00:33 <+bridge> [ddnet] I didn't get it :justatest: 06:50 <+bridge> [ddnet] :bluestripe: 12:18 <+bridge> [ddnet] cheater 12:22 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pulls 12:22 <+bridge> [ddnet] @Learath2 wym 12:23 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/1844 12:23 <+bridge> [ddnet] Give it a test 12:23 <+bridge> [ddnet] if it works for you aswell I'll merge it 12:23 <+bridge> [ddnet] (I commited the killmessage part aswell) 12:23 <+bridge> [ddnet] oh 12:23 <+bridge> [ddnet] I just saw it 12:39 <+bridge> [ddnet] @jao I will redo this on Thursday 12:39 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/1853 13:14 <+bridge> [ddnet] @Learath2 🤡 13:14 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/605719824974217217/unknown.png 13:14 <+bridge> [ddnet] do u mind if u turn it into a proper package which u can upload to pypi and it installs a script u can execute from the cmd 13:15 <+bridge> [ddnet] i guess u dont 13:15 <+bridge> [ddnet] :justatest: 13:16 <+bridge> [ddnet] @Ryozuki what is that? 13:16 <+bridge> [ddnet] ur master server 13:16 <+bridge> [ddnet] oh it's my mess 😄 13:16 <+bridge> [ddnet] yes 13:16 <+bridge> [ddnet] ill fix it 13:16 <+bridge> [ddnet] xd 13:16 <+bridge> [ddnet] feel free to rewrite it all if you feel like it 13:16 <+bridge> [ddnet] oh okay 13:17 <+bridge> [ddnet] But do know that it's a prototype and the protocol might change and you might lose a lot of work 😄 13:17 <+bridge> [ddnet] np 13:17 <+bridge> [ddnet] look at all that validation code 😦 13:17 <+bridge> [ddnet] ye 13:17 <+bridge> [ddnet] ill for sure change that 13:18 <+bridge> [ddnet] so much time wasted because I couldn't choose a library to do it for me 13:18 <+bridge> [ddnet] do u mind if i dont use flask 13:18 <+bridge> [ddnet] time ago i found a rly good alternative specially for apis 13:18 <+bridge> [ddnet] let me see if i can remember it 13:19 <+bridge> [ddnet] https://docs.python-eve.org/en/stable/ 13:19 <+bridge> [ddnet] this looks good 13:19 <+bridge> [ddnet] it uses flask under the hood 13:19 <+bridge> [ddnet] xd 13:21 <+bridge> [ddnet] @Learath2 wat do u think about using redis, a memory database to store servers 13:21 <+bridge> [ddnet] maybe u know a better alternative 13:21 <+bridge> [ddnet] https://redis.io/ 13:21 <+bridge> [ddnet] @Ryozuki I tried to intentionally avoid all these details so that we can make sure of the architecture first 13:21 <+bridge> [ddnet] u can make sure of the architecture 13:21 <+bridge> [ddnet] ill make all the other things 13:22 <+bridge> [ddnet] but the initial idea was to just output the list to a text file so we can easily serve it with cloudflare 13:22 <+bridge> [ddnet] if by architecture u mean protocl 13:22 <+bridge> [ddnet] ddnet and text files 13:22 <+bridge> [ddnet] always so old fashioned 13:22 <+bridge> [ddnet] the part kept in memory would definitely use a memory db, I had redis in mind aswell 13:23 <+bridge> [ddnet] u dont need to list it with cloudflare 13:24 <+bridge> [ddnet] u can use a reverse proxy with nginx and it talks to cloudflare 13:24 <+bridge> [ddnet] i always did that 13:24 <+bridge> [ddnet] i mean to list it using a text file 13:24 <+bridge> [ddnet] we'd also need some caching of the generated serverlist 13:25 <+bridge> [ddnet] redis has cache iirc 13:25 <+bridge> [ddnet] and also cloudflare has cache too 13:25 <+bridge> [ddnet] gratis 13:25 <+bridge> [ddnet] Every get to /v1/servers shouldn't result in a json serialization is my point 13:25 <+bridge> [ddnet] cloudflare cache prevents that but yea i can implement a cache in the app if u want too 13:25 <+bridge> [ddnet] but these are concerns for the future 🙂 14:48 <+bridge> [ddnet] anyone know what is the max server name, game type length in chars? 14:48 <+bridge> [ddnet] ill use abitrary value for now 14:49 <+bridge> [ddnet] do we want to allow empty names? 