01:57 < bridge_> :nouis: 01:59 < bridge_> :nouis: 02:36 < bridge_> melon: it’s back up 10:52 < ws-client> another arch update broke ddnet? i think this time its nvidia driver which causes big stutter 10:52 < ws-client> wtf is this 10:53 < ws-client> current latest arch is fully rendering ddnet client unusable for me 10:53 < ws-client> time to switch to debian? 10:53 < bridge_> I feel like linux generally is pretty unstable rn xd 10:53 < ws-client> is it vibe coders? 10:53 < bridge_> chillerdragon: will there be another debugging stream? :santatrollet: 10:53 < ws-client> breaking the linux ecosystem 10:53 < ws-client> oh hell na @milkeeycat 10:53 < bridge_> time to switch to stable distro 10:53 < bridge_> have 10 years old software 10:53 < bridge_> ddnet 9 10:54 < ws-client> i just downgraded all packages and called it a day @milkeeycat xd this bug someone else can debug 10:54 < ws-client> ddnet 9 is goated 10:54 < bridge_> I am still waiting for valve to hire me for linux ecosystem 11:03 < bridge_> ChillerDragon: you also get the stutter? are you sure it's from nvidia driver? i use nvidia-open for last like couple months and now i get stutter frames 11:04 < bridge_> maybe i go back to proprietary for a while 11:05 < bridge_> Since when? I got it from yesterdays update 11:05 < bridge_> I just assumed it’s NVIDIA because that was one of the packages I upgraded 11:05 < bridge_> hmm that's weird. i still havent figured out if it's my new cpu, new graphics driver, and maybe ddnet changing some rendering stuff XD 11:06 < bridge_> too many changed variables 11:06 < bridge_> I don’t think it’s ddnet 11:06 < bridge_> You could also try teeworlds which changes less or older ddnet 11:58 < bridge_> chillerdragon: when mmotee 12:05 < ws-client> @zwelf i got some sql warning in my mod and have no idea how to debug it. ``2025-04-12 11:59:38 I mysql: can't free last result (free_result:stmt:5025): Statement has no result set`` 12:05 < ws-client> it is just a warning and everything still works but i still have the feeling it should be investigated 12:06 < bridge_> @zwelf2 ^ 12:09 < ws-client> ty 12:49 < bridge_> we have the same on BW - i'd be interested in knowing that too xD 13:38 < bridge_> Tbf I wanted to add more named colors for a while to support all 16 named css colors 14:17 < ws-client> @learath2 also ``chucknorris``? https://paste.zillyhuhn.com/fP 14:19 < bridge_> nice xd 14:19 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1360590042107478088/image.png?ex=67fbabb8&is=67fa5a38&hm=81b26e2eabe51931edcd9bb9501a79a470321f0ec21dc3fdc71c2b19d31c3b07& 14:23 < bridge_> grass 14:51 < bridge_> I meant all 16 of the original standard colors 15:15 < bridge_> What to do if such an error occurs...? @blaiszephyr 15:15 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1360604267672637590/message.txt?ex=67fbb8f8&is=67fa6778&hm=49857cbe7ad03a71e40ee7717900d7695ce014bb9a2a3689838434e6b3ebd33e& 15:16 < bridge_> :justatest: 15:17 < bridge_> how did you install mariadb? given its a linker error i assume you're crosscompiling and you're using the msvc mariadbclient? 15:23 < bridge_> I downloaded mariadb from https://mariadb.org/download/?t=mariadb&p=mariadb&r=11.7.2&os=windows&cpu=x86_64&pkg=msi&mirror=mangohost. 15:23 < bridge_> 15:23 < bridge_> Also, I'm not using cross-compilation this time. I'm on Windows. 15:23 < bridge_> :nouis: 15:23 < bridge_> you're using mingw with gnu, cant use msvc mariadb 15:23 < bridge_> check if mariadb is available in msys2 15:30 < bridge_> It's in msys2 15:33 < bridge_> use that then xD 15:34 < bridge_> 😭 15:51 < bridge_> !!!! 15:51 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1360613220943138896/image.png?ex=67fbc14e&is=67fa6fce&hm=75a666586dae3a822b8d1a87e01abfc0c1d3ec46429661631b379684cd9377e2& 15:51 < bridge_> @blaiszephyr thx!!! 15:51 < bridge_> ^^ 16:02 < bridge_> @blaiszephyr ... 