08:50 <+bridge_> we are not doomed yet, AI wasn't even able to optimize a single function without breaking it 08:50 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1474312145368780851/screenshot_2026-02-20_08-49-26.png?ex=699963ae&is=6998122e&hm=c8a1231a41681e61541256014a1ca0e9be93a523054d5246fc694a069650925c& 09:14 <+bridge_> lmao what did you try? 09:41 <+bridge_> tried to optimize gpu uploading in order to minimize loading times 09:41 <+bridge_> but the AI actually found some neat optimizations 10:03 <+bridge_> @robyt3 loading a map from editor seems to be broken 10:04 <+bridge_> Steps to reproduce: 10:04 <+bridge_> - create a map 10:04 <+bridge_> - load it (it loads) 10:04 <+bridge_> - create a **new map** 10:04 <+bridge_> - try to load it (old map loads) 10:04 <+bridge_> - go in menu and close server 10:04 <+bridge_> - go back in editor 10:04 <+bridge_> - try to load new map (old map still loads) 10:50 <+bridge_> I don't understand what you mean with load. Why is the local server involved? Do you mean Load current map or Test map locally? 10:50 <+bridge_> Works for me. 10:57 <+bridge_> test map locally 10:58 <+bridge_> load it (it loads) 10:59 <+bridge_> hmm can't reproduce it oO 10:59 <+bridge_> Works for me 10:59 <+bridge_> ub 10:59 <+bridge_> Maybe different local server configuration? 11:03 <+bridge_> I guess there was still a server running, because my client crashed before on local testing 11:04 <+bridge_> Client doesn't check which port the server was started with. If another server is already running, it will use the next port 11:09 <+bridge_> I crashed inside the datareader with "File Not open" before, unfortunately I can't tell which of the assertions triggered 😮 11:13 <+bridge_> line number? 11:15 <+bridge_> can i get the mapper role 11:15 <+bridge_> :owo: 11:15 <+bridge_> done 11:27 <+bridge_> which map did you do? 11:28 <+bridge_> ~~which map did you do?~~ 🙂 11:30 <+bridge_> xD 11:30 <+bridge_> a buggy fly map and what i consider a good short solo 11:30 <+bridge_> buggy cuz ppl found skips 11:30 <+bridge_> call them _skillfull shortcuts_ 11:31 <+bridge_> Skips are good 👍 11:31 <+bridge_> if u dont skip the fly map 11:31 <+bridge_> its incredibly hard 11:31 <+bridge_> except if they are done by abusing speedtiles causing you to have NaN speed, then they are _not good_ 🙂 11:31 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1474352850258886810/VXyvjQ9.png?ex=69998997&is=69983817&hm=08d4995f3badf79f4d8d0f80dbe976819c36ea942d623335768e691a2f957372& 11:32 <+bridge_> ok idk today skill standards tho 11:32 <+bridge_> Ye seems okayish 11:33 <+bridge_> I apparently finished your short solo 7 years ago 😆 11:33 <+bridge_> I remember I skipped the map when I was still rather newbie about fly 11:34 <+bridge_> Just outsmart mappers :D 11:34 <+bridge_> its a simple out of map skip i think 11:35 <+bridge_> if i look at the map today i think its a bad map probs 11:35 <+bridge_> xd 11:35 <+bridge_> but its normal ig 11:35 <+bridge_> Primitive maps nothing bad 11:36 <+bridge_> btw are there recent maps using telegun? 11:36 <+bridge_> Better than those cluttered oldschools 11:36 <+bridge_> "recent maps" 11:37 <+bridge_> We're so slow in those 11:37 <+bridge_> We're so slow with release 11:38 <+bridge_> btw is fokko not present on discord anymore? Did he delete his account or something? 11:40 <+bridge_> maybe he was hit with acc verification ;_; 11:43 <+bridge_> All of fokkos messages seem to be deleted, even his private PMs with me - but his account exists, this is very strange 11:47 <+bridge_> dsgvo 11:48 <+bridge_> you asked discord to delete all your messages? 