds more like an accounts server, less of a masterserver thing 13:52 < bridge> For me only because it seems there is no arbitrary protocol name. Either 0.6 or 0.7 xd 13:52 < bridge> we can add your custom protocol 13:53 < bridge> Yeah 13:53 < bridge> the problem with arbitrary protocol name is that we cannot verify that you correctly forwarded ports 14:01 < bridge> no why 14:01 < bridge> master can have another protocol to manage heartbeats 14:03 < bridge> yes, it could, but I see little reason to do that 14:12 < bridge> Check the log timestamps I sent. I count 2 per second. And expected like 0 instead. Itโ€™s an empty server what info is even changing? 14:12 < bridge> I think my reply broke 14:18 < bridge> well afaik it was only used by "tournament" clients 14:19 < bridge> but I don't see the point of having owned master servers 14:27 < bridge> please add a function in the editor so that you can quickly hide/unhide layers 14:32 < bridge> from the logs, it seems each protocol does it every 15 seconds 14:33 < bridge> that seems expected, chillerdragon 14:33 < bridge> there is a little eye icon in the left side of every layer? idk you mean that or something else 14:38 < bridge> For KoG it would be interesting for a service mesh. We would internally send master-server data and the official master servers can pick up this info without actually pinging our servers. 14:38 < bridge> But that would add a lot of complexity for a little to no benefit for the majority ๐Ÿ˜ฆ 14:38 < bridge> Like Brokering 14:39 < bridge> what does "brokering" mean? 14:40 < bridge> We host a dedicated masterish application on one of our edge-servers so the official master can take this info and populate 14:40 < bridge> Oh each protocol. Yea I guess if everything still runs smoothly itโ€™s fine to do it. 14:40 < bridge> All our servers will report to our internal master server 14:41 < bridge> making ddnet an engine for modding but nothing more it 14:41 < bridge> Does that even cut down on anything? I guess if your servers already have to report all that info to an internal server 14:41 < bridge> i still remember the words about teeworlds being a game in first and not an engine xdddd 14:41 < bridge> if we do that, we can also extend the masterserver to listen for arbitrary protocols, seems like the least of our problems then ^^ 14:42 < bridge> without further context this seems somewhat unneccessary to me, i might not fully understand it tho 14:42 < bridge> We would remove backwards comp for server info. Because HTTPS master sounds like the way to go 14:42 < bridge> you can do that today 14:43 < bridge> doesn't depend on hosting your own masterserver 14:43 < bridge> Yep, we don't get the info through the legacy protocol unless you registered through it 14:43 < bridge> But you ping the server to test if its reachable, no? 14:43 < bridge> I guess we could add a flag to not register your server with the legacy masters if you don't want it 14:44 < bridge> that's unrelated to the legacy serverinfo 14:44 < bridge> Oh gotcha 14:44 < bridge> yes. we do, to see that port forwarding is correctly configured 14:44 < bridge> I thought you do some verification too 14:44 < bridge> we only check whether you can receive UDP packetts 14:44 < bridge> we only check whether you can receive UDP packets 14:44 < bridge> by sending a specific one with a token that you then use on your next https register attemtp 14:44 < bridge> Yeah, we've talked about that in dms already ๐Ÿ˜„ 14:45 < bridge> by sending a specific one with a token that you then use on your next https register attempt 14:45 < bridge> Doesnt work that good on stateless firewalls ๐Ÿ˜„ 14:45 < bridge> Esp. if we dont know the IP of the master trying to connect to the server 14:46 < bridge> That would be neat if we could do this within our internal master server & then report it back to the official ones 14:46 < bridge> that would defeat the point. we're trying to check UDP connectivity from the outside 14:47 < bridge> Is there some way to disable this check? Either via flag or special json sent to the master server? 