00:39 < bridge> :poggers2: 02:13 < bridge> @heinrich5991 im sorry for ping again, but did token connection (0.7) work in libtw2? seems it fails on `is_receive_chunk_still_valid(...)` on every 0.7 control message with client token 02:14 < bridge> netconnection just ignores that packet because its always false 02:18 < bridge> ah wait 02:18 < bridge> this assumption is wrong, something is going on feed 02:35 < bridge> got it, `feed_impl(..)` of `net.rs` in `net` crate doesn't cover 0.7's first packet since `Packet::read(...)` parses it as `PacketConnected` with `type_ = ConnectedPacketType::Chunks` with only relevant field `token` 02:52 < bridge> ahhhh there are different implementations for protocols... and protocol7 is unused... 02:52 < bridge> okey i got it 03:54 < bridge> Armenia? That's random 😄 03:54 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1292304041254322187/image.png?ex=67033f6d&is=6701eded&hm=de4404a6d4552b930fe074c5063ba0f4cd55411e85a4bfff083601ab7ca34601& 04:41 < bridge> Btw did y’all see Valve managed to break through the wayland stalemate that has been holding back that vsync proposal? 05:14 < bridge> I`m Russia, I don't know English language 😫 06:07 < bridge> no, i'm curious 06:07 < bridge> maybe this is valve's destiny 06:08 < bridge> they will bring working linux to us 07:03 < bridge> after update to 18.6 my own server settings is default. 07:03 < bridge> how to change rcon and other settings back? 07:03 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1292351402705948783/image.png?ex=67036b89&is=67021a09&hm=750d9cddf595d3523f9ff8411371be373eeb5c2178dd3bcf95a353277818f870& 07:12 < bridge> you should put your settings into a new file called "myServerConfig.cfg" which will not be reset on updates because it doesn't conflict with the name of a downloaded file 07:17 < bridge> where is a blank? i cant find 07:18 < bridge> and where is that need located? 07:19 < bridge> ig same as autoexec_server.cfg 07:26 < bridge> OH FCK, its not about where is cfg. its about overwrite my old cfg setting and i just lost my old setting at all. 08:49 < bridge> $deepl 08:49 < bridge> Hi! Most of us communicate in English. If you’re having trouble with English, use to help you out. 08:49 < bridge> good bot 08:49 < bridge> :3 09:32 < bridge> @learath2 it finally works and doesn't swap operands xd 09:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1292388896998690826/image.png?ex=67038e74&is=67023cf4&hm=1aeac824db2e43ef18735fc9f081f0f09901aee11455ad9e7d0dbe53f2ff0a4b& 09:37 < bridge> mafs 10:29 < bridge> its possible to do smth like this but its dont work. 10:29 < bridge> bind kp_2 "rcon_login "" test4321 ; rcon_login "" 123" 11:01 < bridge> its possible to do smth like this and worked. 11:01 < bridge> bind kp_2 "rcon_login "" test4321 ; rcon_login "" 123" 11:01 < bridge> also I just realized I was releasing stack myself by generating `add rsp, imm` and I use `leave` instruction :bluestripe: 11:14 < bridge> скибиди вапапа скибиди вапапапа скибиди 11:26 < bridge> Wayland had big governance issues, with the project having looong dragged out merge reviews. This particular vsync issue had been talked about for years and a couple people were just blocking it. So Valve just went around them and established a separate process to get protocols in there called "frog-protocols". Basically a process wherein experimental processes can be developed incrementally. 11:26 < bridge> 11:26 < bridge> This seems to have waken up the wayland-protocols governance people up from their eternal slumber. Now it seems there will be some very nice governance policy changes coming to wayland 11:26 < bridge> Woooo 11:26 < bridge> You should create `myServerconfig.cfg` in your config directory so it's not lost by updates 15:20 < bridge> @learath2 i did packer :poggers2: look at this beauty https://github.com/MilkeeyCat/ddnet-meraki/blob/master/main.mk 15:21 < bridge> it doesn't have syntax highlighting tho :feelsbadman: 16:18 < bridge> Contact github 17:05 < bridge> multiple return values, when? 17:08 < bridge> tuples when* 17:08 < bridge> not tuples 17:08 < bridge> but also tuples 17:08 < bridge> in addition to multiple return values 17:09 < bridge> if you have tuples in your lang you don't need multiple return values xd 17:09 < bridge> I want multiple return values 17:09 < bridge> D: 17:09 < bridge> its meraki 17:09 < bridge> not goraki xd 17:09 < bridge> :justatest: 17:10 < bridge> m stands for MultiplE Return aki 17:10 < bridge> MultiplE Return aki 17:11 < bridge> MultiplE Return AKI 17:23 < bridge> C doesn't have tuples so probably never xd 17:24 < bridge> not tuples D: 17:25 < bridge> is it not possible to wrap return values as C structs? 