00:00 < bridge> `ghosts` folder in the config directory 00:02 < bridge> They should have validation, so feel free to open issues if you find any crashes if you fuzz the format 00:04 < bridge> Did you also enable UBSan when building? You can also discover undefined behavior with fuzzing, which should also be fixed 00:05 < bridge> no but i am using ASAN 00:05 < bridge> but ill also do that then 00:05 < bridge> I have an idea about ghosts but idk if it's a good one, what if team races could save ghosts of all the players? But then again there's also demos so idk how useful this would be, aside from being able to compare your current run tho a ghost team run in game 00:06 < bridge> also where is the cmd arg for loading a map in the editor parsed 00:06 < bridge> Should work as long as the client always gets the player info. It's possible the players are too far away to be snapped, then the client couldn't record all ghosts 00:07 < bridge> Search for `static bool UnknownArgumentCallback(const char *pCommand, void *pUser)` 00:07 < bridge> Is there a way to allow the client to "see" everyone no matter the distance if playing in a team? 00:08 < bridge> Might already be the default to always see team players. Always showing everyone should be `/showall` 00:09 < bridge> looking at the ghosts code it looks like the ghosts need to be loaded from within a map 00:09 < bridge> witch i mean makes sence 00:09 < bridge> everyone in the team* i meant, so that the client can save all the ghosts 00:09 < bridge> should i also fuzz the demo code? 00:10 < bridge> You could host a local server and and then play a ghost with the `gplay` command I think. Or modify the code slightly to make it possible 00:10 < bridge> You could host a local server and then play a ghost with the `gplay` command I think. Or modify the code slightly to make it possible 00:11 < bridge> You could, but the map is usually embedded in demos so you end up fuzzing that mostly 00:11 < bridge> hmm mabey. but then i need to connect to a server making it was slower 00:11 < bridge> You could try limiting fuzzing only to snapshots 00:13 < bridge> wait demos dont requre connecting to a server right? 00:13 < ws-client> @avolicious 00:14 < bridge> also is there a way to speed up the demos playback? 00:14 < bridge> and how do i even save a demo? 00:14 < bridge> @robyt3 00:15 < bridge> @robyt3 I don't know which of the top left request review and the one in the pr summary i shouldve used but i've implemented the changes you requested on #9731 00:15 < bridge> 00:15 < bridge> I suck at making pr's 😩 00:15 < bridge> https://github.com/ddnet/ddnet/pull/9731 00:15 < bridge> huh, neat 00:16 < bridge> i think up/down arrows on your keyboard 00:16 < bridge> or if you're using the ui, the up and down chevron symbols 00:19 < bridge> where are the demos stored on linux? 00:21 < bridge> I'll take a look tomorrow 00:21 < bridge> `demos` folder 00:21 < bridge> wheres that? 00:21 < bridge> $configdir 00:21 < bridge> thanks 00:22 < bridge> You could also fuzz using the `demo_extract_chat` tool which doesn't use the map, or write a fuzzing test driver based on that 00:22 < bridge> wait what does the ~ in the path mean 00:22 < bridge> Also look into *persistent mode* fuzzing using a custom test driver, which would be a lot faster 00:22 < bridge> That should be your home folder 00:22 < bridge> ah ok 00:23 < bridge> doesnt seem to work 00:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1343362667779461201/image.png?ex=67bcff7a&is=67bbadfa&hm=76dec73822fb9d87cee064213f02e801c3221f7ca897f310b36283a2f55e45c2& 00:24 < bridge> im probs just missunderstanding what your saying completly tbh 00:25 < bridge> im gonna use deferd initilisason so shouldnt be that much faster 00:31 < bridge> found it 00:31 < bridge> its not in .teeworlds 00:31 < bridge> its in .local/share/ddnet/demos 00:31 < bridge> looks like thats outdated 00:35 < bridge> $configdir 00:35 < bridge> oh ok 00:36 < bridge> i missed that new part lol 00:37 < bridge> Was the aim bug fixed, when in /pause on "old" servers? 00:37 < bridge> the crosshairs rendered 00:43 < furo> You mean #9704? If so yes. 01:17 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1343376305411981383/image.png?ex=67bd0c2d&is=67bbbaad&hm=c6c26ce43e9d018ef98e58c85c51028607ce0629f91b3298180b53b1d450f9d2& 01:24 < bridge> :justatest: 01:30 < bridge> @robyt3 I see now, i think. it's the approach where the last player id is used as an empty slot. Maybe you have added a check which doesnt allow rendering if the player object is missing (or smiliar). something like that is being done for that last id, in the player id map 01:30 < bridge> no idea what is happening here. i have extended my algorithm to work on 128p client now, and this is the result on the client :D 02:16 < bridge> Wooow 04:10 < bridge> i think my github broke 04:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1343419698028744747/image.png?ex=67bd3497&is=67bbe317&hm=e43d6a9c0cc3b989dd07572d2a8769d7038043ad64221def67aa62d05b08c8d9& 04:22 < bridge> it does that sometimes 04:23 < bridge> try viewing any pr's with changes across 10-20 files and your browser will struggle :) 09:41 < bridge> Can we get less pixels please 09:41 < bridge> But vscode can do it 09:43 < bridge> So idk how GitHub struggles so 09:44 < bridge> On l440 it just freezes the page forever and doesn't let me close it (unless I drag it into a new window and alt F4) or go back or forwards 09:44 < bridge> But it queued all my actions sk 09:45 < bridge> Very much good 10:01 < bridge> I havent fixed this yet 10:02 < bridge> maybe who knows fix? :nouis: 10:17 < bridge> That's weird, I assume you are using asan 10:17 < bridge> Asan would catch victim being -1 or otherwise oob, so I don't know how it gets past that 10:17 < bridge> I assume the "this" is players[victim] anyway, try printing victim out with printf 10:18 < bridge> Or using debugger to find the value at crash 10:18 < bridge> Or using debugger 12:10 < bridge> Can I get ClientId from pSelf? 12:10 < bridge> :nouis: 12:18 < furo> @filoqcus `pSelf` is not a specific class. You will have to tell us which class it is in. 12:24 < bridge> But often you can’t. It’s mostly inside pResult->m\_ClientId 12:24 < bridge> 12:24 < bridge> pSelf usually refers to CServer or CGameContext 13:04 < bridge> https://en.wikipedia.org/wiki/De_Bruijn_index 15:22 < bridge> @milkeeycat i made a vscode grammar 15:23 < bridge> for your lang? 17:00 < bridge> what is the difference between `m_pPool->Execute` and `ExecPlayerThread` 18:35 < bridge> @essigautomat are these with clamped valramp? 18:36 < bridge> or not clamped, but maxed 20:28 < ws-client> @avolicious?