10:50 < day> Dune: 'ello dünê 11:17 < Dune> hello däëy 15:00 < Jay> Hello guys. I have a little problem. I cannot compile the newest (released) source of Teeworlds 0.7.3.1. My compiler gives me following error: 15:01 < Jay> [109/127] [4] c src/engine/external/wavpack/wputils.c src/engine/client/backend_sdl.cpp:18:21: error: function 'void glTexImage3D(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid*)' definition is marked dllimport GLAPI void APIENTRY glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei heigh 15:01 < Jay> t, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) 15:26 < Dune> Hey Jay 15:27 < Dune> That is odd 15:27 < Dune> What is your system? 15:27 < Dune> What version of SDL do you have o n it? 15:32 < Jay> win 10, newest update 15:32 < Jay> SDL 2 (i guess) 15:32 < Jay> 64 bit 15:34 < Jay> I use the official sources and compile with bam5. No changes at all 15:34 < Dune> Did you install yourself or did bam do that for you? 15:35 < Dune> SDL2 I mean 15:35 < Jay> bam downloaded it 15:35 < Jay> (it said that) 15:35 < Dune> It says that when it attempts to iirc 15:35 < Dune> Can you run bam config 15:35 < Dune> And see what it says on the sdl line 15:36 < Jay> AUTO sdl using supplied win32 libraries 15:36 < bridge> [teeworlds] Hmm hold on 15:39 < Dune> Jay: can you check other/sdl/? Is there something there? 15:40 < Jay> ye 15:40 < Jay> bunch of *.txt files, and 2 directories (include and windows) 15:40 < Jay> and 1 sdl.lua 15:41 < Dune> Hmmm 15:41 < Jay> but thos files get created after launching bam5 client once 15:41 < Jay> before that they are not in there 15:42 < Jay> (relaunching bam5 client does not change the error) 15:43 < Jay> i do can use my VisualStudio 2017 project generated by CMake but its full of potential errors ( because every single code base is splitted in different projects ....) 15:44 < Jay> so this is not really comfortable to code with :/ 15:46 < Dune> yes that is normal, it is the files that are downloaded by bam from https://github.com/teeworlds/teeworlds-libs 15:46 < Dune> you mean compiling with VS17 works? 15:46 < Jay> ye this works 15:47 < Jay> but VS17 still outputs 271 error and this count increases with more files opened 15:47 < Jay> its annoying :C 15:47 < Dune> yeah I bet 15:47 < Dune> I'm scratching my head 15:49 < Jay> hmm. I do can compile the game when i remove that `GLAPI` from `GLAPI void APIENTRY glTexImage3D(...)` 15:49 < Jay> but every graphic is actually an error graphic then 15:50 < Dune> you mean by editing backend_sdl.cpp:18? 15:50 < Jay> yes 15:50 * Dune scratches 15:51 < Dune> can you check https://github.com/teeworlds/teeworlds-libs/blob/master/sdl/include/SDL_version.h ? 15:51 < Dune> should be in other/sdl/include 15:51 < Dune> especially line 62, #define SDL_PATCHLEVEL 8 15:53 < Jay> its 8 on my side 15:53 < Jay> this is the full output of the bam5 error 15:53 < Jay> https://pastebin.com/tzwrQbrx 15:53 < Jay> dunno if it helps a bit more 15:55 < Dune> so you have the right SDL2 version. looks like a bug somehow, but I'm not knowledgeable enough 15:55 < Dune> you might want to open an issue there: https://github.com/teeworlds/teeworlds/issues 15:55 < Dune> it is strange that it is bam specific though, and not a problem with cmake 15:56 < Jay> i got that problem somewhere too in 0.6.4. DDNet never had this issue at all 15:57 < Jay> iirc 15:58 < Dune> really? never heard of this issue 15:58 < Jay> yea a programme named Henningstone helped me out pretty fast 15:58 < Jay> but i lost contact to him and seems like he is not developing anymore 15:58 < Jay> programmer* 16:02 < Dune> huh, he is usually in this channel, seems not anymore 16:03 < rand> isn't it related to Assa message ? 