Time Nick Message 00:07 Megaf_ and after months without a single crash I finally get a crash http://paste.debian.net/94758/ 00:08 Megaf_ What could have cause that? 00:09 Megaf_ sapier, It's something to do with connections.cpp 00:13 troller its sapier asserts on every second line 00:13 troller recieve wrong packet => server crash 00:15 troller 34 asserts in connection.cpp 00:15 troller enterprise quality code! 00:16 Megaf_ troller, can you fix? 00:16 troller in freeminer only, if you show this line 00:16 iqualfragile false 00:17 troller maybe it was already fixed 00:17 Megaf_ nope, just did a git pull 00:17 Megaf_ nothing related to connection.cpp 00:18 iqualfragile Megaf_: best idea would be to file a bug or wait 8-9 hours 00:18 iqualfragile and then tell sapier when he is online 00:18 iqualfragile oh wait he is 00:18 iqualfragile strange, usually goes offline a lot earlier 00:18 Megaf_ iqualfragile, usually he is really responsive and helpful when I have a problem 00:19 iqualfragile well, unless you ask him to make something in mobf usable, in that case you have to wait half a year 00:43 sapier1 END_DEBUG_EXCEPTION_HANDLER is a old minetest debug define ... megaf didn't you have performance issues? why do you have ancient debug code enabled? 00:45 sapier1 if you tell minetest to crash on any non critical error it will do this ... but you shouldn't complain about it doing what you request it to do 00:49 celeron55 those handlers are enabled on release builds because they usually give more useful output than nothing at all 00:49 celeron55 use CMAKE_BUILD_TYPE=Debug to make it not catch them and use a debugger 00:51 sapier1 what? 00:52 sapier1 we use exceptions for passing return values in one part of minetest but crash in others? ... ok guess I need to check if it'd be best to remove that define there 00:56 sapier1 the sad thing about this handling is it doesn't seem to provide any usefull information 00:58 iqualfragile sapier1: i guess packets can allways be damaged 00:59 sapier1 that's why invalid data exeptions are cought prior this define 01:00 sapier1 the log doesn't seem to tell what exception happened 01:34 Megaf_ It's not my fault that there ancient debug code, I have chosen to use Release Build type and I still get that thing... 02:08 Megaf_ Folks, how does this affects performance? 02:08 Megaf_ # Maximum number of forceloaded blocks 02:08 Megaf_ max_forceloaded_blocks = 1 04:06 hmmmm oh noes :( 04:06 hmmmm I just realized something that messes up my biome plan 04:07 hmmmm at the edge between, say, a flatland and a flat highland, there will be a mini-biome riding along the edge which would be the craziest mountain you can find 04:08 hmmmm so this kind of terrain http://i.imgur.com/rwcZ9Pc.png would generate this kind of variance map http://i.imgur.com/Tq240cN.png 04:17 RealBadAngel hi 04:18 hmmmm also my fast gaussian blur is a mere, inaccurate approximation of the mean in a certain radius. the real thing: http://i.imgur.com/JIds934.png fast approximation: http://i.imgur.com/NGrrkl3.png 04:19 RealBadAngel hmmmm, ive coded lately gausian blur for shaders and normal maps, wanna see that code? 04:19 hmmmm if i use the fast approximation for variance calculation, it'll get below 0 which variance is theoretically not supposed to do 04:19 hmmmm RealBadAngel, no thanks 04:23 RealBadAngel btw, lookin at those 2 pictures, to get effect shown on the 1st one propably you should use bigger kernel 04:23 RealBadAngel maybe 9x9 04:28 RealBadAngel about #1233 , can we have this merged? it has been remade as c55 wanted 04:28 ShadowBot RealBadAngel: Error: Delemiter not found. 