16:02 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1360616104472481883/image.png?ex=67fbc3fe&is=67fa727e&hm=9734f456507b9475b0fc17ad30c3435c45cf755e67ed66f92c3cfa25ab2e0b5a& 16:02 < bridge_> fk windows 16:04 < bridge_> it rather looks like your libcurl is outdated xD 16:04 < bridge_> `pacman -Syu mingw-w64-x86_64-curl` 16:06 < bridge_> didn't help 16:06 < bridge_> 😭 16:07 < bridge_> arch mentioned :poggers2: 16:07 < bridge_> (msys2 mentioned) 16:07 < bridge_> pacman itself is just a package manager 🤓 16:08 < bridge_> yes but it is developed by arch and is core feature of arch 16:08 < bridge_> 🤓 16:08 < bridge_> pacman is a geme 16:08 < bridge_> true 16:08 < bridge_> wopawopawopa 16:12 < bridge_> 50$ gift https://steamgiftlink.com/106459924 16:12 < bridge_> sigma 16:12 < bridge_> @blaiszephyr ban !!!! 16:27 < bridge_> @blaiszephyr Fuck Windows. But I got it running by downloading a slightly different version of curl. 16:27 < bridge_> :cammostripes: 16:27 < bridge_> :Pepega: 18:11 < bridge_> There has to be something very wrong with `sv_connlimit` 18:22 < bridge_> why is that? 18:25 < bridge_> ``` 18:25 < bridge_> 2025-04-12 18:05:37 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:37 I server: player has entered the game. ClientId=10 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:37 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:40 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:40 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:40 I server: player has entered the game. ClientId=10 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:43 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:43 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:43 I server: player has entered the game. ClientId=2 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:46 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:46 I server: player has entered the game. ClientId=2 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:46 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:49 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:49 I server: player has entered the game. ClientId=2 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:49 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:52 I server: player has entered the game. ClientId=2 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:52 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:52 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:55 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:55 I server: player has entered the game. ClientId=2 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:55 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:58 I server: player has entered the game. ClientId=2 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:58 I server: player has entered the game. ClientId=9 addr=<...> sixup=0 18:25 < bridge_> 2025-04-12 18:05:58 I server: player has entered the game. ClientId=3 addr=<...> sixup=0 18:25 < bridge_> ``` 18:25 < bridge_> This is with connlimit set to 5 and connlimit time set to 20 18:25 < bridge_> Within 20 seconds, that's way more than 5 connections 18:28 < bridge_> that is indeed a lot more than 5 18:28 < bridge_> I think I know why, it's comparing the port too 😄 18:31 < bridge_> that sounds like an easier fix then atleast 18:32 < bridge_> I already thought it had something to do with the timer or not recording connections properly 18:35 < bridge_> This should do for now. I'll have to look into doing this with a `std::map` later 18:36 < bridge_> With an ordered map getting the oldest entry should be cheap, and finding the ip in the list should also be cheap 18:37 < bridge_> And we can keep track of all ips, it's perhaps not the optimal data structure to store ips, a trie would be better, but whatever, we don't need to over optimize 18:41 < bridge_> @zwelf2 are you around? 18:42 < bridge_> more/less 18:42 < bridge_> Do you know off the top of your head what `PlayerDiffWithoutNew` is and why it might be happening in fairly new teehistorian files? 