16:04 < Dune> what message? 16:05 < rand> bridge | [teeworlds] Teeworlds uses legacy OpenGL 16:05 < rand> bridge | [teeworlds] I will do a pull request, because a cmake flag is missing 16:05 < rand> bridge | [teeworlds] you can't compile with a newer opengl 16:06 < Dune> huh, downside of the double build system, requires double the fixes :/ 16:08 < Dune> indeed https://www.khronos.org/opengl/wiki/Common_Mistakes#Legacy%20Generation 16:08 < Dune> glTexImage2D is deprecated 16:11 < Jay> uhm? my error is happening with glTexImage3D 16:11 < Jay> not 2D 16:12 < Dune> ph 16:12 < bridge> [teeworlds] What do you guys think about not counting a wrong rcon password twice? 16:12 < bridge> [teeworlds] Imagine some has a rcon_auth bind and unluckily presses it multiple times he gets a ban. But if we ignore duplicated wrong passwords that could be saver 😄 16:12 < Dune> my bad Jay 16:13 < Dune> @ChillerDragon: rcon auth was used as a way to crash-flood servers in the past iirc, sounds like you *might* open an attack vector? 16:18 < bridge> [teeworlds] yes for sure sounds like an attack vector 16:18 < bridge> [teeworlds] but maybe it can be implemented save idk just an idea probably not worth the effort 16:42 < day> These flood detection bans are so annoying. some servers ban you for a minute just for trying to connect twice in quick succession~ 16:43 < Dune> yes, that is the default 16:44 < Dune> https://github.com/teeworlds/teeworlds/issues/1631 16:50 < day> the thing is you can prime it by hitting enter just two times 16:50 < day> the next connection attempt will then end you 16:55 < bridge> [teeworlds] imo the server can stay as trigger happy but the vanilla client should simply sanitize user input and even if the user spamms enter/esc or what ever limiting the connection attempts 16:58 < day> problematic is the "joining a full server" scenario. 16:58 < day> i usually deploy the "keep enter pressed" ddos approach :P 16:59 < Jay> xD 18:22 < bridge> [freenode] hello world 18:24 < Jay> @Dune i got it to work now 18:25 < Jay> I just deleted the `GLAPI` from `GLAPI void APIENTRY glTexImage3D` and renamed the `datasrc` folder to `data` now its working 18:49 < bridge> [teeworlds] for the cmake deprication: just set the CXXFLAG -DOpenGL_GL_PREFERENCE=LEGACY 18:53 < Dune> Glad to hear! Not sure why you would rename the datasrc folder though, it is copied to data as part of the build process 18:54 < Dune> @Assa if this cxx flag is added to cmake it should be added to bam too 18:55 < bridge> [teeworlds] in my buildfiles i just added it to the environment, I may need some help to modifiy the cmake/bam files 19:00 < bridge> [teeworlds] settings.cc.flags_cxx:Add("-DOpenGL_GL_PREFERECE=LEGACY") 19:00 < bridge> [teeworlds] for bam, but for cmake no idea 19:03 < bridge> [teeworlds] cmake_policy(SET CMP0072 OLD) 19:08 < bridge> [teeworlds] @Dune this is a cmake flag, you don't need to set it in bam - bam has no problem when old and new OpenGL stuff is installed 19:47 < bridge> [teeworlds] @Assa yet #2263 is a bam issue 19:52 < Jay> @Dune no Data folder is outputted after the build process 19:52 < Jay> only the exe and an `objs` folder 20:00 < rand> cmake ? 20:01 < bridge> [teeworlds] i am talking about another issue 20:02 * rand answering Jay 20:02 < Jay> bam 20:02 < rand> try : bam conf=release content 20:03 < rand> Assa: isn't it weird that the issue occurs with cmake but not with bam ? 