14:47 < bridge> I guess we could try to connect like a normal teeworlds client, so that your firewall works with it 14:47 < bridge> You can disable manually, but I dont want you to work all day long to bypass the ips ๐Ÿ˜„ 14:48 < bridge> currently, there's no way except manually 14:48 < bridge> Ok gotcha 14:48 < bridge> could be added as an extra https header though 14:48 < bridge> in first it was more of an engine than a game afaik from magnus 14:48 < bridge> but he decided to switch it to a game & made tw 14:49 < bridge> Would be neat to enable for trusted communities or experienced users, so as an opt-in ๐Ÿ˜„ 14:49 < bridge> the thing that I still can't believe about it is that tw was in the first place a project presented at Ubisoft 14:50 < bridge> I can see it being useful for firewalls that can't deal with it 14:50 < bridge> other than that, I don't see a reason to disable i for "trusted communities" or "experienced users" 14:50 < bridge> it's enabled for ddnet servers (except ger10, chinese servers) as well 14:50 < bridge> Yeah, I just wanna point out that it should be as an opt-in, not as default 14:50 < bridge> ah yea 14:51 < bridge> Sometimes its useful to troubleshoot networking ๐Ÿ™‚ 14:51 < bridge> @avolicious unplug cable & issues are fixed 14:51 < bridge> no community = nothing to fix :giga_chad: 14:52 < bridge> Hard in google datacenter 14:52 < bridge> I cant find the server in there 14:52 < bridge> @avolicious ah, well here they did put some data in the cloud with OVH datacenters 14:52 < bridge> ez way 14:52 < bridge> OVH is likely to burn down 14:53 < bridge> I dont trust this company anymore 14:53 < bridge> lmao well they did change the protection policy again, have to explain them 10 times that it's their fault if players get timed out 14:53 < bridge> They changed their ddos notification format recently 14:53 < bridge> I thought it is scam 14:54 < bridge> yea I saw xD 14:54 < bridge> they still didn't change the panel tho, takes still 10 years to load 14:54 < bridge> Yep, payment panel looks like a website from 2000 14:55 < bridge> yeah im talking more about teeworlds itself 14:55 < bridge> not about some company proposed engine he was making 14:56 < bridge> I stay at ovh cuz I don't pay those 10gbps 14:56 < bridge> But for all the shits they've done I'd have left since a long time 14:56 < bridge> We have some server there too, because they are cheap in our contracts 14:57 < bridge> I still have to see why in some cases xdp works very well on a virtual machine on some providers 14:57 < bridge> Support is crap 14:57 < bridge> Like hetzner, we had an attack when we switched temporarily, and cpu was amazingly fine during the attack 14:58 < bridge> But on some other hosts it was kinda bad, dunno why, maybe the driver version or virtio 14:58 < bridge> But on some other hosts it was kinda bad, dunno why, maybe the driver version of virtio 15:00 < bridge> I told hetzner that we host teeworlds servers, its built on top of UDP and we receive a lot spoofed udp traffic. 15:00 < bridge> 15:00 < bridge> After the first attack hetzner be like: 15:00 < bridge> Your server sent unusual amount of traffic, please answer or your server will get stopped within 72 hours. Please fill out the form below 15:00 < bridge> I was like... WTF... I told 15:00 < bridge> I was like... WTF... I told you 15:01 < bridge> Lmao 15:01 < bridge> For some reason hetzner doesnt bother us that much 15:01 < bridge> But better than Vultr, they just shut our servers down & wanted 300 USD for additional outgoing traffic 15:01 < bridge> tf 15:02 < bridge> Lucky you 15:02 < bridge> prob today, but in the past if you were constantly attacked they'd tell you to go away 15:02 < bridge> Your story sounds like the hetzner of the olden days yeah 15:02 < bridge> I still get this emails on a monthly basis 15:02 < bridge> I even got one of those 72h notices on my personal server once 15:03 < bridge> I wrote a browser script to autofill the form & submit 15:03 < bridge> lmao 15:03 < bridge> I think deen did some stuff to block it 15:03 < bridge> Maybe deen also gets them and just doesn't tell us anymore ๐Ÿ˜„ 15:04 < bridge> the attacks 15:04 < bridge> not the mails 15:04 < bridge> just to tell, I recently stopped one additional IP & switched to the main IP of the server for tw. I asked them to put