11:54 <+bridge_> i clicked on delete "a few" times xd 11:55 <+bridge_> ah, so no simple button/email you can send to discord to delete all your messages 11:56 <+bridge_> i dont think they provide a way to do it other than manually 12:15 <+bridge_> @robyt3 do we use `mem_copy` or `std::memcopy` and `malloc` or `std::malloc` ? because of this review: 12:15 <+bridge_> 12:15 <+bridge_> As far as I understand we should prefer modern C++ over C style https://github.com/ddnet/ddnet/blob/master/CONTRIBUTING.md#modern-c-should-be-used-instead-of-old-c-styled-code 12:15 <+bridge_> 12:15 <+bridge_> Ping @heinrich5991 12:16 <+bridge_> We don't use the `std::` functions for memory 12:16 <+bridge_> okay <.< this part of the styleguide is confusing for me 12:16 <+bridge_> I guess "modern C++" style would be to use `new` instead of `malloc`? 12:17 <+bridge_> or maybe just a `std::vector` 12:17 <+bridge_> or maybe just an `std::vector` 12:19 <+bridge_> I don't know if you can use new here, the backend function for `Graphics()->CreateBufferObject` explicitly states that we need to use malloc 12:19 <+bridge_> I guess I could just use new anyways 12:20 <+bridge_> `void* Foo = ::operator new(N);` lol 12:20 <+bridge_> ah no, you can't 12:21 <+bridge_> I can't, because the backend also frees the memory 12:34 <+bridge_> gets you better audio quality too 12:39 <+bridge_> @essigautomat I'm referencing a certain legendary audiophile forum post https://www.audioasylum.com/messages/pcaudio/119979/ 12:42 <+bridge_> > Thanks! That makes the code much more readable for me. It's probably not changing the performance though, I'd guess the compiler can see through the Steps == 0 case. 12:42 <+bridge_> @heinrich5991 It mighght benefit from memory caching, because now we directly work on memory that is close togheter instead of iterating twice over the allocated memory - on the other hand I might just tell bullshit 😆 12:43 <+bridge_> worked too much with AI, start to hallucinate myself 12:43 <+bridge_> so the speed increase might come from the textured case 12:45 <+bridge_> yea, that'll actually help a little 12:45 <+bridge_> we usually don't do such low-level optimizations ^^ 12:45 <+bridge_> but the readability is absolutely worth it 12:46 <+bridge_> yes, before I did this PR mem_cpy_special was always a black box for me 13:01 <+bridge_> How is blockworlds checked in the community guidelines issue? It doesnt provide a discord server in their MOTD 13:04 <+bridge_> It's in an admin-mail ticket on this Discord 14:25 <+bridge_> ^title was missleading 14:44 <+bridge_> https://github.com/a-h/templ/pull/1351#issuecomment-3934160456 what a terrible day to be literate :pepeW: mf couldn't contribute to the project he uses so he tasked AI to do this 15:56 <+bridge_> I think we should setup a reviewer bounty on 11800 💀 16:13 <+bridge_> ``` 16:13 <+bridge_> > sv_register 0 16:13 <+bridge_> 2026-02-20 15:11:52 I server: ClientId=0 key='ByFox' rcon='sv_register 0' 16:13 <+bridge_> 2026-02-20 15:11:53 E http: https://master1.ddnet.org/ddnet/15/register failed. libcurl error (28): Operation too slow. Less than 500 bytes/sec transferred the last 5 seconds 16:13 <+bridge_> 2026-02-20 15:11:53 E register/6/ipv4: error sending request to master 16:13 <+bridge_> 2026-02-20 15:11:54 E http: https://master1.ddnet.org/ddnet/15/register failed. libcurl error (28): Operation too slow. Less than 500 bytes/sec transferred the last 5 seconds 16:13 <+bridge_> 2026-02-20 15:11:54 E register/6/ipv4: error sending request to master 16:13 <+bridge_> ``` 16:13 <+bridge_> Я не думаю что такое количество запросов нормальное...