04:29 RealBadAngel huh? https://github.com/minetest/minetest/pull/1233 04:30 hmmmm dunno, that's a question for c55 04:31 RealBadAngel https://github.com/minetest/minetest/issues/486 04:32 RealBadAngel he already answered, so i assume he votes yes 04:36 hmmmm looks good, but personally I'd break up Sky::render() into multiple smaller functions that do simpler tasks 04:38 RealBadAngel maybe in the future, atm this was lying on shelf way too long 04:39 RealBadAngel i do have plans for skybox but i wont start coding that anytime soon 04:39 RealBadAngel i am busy with further shaders coding 04:40 RealBadAngel take a look how united nodes shader looks like: https://github.com/RealBadAngel/minetest/blob/shaders/client/shaders/nodes_shader/opengl_vertex.glsl 04:43 RealBadAngel im done with one single shader for all the nodes, selectable by tile, not whole node. so water surface shaders are possible now. also ive moved generation of shaders away from runtime 04:43 RealBadAngel the last has huge impact on performance 04:46 RealBadAngel next on the desk is allow multiple rendering passes and shaders postprocessing 04:46 RealBadAngel when done water will have reflections 04:47 RealBadAngel also effects like lens flare, god rays etc will become easy to add 04:47 kaeza suddenly: render to texture 04:47 * kaeza dreams 04:48 RealBadAngel nothing easier 04:48 RealBadAngel i do have forked irrlicht app that does it 04:48 RealBadAngel https://github.com/RealBadAngel/terrainTest 04:49 RealBadAngel all whats needed is here 04:53 RealBadAngel kaeza, btw if you have linux working again you could check that branch and see if you can still reproduce fog issue 04:54 kaeza 14.04 borked support for my modem 04:54 RealBadAngel lol 04:55 kaeza I've set up MinGW but can't build MT :( 04:55 kaeza does not happen on Win anyway 04:55 kaeza sorry :/ 04:56 RealBadAngel anyway im pretty sure that this wasnt caused by shaders code 04:56 RealBadAngel weather was also touchin the fog 05:24 Megaf_ Night all 12:39 iqualfragile sfan5: provided the backtrace 13:07 BlockMen sapier, #1240 fixes #1223 for me. 13:07 BlockMen Side notice: It seems there is no red background for death screen anymore 13:07 ShadowBot https://github.com/minetest/minetest/issues/1240 -- Fix broken local formspec handling by sapier 13:07 ShadowBot https://github.com/minetest/minetest/issues/1223 -- MT (sometimes) crashes when leaving pause menu under Windows 13:44 sapier yes blockmen, for what I read red background wasn't there in all situations anyway 13:46 sapier correct me if that's wrong, if we wanna have a red screen on death that shouldn't be a big deal 14:14 BlockMen sapier, 14:14 BlockMen bg[#oldredcolor;true] ;) 14:15 sapier bg color can be set by formspec? 14:15 sapier but deathscreen wasn't read on original code for any of my tests 14:16 sapier can you check that inventorys and formspec work as expected. seems to work for me on linux but I'm still working on the android merge, for some reason I get invalid refcounts there 14:19 BlockMen sapier, added > half year ago https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L930 14:19 BlockMen and its bgcolor, sry 14:19 BlockMen old color: https://github.com/minetest/minetest/blob/eda9214f81b32d9606f425e3777616e8cfc0a44f/src/guiDeathScreen.cpp#L121 14:20 BlockMen and i can do later ;) 14:20 sapier are you sure this did work at all? 14:22 sapier well actually this doesn't matter I'll add it anyway ... once I found out why my andorid port doesn't behave as expected 14:24 BlockMen worked what? #1240? yea 14:24 ShadowBot https://github.com/minetest/minetest/issues/1240 -- Fix broken local formspec handling by sapier 14:24 sapier I was talking about red death screen 14:26 sapier on android I've currently a problem someone is grabing formspecs and doesn't release them ... no idea why there's a difference to x86 14:28 BlockMen yes, old deathscren hat red for sure: http://i.imgur.com/KAVfnRZ.png 14:28 * BlockMen has no idea on andriod 14:28 BlockMen -on +of 16:38 sapier can someone else please test #1240 too? I'd prefere not to have to fix it again tomorrow because of missing some other case ;-) 16:39 ShadowBot sapier: Error: Delemiter not found. 16:41 proller why you use assert in every second line ? 16:41 sapier to show errors that need to be fixed instead of hiding them 16:42 proller and to crush all clients and servers at any small error? 16:42 sapier assert is supposed to be a nop in release builds 16:43 sapier not getting memory or having completely messed up data isn't a small error 16:43 proller most users/servers use -dev version 16:43 sapier to be more precise messed up INTERNAL data 16:44 sapier then those users server owners do wrong thing, dev builds are supposed to show up broken code not hide it 16:46 sapier asserts are to be placed for things that can't happen ... of course the decision what can happen may be wrong, but in any case if a dev assumes something not to happen he's most likely not gonna handle that case correct so even in this case the assert is right 16:46 proller stop stop stop 16:46 sapier I guess you're talking about megafs problem right? 