Time Nick Message 05:26 SitDog anyone having trouble getting to sourceforge.net? 06:32 cy1 I gave a shot at adding IPv6 support. 06:33 cy1 Doesn't work, but I'd appreciate anyone who could look at it see if you can figure out what's wrong. 06:33 cy1 https://github.com/cyisfor/minetest/commit/f96ede0420a1ba697686fe2f2339ea73658f5652 06:33 cy1 l8r 12:04 celeron55 lol wtf is void setCPlusPlusSucks(Address address) 12:06 celeron55 also, the change to Address::serializeString() to output the port will break bans 12:07 celeron55 those are what i can see by quickly looking at the code 15:22 thexyz can anything bad happen if i https://gist.github.com/3358184e1824cfe7db7e ? 15:25 celeron55 can, because the object system is still buggy and can multiplicate objects 15:25 celeron55 remember the DM times? 8) 15:27 thexyz so it's not safe to rely on entity existance (like "painting" mod does) 15:32 celeron55 not really, until it is fixed 15:33 celeron55 altough, i wouldn't say it is safe to rely on minetest on anything 8) 15:36 PilzAdam I think we can merge this: https://github.com/celeron55/minetest/pull/345 15:40 RealBadAngel celeron55, got a question 15:40 RealBadAngel about LUA entities 15:41 celeron55 PilzAdam: if it works, i guess so 15:41 RealBadAngel they suffer lags, heavy 15:41 RealBadAngel any suggestion where i should start to get rid of the lags? 15:41 celeron55 are you talking about the lags that map generation in lua causes? 15:42 RealBadAngel not only 15:42 RealBadAngel theyre seems to be out of main draw loop 15:42 RealBadAngel entity going one direction, sometimes seen to flew away 15:43 PilzAdam celeron55, ok, i merge it 15:43 RealBadAngel and a few seconds after it wakes up 15:43 RealBadAngel i mean control of it 15:43 celeron55 i don't think there are much else that would make them laggy, except bad network conditions 15:43 RealBadAngel it happens also on local 15:43 celeron55 local has map generation too, and mods can jam the server at other times too 15:43 RealBadAngel even spawnin of them is delayed sometimes 15:44 celeron55 all the time that code is executing in lua, nothing is updated 15:44 RealBadAngel this is crucial issue 15:44 celeron55 (that is how event-driven systems work) 15:44 RealBadAngel because of it everything that moves suffer 15:45 RealBadAngel any suggestions? 15:45 celeron55 i request you to do test without additional mods, determining if there are any other cases than map generation 15:45 celeron55 -do 15:45 RealBadAngel ok 15:45 RealBadAngel i will try 15:46 RealBadAngel i was thinkin bout it a bit, and thought somethin like we use with 3d players could be of help 15:46 RealBadAngel let clients do the calculations of the movement 15:47 RealBadAngel and report postition to the server? 15:48 celeron55 which client does the server trust? 8) 15:48 doserj the best you could do is to make client-side predictions, and update when you get the real data from the server 15:48 celeron55 the way it works (and will work) is that the server updates the clients with authoritative information, and the clients figure out stuff at times when the server says nothing 15:49 celeron55 the thing is, the client has to know what to do at those times 15:49 celeron55 currently, for lua entities, it just applies the basic physics 15:49 RealBadAngel but thanks to it we have chopping animations, carts going straight to nowhere 15:49 RealBadAngel all the animations suffer 15:50 celeron55 17:46:19 < celeron55> i request you to test without additional mods, determining if there are any other cases than map generation 15:50 RealBadAngel server is not obliged to do all the calculations 15:50 RealBadAngel cloud idea is present and alive 15:51 celeron55 good luck with that one 8) 15:51 RealBadAngel i havent said is an easy piece of code :) 15:51 RealBadAngel but lettin server do all the job, just fails 15:52 RealBadAngel look, by now we do have it calculated server side 15:52 RealBadAngel so if an update occurs 15:53 RealBadAngel client suffers, visually 15:53 celeron55 now you're being just unrealistic 15:53 RealBadAngel if it could be made client side, we can have smooth animations 15:53 celeron55 the problem is not in the central server model, it's in the bad implementation of it 15:54 RealBadAngel and updates to the server data, not resultin in graphics glithches 15:54 thexyz dafuq am i reading? 15:54 celeron55 also adding more knowledge to the client is doable too 15:54 celeron55 but it's just an addition 15:54 thexyz celeron55: anything else about my pull request? 