ж 16:14 <+bridge_> time to get your ip from the bridge ... 16:15 <+bridge_> also some people have discord loggers, so deleting your message is not enough @byfox 16:16 <+bridge_> no personal data in the deleted message 16:16 <+bridge_> I sent the message by accident, first I wanted to understand why the server in some cases consumes 100% of resources (one core) in a separate task. 16:17 <+bridge_> In the end, I'm not complaining that registration failed, I wanted to formulate a message that registration at certain stages consumes too much CPU time. 16:21 <+bridge_> Currently, only f-ddr is failing to register on my server, and it's taking up one core, even in the latest version of ddnet. 16:21 <+bridge_> This isn't always the case; very often, when attempting to register, CPU usage is low. 16:21 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1474425613258588264/image.png?ex=6999cd5b&is=69987bdb&hm=c57ff7b05e607dd0a07b21fc9c02f4c16173188c8509fefb237bc752c7f48209& 16:21 <+bridge_> Currently, only f-ddr is failing to register on my server, and it's taking up one core, even in the latest version of ddnet. 16:21 <+bridge_> This isn't always the case; very often, when attempting to register, CPU usage is low. 16:21 <+bridge_> 16:21 <+bridge_> Now f-ddr can't register on my server, and it eats up one core, and this even shows up in the latest ddnet 16:21 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1474425613258588264/image.png?ex=6999cd5b&is=69987bdb&hm=c57ff7b05e607dd0a07b21fc9c02f4c16173188c8509fefb237bc752c7f48209& 16:21 <+bridge_> Currently, only f-ddr is failing to register on my server, and it's taking up one core, even in the latest version of ddnet. 16:21 <+bridge_> This isn't always the case; very often, when attempting to register, CPU usage is low. 16:21 <+bridge_> 16:21 <+bridge_> Now f-ddr can't register on my server, and it eats up one core, and this even shows up in the latest ddnet 16:21 <+bridge_> It's funny because it feels like it's being done in a separate thread, because the ticks don't lag. 16:21 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1474425613258588264/image.png?ex=6999cd5b&is=69987bdb&hm=c57ff7b05e607dd0a07b21fc9c02f4c16173188c8509fefb237bc752c7f48209& 16:21 <+bridge_> are you using f-ddr or ddnet? 16:22 <+bridge_> Both. But there are other mods too, and they're the same thing. 16:22 <+bridge_> Both 16:23 <+bridge_> <12944qwerty> do tw 0.6 servers still exist 16:24 <+bridge_> @byfox can you attach gdb to a server running with 100% cpu and checking in what function it is spending the CPU? 16:25 <+bridge_> I can do that, but the problem has gone away now that the servers have registered. I'll try to reproduce it on my own hardware first. 17:24 <+bridge_> <12944qwerty> uh, doesn't great on boundaries when it's like this 17:24 <+bridge_> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1474441473994002575/image.png?ex=6999dc21&is=69988aa1&hm=115847b551c932be13ac2889a585a0b74280b160ac9bf064504ddaaa36c87254& 17:26 <+bridge_> Okay, now that I've figured out the registry.cpp code a bit and tried to replicate it unsuccessfully, I'll start telling you how I did it. 17:26 <+bridge_> 17:26 <+bridge_> MyArena is experiencing a DDoS attack, which has exhausted our port limits (100,000 packets), and the master1 is unable to contact us (presumably). 