17:26 < bridge> > We try only to add languages once they have some usage on GitHub. In most cases we prefer that each new file extension be in use in at least 200 unique :user/:repo repositories before supporting them in Linguist 17:26 < bridge> https://github.com/github-linguist/linguist/blob/main/CONTRIBUTING.md 17:26 < bridge> 17:26 < bridge> All I have to do is ask chiller to make 1 repo on each of his github accounts 😬 17:39 < bridge> What do I need next? xd 17:40 < bridge> interpreter 17:40 < bridge> :justatest: 17:41 < bridge> i wanna connect a tee to ddnet server 17:41 < bridge> and I implemented packer, what do I need next :thonk: 17:43 < bridge> grab libtw2/gamenet and rewrite it to feet ur language 17:44 < bridge> then do epic generate and generate 0.6 protocol structs 17:44 < bridge> but i think you need to check out network.h/cpp in src/engine 17:48 < bridge> Next step is implementing `CNetPacketConstruct` and `CNetChunk` 17:48 < bridge> huh 17:49 < bridge> then next `CNetBase` and `CNetConnection` 17:49 < bridge> Well idk if he wants to completely mimic that part, but he will definitely need the ability to pack chunks and those chunks into packets. After that, he has everything needed to generate a valid packet that can be parsed 17:52 < bridge> I guess `CNetConnection` you pretty much have to mimic exactly, but the connection level protocol isn't very complicated anyway. 17:52 < bridge> -> `CONNECT` 17:52 < bridge> <- `CONNECTACCEPT` 17:52 < bridge> -> `ACCEPT` (pretty much useless iirc) 17:57 < bridge> After you get a connection up, you need a small exchange on the engine level where you can just ignore everything since you want to just get a tee in there 17:57 < bridge> -> `NETMSG_INFO` 17:57 < bridge> <- `NETMSG_MAP_CHANGE` 17:57 < bridge> -> `NETMSG_READY` 17:57 < bridge> <- `NETMSG_CON_READY` 17:58 < bridge> And finally iirc you just need to send 2 game messages startinfo and readytoenter 17:58 < bridge> And finally iirc you just need to send 2 game messages startinfo and enter_game 18:21 < bridge> Is there any description somewhere what `CNetPacketConstruct` and `CNetChunk` is used for? :justatest: 18:22 < bridge> `network.h` has some documentation on it but libtw2 has it cleaner 18:52 < bridge> Oh I saw that. I didn’t know the frog guy was valve affiliated 18:56 < bridge> Ем привет? 18:56 < bridge> Тут можно говорить по русски? 18:56 < bridge> $deepl 18:56 < bridge> Hi! Most of us communicate in English. If you’re having trouble with English, use to help you out. 18:57 < bridge> В #off-topic да. 18:58 < bridge> Буду рада бить у вас в компании=> 18:59 < bridge> whos in charge of deciding what community servers are 19:00 < bridge> there seemingly is not even a definition or set if rules for how to get that status. 19:00 < bridge> i phrased that a bit badly 19:00 < bridge> sorry 19:01 < bridge> well i have noticed that one of the communities is just absolutely filled with cheaters and im not exactly sure if their moderators are doing anything about it 19:01 < bridge> that's their problem, imo 19:02 < bridge> then they shouldnt be allowed to be in the list 19:02 < bridge> why not 19:02 < bridge> is there a rule? 19:02 < bridge> there are seemingly no rules 19:02 < bridge> not that i know of but isnt it kind of stupid? 19:03 < bridge> should the server hoster be liable for what their users do? 19:03 < bridge> I hope not 19:04 < bridge> imagine being the hoster of the community servers 19:04 < bridge> how would you fix the problem 19:05 < bridge> actually moderate the servers 19:05 < bridge> 24/7 yourself? 