the same Anti-DDoS profile on the main IP , and they were like "we noticed that the profile was not the correct one for your situation, we switched to the TEAMSPEAK profile" 15:04 < bridge> :KEKSad: 15:04 < bridge> xd 15:04 < bridge> Our reflection ratios are very good last I checked. So maybe that's why they don't really bother us 15:04 < bridge> the guy who switched to the teamspeak profile rn::gigachad: 15:05 < bridge> but that's due to some filters that deen put, I think 15:05 < bridge> Damn 15:05 < bridge> Ah might be 15:05 < bridge> the two iptable rules, no? 15:05 < bridge> aren't you ratelimiting alot to avoid mass reflection? 15:05 < bridge> To rate-limit specific packages 15:05 < bridge> something like that 15:05 < bridge> seems like @avolicious is better informed than I am ^^ 15:06 < bridge> I think those are detailed in his blog 15:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1197180159132962836/image.png?ex=65ba53e8&is=65a7dee8&hm=bd11ff08d929632826b659a534885a36bfd3a94d5874deee9b5d61da7bb398e8& 15:07 < bridge> https://github.com/ddnet/ddnet-scripts/blob/master/ddnet-setup.sh#L35-L59 15:07 < bridge> Old ๐Ÿ˜„ 15:07 < bridge> Check the link 15:07 < bridge> Ah, I think we might have a couple extra nowadays 15:07 < bridge> ah well kinda the same 15:08 < bridge> u could even switch everything to mangle table to improve performance by little 15:08 < bridge> u could even switch everything to mangle table to improve performance by little (even if mangle is not made for filtering) 15:08 < bridge> Is that still good practice? I thought it was discouraged for some reason 15:09 < bridge> it is discouraged because mangle table's purpose is not for that, but it's still executed before so 15:09 < bridge> never had issues 15:09 < bridge> yes, but itโ€™s not convenient to click on each layer 15:11 < bridge> But with no mangling rules, how long does it even take for the packet to pass through? Isn't the prerouting table right before the input table 15:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1197182187095724186/Screenshot_20240117-151420.png?ex=65ba55cb&is=65a7e0cb&hm=bf4d8d98433be3298a244d0080f20d087296ba74b8570cbb7794ad8a2e553dbb& 15:15 < bridge> Just after conntrack 15:18 < bridge> permalink: https://github.com/ddnet/ddnet-scripts/blob/660f833aefad7956dd49d77b3f39235f13a93fb2/ddnet-setup.sh#L35-L59 15:18 < bridge> thanks ๐Ÿ˜„ 15:40 < bridge> tldr? 15:40 < bridge> im fighting with memref :poggers2: 17:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1197215464187760732/image.png?ex=65ba74c9&is=65a7ffc9&hm=7a26466e5d5521b91d81e9cd5cffd1eab767c16ecc1ce14c2ce6b7fe5af60e4d& 17:26 < bridge> https://cdn.discordapp.com/emojis/1178720004980605089.gif?quality=lossless&size=48 17:29 < bridge> its ok 17:29 < bridge> there are 2 things which can disable hooking, so its checking for both 17:31 < bridge> I think they're complaining about the `this->` 17:35 < bridge> not ddnet-conform xdd 17:36 < bridge> seems there are quite a few of them actually 17:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1197218021375213698/image.png?ex=65ba772b&is=65a8022b&hm=651528e88c366c93d4c554e7c961343f1eb32293da28e0935501bd4fb048b5bd& 17:38 < bridge> some of these are mandatory 17:39 < bridge> isnt it bad practice to shadow variable names and then do `this->` ? 17:39 < bridge> isn't it bad practice to shadow variable names and then do `this->` ? 17:39 < bridge> or for what reason are they mandatory? 17:40 < bridge> `this->*` looks like some member pointers 18:08 < bridge> yo people of the internet. 18:08 < bridge> i just found a cool opensource video editor 18:08 < bridge> https://github.com/jliljebl/flowblade/tree/master 18:08 < bridge> yo people of the internet.,i just found a cool opensource video editor 18:08 < bridge> https://github.com/jliljebl/flowblade/tree/master 18:08 < bridge> yo people of the internet, 18:08 < bridge> i just found a cool opensource video editor 18:08 < bridge> https://github.com/jliljebl/flowblade/tree/master 18:09 < bridge> pyson 18:12 < bridge> u better get used to it, if u ever start using rust ๐Ÿ˜ฌ 18:17 < bridge> in rust shadowing looks so nicely 18:17 < bridge> in cpp probs not 18:21 < bridge> ๐Ÿ˜ฌ 18:21 < bridge> daily pr machine 18:21 < bridge> how does it look like in python? 