16:47 sapier invalid incoming data is handled prior the catch all he ran into so this has to be something different 16:48 sapier problem is that those traces do only show that some exception occured but not what exception 16:48 celeron55 sapier: minetest doesn't turn asserts into nops 16:48 celeron55 in release builds 16:48 sapier it doesn't? 16:48 celeron55 no; it's intentional and has been so right from the start 16:48 sapier then how's the official way to do asserts? 16:48 * proller facepalm 16:49 proller 34 asserts in connection 16:49 proller most of them happen 16:49 celeron55 sapier: if you want such an assert, implement it in some way 16:49 proller celeron55, review connection.cpp please 16:49 celeron55 most asserts in minetest do stuff like check that a pointer is not NULL 16:49 sapier do you really suggest any file to implement it's own assert? 16:49 celeron55 in which case it doesn't make any sense to let execution pass through in release builds 16:49 celeron55 because it would just explode even worse 16:50 celeron55 sapier: no; add something like debug_assert() in debug.h for the purpose of debug-build-only asserts 16:50 celeron55 then you can use them happily ever after 16:51 sapier well assert handling I know is are always used that way still they're nops in release build 16:51 celeron55 there are two schools of assert handling in this world 16:51 celeron55 the other one is this 16:52 sapier proller if you didn't do a wc only you'd have seen most if not all asserts in connection.cpp are no continue asserts 16:53 sapier e.g. if reliable packet handler reads "non-reliable" from a packet that has been identified to be a reliable packet before 16:55 celeron55 anyway, if what proller is saying is true, you should fix it 16:55 celeron55 it shouldn't be possible to crash a server or a client by sending it data over network 16:55 sapier if those exceptions would happen he'd be right 16:56 proller its true 8( 16:56 proller i catch some on my servers 16:56 celeron55 the right thing to do in case of invalid data received is to ignore the packet, and possibly disconnect 16:56 sapier provide error logs and I'm gonna fix it 16:56 proller remove all asserts - good fix 16:57 celeron55 that sounds like a very bad idea 16:57 sapier that's how it's supposed to be done, most asserts are in later packet processing where packet is supposed to have already be checked to be of some type. In case it isn't something was wrong about the way it's been processed. 16:57 celeron55 i.e. it sounds like buffer overflow and other kinds of vulnerabilities 16:58 sapier e.g. if we try to send out a sequence number out of sequence number range 16:58 sapier or if someone tries to send a packet at a non existent channel 16:59 sapier or someone provides a invalid packet to be sent. I do not tolerate our own code to try to send broken packets. 17:00 sapier proller if you can provide logs I can fix em if not I can't 17:01 proller i have 5.5G logs, ready to read ? 17:01 sapier nope I don't accept manual dos attacks 17:01 sapier https://github.com/sapier/minetest/commits/android_merge_branch_5 rebased android port 17:05 sapier you can try grep assert first if you don't wanna do it manually, hopefully the line numbers tell what's happening 17:09 Megaf_ sapier, I will test it 17:09 sapier what do you want to test megaf? by now I don't have an idea how to catch your issue 17:09 RealBadAngel celeron55, what do you think of #1233 ? can we have it merged? 17:10 ShadowBot RealBadAngel: Error: Delemiter not found. 