15:54 RealBadAngel celeron55, Jeija implemented client side LUA 15:55 RealBadAngel maybe some stuff should be sent by the server 15:55 celeron55 i've implemented client side lua before server side lua, that's nothing new 15:55 RealBadAngel but executed locally 15:55 RealBadAngel i believe, but this could solve trust problem 15:56 celeron55 is there a documentation of the client-side API made by jeija somewhere? 15:56 RealBadAngel client side executin only server sent contens 15:57 RealBadAngel dunno, just read a topic bout it with proof of concept 15:57 RealBadAngel kinda hello world 15:59 RealBadAngel i think limiting client side LUA to server sent scripts could work 16:00 RealBadAngel no trust problems, most heavy calculations passed to the client 16:00 PilzAdam this seems to be rather trivial: https://github.com/celeron55/minetest/pull/348 16:01 RealBadAngel and most vital ones, like animations done locally 16:01 RealBadAngel not to mention such trivial ones like music 16:02 celeron55 "no trust problems" ... 16:02 celeron55 it needs to be heavily sandboxed 16:02 celeron55 otherwise the server will just send rm -rf / and all is gone 16:02 RealBadAngel just dont allow execute anythin which is not from server 16:03 celeron55 happily lua allows to make a very strict sandbox; it just disables some metaprogramming stuff like metatables 16:03 celeron55 but if the server sends code, there are no other options 16:03 RealBadAngel we can build better sandbox 16:04 RealBadAngel server sends code, client periodically responds 16:04 RealBadAngel if client doesnt have rights to respond 16:05 RealBadAngel server rejects and shuts the client 16:05 celeron55 code sent by server will be media just like images and sounds currently are 16:05 RealBadAngel sure 16:05 RealBadAngel but the client is logged in 16:05 RealBadAngel and can be given rights 16:05 celeron55 ...wat. 16:06 celeron55 stop talking about things you clearly don't understand anything about 16:06 RealBadAngel maybe i dont 16:07 celeron55 or alternatively try to form full understandable sentences 16:07 RealBadAngel im thinkin out loud now 16:07 celeron55 well, okay; i'll not be reading it then 16:07 RealBadAngel :) 16:08 celeron55 somebody note me when it's over so i can enable activity indicators for this channel again... 16:09 PilzAdam RealBadAngel, why not PM yourself? :-p 16:09 RealBadAngel oh, cmon. ok, just stopped 16:14 RealBadAngel i will just raise one question, about formspec fields. you were against changing it to be non-exit on enter pressing 16:15 RealBadAngel then please explain why there are two methods of fields 16:15 RealBadAngel one full, with coords etc 16:15 RealBadAngel and one shortened with automatic added "proceed" button 16:17 RealBadAngel imho the last one was thought to be fast exit one 16:17 RealBadAngel not the full one 16:18 celeron55 i don't care about anything else than that existing mods will work as expected by their creators by reading the existing lua_api.txt 16:19 RealBadAngel nothin will be broken with the change, signs will work as before 16:19 PilzAdam +1 for change it 16:20 PilzAdam I dont know any mod that uses the fields with coords and expect them to close the formspec 16:21 RealBadAngel search phrases are worst 16:21 RealBadAngel user types, press enter, then nothin ;) 16:22 RealBadAngel there was also another mod with multiple lines sign 16:22 RealBadAngel user had to switch from field to field with care 16:23 RealBadAngel instead of givin focus on enter to next field for example 16:23 PilzAdam I cant imagine any case where the current way is usefull 16:23 RealBadAngel single line sign 16:24 RealBadAngel enter and gone, that was the only instace before so thats why propably it was done so 16:25 RealBadAngel but even if so, why adding a proceed button? :) 16:26 celeron55 there are many reasons 16:26 celeron55 what if somebody opens it without having a keyboard? 16:26 celeron55 8) 16:26 celeron55 or enter 16:26 RealBadAngel yup, and wrote the contenst usin telekinesis 16:27 celeron55 also it is good to have the thing visible as a button that will happen if enter is pressed on the field 16:27 RealBadAngel ok, i agree 16:27 celeron55 (if it's not completely obvious... might be in that case though) 16:27 PilzAdam but thats only for fields without coords 16:28 RealBadAngel but still, that instance is ok, its shortened for such occasions 16:28 RealBadAngel but theres also a full one 16:28 RealBadAngel which is treated the very same way 16:28 RealBadAngel i asked to change this one 16:29 RealBadAngel so signs etc wont be affected 16:30 RealBadAngel exactly, you just admited the one with coords is bugged :) 16:30 RealBadAngel or just not finished rather 18:07 PilzAdam an addition to the noclip commit: https://github.com/celeron55/minetest/pull/350