01:51 < bridge> mingw32-make[2]: *** No rule to make target 'release/libddnet_engine_shared.a', needed by 'DDNet.exe'. Stop. 01:51 < bridge> mingw32-make[1]: *** [CMakeFiles\Makefile2:499: CMakeFiles/game-client.dir/all] Error 2 01:51 < bridge> mingw32-make: *** [makefile:155: all] Error 2 01:51 < bridge> ```mingw32-make[2]: *** No rule to make target 'release/libddnet_engine_shared.a', needed by 'DDNet.exe'. Stop. 01:51 < bridge> mingw32-make[1]: *** [CMakeFiles\Makefile2:499: CMakeFiles/game-client.dir/all] Error 2 01:51 < bridge> mingw32-make: *** [makefile:155: all] Error 2``` 01:51 < bridge> after 2 years compiling 01:51 < bridge> helppp 02:28 < bridge> run `rustup default stable-x86_64-pc-windows-msvc` in the console and see if it fixes it. 02:31 < bridge> did you already try just deleting your build folder and retrying? iirc this could happen using the wrong rust toolchain - even tho im not 100% sure - what compiler are you running? - if the error persists you could try swapping to gnu or msvc respectivly: 02:31 < bridge> 02:31 < bridge> `rustup default stable-x86_64-pc-windows-gnu` 02:31 < bridge> 02:31 < bridge> `rustup default stable-x86_64-pc-windows-msvc` 02:31 < bridge> keep in mind i might be talkin bullshit here :D 02:33 < bridge> i don't think he even has rust installed 02:34 < bridge> :justatest: 02:37 < bridge> i don't blame him really 02:41 < bridge> From the official ddnet repo fof building on Windows: ``` 02:41 < bridge> Download and install some version of Microsoft Visual Studio (as of writing, MSVS Community 2017) with C++ support, install Python 3 for all users and install CMake. You also need to install Rust. 02:41 < bridge> ``` 03:14 < bridge> ddnet 16.5 03:14 < bridge> :troll: 03:33 < bridge> yes please uninstall all your existing build tools so you can do it the way the outdated build instructions say to 03:33 < bridge> just install rust through msys 03:44 < bridge> greatest achievement of my life 03:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226346888274378802/image.png?ex=66246f8a&is=6611fa8a&hm=89a29c909158332d0a87012807091e6f66bfaa701e62533a3d134ff45e44f851& 10:45 < bridge> why china automatcly checks in as i open the game? 10:51 < bridge> are u chinese? 10:51 < bridge> not 10:52 < bridge> and what do you mean then by "checks in"? 10:52 < bridge> 10:52 < bridge> chinese servers showing? 10:52 < bridge> or chinese language? 10:52 < bridge> showing 10:52 < bridge> and selects the flag 10:53 < bridge> did u check if your filters are correct? 10:53 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226454846773788672/image.png?ex=6624d415&is=66125f15&hm=c59b949805b9c563a6897596c86710e4d9fcb377fe8a8a65b442c0280dcb9ad1& 10:54 < bridge> ye 10:54 < bridge> thats the problem 10:55 < bridge> If you are having trouble where the flag automatically re-enable itself. Try closing the game normally instead of force closing it using keyboard shortcut 10:55 < bridge> It is possible that your config is not saving properly 10:57 < bridge> scratch that 10:57 < bridge> it is bugged 10:57 < bridge> chinese filter does automatically re-enable itself. I'll check with github issues 10:57 < bridge> sorry 10:57 < bridge> okay ty 11:11 < bridge> china has infiltrated ddnet 11:11 < bridge> what a bug to just annoy specifically russian players 11:12 < bridge> the ping of chinese servers are low enough to be annoying to russians and not others. 