13:09 < Learath2> Dune: What I meant by the "..." was that it'd be nice if text rendering had an option to render three dots at the end if there is still text to render but we've hit max lines 13:09 < Learath2> I gave a go at implementing it but it looked horrific so I gave it a git reset before it gave me nightmares 13:14 < bridge> [teeworlds] Learath2: that kind of stuff is already done for the chat buffer 13:15 < bridge> [teeworlds] https://www.teeworlds.com/forum/viewtopic.php?id=13342 13:22 < Learath2> I see, I missed that, the implementation there is much better then what I'd came up with, but I think it'd be nice if the text rendering stack could handle this with a flag so the user need not be concerned 13:25 < bridge> [teeworlds] I would like something like that as well, with adaptive text size rather than dots... but it's pretty hard 19:04 < Learath2> Dune: adaptive text size we do in a couple of places in ddnet, it doesn't really look the best tbh (and our implementation isn't really efficient), we just make the text smaller until the width fits 19:05 < bridge> [teeworlds] That is what I had in mind too 19:05 < bridge> [teeworlds] Learath2: what are the shortcomings? 19:06 < Learath2> Well we'd basically "render" the text a couple times until it fits, I'm sure we could get a satisfactory approximation using the max glyph advance 19:07 < bridge> [teeworlds] Well that is how the TextWidth function works... render and measure 20:01 < bridge> [teeworlds] How do I check whether the token from m_NetClient is "there" or not? 20:02 < bridge> [teeworlds] so basically like a bool thats true when we got the token 20:02 < bridge> [teeworlds] it sounds like you're solving the wrong problem 20:02 < bridge> [teeworlds] why do you need to know this? 20:03 < bridge> [teeworlds] i need something in 0.7 that does the same as this in ddnet 0.6 does: 20:03 < bridge> [teeworlds] m_NetClient.SecurityTokenUnknown() 20:03 < bridge> [teeworlds] that doesn't exist in 0.7 anymore 20:04 < bridge> [teeworlds] what are you trying to do? ^^ 20:04 < bridge> [teeworlds] https://github.com/ddnet/ddnet/blob/master/src/engine/client/client.cpp#L2960 20:04 < bridge> [teeworlds] need to solve this line for 0.7 20:04 < bridge> [teeworlds] don't add it in 0.7 20:04 < bridge> [teeworlds] 0.7 has this protection in vanilla 20:04 < bridge> [teeworlds] what protection? 20:05 < bridge> [teeworlds] protection against IP spoofing 20:06 < bridge> [teeworlds] network security tokens are handled by the network, you don't have to care about them 20:06 < bridge> [teeworlds] you probably care about something like "connected" or so 20:06 < bridge> [teeworlds] well at the moment i just send the stuff that we have in this if directly after m_NetClient.Connect(), and the client connects to the server, i see that in the logs of my own one, but there wont be a tee, so im guessing that the messages get sent too early 20:07 < bridge> [teeworlds] because it just stays in the connecting phase, so a slot is blocked while no tee is there 20:07 < bridge> [teeworlds] i somehow need a response i think from the server 20:07 < bridge> [teeworlds] after the initial connection from the dummy 20:08 < bridge> [teeworlds] of course i could handle it the same way as the main tee, but i wanna have it kinda-like in 0.6 20:09 < bridge> [teeworlds] perhaps do it like client.state == connected? 20:10 < bridge> [teeworlds] that corresponds to the 0.6 thing I think 20:10 < bridge> [teeworlds] netclient.state == connected 20:10 < bridge> [teeworlds] yea 20:10 < bridge> [teeworlds] thats how the main client does it 20:10 < bridge> [teeworlds] why don't you do it that way then? 20:11 < bridge> [teeworlds] i thought because 0.6 does it in another way too 20:11 < bridge> [teeworlds] and that would make the connection step by step, in the link i just showed its all at once 20:12 < bridge> [teeworlds] I'm telling you to replace hassecuritytoken by state == online 20:12 < bridge> [teeworlds] the client is already online 20:12 < bridge> [teeworlds] why is that any more step by step than 0.6? 20:12 < bridge> [teeworlds] no 20:12 < bridge> [teeworlds] the security check is for the dummy 20:12 < bridge> [teeworlds] not the netclient 20:12 < bridge> [teeworlds] ah 20:12 < bridge> [teeworlds] wait a sec then 20:15 < bridge> [teeworlds] using STATE_ONLINE it wont send it at all and the dummy just times out while connecting, using STATE_CONNECTING it does send, but its the same as before, nothing really happens 20:15 < bridge> [teeworlds] maybe something else is broken 20:31 < bridge> [teeworlds] ah 20:31 < bridge> [teeworlds] got it i guess