17:26 <+bridge_> This can lead to slow responses, and the SendRegister function is called due to player joins/leaves and other similar events, leading to infinite loops. 17:39 <+bridge_> theoretically, `SendRegister` has a backoff timer of 1 second 17:39 <+bridge_> how does this lead to an infinite loop? 17:42 <+bridge_> ```cpp 17:42 <+bridge_> int CServer::Run() 17:42 <+bridge_> { 17:42 <+bridge_> ... 17:42 <+bridge_> // master server stuff 17:42 <+bridge_> m_pRegister->Update(); 17:42 <+bridge_> if(m_ServerInfoNeedsUpdate) 17:42 <+bridge_> { 17:42 <+bridge_> UpdateServerInfo(m_ServerInfoNeedsResend); 17:42 <+bridge_> } 17:43 <+bridge_> ... 17:43 <+bridge_> } 17:43 <+bridge_> 17:43 <+bridge_> void CServer::UpdateServerInfo(bool Resend) 17:43 <+bridge_> { 17:43 <+bridge_> if(m_RunServer == UNINITIALIZED) 17:43 <+bridge_> return; 17:43 <+bridge_> 17:43 <+bridge_> UpdateRegisterServerInfo(); 17:43 <+bridge_> ... 17:43 <+bridge_> } 17:43 <+bridge_> 17:43 <+bridge_> void CRegister::OnNewInfo(const char *pInfo) 17:43 <+bridge_> { 17:43 <+bridge_> ... 17:43 <+bridge_> if(i == MinimumNextRegisterProtocol) 17:43 <+bridge_> { 17:43 <+bridge_> m_aProtocols[i].m_NextRegister = std::min(m_aProtocols[i].m_NextRegister, MaximumPrevRegister + Freq); 17:43 <+bridge_> } 17:43 <+bridge_> if(Now >= m_aProtocols[i].m_NextRegister) 17:43 <+bridge_> { 17:44 <+bridge_> > m_aProtocols[i].m_NextRegister = std::min(m_aProtocols[i].m_NextRegister, MaximumPrevRegister + Freq); 17:44 <+bridge_> 17:44 <+bridge_> Adds a very small delay, which is clearly less than a second 17:44 <+bridge_> 17:44 <+bridge_> The server can't reach you and exits. 17:44 <+bridge_> ``` 17:44 <+bridge_> 2026-02-20 16:11:21 I game: kill killer='5:scattredredeen' victim='6:delous' weapon=5 special=0 17:44 <+bridge_> 2026-02-20 16:11:21 E http: https://master1.ddnet.org/ddnet/15/register failed. libcurl error (28): Operation too slow. Less than 500 bytes/sec transferred the last 5 seconds. 17:44 <+bridge_> 2026-02-20 16:11:21 E register/6/ipv4: error sending request to master. 17:44 <+bridge_> 2026-02-20 16:11:23 E http: https://master1.ddnet.org/ddnet/15/register failed. libcurl error (28): Operation too slow. Less than 500 bytes/sec transferred in the last 5 seconds 17:45 <+bridge_> 2026-02-20 16:11:23 E register/6/ipv4: error sending request to master 17:45 <+bridge_> 2026-02-20 16:11:24 E http: https://master1.ddnet.org/ddnet/15/register failed. libcurl error (28): Operation too slow. Less than 500 bytes/sec transferred in the last 5 seconds 17:45 <+bridge_> 2026-02-20 16:11:24 E register/6/ipv4: error sending request to master 17:45 <+bridge_> ``` 17:45 <+bridge_> 17:45 <+bridge_> It's once a second, but the CPU was busy, and I want to point out that "last 5 seconds" 17:45 <+bridge_> That is, there are several registration tasks and it spins there until it registers, so it would be better to make a strict check whether an attempt is currently underway or not, and not just m_NextRegister 17:46 <+bridge_> @heinrich5991 What do you think about everything I wrote out? 17:51 <+bridge_> > > m_aProtocols[i].m_NextRegister = std::min(m_aProtocols[i].m_NextRegister, MaximumPrevRegister + Freq); 17:51 <+bridge_> > 17:51 <+bridge_> > Adds a very small delay, which is clearly less than a second 17:51 <+bridge_> 17:51 <+bridge_> this looks like precisely a one second delay to me 17:51 <+bridge_> Unfortunately, I can't show this with gdb, the current build is in a container without it (I made a mistake and forgot to add it during installation), and at the moment there is no such error because the servers are not subject to ddos ​​and the number of packets does not reach the 100k limit 17:52 <+bridge_> > That is, there are several registration tasks and it spins there until it registers 17:52 <+bridge_> where do you see that spin loop? 17:52 <+bridge_> > That is, there are several registration tasks and it spins there until it registers 17:52 <+bridge_> where do you see that spinning in the source code? 18:00 <+bridge_> Of course a bunch of them actually. I also even host vanilla 0.6 my self still 18:00 <+bridge_> But ddnet Client doesn’t support them super well anymore it can get a bit buggy 18:00 <+bridge_> I'm confused by `Less than 500 bytes/sec transferred the last 5 seconds.` 18:00 <+bridge_> when the request hasn't been ongoing for 5 secons 18:00 <+bridge_> ``` 18:01 <+bridge_> 2026-02-20 21:38:59 I test: 23404957242 == 37924930914, 0 18:01 <+bridge_> 2026-02-20 21:38:59 I test: 23404957242 == 23924930914, 0if(i == MinimumNextRegisterProtocol) 18:01 <+bridge_> { 18:01 <+bridge_> m_aProtocols[i].m_NextRegister = std::min(m_aProtocols[i].m_NextRegister, MaximumPrevRegister + Freq); 18:01 <+bridge_> } 18:01 <+bridge_> log_info("test", "%lld == %lld, %hhd", Now, m_aProtocols[i].m_NextRegister, Now >= m_aProtocols[i].m_NextRegister); 18:01 <+bridge_> if(Now >= m_aProtocols[i].m_NextRegister) 18:01 <+bridge_> { 18:01 <+bridge_> m_aProtocols[i].SendRegister(); 18:01 <+bridge_> } 18:01 <+bridge_> ``` 18:01 <+bridge_> 18:01 <+bridge_> ``` 18:01 <+bridge_> 2026-02-20 22:00:00 I test: 11104442691 >= 10224437894, 1 18:01 <+bridge_> 2026-02-20 22:00:00 I test: 11104442691 >= 24224437894, 0 18:01 <+bridge_> 2026-02-20 22:00:01 I security: new client (ddnet token) 18:01 <+bridge_> 2026-02-20 22:00:01 I security: client accepted 127.0.0.1:45262 18:01 <+bridge_> 2026-02-20 22:00:01 I server: player has entered the game. ClientId=1 addr=<{127.0.0.1:45262}> sixup=0 18:01 <+bridge_> 2026-02-20 22:00:01 I chat: *** '[D] ByFox' entered and joined the blue team with version 19080 18:01 <+bridge_> 2026-02-20 22:00:01 I ddnet: cid=1 version=19080 18:01 <+bridge_> 2026-02-20 22:00:01 I server: ClientId=1 authed with key='byfox' (admin) 18:01 <+bridge_> 2026-02-20 22:00:01 I test: 12624440401 >= 26104442691, 0 18:01 <+bridge_> 2026-02-20 22:00:01 I test: 12624440401 >= 12104442691, 1 18:01 <+bridge_> 2026-02-20 22:00:04 I test: 15304424996 >= 13624440401, 1 18:01 <+bridge_> 2026-02-20 22:00:04 I test: 15304424996 >= 27624440401, 0 18:01 <+bridge_> 2026-02-20 22:00:04 I conn: closed reason='' 18:01 <+bridge_> 2026-02-20 22:00:04 I game: kill killer='1:[D] ByFox' victim='1:[D] ByFox' weapon=-3 special=0 18:01 <+bridge_> 2026-02-20 22:00:04 I chat: *** '[D] ByFox' has left the game 18:01 <+bridge_> 2026-02-20 22:00:04 I game: leave player='1:[D] ByFox' 18:01 <+bridge_> 2026-02-20 22:00:04 I test: 15944455954 >= 30304424996, 0 18:01 <+bridge_> when the request hasn't been ongoing for 5 seconds 18:01 <+bridge_> The server is being throttled, there's a traffic limit. 18:02 <+bridge_> 18:02 <+bridge_> What confuses me is their frequency of once per second, does it mean there are several of them? 18:02 <+bridge_> ddnet client doesn't support vanilla 0.6 servers? what happened? 18:02 <+bridge_> The server is being throttled, there's a traffic limit. 