11:12 < bridge> :kek: 11:50 < bridge> oh damn. I'm trying to debug this, and it turn magic 12:01 < bridge> WE Had this discussion before, and also i Said that to remind that Rust is needed. Why dont you Change it If you hate it so much 12:14 < bridge> average ddnet dev 12:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226475153999790100/GKcZMn3WEAA3qXw.png?ex=6624e6ff&is=661271ff&hm=3d52eec0917585e037f46a12afbd3fb8c66d2e8f56638c7a006f5c06d27750c8& 12:14 < bridge> 💀 12:16 < bridge> average OpenGL 1 enjoyer 12:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226483967490920491/IMG_5206.jpg?ex=6624ef34&is=66127a34&hm=53084dc6df7b4a3d0a99e91daa1c624cbfe16d45769bbf5c6b96d48a9bc431b6& 12:49 < bridge> ddnet station 12:51 < bridge> the table looks a bit thin given what you have on top plus your own arm 12:51 < bridge> the table looks a bit thin given what you have on top plus your own arms 12:56 < bridge> true lol 13:03 < bridge> WHAAAT, no way xD 13:03 < bridge> are u praying there 13:03 < bridge> or sleeping under ur table? xd 13:03 < bridge> :owo: community filter broke 13:04 < bridge> the region filter breaks when a community only serve servers in one region 13:04 < bridge> but bro, u must have high mouse sense with that few space :lol: 13:04 < bridge> ~~diverse community only~~ 13:04 < bridge> @robyt3 13:09 < bridge> already updated issues so he knows 13:10 < bridge> he just thinks about the mouse moving and it moves xDD 13:10 < bridge> ikr, else it's impossible xd 13:11 < bridge> https://vxtwitter.com/tercio_miranda/status/1776643807523524940 13:21 < bridge> foot rest. 13:22 < bridge> table is fine 13:22 < bridge> i don’t play a lot of games 13:22 < bridge> high sens is economical 13:35 < bridge> not as high as a chinese player constantly doing one tick snap across the screen in fng and triggering noby's autoban 13:41 < bridge> xDD 13:42 < bridge> chinese players play max mouse distance 10 xD 13:44 < bridge> eww 13:50 < bridge> not as high as the ppl that whisper me to use a certain client 13:51 < bridge> bobo use teeor client 13:51 < bridge> 13:51 < bridge> here is preview 13:52 < bridge> Hey step bro, wanna see my new client :brownbear: 13:52 < bridge> ah man finishing extremes with grenade automatically is so fun :brownbear: 13:52 < bridge> how did u post without preview 13:53 < bridge> or did u just delete so quickly 13:53 < bridge> xDDD 13:53 < bridge> do <> 13:53 < bridge> around the link xd 13:53 < bridge> you fell for it xDDD 13:54 < bridge> nub 13:54 < bridge> 13:54 < bridge> interesting 13:54 < bridge> https://www.google.com/ 13:54 < bridge> it's more blue apparently 13:54 < bridge> :D 13:54 < bridge> [test](https://www.google.com/) 13:54 < bridge> <[test](https://www.google.com/)> 13:54 < bridge> mh 13:54 < bridge> too bad 13:54 < bridge> xd 13:54 < bridge> [test]() 13:54 < bridge> oh 13:54 < bridge> that works 13:54 < bridge> lmao 13:55 < bridge> ye sadly you cant do [https://kek.com](https://google.com) 13:55 < bridge> [ddnet.org]() 13:55 < bridge> oh no 13:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226500641615118416/image.png?ex=6624febc&is=661289bc&hm=b218e33de926cc4ba4b2620139665da3c9c859ab025272efee4723e5dc6db7ba& 13:55 < bridge> jupstar has learned the art of trolling 13:56 < bridge> i invented troll 13:56 < bridge> you have ruined so many good runs 13:56 < bridge> put him to the stake 13:56 < bridge> put him to the stake!!!! 