18:21 < bridge> please put your answer into a spoiler 18:21 < bridge> i dont want to know 18:21 < bridge> ๐Ÿ˜ 18:33 < bridge> what do u mean 18:35 < bridge> ```rust 18:35 < bridge> mod Simple { 18:35 < bridge> fn main(argc: i64) -> i64 { 18:35 < bridge> let x: i64 = argc; 18:35 < bridge> return references(x) + dereference(&x); 18:35 < bridge> } 18:35 < bridge> 18:35 < bridge> fn dereference(a: &i64) -> i64 { 18:35 < bridge> return *a; 18:35 < bridge> } 18:35 < bridge> 18:35 < bridge> fn references(a: i64) -> i64 { 18:35 < bridge> let x: i64 = a; 18:35 < bridge> let y: &i64 = &x; 18:36 < bridge> return *y; 18:36 < bridge> } 18:36 < bridge> } 18:36 < bridge> ``` 18:36 < bridge> 18:36 < bridge> ```llvm 18:36 < bridge> module { 18:36 < bridge> func.func @main(%arg0: i64) -> i64 { 18:36 < bridge> %alloca = memref.alloca() : memref 18:36 < bridge> memref.store %arg0, %alloca[] : memref 18:36 < bridge> %0 = memref.load %alloca[] : memref 18:36 < bridge> %1 = call @"Simple::references"(%0) : (i64) -> i64 18:36 < bridge> %2 = call @"Simple::dereference"(%alloca) : (memref) -> i64 18:36 < bridge> %3 = arith.addi %1, %2 : i64 18:36 < bridge> return %3 : i64 18:36 < bridge> } 18:36 < bridge> func.func @"Simple::dereference"(%arg0: memref) -> i64 { 18:36 < bridge> looking good xd 18:36 < bridge> got no pointers yet so i cant take argv 18:36 < bridge> second snippet is MLIR 18:36 < bridge> Shadow other variables xd 18:37 < bridge> ```x86asm 18:37 < bridge> 0000000000001050
: 18:37 < bridge> 1050: 53 push rbx 18:37 < bridge> 1051: 48 83 ec 10 sub rsp,0x10 18:37 < bridge> 1055: 48 89 7c 24 08 mov QWORD PTR [rsp+0x8],rdi 18:37 < bridge> 105a: e8 31 00 00 00 call 1090 18:37 < bridge> 105f: 48 8d 7c 24 08 lea rdi,[rsp+0x8] 18:37 < bridge> 1064: 48 89 c3 mov rbx,rax 18:37 < bridge> 1067: 31 d2 xor edx,edx 18:37 < bridge> 1069: 48 89 fe mov rsi,rdi 18:37 < bridge> 106c: e8 0f 00 00 00 call 1080 18:37 < bridge> 1071: 48 01 d8 add rax,rbx 18:37 < bridge> 1074: 48 83 c4 10 add rsp,0x10 18:37 < bridge> 1078: 5b pop rbx 18:37 < bridge> 1079: c3 ret 18:37 < bridge> 107a: 66 0f 1f 44 00 00 nop WORD PTR [rax+rax*1+0x0] 18:38 < bridge> 18:38 < bridge> 0000000000001080 : 18:38 < bridge> 1080: 48 8b 06 mov rax,QWORD PTR [rsi] 18:38 < bridge> 1083: c3 ret 18:38 < bridge> 1084: 66 66 66 2e 0f 1f 84 data16 data16 cs nop WORD PTR [rax+rax*1+0x0] 18:38 < bridge> 108b: 00 00 00 00 00 18:38 < bridge> 18:38 < bridge> 0000000000001090 : 18:38 < bridge> 1090: 48 8d 4c 24 e0 lea rcx,[rsp-0x20] 18:38 < bridge> 1095: 48 89 f8 mov rax,rdi 18:38 < bridge> 1098: 48 89 7c 24 e0 mov QWORD PTR [rsp-0x20],rdi 18:38 < bridge> 109d: 48 c7 44 24 f8 00 00 mov QWORD PTR [rsp-0x8],0x0 18:38 < bridge> 10a4: 00 00 18:38 < bridge> 10a6: 48 89 4c 24 e8 mov QWORD PTR [rsp-0x18],rcx 18:38 < bridge> 10ab: 48 89 4c 24 f0 mov QWORD PTR [rsp-0x10],rcx 18:38 < bridge> the produces assembly 18:38 < bridge> the produced assembly 18:38 < bridge> Looks colorful 18:38 < bridge> idk its objdump output 18:38 < bridge> using x86asm in markdown 18:51 < bridge> is this edlang or for work btw? 19:13 < bridge> work 19:42 < bridge> how do I check if dummy is connected? 19:46 < bridge> You can use the `DummyConnected()` function from `IClient`. `Client()->DummyConnected()`. 19:46 < bridge> ty 20:20 < bridge> Hi guys. Is there anything we can do to sort out the spikes on ZAF servers? (Its going on 3 weeks now) - people dying mid map / end of map due to these. Thanks ๐Ÿ™‚ 20:53 < bridge> damn i was about to make `str_join` in `system.h/cpp` but `ConCommandStatus` can't use it correctly 20:53 < bridge> linked lists ruined my day 21:45 < bridge> @kekomonter bro, are you made this mod here ? 194.93.2.181:8303 21:45 < bridge> 194.93.2.181:8303 is not a DDNet or KoG server. 21:52 < bridge> it's fire 23:12 < bridge> @chillerdragon two gctf servers are down. 23:13 < bridge> hope you read this in two or three hours when you wake up. 23:22 < bridge> https://lore.kernel.org/git/ZZ9K1CVBKdij4tG0@tapette.crustytoothpaste.net/T/#t ๐Ÿ˜ฎ 23:22 < bridge> I think we need to step up our rust game ^^ 23:25 < bridge> tldr? 23:48 < bridge> rust in git? 23:48 < bridge> rust in git