17:10 sapier did anyone else have an idea? 17:10 RealBadAngel https://github.com/minetest/minetest/pull/1233 17:10 Megaf_ sapier, I'm going to be a test of ANdroid build 17:10 Megaf_ Android* 17:10 Megaf_ sapier, That workarround you did works perfect 17:11 sapier oh :) good by now I don't think anyone did build itself by now 17:11 Megaf_ Now I get no timeouts or disconnections even when CPU load is more than 100% (Yesterday a friend of mine did a LUA loop on lua controllers) 17:12 sapier hmm I wonder why arm is that bad on log handling 17:12 Megaf_ ARM is a much simpler CPU, good to do less things at the same time 17:13 Megaf_ but it does those thins very quickly 17:13 RealBadAngel android can run not only on arm cpus 17:13 sapier still it somehow feels wrong to be fixed that simple 17:13 RealBadAngel i do have android_x86 installed 17:13 Megaf_ RealBadAngel, we are talking about my server that runs on ARM 17:13 sapier I don't really believe it to be fixed completely 17:13 Megaf_ sapier, as I said, is a work around 17:14 Megaf_ that works and has no side effects 17:14 Megaf_ affects 17:14 sapier ok ok I guess I should be more precise when talking about my android/arm port :-) 17:14 Megaf_ sapier, now, about Android port, Android does run on Intel, my Android phone is an Intel Atom powered 17:15 Megaf_ also, I run Android x86 on my Netbook 17:16 sapier well you can try it but I doubt it's gonna build there 17:16 celeron55 RealBadAngel: so it behaves exactly the same as currently if there are no textures in the texture pack? 17:16 RealBadAngel celeron55, exactly 17:16 celeron55 are the texture names future-proof 17:17 celeron55 they seem rather simple but... i guess any future functionality will just have more complicated names 17:18 RealBadAngel i can see no reason why sun.png for sun should have any other name ;) 17:18 celeron55 the code is a bit messy 17:18 RealBadAngel why do you think so? 17:19 celeron55 a function for drawing each thing would make the selection logic easier to see 17:19 Calinou we should really have an invisible.png by the way... 17:19 celeron55 now it's spread around between multi-ten-line drawing code 17:20 sapier for(u32 i=0; i<4; i++) << I know this is spread around code but is it really necessary to force index variables to be 32 bit? 17:21 RealBadAngel for such thing i would introduce new variables or something then. by now texture pointerr are such flags (get_texture returns 0 if texture is not found) 17:21 RealBadAngel so i used that for logic 17:23 celeron55 well, if nobody finds a problem in it soon, i guess it can be merged 17:24 RealBadAngel vanessaE have it tested already 17:25 RealBadAngel also i made it such way that tinting works only if tonemap is provided, so both ways are possible 17:25 RealBadAngel well, 3 ways, including old one 17:25 sapier :-) you'd not match ShadowNinja's coding style requirements :-) but that's not matching is quite simple 17:26 VanessaE_ yeah, I've tried both tinted and non-tinted modes (the latter by accident), they work fine and as expected 17:26 sapier I don't see any obvious bugs in there too rba imho 1233 can be merged 17:26 RealBadAngel celeron, could you also take a look at this? https://github.com/RealBadAngel/minetest/commit/03936cf4a0e20ce9202b6a8bbcdd603661dc3e86 17:27 sapier float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511; black magic? 17:27 RealBadAngel ;) yeah, somethin like that ;) 17:28 sapier maybe add a comment what you're calculating there, could help if you wanna check it in half a year 17:28 RealBadAngel split day in half basically 17:28 VanessaE_ normalized to the X dimension of a tonemap, which is 512 px 17:28 RealBadAngel to get noon/midnight 17:29 sapier well then this is the comment because I wouldn't have had any chance to read that from that line ;-) 17:29 RealBadAngel ok, i will put some comments there 17:30 sapier thanks 17:32 celeron55 RealBadAngel: i'm not going to try to review that; i just hope you are around to fix it when it turns out it doesn't work for people 17:32 celeron55 (which means, don't let it be merged when you aren't available for the next days) 17:32 RealBadAngel celeron55, shaders are workin now for more ppl than before 17:34 sapier *smile* don't bother rba, it's quite normal to do mistakes, just be there to fix them 17:34 RealBadAngel and bugs... bugs happens always ;) idk why that glowing water passed into commit 17:34 RealBadAngel not only me was testing before merging 17:35 sapier I did even like the glowing water, could be a nice to have feature ;-) ... not for all water but maybe for some special sort of water 17:35 RealBadAngel hehehe 17:35 celeron55 well you can get it if you set water to