13:57 < bridge> [https:\\ddnet.org]() 13:57 < bridge> lmao 13:57 < bridge> looks so wrong for the brain 13:57 < bridge> [https:||ddnet.org]() 13:57 < bridge> xD 13:59 < bridge> ⑊ 14:00 < bridge> [https:⫽ddnet.org]() 14:00 < bridge> https://ddnet.org 14:00 < bridge> [https:⫽ddnet.org/]() 14:00 < bridge> [https://ddnet.org/]() 14:00 < bridge> [https:⫽ddnet.org/]() 14:02 < bridge> teach 14:02 < bridge> what is happening 14:03 < bridge> XcQ 14:04 < bridge> XcQ everywhere 14:05 < bridge> does that mean anything, i'm old boomer and not into the new hot teenage stuff 14:06 < bridge> omg, why is it so hard to fix without refactoring 14:06 < bridge> or change in UX logic 14:06 < bridge> i feel that 14:06 < bridge> i guess it's simply bcs 2 ppl have different ways of doing things 14:06 < bridge> I rarely have motivation to PR 14:06 < bridge> not I have none 14:06 < bridge> now I have none 14:06 < bridge> rip 14:07 < bridge> tsfreddie contributor of the year 2024 was already reserved for you 14:07 < bridge> hi 14:07 < bridge> > https://github.com/ddnet/ddnet/blob/ff991af6dd3dd50ad9c4313c09bf4017b7c086ab/src/engine/client/serverbrowser.cpp#L1973-L1977 14:07 < bridge> > 14:07 < bridge> > Since "midfun" community only has CHN servers, excluding CHN will cause `CleanFilter()` (which is called upon getting ddnet-info.json it seems) to call the above routine and reset the filter. 14:08 < bridge> the easiest fix is just to tell midfun to host servers outside of CHN as well :TrollDespair: 14:08 < bridge> :bluekitty: 14:09 < bridge> hi wazzup, how are you, hows your day so far 14:09 < bridge> hi 14:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226504263807799306/06154309-cec3-4646-95d1-3d1cd92c4983.jpg?ex=6625021b&is=66128d1b&hm=f72eb99ea9ceca8935286b94e66a6a3b4d60d33fc5e1d82ca3ea49bb19f7a303& 14:10 < bridge> this is my cat 14:10 < bridge> ah 14:10 < bridge> gigachad cat xD 14:10 < bridge> nice 14:10 < bridge> this is my cat 14:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226504451020554321/image.png?ex=66250248&is=66128d48&hm=358117352d93e65ce023ec865f33c59d8d15e9da3fa684ab31a94dc40f43ee93& 14:10 < bridge> shes disgusted by me 14:11 < bridge> xDDD 14:11 < bridge> thats a hammer 14:11 < bridge> meine katze ist der hammer 14:12 < bridge> why do i understand that 14:12 < bridge> maybe i had enough discord for today 14:12 < bridge> 14:12 < bridge> maybe maybe maybe 14:13 < bridge> having a hammer as a cat isn't healthy 14:19 < bridge> xD 14:22 < bridge> don't leave 14:39 < bridge> mixing tee eyes looks beyond cursed :lol: 14:39 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226511748534898708/image.png?ex=66250914&is=66129414&hm=567773aa556a4115d69f5608f1fde540a362799d9abdcd91df55d15a28b8872d& 14:54 < bridge> :justatest: 14:54 < bridge> btw @jupeyy_keks did you do the splitscreen gaming thing? 14:55 < bridge> i remember that you posted a vid where you played split screen xD 14:55 < bridge> gg kog servers 14:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226515695341277194/image.png?ex=66250cc1&is=661297c1&hm=753708c1adf3a0071d504b105590131f3847ffac13e576029c520365a545b699& 14:58 < bridge> you mean dis? 14:58 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226516549926654053/image.png?ex=66250d8d&is=6612988d&hm=b37d5f4d41d79a48b18174e00c69e082e3623410eb76489654ede73c35f557b2& 14:59 < bridge> it aint finished yet 14:59 < bridge> lol xD 14:59 < bridge> infinite dummies cool 14:59 < bridge> yeah 15:00 < bridge> @teero777 15:01 < bridge> infinite points glitch: 15:01 < bridge> ||now make them connect over a proxy and tas every map at the same time|| 15:01 < bridge> :troll: 15:01 < bridge> Yoyo, if any of you likes doing crackmes, could you do this one https://crackmes.one/crackme/65df05c5199e6a5d372a3d25 and show how you dided it :kek: 15:02 < bridge> faceless dummies creepy 15:02 < bridge> xd 15:02 < bridge> nowadays they have faces 15:02 < bridge> in the picture they have mixed eyes 15:02 < bridge> still creeps me out 15:03 < bridge> opensource? 15:04 < bridge> what kind of structure are you using for the tees btw? 15:04 < bridge> array, vector? 