09:04 < rand> Dune: from server side at best ? 11:02 < Oy> Dune: what do u think about https://github.com/teeworlds/teeworlds/pull/2396/commits/a601865314766f7e3baffabf32afc422e21f83f3#diff-dab5fcb897efd8b09195abaaa043e621R82 ? 11:02 < Oy> old address will be gone because of the name change 11:06 < bridge> [teeworlds] that doesnt matter 11:06 < bridge> [teeworlds] in this case 11:38 < bridge> [teeworlds] Oy: as long as it doesn't touch connect, I think it's unimpactful 11:39 < bridge> [teeworlds] I would have used ui_server_address and ui_server_address_lan though, just in case 11:42 < bridge> [teeworlds] rand: you cant change the code for a CTF server 11:42 < rand> then, that's set, no bots on vanilla 11:45 < Oy> yeah, would prefer that name sheme as well 11:46 < Oy> rand: why? 11:48 < rand> because Dune said that ctf code cant be change to this extent 11:49 < rand> I did not say my point though 11:49 < bridge> [teeworlds] client bots tho 11:50 < rand> I feel like bots in vanilla is fine as long as they are server sided 11:50 < bridge> [teeworlds] why? 11:51 < Oy> well you can't protect your server from client bots anyway 11:51 < rand> because I dont expect a bot to join a server without bot while I am playing 11:51 < bridge> [teeworlds] it would make the "pure server only" rule less strict 11:51 < rand> Oy: yes 11:52 < rand> Dune: allow official client bots also is 11:52 < bridge> [teeworlds] then clients should report a bot flag, but can't check that either:/ 11:52 < rand> pure server are official game types 11:52 < Oy> doubt a server will be banned from master because there are client bots on that server 11:53 < bridge> [teeworlds] yeah you can't enforce that, but it is abuseable 11:53 < rand> well, that case occurs 11:53 < Oy> could do the client bot flag though 11:53 < rand> *occured 11:53 < Oy> huh really? 11:54 < Oy> people can just ban servers that way then, really bad 11:54 < rand> someone complained 11:54 < bridge> [teeworlds] can't expect the server to know which client is a bot 11:55 < rand> that is also a reason not to bring client side bot in the loop 11:55 < Oy> we could tie that client bot flag to a specific ip whitelist. then people can'T abused when u run the bot clients on the same mashine 11:56 < rand> why a client would run a bot on a server that's not his own ? 11:58 < Oy> dunno, maybe hardware restrictions 12:13 < Dune> we can only engage the responsibility of servers, not clients though 12:14 < Dune> any idea where to put a prediction margin stability indicator in the UI? https://streamable.com/2y9jx 12:14 < Dune> widening the scoreboard just for that sucks 12:14 < Dune> and it is only visible for the self player 12:17 < Oy> below fps counter, top right corner 12:17 < Dune> only shows with scoreboard open? 12:18 < Oy> ah thought you can enable it like showfps 12:18 < Dune> it could be done like that 12:18 < Dune> there are killmessages there though 12:20 < Dune> https://puu.sh/F3SFK/2c20e3316e.png 12:21 < Dune> something like the rec popup? 12:23 < Oy> yeah 12:31 < bridge> [teeworlds] oy: what happens if you set max clients < amount of players? 12:38 < Oy> all players stay on the server, nobody gets removed. new players can only join when max_clients > players 12:40 < Dune> rand, >why a client would run a bot on a server that's not his own ? 12:40 < Dune> another usecase is dummies 12:46 < bridge> [teeworlds] oy, so the browser shows for example 20/16 players? 12:47 < bridge> [teeworlds] shouldnt it show max(g_config.m_svmaxclients, clientcount)? 13:02 < rand> are dummies both controlled ? could be this handled server side too ? 14:23 < Oy> @fokkonaut fixed that 14:23 < Oy> rand: dummies aren't broadcasted to non-ingame clients 14:26 < rand> I dont understand what I should understand 14:27 < Dune> (I was talking of client dummies) 14:59 < rand> I was asking if a dummy can/will receive input or is brain dead the whole game 15:00 < rand> and I was wondering if this could be handled server-side 15:01 < rand> but, does a client dummy behave like a new client ? 