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IRC log for #minetest-dev, 2014-05-02

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Time Nick Message
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03:00 Megaf_ actually sapier's changes improved performance a lot
03:01 Megaf_ so much that I'm able to host 42 players spread on 3 server on my 100 KB/s upstream
03:01 Megaf_ on of those servers running on a Raspberry Pi
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05:05 VanessaE http://pastebin.ubuntu.com/7377483/
05:05 VanessaE um, help?
05:05 VanessaE I'm told that merely teleporting oneself to 0,31000,0 is sufficient to cause thi
05:05 VanessaE this*
05:06 VanessaE (which is beyond the legal limits of the map,  realize)
05:08 cg72 no vanessa 0 3100 0 didnt crash
05:08 VanessaE no wait, ignore those coords :P
05:08 cg72 31000*
05:08 cg72 it just hung my client
05:09 cg72 the player to player did it
05:09 VanessaE ok so bad block in the map obviously...  but how the hell did the map get corrupted?
05:09 cg72 (-645.87902832031, 21.5, 767.87200927734)
05:13 VanessaE ok yeah
05:14 VanessaE if there is a bad mapblock here I can't find it (ignore world load errors is set to true now, nothing looks broken)
05:14 VanessaE so that error must be a false alarm
05:15 VanessaE the real crash must be elsewhere, like you were thinking.
05:15 VanessaE /teleport <one name> <another name>     crashes the server
05:15 VanessaE but the error in the log is the above paste
05:16 VanessaE and nothing in the logs indicates a bad mapblock now either (with ignore errors set to true)
05:16 cg72 i tp cool to recker 5 or 6 times each time crashed
05:17 VanessaE what if you teleport one of them to some place really far away from that location, let's say over to some other place on the map?
05:17 VanessaE and then  /teleport cool recker
05:17 VanessaE does it still crash?
05:17 cg72 didnt try that this was at like 4-6 pmest
05:18 * VanessaE sets ignore errors back to false and restarts the server.
05:36 hmmmm hmmm
05:36 VanessaE https://github.com/minetest/minetest/issues/1268
05:36 hmmmm if I were to simply guess, I'd say that error would be caused because loadBlock() is being called directly from ServerThread, where the teleport is executed
05:37 hmmmm whereas if it were encountered "naturally" it would've been queued in the EmergeThread and since it'd be out of bounds, it'd drop that block load request
05:39 hmmmm to check if I'm correct, comment out "if (blockpos_over_limit_(p)) continue; in EmergeThread::Thread
05:39 VanessaE what really confuses me is that the mapblock coords have zero relation to the target of the teleport
05:39 hmmmm if it gives you world loading errors when merely "approaching" the limit then i am
05:41 VanessaE map.cpp line 2539
05:42 VanessaE lemme give it a shot
05:43 hmmmm i doubt generateBlock is ever getting called...
05:43 hmmmm only if that block didn't exist in the first place
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06:00 VanessaE hmmmm: that line on mine actually is a few lines, not just an if/continue pair ( http://pastebin.ubuntu.com/7377691/ ). Commenting out from if to the closing brace } is enough to stop the crash.
06:00 VanessaE oops, copy&paste error.  forgot to widen my terminal.  meh, you get the point.
06:00 VanessaE lines 2539 plus a few more in current HEAD.
06:01 VanessaE the correct paste, just because I'm anal like that:  http://pastebin.ubuntu.com/7377712/
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11:28 Megaf_ Good morning
11:43 RealBadAngel morning Megaf
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11:47 john_minetest Hey
11:47 john_minetest Any branch to test for me?
11:52 Megaf What do you mean john_minetest ?
11:54 john_minetest Is there any new branch with new features for minetest that needs to be tested?
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13:01 sapier any comments to #1267?
13:01 ShadowBot https://github.com/minetest/minetest/issues/1267 -- Add hack to avoid 2s startup delay on local games by sapier
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15:41 * VanessaE pokes hmmmm in the -dev logs :)
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15:55 Megaf sapier: pulling latest commit right now
15:55 Megaf * [new branch]      bluetooth  -> origin/bluetooth
15:55 Megaf bluetooth branch?
15:55 Megaf why?
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15:55 sfan5 wait wait
15:56 ShadowNinja Comments on #1258?
15:56 ShadowBot https://github.com/minetest/minetest/issues/1258 -- Organize builtin into subdirectories and use "core" namespace by ShadowNinja
15:56 VanessaE Megaf: wtf?
