01:32 < bridge> ye quite tragic 07:36 < bridge> Ok pro 07:39 < bridge> @milkeeycat: if the player is already spectating you should be able to control their viewport with this snap item https://chillerdragon.github.io/teeworlds-protocol/06/snap_items.html#obj_spectator_info 07:40 < bridge> Or do you mean /spec doing /pause? That should be sv\_pauseable 0 iirc 07:41 < bridge> I was trying to do https://github.com/ddnet/ddnet/issues/7097, when you spec 1 person it works fine, but when multi-view is used, when you select a tee, after 2 packets, the servers returns `-1` client id :\ 07:44 < bridge> You are trying to reach 666? @milkeeycat such Nobel efforts for the dark lord 07:45 < bridge> im trying to make more prs which won't be reviewed for months :feelsbadman: 07:45 < bridge> At some point they will overflow to 0 07:46 < bridge> @fokkonaut: the issue should be fixed yes. But as a hotfix you could remove the click to spec feature for newer ddnet clients because they have the feature client side already. 09:34 < ws-client> @sayin9094 so what exactly do you mean by "the server is yours" :D how long will it be online? And i can really put my stuff on there or what? 15:33 < bridge> ChillerDragon: do snapshot messages have to be compressed for the client to process them? 16:06 < ws-client> @kollpotato you mean huffman compressed? No as a server you can just not compress anything and also not set the compression flag in the packet header and all clients should unpack it just fine 16:09 < bridge> alright thanks 16:10 < bridge> im just trying to find out why client wont process my snapshot 16:10 < bridge> it decodes just fine by twnet parser 16:10 < bridge> maybe the ack is wrong 16:10 < bridge> but it wasnt wrong before xd 16:12 < ws-client> is your crc correct? 16:12 < ws-client> does the client log anything in debug mode? 16:13 < bridge> ive compared the whole snapshot to what libtw2 would produce 16:13 < bridge> absolutely the same snapshot 16:14 < ws-client> if you suspect ack stuff i would recommend testing with snap empty 16:14 < bridge> alright 16:14 < bridge> havent tried debug yet 16:14 < ws-client> the ddnet client will display the map and unlocks the fully working chat if the server only ever sents snap empty 16:14 < bridge> is it just debug 1 in the console? 16:14 < ws-client> yes 16:15 < bridge> alright i will try with snap empty 16:15 < ws-client> but i think i moved all useful log prints out of debug already so it might not print more not sure 16:15 < bridge> and just send random ack values xD 16:15 < ws-client> <:justatest:572499997178986510> 16:20 < bridge> ChillerDragon: is this supposed to be the last message before the actual game loads? 16:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1323309701680857198/image.png?ex=67740bb2&is=6772ba32&hm=837da2b96b1b8ddf1d77564e6f19d9af3d4834d541b1feb16d62ec308295fb95& 16:21 < bridge> snap empty with random ack values is not working either 16:21 < bridge> the map loads just fine tho 16:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1323310048100745227/image.png?ex=67740c05&is=6772ba85&hm=7b7709d725d1d551081b6ae4103ccb0796b4ae3b436eddf1483a0081c04650a7& 16:25 < bridge> there is NETMSG_RCON_CMD message sent by the client 16:26 < bridge> im not sure if i should acknowledge it or not lol 16:26 < bridge> well i will do it 16:26 < bridge> maybe it will work now 16:40 < bridge> Today is day of PRs or smth? Like 10 of them already 16:52 < ws-client> @kollpotato yes you have to ack all vital messages. Which is basically everything but player inputs. 18:49 < bridge> <0x571> and where did teesports go? 18:50 < bridge> https://discord.com/channels/252358080522747904/342454474117218334/1323234428792602625 18:51 < bridge> забанили че делать 18:51 < bridge> $english 18:51 < bridge> Hi! Most of us communicate in English. If you’re having trouble with English, use to help you out. 18:52 < bridge> I got banned, what do I do? 18:54 < bridge> help me unban 18:54 < bridge> #✉-create-a-ticket 18:54 < bridge> @ogyr41k #✉-create-a-ticket 18:56 < bridge> where to write 18:57 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1323349170702254254/image.png?ex=67743074&is=6772def4&hm=68f3ebd6c3e354572d4c3d9d750d5defd63badf2856bcdfda3e9c7d85acef658& 18:57 < bridge> 👍 19:00 < bridge> what to put in the first line, where to find it. 19:02 < bridge> check here https://www.whatsmyip.org/ 19:07 < bridge> how long to unban 19:09 < bridge> <_voxeldoesart> pleaaase i wanna go back to breaking server rules pleeeaaase 🥹 19:10 < bridge> Why cant I react to your messages :justatest: 19:10 < bridge> <_voxeldoesart> womp womp 19:11 < bridge> :owo: 20:37 < bridge> ChillerDragon: hmm i think i found the root of the issue but im not sure 20:38 < bridge> the client sends info packet twice 20:38 < bridge> but i dont understand why it does that 20:38 < bridge> i acknowledge that twice 20:38 < bridge> so it should be correct 20:39 < bridge> but the client acknowledges one vital chunk less than i have sent 20:39 < bridge> weird af 22:40 < bridge> https://www.hyrumslaw.com/ 22:40 < bridge> > An observation on Software Engineering 22:40 < bridge> > 22:40 < bridge> > Put succinctly, the observation is this: 22:40 < bridge> > 22:40 < bridge> > With a sufficient number of users of an API, 22:40 < bridge> > it does not matter what you promise in the contract: 22:40 < bridge> > all observable behaviors of your system 22:40 < bridge> > will be depended on by somebody. 22:40 < bridge> this can be applied to ddnet the game itself xD