19:05 < bridge> as if mod teams dont exist 19:05 < bridge> dunno, how many mods does fokko have? 19:06 < bridge> a few but it doesnt really matter since he does ban cheaters most of the times 19:06 < bridge> is it a requirement to have moderated servers to be part of that community list? 19:07 < bridge> i dont know but imo it should 19:07 < bridge> what if a player starts cheating because they saw others cheating in the community servers just fine 19:07 < bridge> and ddnet is super against cheating 19:07 < bridge> anyone is against cheating lol 19:07 < bridge> you'd ban ddnet if their anticheat can't catch a new cheat client ? 19:07 < bridge> maybe that's just a toxic community and there is something fundamentally wrong with that community. 19:07 < bridge> for eg 19:08 < bridge> no 19:08 < bridge> there's no reason to kick a server from the community then 19:09 < bridge> anyone tries their best to avoid cheaters, some have the luck to use some anticheats like noby's one 19:09 < bridge> others just ban after checking a report 19:09 < bridge> I think you are speaking from a user perspective and have never experienced the hoster side yourself, cyberfighter. 19:09 < bridge> a game with 0 cheater is a dead game with no players lmao 19:10 < bridge> there are multi billion dollar companies fighting cheaters, I have yet to hear that they won that fight. 19:15 < bridge> admin team 19:16 < bridge> which one? 19:16 < bridge> requiem 19:16 < bridge> xd 19:16 < bridge> smth bout it? 19:16 < bridge> requiem hosted by 1 or 2 teenagers with no actual experience in moderating the game 19:17 < bridge> i think every linear map magnets bunch of cheaters 19:17 < bridge> le bunch 19:17 < bridge> Currently no rules, but we are actively discussing some rules. I do agree that we should expect some things of communities to be listed on the top right 19:18 < bridge> i mean idk i expect communities to be moderated at least a little bit 19:18 < bridge> retrospectively applying rules will be fun 19:19 < bridge> Have you ever moderated a community? Not only talking about teeworlds, in general 😄 19:19 < bridge> yeah 19:20 < bridge> It'll be simple this time. Atleast I'm of the opinion of "no discussions". Your community no longer qualifies to be in the community pane. Please re-apply after you fulfill the requirements 19:21 < bridge> Moderation is hard & doesnt scale well in the voluntary business. 19:21 < bridge> 19:21 < bridge> Basically you need 24/7 moderation, where atleast 1 moderator is available all the time 19:21 < bridge> wasn't there some comunity exception from the beginning, was it kog? 19:21 < bridge> Kinda remember there being some discussion 19:21 < bridge> I'm guessing he is more referring to the fact that there is actually 0 attempt at moderation here. I think we can expect atleast best effort moderation from communities 19:22 < bridge> thats not whats cyberfighter yapping about 19:22 < bridge> yeah lerato got da point 19:22 < bridge> Btw i might be wrong, i havent actually checked if they tried to moderate but i did report some people on their discord 19:22 < bridge> ill see later though 19:22 < bridge> does vanilla need moderation? 19:22 < bridge> no response yet 19:22 < bridge> sometimes 19:22 < bridge> Currently I don't think we have any "exceptions". All communities are pretty much treated equally. The only thing I can think of is that the ddnet community is selected by default 19:22 < bridge> or a report system only? 19:23 < bridge> aquz funvotes me everytime 19:23 < bridge> and noobs just press f3 in 1 second 19:23 < bridge> the server has decoded :'() 19:23 < bridge> jk 19:23 < bridge> it was today too, on vanilla rus 19:24 < bridge> we got 16/16 btw 19:24 < bridge> in that case, a simple reporting tool should suffice 19:24 < bridge> not someone being active on a server 19:24 < bridge> Also, @avolicious I was looking into enabling finish flags for 3rd party servers, are you still okay with the earlier design we were considering? You'd have to just do some rest api requests whenever a finish happens 19:24 < bridge> Also, @avolicious I was looking into enabling finish flags for 3rd party servers, are you still okay with the earlier design we were considering? You'd have to just do a rest api request whenever a finish happens 19:25 < bridge> Yeah, we can go for REST 🙂 19:25 < bridge> Perfect, I'll try to whip up something by friday assuming they don't randomly assign me 5 tickets at work 19:25 < bridge> what params do you send? 19:25 < bridge> 19:25 < bridge> `/?username=` ? 