15:05 < bridge> an outdated version is open sourced 15:06 < bridge> but it will be open source ofc in future 15:06 < bridge> linked hashmap 15:06 < bridge> didnt think of that 15:06 < bridge> i did infinite tees serverside once 15:06 < bridge> it uses a vec or smth internally i think 15:06 < bridge> just using a vec was somehow very slow 15:07 < bridge> maybe my pc was just shit 15:07 < bridge> it defs isnt very fast 15:07 < bridge> i could connect ~250 tees until server went below 50tps 15:07 < bridge> but with WASM in mind i also don't see a chance to make it multi threaded 15:07 < bridge> 15:07 < bridge> maybe a better algorithm can improve it a bit 15:07 < bridge> i think i reached 700 tees 15:08 < bridge> would destroy the physics sadly 15:08 < bridge> but on desktop pc ofc 15:08 < bridge> xDD 15:08 < bridge> new video 15:08 < bridge> aipgores with all the players 15:09 < bridge> i think you can reform it a bit without destroying physics 15:09 < bridge> 15:09 < bridge> the most expensive checks are simply the distance checks 15:10 < bridge> but i'd say it defs makes the code harder to read 15:10 < bridge> so dunno if worth it 15:10 < bridge> are there squareroots? 15:10 < bridge> i dont think there are 15:10 < bridge> afaik yes 15:10 < bridge> hmm 15:10 < bridge> but even without 15:10 < bridge> tee to tee collision is heavy 15:10 < bridge> n² bcs 64 ^ 64 checks 15:10 < bridge> lol 15:10 < bridge> 64^2 15:10 < bridge> collision is the most performace heavy out of all i think 15:11 < bridge> atleast that would be the bottleneck imo 15:11 < bridge> well 99% of the time they dont collide i guess? 15:11 < bridge> but yes in a worst case it's even worse 😄 15:11 < bridge> i mean tile collisions 15:11 < bridge> ah 15:11 < bridge> all those intersect functions 15:12 < bridge> well u could thread out all tees that likely wont collide with each other 15:12 < bridge> and do these checks in parallel 15:12 < bridge> but again, it will make the code harder to read 15:12 < bridge> if u really really need 500+ players ok 15:12 < bridge> else just buy better hardware 15:12 < bridge> :lol: 15:12 < bridge> tile collision could be optimized insanely with chunking and actual line collision instead of instead of for-looping over all the blocks xd 15:13 < bridge> wait what? 15:13 < bridge> why should it loop 15:13 < bridge> over all blocks 15:13 < bridge> or do you mean if u dont do step by step moving 15:14 < bridge> it goes pixel for pixel when doing line collision 15:15 < bridge> but doesnt it do that also to do tee bounces 15:15 < bridge> if all tiles were represented by lines you could just do line collision which is simple math i think 15:15 < bridge> u'd need to track moving objects 15:15 < bridge> im talking about tile collision still bro xD 15:15 < bridge> Tile collision could be optimized insanely with bucketing 15:15 < bridge> TILE 15:15 < bridge> yeah but they happen at the same time 15:15 < bridge> "time" 15:15 < bridge> @jupeyy_keks these things 15:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226520801164005376/image.png?ex=66251182&is=66129c82&hm=d428704233bcd069aeef0d6e154f49f33234a92ab829aadb0c76f4078fb6f003& 15:15 < bridge> dude 15:15 < bridge> no they dont xD 15:15 < bridge> u not even reading 15:16 < bridge> then u mean ddrace tiles 15:16 < bridge> ok 15:16 < bridge> tile collision and tee to tee collision is something diffrent right? 15:16 < bridge> it happens before 15:16 < bridge> tile collision and tee to tee collision is something different right? 