18:02 <+bridge_> 18:02 <+bridge_> I'm confused by their frequency—once per second. Does that mean there are multiple of them, and each one waits 5 seconds? 18:02 <+bridge_> It’s been like that for a while 18:02 <+bridge_> Especially dummy and the anti spoof map thingy I think 18:02 <+bridge_> Check the issues I opened for 0.6 18:02 <+bridge_> This still sometimes happens 18:03 <+bridge_> It makes sense since nobody tests that anymore 18:03 <+bridge_> Only ddnet or 0.7 is used 18:03 <+bridge_> Oh well I guess bombay and if city still are 0.6 vanilla based hm 18:04 <+bridge_> It’s not like it doesn’t support it but you can get stuck and have to reconnect 18:04 <+bridge_> I don't see the issue immediately: https://github.com/ddnet/ddnet/issues?q=is%3Aissue+state%3Aopen+author%3AChillerDragon+0.6 18:04 <+bridge_> ```cpp 18:04 <+bridge_> 2026-02-20 21:38:59 I test: 23404957242 == 37924930914, 0 18:04 <+bridge_> 2026-02-20 21:38:59 I test: 23404957242 == 23924930914, 0if(i == MinimumNextRegisterProtocol) 18:04 <+bridge_> { 18:04 <+bridge_> m_aProtocols[i].m_NextRegister = std::min(m_aProtocols[i].m_NextRegister, MaximumPrevRegister + Freq); 18:04 <+bridge_> } 18:05 <+bridge_> if(Now >= m_aProtocols[i].m_NextRegister) 18:05 <+bridge_> { 18:05 <+bridge_> log_info("SendRegister", "%ld >= %ld, %hhd", Now, m_aProtocols[i].m_NextRegister, Now >= m_aProtocols[i].m_NextRegister); 18:05 <+bridge_> m_aProtocols[i].SendRegister(); 18:05 <+bridge_> } 18:05 <+bridge_> ``` 18:05 <+bridge_> 18:05 <+bridge_> ``` 18:05 <+bridge_> 2026-02-20 22:04:19 I game: kill killer='1:[D] ByFox' victim='1:[D] ByFox' weapon=-3 special=0 18:05 <+bridge_> 2026-02-20 22:04:19 I chat: *** '[D] ByFox' has left the game 18:05 <+bridge_> 2026-02-20 22:04:19 I game: leave player='1:[D] ByFox' 18:05 <+bridge_> 2026-02-20 22:04:19 I SendRegister: 19125370122 >= 18449415854, 1 18:05 <+bridge_> 2026-02-20 22:04:21 I conn: closed reason='' 18:05 <+bridge_> 2026-02-20 22:04:22 I game: kill killer='0:ByFox' victim='0:ByFox' weapon=-3 special=0 18:05 <+bridge_> 2026-02-20 22:04:22 I chat: *** 'ByFox' has left the game 18:05 <+bridge_> 2026-02-20 22:04:22 I game: leave player='0:ByFox' 18:05 <+bridge_> 2026-02-20 22:04:23 I SendRegister: 22275811433 >= 20125370122, 1 18:05 <+bridge_> ``` 18:05 <+bridge_> Quite less than a second 18:05 <+bridge_> Im on phone 18:05 <+bridge_> the `SendRegister`s seem to be more than 1 second apart 18:05 <+bridge_> https://github.com/ddnet/ddnet/issues/1698 18:05 <+bridge_> This kinda stuff keeps coming back 18:06 <+bridge_> ah, 0.6.5 support 18:06 <+bridge_> Let's say so, but this doesn't change the fact that there are about 5 registration tasks hanging there 18:06 <+bridge_> The trouble is that this doesn't happen often... 18:06 <+bridge_> Yea maybe only .5 is affected 18:07 <+bridge_> ```cpp 18:07 <+bridge_> f(i == MinimumNextRegisterProtocol) 18:07 <+bridge_> { 18:07 <+bridge_> m_aProtocols[i].m_NextRegister = std::min(m_aProtocols[i].m_NextRegister, MaximumPrevRegister + Freq); 18:07 <+bridge_> } 18:07 <+bridge_> if(Now >= m_aProtocols[i].m_NextRegister) 18:07 <+bridge_> { 18:07 <+bridge_> log_info("SendRegister", "%ld >= %ld, %hhd", Now, m_aProtocols[i].m_NextRegister, Now >= m_aProtocols[i].m_NextRegister); 18:07 <+bridge_> m_aProtocols[i].SendRegister(); 18:07 <+bridge_> } 18:07 <+bridge_> ``` 18:07 <+bridge_> 18:07 <+bridge_> ``` 18:07 <+bridge_> 2026-02-20 22:04:19 I game: kill killer='1:[D] ByFox' victim='1:[D] ByFox' weapon=-3 special=0 