be a light source 17:35 celeron55 or at least it's a bug if that doesn't happen 17:36 RealBadAngel lava glows, so it works i think 17:36 sapier well I wouldn't even have had the idea without this bug ;-) 17:37 RealBadAngel btw, the commit with shaders unite allows completely new things. shaders can be set by tile, not the node, this means water surface shaders possible 17:38 RealBadAngel or lava surface shaders 17:39 PenguinDad RealBadAngel: I've noticed one little problem with your shaders branch. water shaders fail to compile when waving water is disabled 17:40 RealBadAngel theres no water shader anymore 17:41 RealBadAngel youre talking about this branch? https://github.com/RealBadAngel/minetest/tree/shaders 17:42 PenguinDad RealBadAngel: yes and this the error message http://sprunge.us/TYQj 17:42 PenguinDad +is 17:42 RealBadAngel lemme check the reason 17:45 RealBadAngel ok, thats && ENABLE_WAVING_WATER missing 17:45 RealBadAngel will push fix in a moment 17:50 RealBadAngel PenguinDad, fixed 17:52 RealBadAngel PenguinDad, how does the shaders from that branch work for you? can you see any change in performance? 17:53 PenguinDad RealBadAngel: there's no real perfomance change for me with my GTX 650 17:55 RealBadAngel with my old radeon i have some fps more than before 17:55 RealBadAngel i guess when card is fast enough for old ones, you wont notice any gain 17:56 VanessaE_ it also depends on the user's view range limit 17:56 VanessaE_ if they're already hitting their fps cap with their current view range cap, they won't see any improvement. 17:58 RealBadAngel but one thing everybody will notice, mesh updates are way faster now. and there wont be such glitch like before when world has loaded, textures shown and after a few seconds shaders got loaded and applied 17:59 RealBadAngel that was a very bad idea to let shaders compile on mesh updates 18:29 Megaf folks, not long ago the log used to show the player's IP address, now it does not shows it anymore, can you please revert that? 18:30 Megaf 15:28:41: ACTION[ServerThread]: MegafSever joins game. 18:30 Megaf 15:28:41: ACTION[ServerThread]: MegafSever joins game. List of players: Megaf RexVlogs10 gold 18:33 PilzAdam Megaf, sapier did it in https://github.com/minetest/minetest/commit/142e2d3b74ad886eed83b0fc9d6cfea100dae10a 18:33 PilzAdam sapier, fix it! 18:34 Megaf :) 18:39 RealBadAngel sapier, https://github.com/RealBadAngel/minetest/commit/b899f11cf40a309af4959b5632003572f2bd8e7c 18:39 RealBadAngel enough? 18:40 sapier fine for me yes 18:43 RealBadAngel ok, squashed. can somebody merge it? 18:43 sfan5 can't you do it yourself? 18:44 RealBadAngel i can push it directly from my hdd 18:45 RealBadAngel so issue will stay open 18:50 sapier PilzAdam ... there's a small word called "please" ;-) 18:50 sapier it's quite helpfull sometimes 18:50 RealBadAngel i mean the commit will be different than that from opened issue 18:51 sapier just add a comment there about it beeing fixed by the other one 18:52 sapier are you about to merge right now rba or can I push the ip fix first? 18:53 RealBadAngel you can push your fix first, travis is thinkin about mine anyway 18:54 RealBadAngel well, travis says good to go 18:54 sapier then push yours first 18:54 RealBadAngel but how can i push it without that green merge button? 18:54 RealBadAngel the one i was told not to use ;) 18:55 sapier exacly ;-) don't use the button but do it on command line ;-) 18:55 RealBadAngel how then? 18:55 kaeza git checkout master; git rebase your_branch; git push 18:55 sapier megaf what log syntax do you expect? "playername [ip] joins game." 18:55 sapier ? 18:56 RealBadAngel lets see 18:56 Megaf sapier, Yes, that would be great, and also, if it's possible, some info about players version 18:57 Megaf like. [date - time] PlayerName [234.456.123.456] Minetest 0.78 34235 - Joins game 18:57 VanessaE_ knowing the client version would be useful but I doubt that's possible with the current protocol 18:57 RealBadAngel but hold on, my branch is a branch of forked minetest, not the original one 18:59 sapier client info would be a lot of additional code there, code that shouldn't be at that location. I suggest doing this by a mod 19:00 kaeza RealBadAngel, so you are working on `master' branch? 