15:16 < bridge> yeah yeah fine 15:16 < bridge> xd 15:17 < bridge> then the physics sucks anyway lmao 15:17 < bridge> wot 15:17 < bridge> whats that? 15:17 < bridge> with elasticity you would bunce into walls that way 15:17 < bridge> Tee to tee collision is actual n^2, horrible 15:17 < bridge> bounce* 15:18 < bridge> I meant tee to tee collision, sorry, what is the issue with tile collision? It should already be fairly optimal 15:18 < bridge> Constant time per tee iirc 15:19 < bridge> i think he means that the check happens in a ray shooting approach 15:19 < bridge> 15:19 < bridge> where u have a step count and go step by step 15:20 < bridge> :poggers2: 15:20 < bridge> Tee to tee collision is n^2 which can be improved by splitting tees into buckets so you don’t ever check against tees that can’t possibly be colliding with you 15:23 < bridge> the heavy thing are the array accesses to the m_pTiles array. they take a lot of time 15:24 < bridge> i thought something like this. i think this is flawed too 15:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226522947196551187/image.png?ex=66251382&is=66129e82&hm=75aa381ef854616d7840bb32043f977b6240beaa814bbe574fb31cf89942afbf& 15:24 < bridge> well i cannot say 15:24 < bridge> 15:24 < bridge> last time i checked some sqrt was defs in top3 heaviest things 15:24 < bridge> Am I misremembering how we do it? I think we just slowly move you along from one position to the other in steps, at each step we check for collisions at the corners of the box 15:25 < bridge> check CCollision::GetMapIndices 15:25 < bridge> i know that code 15:25 < bridge> but it's mostly some integer calcs 15:25 < bridge> if u benchmarked it, i believe you 15:25 < bridge> Do they? That access should be all cache hits if I think about it 15:25 < bridge> i am just surprised that this is the biggest bottleneck 15:25 < bridge> the distance check sounds scarier 15:26 < bridge> btw the distance still uses sqrt 15:26 < bridge> since u asked 15:26 < bridge> u did some tests with perf and basically 15:26 < bridge> while(1) Predict(); 15:26 < bridge> i did some tests with perf and basically 15:26 < bridge> while(1) Predict(); 15:26 < bridge> ok i should check in newest ddnet code 15:26 < bridge> but sqrt² will also change physics sadly 15:26 < bridge> even if it's faster 15:27 < bridge> distance squared 15:27 < bridge> i dont see a sqrt that isnt speeder related or other things 15:27 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226523814410719232/image.png?ex=66251451&is=66129f51&hm=9c07d32d28280ab25ce51adfb07dfb16be4568198dfd85761bf092e4d6f85897& 15:28 < bridge> with zwelfs test cases we could check how much we can change physics without breaking edge cases maybe 15:28 < bridge> look in gamecore.cpp 15:28 < bridge> float D = distance(Pos, pCharCore->m_Pos) 15:28 < bridge> now open distance 15:28 < bridge> ah 15:28 < bridge> i forgot distance existed 15:31 < bridge> that's old boomer shit, and rick roll end of url 15:33 < bridge> ah that's the boomer way to check if the URL is rick roll? xD 16:00 < bridge> with a quad tree or what? 16:04 < bridge> Even constant sized chunks would help and be very simple. But you could also do a quadtree yes 16:08 < bridge> penis? 16:08 < bridge> Could be replaced with dot product though, the actual distance value is never used 16:08 < bridge> Though tbf it is just fast enough, it becomes more of a concern as playercount increases, e.g. 128/256p servers could probably benefit more 16:13 < bridge> Vagina? 16:14 < bridge> Bizarre behaviour 16:15 < bridge> how dare he say such words 16:15 < bridge> 12yo behaviour 😛 16:15 < bridge> wait i thought we're all like in our mid 20's here, who invited him! 16:15 < bridge> heresy! - TREASON! 