18:08 <+bridge_> 2026-02-20 22:04:19 I chat: *** '[D] ByFox' has left the game 18:08 <+bridge_> 2026-02-20 22:04:19 I game: leave player='1:[D] ByFox' 18:08 <+bridge_> 2026-02-20 22:04:19 I SendRegister: 19125370122 >= 18449415854, 1 18:08 <+bridge_> 2026-02-20 22:04:21 I conn: closed reason='' 18:08 <+bridge_> 2026-02-20 22:04:22 I game: kill killer='0:ByFox' victim='0:ByFox' weapon=-3 special=0 18:08 <+bridge_> 2026-02-20 22:04:22 I chat: *** 'ByFox' has left the game 18:08 <+bridge_> 2026-02-20 22:04:22 I game: leave player='0:ByFox' 18:08 <+bridge_> 2026-02-20 22:04:23 I SendRegister: 22275811433 >= 20125370122, 1 18:08 <+bridge_> ``` 18:08 <+bridge_> Quite less than a second 18:08 <+bridge_> where do you see 5 tasks hanging? 18:08 <+bridge_> I thought at most one can be active per protocol 18:08 <+bridge_> 21, 23, 24 18:08 <+bridge_> And everyone says that they couldn't get the data in 5 seconds. 18:09 <+bridge_> ah 18:09 <+bridge_> I don't think it hangs for less than 5 seconds since that's what it says. 18:09 <+bridge_> yea, it seems we don't kill old registration requests 18:11 <+bridge_> Will you create an issue? I don't know how to fully describe it. 18:11 <+bridge_> 18:11 <+bridge_> I think that it is enough for us to have a variable that registration is already in progress and there is no need to create a new task. 18:21 <+bridge_> @learath2 Ive been using rofi since forever 18:21 <+bridge_> but i barely used its features 18:21 <+bridge_> i found the window switched with i3 18:21 <+bridge_> its dope 18:40 <+bridge_> > Will you create an issue? 18:40 <+bridge_> I created xd 19:12 <+bridge_> thanks 🙂 19:39 <+bridge_> <12944qwerty> bump, thoughts? 19:54 <+bridge_> can you elaborate a bit? what are you trying to do? 19:56 <+bridge_> It about showing tune zone numbers I think 19:57 <+bridge_> tune zone 11 looks fine to me, if that's what you're asking 19:57 <+bridge_> @12944qwerty 19:58 <+bridge_> <12944qwerty> right, but it looks weird with the nubmers around the boundaries following the unhookables 19:58 <+bridge_> <12944qwerty> and might be distracting 19:59 <+bridge_> <12944qwerty> it's mainly on showing the tune colors and nubmers though 19:59 <+bridge_> <12944qwerty> colors works fine, but numbers at the center of the area look good, but they might be hidden on very large areas or behind other tiles 20:01 <+bridge_> Do the numbers matter to the player 20:01 <+bridge_> i.e. who's gonna check ingame and make a mental note of which number corresponds to which settings? i think color alone is probably fine 20:05 <+bridge_> might still be nice to have it for referece 20:05 <+bridge_> but yea, I agree it's probably not that important to be there at a glance 20:06 <+bridge_> <12944qwerty> would that be a flag then. numbers for when mapping is nice 20:38 <+bridge_> <12944qwerty> no numbers does look a bit better tho you're right 21:28 <+bridge_> @zwelf2 21:28 <+bridge_> 21:28 <+bridge_> gerdoe(zhn) sent this into Teeworlds irc, in case you missed it: 21:28 <+bridge_> 21:28 <+bridge_> Hi! For whatever reason I can't access the #ddnet room from quakenet.org, so I will just dump it here in case Zwelf still reads this :P There's misspelling in `twgame/src/teams.rs` function `enable_ddnet_tele_copat_mode` if there's a chance this project is still under development xd 22:06 <+bridge_> :o 22:08 <+bridge_> I'll be sad if numbers aren't used in any case, would be nice if it was like default centroid-only with option to fully remove numbers