19:00 RealBadAngel minetest (original one) and my fork are separate git repos on my hdd 19:00 RealBadAngel i am workin on forked repo, not the original (master) one 19:01 RealBadAngel i can commit to master by copying commit files to master repo and pushing it 19:02 kaeza you should learn how to use branches; it makes these things easier 19:03 RealBadAngel so i do have branches, but i dont know how to push commits made by others (including me) to master repo 19:03 RealBadAngel other than pushing them directly 19:03 RealBadAngel and using that damn green button 19:04 PenguinDad RealBadAngel: remote branches 19:04 RealBadAngel just tell me anybody. theres commit made by me, in my own fork. what are you doing to get it merged.... 19:09 RealBadAngel how one can merge any commit from an issue? 19:10 RealBadAngel other than picking diff and applying it to master... 19:10 PilzAdam RealBadAngel, go locally to your master branch, be sure that its in sync with upstream/master; then just cherry-pick the commits you want and push 19:12 RealBadAngel "just cherry-pick" - how? 19:12 PilzAdam git cherry-pick ef8600bf0e43a59b2abfc4fd4875332d944c2daf 19:13 PilzAdam ^ that would be your sun and moon texture commit 19:17 RealBadAngel http://i.imgur.com/owQ1Gvj.png 19:18 RealBadAngel my git client does have such commands but it doesnt show any commits waiting for merging 19:18 RealBadAngel it shows only already merged ones 19:18 PilzAdam what about that giant "Cherry pick" button? 19:19 sapier hmm funny anyone could tell about the command line commands but we fail for simple gui operations 19:19 RealBadAngel it can pick only from list you can see 19:19 RealBadAngel which are already merged commits 19:19 PilzAdam just use the CLI then 19:20 VanessaE_ > RealBadAngel 19:20 VanessaE_ > CLI 19:20 VanessaE_ hah! 19:20 Megaf sapier, ok then, but please, IP is really important 19:21 sapier ip isn't a big deal as that information is handled separate 19:22 RealBadAngel sapier, that GUI doesnt show anything waiting to be merged... it can propably show commits if i create local branch in minetest repo 19:22 sapier well I don't know that gui so I'll not be helpfull for it 19:23 RealBadAngel it serves well for maintainin my own repos, but idk how to use it to commit to mt 19:24 PilzAdam hmm... "Local Branches (1)" can you somehow pull the branch you want to merge to your local repo? 19:24 RealBadAngel repos are separate 19:25 RealBadAngel so sun/moon branch is a branch of my own repo not the minetest one 19:25 sapier rba I'm gonna merge it myself ;-) 19:25 RealBadAngel i already know how thx to PA 19:26 PilzAdam why isn't the sun/moon branch listed in the GUI? 19:26 sapier no need to do it ? 19:26 RealBadAngel because its minetest repo 19:26 RealBadAngel not my forked one 19:34 RealBadAngel PilzAdam, http://i.imgur.com/hjGqEot.png 19:34 RealBadAngel whats wrong with it? 19:34 PilzAdam whats the output git branch? 19:35 RealBadAngel im in minetest repo 19:36 RealBadAngel master 19:37 PilzAdam you first need to get the textureable_sun branch into your local repo 19:37 PilzAdam you can do that with git fetch https://github.com/RealBadAngel/minetest.git 19:37 PilzAdam then the cherry-pick should work 19:38 RealBadAngel jeez, applying diff from commit is way easier... 19:38 PilzAdam I guess your local repo setup is wrong 19:38 PilzAdam thats why its so hard for you 19:39 RealBadAngel http://pastebin.com/gY21J9kh 19:39 RealBadAngel doesnt work 19:40 PilzAdam I guess we better discuss this in PM 19:40 RealBadAngel ok 20:22 RealBadAngel sapier im done, you can push your things now 20:50 sapier can anyone (exept BlockMen who already did) please check #1240? it shouldn't but may have sideeffects on anything handling formspecs e.g. inventory, node inventory, mod menus, pause menu, deathscreen, chat message. In case there's a n error in it it's most likely on those things directly beeing replaced by each other 20:50 ShadowBot https://github.com/minetest/minetest/issues/1240 -- Fix broken local formspec handling by sapier 23:56 Megaf 20:56:39: ERROR[ServerThread]: ServerEnvironment::clearAllObjects(): Failed to emerge block (18,-66,11) 23:56 Megaf This can't be good 23:57 Megaf dozens of these lines each second again