16:16 < bridge> Except me, I’m simultaneously 12 and 80 16:16 < bridge> 12 in your mind, 80 in your back 16:16 < bridge> (i have severe back pain) 16:17 < bridge> what do you mean never used? 16:17 < bridge> it's used one line later 16:17 < bridge> the question is how accurate is it changing dist to dist_squared 16:18 < bridge> He means the actual value is not used except for ordering, which sqrt preserves because it’s increasing 16:18 < bridge> yeah, I wonder if it could change physics :justatest: 16:19 < bridge> It might 16:19 < bridge> hard to say, since distance must be rather small anyway (physical size) 16:19 < bridge> it _might_ ™️ work 16:19 < bridge> But perhaps we are close enough to 0.0 that it doesn’t matter 16:20 < bridge> on ARM it might already perform differently 16:20 < bridge> I think we just might have enough precision to get away with it 16:20 < bridge> or on windows 16:20 < bridge> or on different compiler flags 16:20 < bridge> i dunno if squar root is standard 16:20 < bridge> do u think adding hands to tees makes the game more fun? 16:20 < bridge> they have hands 16:20 < bridge> hook smth and u see the hand 16:20 < bridge> not really 16:20 < bridge> bruh 16:21 < bridge> thats not it 16:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226537287035129896/image.png?ex=662520dd&is=6612abdd&hm=8fdc106f2a8f19cf0a1aabb4a94c1269c130330cb53147799d49bfdccf9dfada& 16:21 < bridge> 2 hands 16:21 < bridge> actually TAS comes in handy here. i can just replay the same inputs and check if there are any diffrences 16:21 < bridge> there just as short as my forehead 16:21 < bridge> lol 16:21 < bridge> 😬 16:22 < bridge> should be like real hands man 16:22 < bridge> not like ice cream 16:23 < bridge> @zwe 16:23 < bridge> bro do u know how to make a channel like u can creat some kinda chat 16:23 < bridge> @zwelf2 might have a solution to these already 😛 16:23 < bridge> or sug 16:23 < bridge> did he write tests? 16:24 < bridge> He reimplemented the entirety of teeworlds physics in rust with tests to make sure they are the exact same 16:24 < bridge> fr make this a feature if u can im leaving here 16:24 < bridge> It’s part of his work to replay teehistorian files iirc 16:24 < bridge> woah cool 16:24 < bridge> is it faster? :troll: 16:24 < bridge> not faster not slower probably 16:25 < bridge> it's almost 1:1 copy 16:25 < bridge> 16:25 < bridge> at least physics wise 16:25 < bridge> but u can see the code 16:27 < bridge> https://gitlab.com/ddnet-rs/twgame/-/tree/master/ddnet/src?ref_type=heads 16:39 < bridge> @teero777 i replaced all distance with dist_squared except for the one in `// check character collision` 16:39 < bridge> 16:39 < bridge> it made 5 fps difference 16:39 < bridge> 16:39 < bridge> 45 vs 50 fps 16:39 < bridge> 16:39 < bridge> xdd 16:39 < bridge> i guess sqrt is already too optimized 16:39 < bridge> with 400 dummies btw 16:39 < bridge> these fat asses 16:39 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226541918008250388/image.png?ex=6625252d&is=6612b02d&hm=10c2f36614b3dda419aa887076e1e3701ee10a3acbd7056f5dbb4677e3d634d8& 16:52 < bridge> waoh 16:53 < bridge> lol 16:53 < bridge> well it could always be the rendering code that is slow too 16:54 < bridge> could be 16:57 < bridge> ```cpp 16:57 < bridge> void Omegacheat::EnableCheat(){ 16:57 < bridge> while(true){ 16:57 < bridge> SendVirusesToPC(); 16:57 < bridge> CrashPC(); 16:57 < bridge> DDoSPC(); 16:57 < bridge> BonziBuddy(); 16:57 < bridge> SellClientMessages(); 16:57 < bridge> ByeByePC(); 16:57 < bridge> SellCurrentPCDataToDarkNet(); 16:57 < bridge> SellClientTO(noby); 16:57 < bridge> } 16:57 < bridge> }``` 16:57 < bridge> ```cpp 16:57 < bridge> void Omegacheat::EnableCheat(){ 16:57 < bridge> while(true){ 16:57 < bridge> SendVirusesToPC(); 16:57 < bridge> CrashPC(); 16:57 < bridge> DDoSPC(); 16:57 < bridge> BonziBuddy(); 16:57 < bridge> SellClientMessages(); 16:57 < bridge> ByeByePC(); 16:57 < bridge> SellCurrentPCDataToDarkNet(); 16:57 < bridge> SellClientToPlayer(noby); 16:58 < bridge> } 16:58 < bridge> }``` 16:58 < bridge> thats a client hehehe 16:58 < bridge> a normal client 17:00 < bridge> ```cpp 17:00 < bridge> HackTeeroPC(); 17:00 < bridge> ``` 17:00 < bridge> #off-topic stop spam 17:01 < bridge> :c 17:19 < bridge> @jupeyy_keks i managed to recreate the situation in the demo renderer where it sleeps insanely long 17:19 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226551897943445675/image.png?ex=66252e78&is=6612b978&hm=af9d8180987254ec1e76ee0d13c50c487b0dcd78542136fd20d836fbe27b3095& 17:19 < bridge> SleepTimeInNanoSeconds is 8218685 17:19 < bridge> mh 8 milliseconds sounds ok 17:19 < bridge> xd 17:20 < bridge> yea weird 17:20 < bridge> other threads busy? 17:20 < bridge> nop 17:20 < bridge> all sleeping tight 17:20 < bridge> how big is the resulting video 17:21 < bridge> i didnt render it even. i wanted to change smth so i just quick via the menu 17:21 < bridge> mh very weird 17:21 < bridge> does it go into the `render` call 17:21 < bridge> of gameclient 17:22 < bridge> or OnRender 17:22 < bridge> or whatever it's called 17:22 < bridge> it does render it but i only made 1 frame sooo 17:22 < bridge> since i did pause on start and then quit 17:23 < bridge> i mean your client 17:23 < bridge> is it still actively calling render calls 17:23 < bridge> maybe some other vairable is broken 17:24 < bridge> ok asking differently: 17:24 < bridge> does it exit the sleep 17:24 < bridge> or is the sleep itself the problem 17:25 < bridge> it exits sleep 17:26 < bridge> but the next time it sleeps again 17:26 < bridge> its like having fever 17:26 < bridge> poor client 17:52 < bridge> i tried to analyze using perf... i still can't use that tool xD 17:52 < bridge> 17:52 < bridge> it's just so bad.. why is there no tool like valgrind but without being the slowest shit ever xD 17:52 < bridge> i tried to analyze using perf... i still can't use that tool xD 17:52 < bridge> 17:52 < bridge> it's just so bad.. why is there no tool like valgrind's callgrind but without being the slowest shit ever xD 18:21 < bridge> is it 512 slot server ? 18:22 < bridge> that's a 6400 slot server 18:22 < bridge> 18:22 < bridge> (i added two 0's to the 64) 18:22 < bridge> but it's 400 dummies connected 18:22 < bridge> is it still get vanished or you fix it ? 18:22 < bridge> tasty 18:23 < bridge> what do you mean with fix it? 18:23 < bridge> w+ 18:24 < bridge> I mean on your server when you get close to some point that too many tee is rendering they get invisible or something don't know how to explain it 18:24 < bridge> ah i know what you mean 18:24 < bridge> yeah that doesnt exist in that version 18:24 < bridge> it's litterally 400 tees rendered 18:25 < bridge> no network limitations 18:25 < bridge> hmm well 400 is too much I was trying to make like 150 or something for my server special events like arena tournament or something 18:26 < bridge> but couldn't make it possible 18:26 < bridge> yep, the client has to support it too 18:26 < bridge> server side only it's not possible with the ddnet cpp version 18:27 < bridge> well my server have it's own client 18:28 < bridge> that base on ddnet 17.1 or 17.2.1 don't remember but anyway 18:29 < bridge> mh i guess then you could make it work if MAX_CLIENTS points to 128 and no other weird limit is in the client somewhere 18:29 < bridge> if you have plan to public your 400 slot server and client I like to learn how to do it 18:29 < bridge> i do plan to, but not very soon 18:29 < bridge> Gprof isn't as good as perf but easier to use 18:29 < bridge> I don't know where should I