15:56 sfan5 o fuck
15:56 sfan5 Megaf: sorry my fault
15:56 sfan5 I probably wanted to push that to my fork
15:56 sfan5 ok, gone
15:57 Megaf careful there sfan5, terrible things could happen
15:57 sfan5 it's only a branch
15:57 Megaf now
15:57 BlockMen ShadowNinja, nothing new. I still think that it should be engine, not core
15:57 sapier ShadowNinja:  it's still 2:2 for or against renaming to "core"
15:57 * sfan5 is for "engine"
15:58 BlockMen 3:2
15:59 VanessaE I'm in favor of "core" myself but I tend to use "engine" and "core" interchangeably(and most often lately, the two words together).
16:00 VanessaE 3:2.5   :)
16:00 ShadowNinja Hmmm.  Why engine?  It's longer.  3:3 (VE's not technically a core developer, but she's at least a major contributor)
16:00 sapier that's worst variant possible VanessaE cause this will result in having minetest. core. and engine. as possible variants in lua api
16:00 VanessaE sapier: oh, no I wouldn't advocate to add both words.  no way :P
16:01 ShadowNinja sapier: Only the menu uses engine, so modders only have to worry about minetest and core.
16:01 VanessaE sapier: I just meant I tend to write "engine core" when describing the main engine versus some subgame
16:01 BlockMen let the documentation at minetest for now
16:01 sapier lets just keep it minetest, I don't believe we're gonna  get an agreement to any of those variants
16:02 sapier and to be honest I believe we've got more pressing issues then renaming and causing lots of work for everyone
16:03 RealBadAngel i just thought the same, its gonna break everything out there...
16:03 sapier no matter how you rename "minetest" that's gonna result in all mods to be fixed or be deprecated
16:04 sapier and having minetest as legacy name isn't an excuse that's just delaying the work
16:04 ShadowNinja Well, what about the first commit.  The second is mostly a cleanup.
16:05 sapier can you cleanup that pull first? I don't wanna have broken comments in there as for last big commit
16:06 sapier any comments on that ugly hackfix saving 2 seconds on local join?
16:07 ShadowNinja sapier: Hmmm?  What's wrong with the first commit?
16:07 VanessaE local core = engine or minetest ; function core.job_processor( ....
16:07 VanessaE that's the first thing I noticed.
16:07 sapier pull contains the core renaming ;-)
16:07 VanessaE doesn't that be...
16:07 VanessaE yeah
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16:09 ShadowNinja VanessaE: Yes, the other option was naming it "tbl" which is very generic.
16:09 VanessaE quite so
16:10 sapier btw how is serialization loaded for async env?
16:10 VanessaE well in a situation like this, since the engine table already exists, I'd personally have used that.
16:11 VanessaE (or at least, tried to)
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16:14 sapier ShadowNinja: ? misc_helpers.lua and serialize.lua ? wha aren't they (necessary) in your new version?
16:15 VanessaE builtin/misc_helpers.lua → builtin/common/misc_helpers.lua
16:15 VanessaE builtin/serialize.lua → builtin/common/serialize.lua
16:15 VanessaE both renamed without changes it says here
16:15 sapier they're not loaded at all
16:15 sapier none of those options
16:16 VanessaE shit
16:16 VanessaE yes they are
16:17 sapier where?
16:17 VanessaE builtin/init.lua lines 22/23
16:17 VanessaE https://github.com/ShadowNinja/minetest/com​mit/9c552429b28bf88d67f80551a74ae2d708783c1​b#diff-82774cb1985a3f757730324fadbbb49fR22
16:19 sapier I see ... lua self tells what to do from c++ ... well ... that's ugly ... but not ugly enough to block it
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16:48 CraigyDavi Hello. I seem to be getting a very annoying bug on my server. While it is happening this shows up in server window: ERROR[ServerThread]: Server::ProcessData(): Cancelling: peer # not found. The problem is, it lags out the server untill it is impossible to do anything, sometimes even join the server. It seems to be a recent bug, never noticed it in 0.4.9 stable.
16:49 CraigyDavi Here's an example: https://gist.github.com/Crai​gyDavi/ffc94f7c0337cfc5d49c At the top the server is working perfectly fine. At the bottom I have to shutdown the server as there is so much lag I cannot even join let alone use /shutdown command.
16:49 VanessaE Make sure you've fully updated your server to git HEAD
16:49 VanessaE Megaf and I have also had this happen but this has theoretically already been fixed.
16:50 * VanessaE pokes sapier
16:51 crazyR__ i might make a php based live formspec designer this week. :/
16:52 CraigyDavi I'm using a build from April 19th. I don't think a very recent version may fix it but I'll try that.
17:05 rubenwardy crazyR__: PHP doesn't do live :P I assume you mean JS
17:08 crazyR__ lol well to be honest, i didnt mean fully live, page refresh wich is much faster than designing on minetest atm. but yeah i could should probably use js you update it.