14:49 <+bridge> [ddnet] i guess no for now 14:53 <+bridge> [ddnet] Gametype should be 16 14:54 <+bridge> [ddnet] servername is 128 14:58 <+bridge> [ddnet] @fokkonaut is this somewhere in the source 14:58 <+bridge> [ddnet] yes 14:58 <+bridge> [ddnet] ofc 14:58 <+bridge> [ddnet] where 14:59 <+bridge> [ddnet] servername is in config_variables 14:59 <+bridge> [ddnet] and gametype is in engine/server/server.cpp 14:59 <+bridge> [ddnet] i see 14:59 <+bridge> [ddnet] where it sends the pavkage 14:59 <+bridge> [ddnet] play name length is 15 right 14:59 <+bridge> [ddnet] 15 with nullchar? 14:59 <+bridge> [ddnet] ? 15:00 <+bridge> [ddnet] tee name 15:00 <+bridge> [ddnet] i think its 16 with nullchar and 15 visible if ur not using unicode 15:00 <+bridge> [ddnet] it is defined 15:00 <+bridge> [ddnet] ye 15:00 <+bridge> [ddnet] yes it is 15:00 <+bridge> [ddnet] 15 is visible 15:00 <+bridge> [ddnet] just try 15:05 <+bridge> [ddnet] its 16 15:05 <+bridge> [ddnet] and clan 12 15:07 <+bridge> [ddnet] ok 19:18 <+bridge> [ddnet] oh 19:18 <+bridge> [ddnet] im gonna read changelog 19:19 <+bridge> [ddnet] https://discourse.libsdl.org/t/sdl-2-0-10-released/26429 19:19 <+bridge> [ddnet] I guess it's time for another release, any changes I should still merge in? 19:20 <+bridge> [ddnet] they mainly improved the sdl render api, so not much to do with ddnet xd 19:21 <+bridge> [ddnet] they fixed bugs in 2.0.9 because of which we downgraded to 2.0.8 19:21 <+bridge> [ddnet] oh thats nice 19:21 <+bridge> [ddnet] and bug fixes is reason enough to upgrade 19:21 <+bridge> [ddnet] i would always upgrade anyway 19:22 <+bridge> [ddnet] maybe we should wait till https://github.com/ddnet/ddnet/pull/1862 is all done 19:22 <+bridge> [ddnet] (removing the old option) 19:38 <+bridge> [ddnet] which old option 19:39 <+bridge> [ddnet] ? 19:39 <+bridge> [ddnet] the mark 19:40 <+bridge> [ddnet] I will have time for that soon 19:41 <+bridge> [ddnet] also does the new sdl fix mouseold on windows? 19:41 <+bridge> [ddnet] I remember that being a sdl issue 19:42 <+bridge> [ddnet] ah ye 20:02 <+bridge> [ddnet] should I just leave it as ClAfkMark? (name) 20:08 <+bridge> [ddnet] sounds fine 20:09 <+bridge> [ddnet] or ClAfkEmote? 20:09 <+bridge> [ddnet] I don't know, you tell me :D 20:11 <+bridge> [ddnet] if u cant decide, i decide: ClAfkEmote 20:12 <+bridge> [ddnet] emote then 20:12 <+bridge> [ddnet] or emoticon, jk xd 20:13 <+bridge> [ddnet] Aight 20:15 <+bridge> [ddnet] 1 hour bors 20:15 <+bridge> [ddnet] :poggers: 20:20 <+bridge> [ddnet] pushed the changes 👍 21:16 <+bridge> [ddnet] I'll release tomorrow if no one complains 21:47 <+bridge> [ddnet] It'd be pretty neat to have this for release aswell 21:47 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/1797 21:51 <+bridge> [ddnet] 👍 22:15 <+bridge> [ddnet] @deen could you maybe wait until wednesday night? I want to add the RENDER_UNUSED flag before a new update, dont want to increase the Gameinfo Version for this useless piece. Or maybe someone else could do it? its not much, just add a new Gameinfoflag, called RENDER_UNUSED, and DO NOT send it, because ddnet Servers shouldnt send it, and apply it the way jao applied his fix for unused tiles 22:16 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/1853 22:16 <+bridge> [ddnet] Replace all EntitieDDNet with RenderUnused 22:16 <+bridge> [ddnet] @jao @Learath2 ? 23:40 <+bridge> [ddnet] blender 2.8 released hype!!! 23:49 <+bridge> [ddnet] @ChillerDragon rly=? 23:49 <+bridge> [ddnet] oh yea 23:49 <+bridge> [ddnet] ya brand new 23:49 <+bridge> [ddnet] first debian10 23:50 <+bridge> [ddnet] than 2.8 23:50 <+bridge> [ddnet] crazy hype times 23:50 <+bridge> [ddnet] and next week ddnet 0.7 23:50 <+bridge> [ddnet] no 23:50 <+bridge> [ddnet] xd 23:51 <+bridge> [ddnet] lez do teecon a day after blendercon 23:53 <+bridge> [ddnet] a ddnet lan would be cool 23:53 <+bridge> [ddnet] but i wont go to germany 23:53 <+bridge> [ddnet] :saddo: 23:53 <+bridge> [ddnet] I'm in