18:44 < bridge_> PlayerNew is for tee spawning 18:45 < bridge_> if it is missing, we dont know where the tee spawned 18:47 < bridge_> can you check whether the playernew is actually missing or if this is a bug in the replayer? 18:47 < bridge_> There is a playernew is there, what would cause it to get deleted? a Drop? 18:48 < bridge_> yeah, drop sounds like it could do it 18:48 < bridge_> tbf, there is nothing in there that would drop it 18:48 < bridge_> why is there a diff after a drop 😅 18:48 < bridge_> I didn't find a Drop, I was just curious what might cause it to be lost 18:49 < bridge_> and also playerOld 18:49 < bridge_> Just 3 ticks ago the `PlayerChange` worked completely fine for that cid 18:49 < bridge_> Would you mind taking a quick look at the file if you have a couple minutes? 18:49 < bridge_> heh. yes. But only in an hour or so 18:50 < bridge_> Ok, if I don't figure it out myself in an hour I'll drop you a message 18:51 < bridge_> Worst part is this is all written in Rust so I'm not very good with gdb and rust 😄 18:59 < bridge_> Oh, this is acutally absurd. I thought it was cid 1 causing the issue, it's cid 2, 2 never joined ever 19:07 < bridge_> and it's not the map change thing, or he somehow managed to stay in preauth/auth for 23 minutes across 5 map changes 19:08 < bridge_> Ok, I give up on this one. You can take a look but somehow we are losing joins in a new way 19:10 < bridge_> or we are logging playerchange for non-existant cids that's also possible I guess 19:34 < bridge_> ``` 19:34 < bridge_> 2271831 AuthLogout { cid: 2 } 19:34 < bridge_> 2276127 AuthLogin { cid: 53, level: 2, identity: "..." } 19:34 < bridge_> 2276209 AuthLogout { cid: 2 } 19:34 < bridge_> ``` 19:34 < bridge_> The double logout, I didn't think this one was ever possible, even the double login makes more sense 19:48 < bridge_> Timeouts can generate logouts on tees that aren't even logged in 😄 20:44 < bridge_> Exceptionally productive day. Very surprising. Now food time 20:59 < bridge_> It seems like we have a new bug that we don't write `PlayerNew` teehistorian chunks after a `PlayerOld` 20:59 < bridge_> Same file 20:59 < bridge_> ``` 20:59 < bridge_> PlayerDiff cid=0 diff=(0, -5); 20:59 < bridge_> PlayerOld cid=0; 20:59 < bridge_> PlayerDiff cid=0 diff=(-1, 0); 20:59 < bridge_> ``` 20:59 < bridge_> There is no `PlayerOld` in there either for that cid though 21:00 < bridge_> We probably don't update the player position for dead players anymore in teehistorian 21:00 < bridge_> or similar 21:01 < bridge_> (probably different, but bug is very likely in ddnet and hopefully recently introduced) 21:01 < bridge_> FWIW the cid that causes the issue never even Joined the game, let alone PlayerOld or PlayerNew'd 21:03 < bridge_> ^ the sequence here should also never happen 21:04 < bridge_> (same file, unrelated to the cid=2, but still 21:06 < bridge_> All a little sad really, a lot of files that will forever require special extra cases to parse 21:47 < bridge_> can i get a review on 10059? 21:47 < bridge_> can i get a review on #10059? 21:47 < bridge_> #10059 21:47 < bridge_> https://github.com/ddnet/ddnet/pull/10059 21:48 < bridge_> no reviews yet :feelsbadman: 21:49 < bridge_> can i get a new review on #10059? 21:50 < bridge_> i was gonna give it a review from my phone but that doesn’t really work 21:55 < bridge_> no problem 22:03 < bridge_> you should fix the CI 22:03 < bridge_> clang-tidy tells u the issues if you scroll up a little bit in the build w clang-tidy workflow log 23:22 < bridge_> does ddnet store chat/console logs somewhere as files? 23:23 < bridge_> ive been thinking of doing an analysis of what people most commonly say in the chat 23:23 < bridge_> most common message in ur servers: u fat 23:27 < furo> @kollpotato You can use the `demo_extract_chat` tool to extract the chatlogs from your demos. Otherwise you can define a log file with `logfile [file]` and then `logappend 1` to always append to it. 23:35 < bridge_> thanks furo