15:01 < rand> what is about not broadcasting dummies ? 15:02 < rand> in server info (only) ? 15:02 < Dune> yeah 15:02 < Dune> but that's probably not a big concern atm 15:02 < Dune> just inflates the human count a bit 15:13 < rand> i think that a client might ask a server for its dummy in a nice future 15:17 < rand> but, if ddnet client allows the player to exchange the control between the dummy and the original character, this idea might lead to higher latency for control swapping 15:56 < bridge> [teeworlds] windows taskbar notifications upon ping/whispers 15:56 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/671005654080552960/unknown.png 15:57 < bridge> [teeworlds] yeay 15:57 < bridge> [teeworlds] ddnet has this too 15:57 < bridge> [teeworlds] does it work well? 15:57 < bridge> [teeworlds] yes, very 15:58 < bridge> [teeworlds] does it work with linux/osx too? 15:58 < bridge> [teeworlds] no idea 15:58 < bridge> [teeworlds] guess you can take a look at the code 16:01 < bridge> [teeworlds] "doing it platform-dependent would be too much of a hassle regarding linux and OS X." (Oy) 16:01 < bridge> [teeworlds] apparently it's not trivial for other OS 16:18 < bridge> [teeworlds] hope it's only the taskbar and not the other annoying windows notification thing 16:22 < bridge> [teeworlds] As far as I remember it worked fine on Linux and even macOS 16:22 < bridge> [teeworlds] But I had it deactivated most of the time :p 16:25 < bridge> [teeworlds] Well in my case if I remember correctly it used the normal gnome popups and the macOS popups so not a blinking icon in the taskbar 21:21 < bridge> [teeworlds] @jxsl13 https://discordapp.com/channels/407308363031117832/490150878934990850/670610317037797396 I asked matricks about that once, and he showed me that it compiles to different code 21:21 < bridge> [teeworlds] one without branches and one with 21:27 < bridge> [teeworlds] @Dune i reached 800 lines for a single automapper rule with comments tho 21:27 < bridge> [teeworlds] but it doesnt look like im done any soon xd 22:05 < Dune> Oy: build broke? 22:12 < Oy> oh didn't build fake server 23:24 < bridge> [teeworlds] does it change how that compression is executed @heinrich5991 ? or what exactly changes there? 23:25 < bridge> [teeworlds] did I just see a new commit about shutting down econ connections when the server is shutdown properly? 23:25 < bridge> [teeworlds] the cpu instructions at various optimization levels 23:25 < bridge> [teeworlds] ah, you mean code is getting less optimized in my version? 23:25 < bridge> [teeworlds] I believe only `clang` with `-O3` was able to generate the same instructions as matricks' code there 23:25 < bridge> [teeworlds] yes 23:25 < bridge> [teeworlds] hm, interesting 23:26 < bridge> [teeworlds] write bad looking code for good looking optimization 😄 23:32 < bridge> [teeworlds] https://godbolt.org/z/5qHAKe 23:32 < bridge> [teeworlds] I haven't looked further into it 23:32 < bridge> [teeworlds] there is some weird server running under74.91.114.132:9303 that returns an incorrect token for browsers ._. 23:33 < bridge> [teeworlds] but the assembly output of the current version is shorter than your version 23:33 < bridge> [teeworlds] on gcc, clang with `-O3` 23:42 < bridge> [teeworlds] cannot tell much about that. 23:43 < bridge> [teeworlds] well, codewise yes, but does shorter necessarily mean faster Oo? 23:44 < bridge> [teeworlds] no 23:44 < bridge> [teeworlds] not in general 23:45 < bridge> [teeworlds] for example, `|= (!= 0) << 7` might be performed in any case with the current version 23:45 < bridge> [teeworlds] imagine there being an i in front of the `!=` 23:45 < bridge> [teeworlds] as I cannot read assembly straight like I can with c++ x) 23:46 < bridge> [teeworlds] I'm not 100% sure 23:48 < bridge> [teeworlds] is it possible to keep a line highlighted without having to hover with ones cursor above it 23:51 < bridge> [teeworlds] dunno 23:51 < bridge> [teeworlds] @ keeping it highlighted