20:04 < rand> we might need some guru :3 20:06 < bridge> [teeworlds] guide to break cmake: 20:06 < bridge> [teeworlds] $ sudo apt-get install libglu1-mesa-dev freeglut3-dev mesa-common-dev 20:06 < bridge> [teeworlds] done 20:32 < Dune> seeing what happened to Jay, I'd wager it occurs to bam too... 20:33 < Jay> well rand answer helped me 20:33 < Dune> Jay, no data folder in build/[arch/arch] ? 20:33 < Dune> even though build completes? 20:33 < Jay> it putted the dll's and data in the release folder 20:33 < Jay> well in the debug folder there is no data and dll's at all (after a successful build) 20:34 < Dune> that's strange, it should be 20:34 < Jay> just the exe itself and an folder called "objs" 20:34 < Dune> unless you compile for server or client only 20:34 < Jay> i do bam5 client 20:34 < Jay> is that wrong? 20:34 < Dune> ah, so you compile for client only, maybe that doesn't do the contents 20:34 < Dune> lemme check 20:35 < Jay> i used to build teeworlds like bam5 client_debug and it worked back in the 0.6.4 days 20:35 < rand> it doesn't 20:35 < bridge> [teeworlds] bam5 content should 20:36 < Dune> I never specify targets so I don't know :| 20:36 < Dune> great I broke my build then :D 20:37 < bridge> [teeworlds] bam conf=debug 20:40 < Dune> how do I keep breaking my builds 20:40 < Dune> windows is a mystery 20:41 < bridge> [teeworlds] windows doesn't even have a command line tool to zip stuff 20:41 < bridge> [teeworlds] i used the "jar" command from java to do it 20:41 < Dune> can't link to SDL2 anymore :| 20:41 < Dune> and the CI stuff uses cmake only 20:42 < bridge> [teeworlds] did you do my "guide to break cmake"? 20:42 < Dune> no, I just tried building teeworlds after two weeks of not doing so 20:42 < Dune> (on windows) 20:42 < Dune> seems my build configs naturally deteriorate over time 20:43 < bridge> [teeworlds] maybe the new windows update broke it? 20:43 < Dune> I don't have internet, so it can't be an update 20:44 < bridge> [teeworlds] the only thing harder to compile is mac 20:45 < Dune> ah, bam auto setup back to mingw, explains 20:46 < bridge> [teeworlds] should mingw be added to the CI, too? 20:47 < Dune> Put away sharp objects in the room if you attempt that 20:47 < bridge> [teeworlds] *puts away huge knife* 20:48 < bridge> [teeworlds] Add bam first, there were problems that went undetected for a long time on windows 20:49 < bridge> [teeworlds] can teeworlds register for github actions so we can get rid of appveyor, travis, and circleci? I promise I will setup a workflow for each OS you want 20:50 < bridge> [teeworlds] See https://github.com/teeworlds/teeworlds/pull/2194 20:53 < bridge> [teeworlds] why do you sent my my own PR? That has nothing to do with what i said 20:55 < bridge> [teeworlds] Hmm, doesn't it make the PR obsolete then? 20:55 < bridge> [teeworlds] yes ... and no 20:56 < bridge> [teeworlds] it outdates it: Github actions is (as the name suggests) A github CI/CD service and provides a way easier deployment 20:56 < bridge> [teeworlds] I tested it in my catch64 repo 21:25 < bridge> [teeworlds] it's great :0 21:26 < bridge> [teeworlds] it really is 21:27 < bridge> [teeworlds] but it doesn't fix my windows build :'( 21:33 < rand> and suddenly, crash 21:34 < Dune> what crashed, rand ? 21:42 < rand> a zcatch server 21:43 < rand> guess 21:45 < rand> other guess, leave&kill 22:04 < bridge> [teeworlds] which one? 22:46 < bridge> [teeworlds] ah, same as the issue 22:46 < bridge> [teeworlds] jsxsl you pulled the latest master recently, didn't you? 23:22 < rand> I guessed wrong apparently, server still only 23:22 < rand> online 23:22 < rand> but, it did hang at some point 23:23 < rand> and disappear from server list 23:54 < bridge> [teeworlds] merged master