find that limitations 18:29 < bridge> also note that it's written in rust 18:30 < bridge> fine to me I can wait until that day 😄 18:30 < bridge> well the client checks a lot of stuff with MAX_CLIENTS 18:30 < bridge> oh shit I just installed rust don't know anything of rust language 18:30 < bridge> just search it 18:30 < bridge> There is also a tool to convert perf data into callgrind data so you can use tools like kcachegrind on it 18:30 < bridge> nani 18:30 < bridge> that would be awesome 18:31 < bridge> but anyway my findings are: 18:31 < bridge> the biggest bottleneck is simply the iterating itself 18:31 < bridge> 18:31 < bridge> the two O(n²) are simply expensive 18:31 < bridge> especially the prediction tick calls it every frame 18:31 < bridge> on the client 18:35 < bridge> maybe i rewrite the physics for my version, since it doesnt need to be ddnet compatible 18:35 < bridge> 18:35 < bridge> O(n) should be possible with small breakages 18:36 < bridge> :D that would be very cool 18:40 < bridge> @robyt3 switch display screen with 3rd party application on DDNet still need attention like using `DisplayFusion` to use it's functions for sending focused window to next display 18:41 < bridge> resolution and display number won't update 18:42 < bridge> Please open an issue for it if you think it's something we could fix 18:44 < bridge> I think it's possible to check current screen number with gfxScreen or something 20:32 < bridge> saw a uap last night 21:31 < bridge> Maya support the family insults in game 21:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226615369469530162/Screenshot_1.jpg?ex=66256995&is=6612f495&hm=c6d77eed766c0746211f7a6879a7774e67b325944f87b24af52c281e66649336& 21:32 < bridge> Maya support the family insults in game open the picture in full browser i have reported her and admin says she missed it 21:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226615369469530162/Screenshot_1.jpg?ex=66256995&is=6612f495&hm=c6d77eed766c0746211f7a6879a7774e67b325944f87b24af52c281e66649336& 21:32 < bridge> Maya support the family insults in game open the picture in full browser i have reported her and admin said she missed it 21:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226615369469530162/Screenshot_1.jpg?ex=66256995&is=6612f495&hm=c6d77eed766c0746211f7a6879a7774e67b325944f87b24af52c281e66649336& 21:32 < bridge> bandicam.com 21:32 < bridge> Maya support the family insults in game open the picture in full browser i have reported her and @learath2 admin said she missed it 21:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226615369469530162/Screenshot_1.jpg?ex=66256995&is=6612f495&hm=c6d77eed766c0746211f7a6879a7774e67b325944f87b24af52c281e66649336& 21:33 < bridge> *a screenshot of a bandicam recording uploaded on discord 21:33 < bridge> deep 21:33 < bridge> what? 21:35 < bridge> @maya._ you support the family insults i have show off the people your dirty job in server just have BOYS FRIENDS 21:35 < bridge> @maya._ you support the family insults i have show off to the people your dirty job in server just have BOYS FRIENDS 21:39 < bridge> WHO REmoVED MY MESsages 21:39 < bridge> idk but this is not the channel 21:40 < bridge> OK IT IS ME ANYWAYS 22:01 < bridge> unregistered hypercam 2 22:27 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1226629322962374696/20240407_18h25m51s_grim.png?ex=66257694&is=66130194&hm=07d9cf37cb8f56a5c30145ca3b39fe79bf9b1ac3ac0fc0326b6b12b2e860ae15& 22:31 < bridge> literally O(n²) 22:38 < bridge> whats intra tick 22:38 < bridge> the time between the current tick and the next 22:39 < bridge> or better, the ratio 22:39 < bridge> if it's a float 22:39 < bridge> ok, thanks :DD