19:26 < bridge> urgh, query oarams 19:26 < bridge> parame 19:26 < bridge> thats how GET request works 😄 19:26 < bridge> it's a GET :0? 19:27 < bridge> Yeah, no post body, just asking for a username & get the result 19:27 < bridge> well, forget I said anything 19:28 < bridge> Oh, that part will probably just be internal, we can expose it probably but it'd be no use for you 19:28 < bridge> I'm thinking `PUT /finishes///` for you to insert your finishes 19:29 < bridge> what happens with the data once a community looses its community status 19:29 < bridge> Oh, its the other way 😄 I see 19:29 < bridge> and another community with that exact same name wants to be added 19:30 < bridge> king of grenade 19:30 < bridge> xD 19:30 < bridge> its not gores tho 😄 19:30 < bridge> its grenade 19:30 < bridge> It shouldn't be happening all the time, but if it does I guess we can delete it in 30 days or when requested. I don't think we would allow people to register the exact same community id anyway 19:31 < bridge> might make sense to use ids instead of names? 19:31 < bridge> Or maybe `POST /finishes//` to allow batched inserts 19:32 < bridge> assuming was a name like kog 19:32 < bridge> and not an id 19:32 < bridge> Anyway, the exact paths aren't that important. I wanted to check if you'd be okay with the general idea 19:32 < bridge> eh, we assign them by hand, so idk if it's that important 19:33 < bridge> That's an ID. The same ID will not be used again even if another network with the same name appears 19:33 < bridge> `POST /data//finishes/` might keep it more generic too incase there is other data we want to store on behalf of third parties later 19:39 < bridge> will that service be hosted on some specific subdomain in order to group community api endoints or is there some prefix like /community/id/finishes/map required? 19:40 < bridge> Did you know that the sum of the first n cubes is equal to the (sum of the first n numbers) squared? 19:40 < bridge> Probably something like `community.ddnet.org` for all community endpoints 19:41 < bridge> hmhm 20:24 < bridge> what am i supposed to do with this information 😄 ? 20:34 < bridge> destroy the universe 20:51 < bridge> Use it as you please. No strings attached. You are welcome 21:29 < bridge> does someone have an API to fetch the last player skin of a given player name? 21:29 < bridge> 21:29 < bridge> gerdoe sent me the API from furo: 21:29 < bridge> https://ddstats.tw/player/json?player=n9 21:29 < bridge> 21:29 < bridge> but it's way too verbose, i'd dos the server xD 21:30 < bridge> im summoning furo 21:30 < bridge> le furo come in fury! 21:30 < bridge> come not furo 21:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1292569795656552558/preview.png?ex=670436ee&is=6702e56e&hm=ea4dbcd15fedce72ea453ba8ae79e5f04d8378275105545e208d7232dd9c064f& 21:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1292570606344339476/GZLBL_3W4AAY4qQ.png?ex=670437af&is=6702e62f&hm=0fac3d0033f6f9aa3407600ed4d88fee60af6f6f043903b17409b7a4a692cb71& 21:43 < bridge> no way ramanujan mentioned!!! 21:43 < bridge> not like i know much about him 22:12 < bridge> I'll add a route with just `profile` and one that would work with players that don't have points on DDNet. 22:35 < bridge> epyc 22:35 < bridge> thanks 22:50 < bridge> There we go, I have added `https://ddstats.tw/profile/json?player=n9`. 22:52 < bridge> gigachad furo 22:52 < bridge> working at the speed of light 22:52 < bridge> that was fast 22:56 < bridge> chillerdragon: im getting closer xd 22:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1292591398603853936/image.png?ex=67044b0c&is=6702f98c&hm=129337e90b0946082950ba5a2aca0fe19a37b40de23c0001f935c7693557a837& 23:00 < bridge> https://rodarmor.com/blog/whence-newline/ 23:39 < bridge> why is there json in the request