17:09 crazyR__ *js to update
17:11 sapier CraigyDavi: what happened between 17:22:59 and 17:26:38?
17:14 sapier CraigyDavi: ignore my last question and update to latest git it's already fixed there
17:16 sapier you missed the fix by a couple of commits because it's been fixed at april 19th
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17:24 CraigyDavi Okay thanks. Ill update now.
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17:46 Calinou idea: change default font to Droid Sans (and bundle it)? it looks like that with font size 18 (which is better suited for large screens): https://cdn.mediacru.sh/wL5TpI1CHFqn.png
17:47 Calinou this is the settings I used: http://0bin.net/paste/5O0h9hI1x3qOMd1R#+HY​LFO6mUE2gGFPF0+aprhQ+cuDCu7eeOJZ2L/vZYuI=
17:49 PenguinDad Calinou: Droid Sans is already bundled but it doesn't support äöü
17:49 Calinou oh
17:49 Calinou it seems to do, in the OS.
17:50 Calinou indeed, only ASCII characters work
17:50 Calinou this is strange because the main menu supports it
17:51 Calinou oh, it also doesn't work in Liberation Sans anyway
17:51 Calinou in this case, it shows something tab-like, unlike Droid Sans which shows nothin
17:56 Megaf VanessaE: isnt head == master?
17:57 * Megaf doesnt know what head means
17:57 Megaf (I mean, in Git)
17:57 VanessaE master refers to a particular branch where the code is stored
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17:58 VanessaE HEAD (all caps) refers to the very latest commit at any given moment in whatever branch you're looking at
17:58 VanessaE upstream usually refers to the main minetest source code repo at https://github.com/minetest/minetest
17:58 VanessaE (or whatever the project in question is, whosever repo is considered the main, lead repo)
17:59 Megaf VanessaE: what the git pull command would look like then?
17:59 VanessaE that's the simple view.  there's more to it that I'm not good at explaining.
18:00 sapier as noone did complain I'm gonna push #1267
18:00 ShadowBot https://github.com/minetest/minetest/issues/1267 -- Add hack to avoid 2s startup delay on local games by sapier
18:02 VanessaE Megaf: well let's say you're on the master branch and you want to pull from the upstream master, then you can usually just `git pull` with no other arguments and it'll bring you up to HEAD on that branch.  If you have some patches applied to your local copy of master (say from someone else's repository), you can usually `git pull --rebase origin master` to pull from upstream, moving your local patches to the top of the list after the pull is
18:02 VanessaE done
18:03 VanessaE sapier: I have not tried it, but if that one-step delay cuts 2 seconds from the startup without breaking anything, and it can't be done better right now, I don't see anything wrong with the idea.
18:03 sapier it's only for localhost
18:04 sapier won't have more then 100ms effect on connecting to remote
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18:34 CraigyDavi Should there not be a comment above here which says "Timeout for server to remove unused map data from memory"? https://github.com/minetest/minetest/b​lob/master/minetest.conf.example#L321
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19:51 PilzAdam sapier, are you going to fix #1230 ?
19:51 ShadowBot https://github.com/minetest/minetest/issues/1230 -- Incorrect handling of modpacks in mod configurator (per world)
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20:14 sapier I don't know a way to fix this without rewriting full mod handlin
20:15 sapier those mods are disabled because of disabling a modpack named identical ... at least that's what I understood
20:15 sapier or even worse because of another mod being called identical
20:16 sapier by now modnames have to be unique, beeing part of another modpack doesn't remove that limitation
20:17 sapier correct me if I did understand wrong
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20:52 sapier any comments to #1253? it's cleaning up game.cpp a little bit and adds support for polarization 3d screens (about factor3 faster then first try)
20:52 ShadowBot https://github.com/minetest/minetest/issues/1253 -- Add support for line based polarized 3d screens by sapier
21:13 PilzAdam sapier, no, the bug is that you just open the configure window and it disables a mod
21:14 PilzAdam e.g. I have a modpack mesecons with the mod mesecons in it
21:14 PilzAdam I click on the configure window, enable the whole mesecons mod, leave the configure window, and then reopen it
21:14 PilzAdam without clicking anything else the "mesecon" mod gets disabled
21:15 PilzAdam *the whole mesecons modpack
21:22 crazyR__ Is there any reason why the technic mod wont save the settings file.and also it wont read the default settings.
21:23 proller sapier, can you move code in separate commits with code change?
21:24 sapier no because that isn't actually a 1:1 code move but resorting
21:25 sapier most time it's only a few lines between changes
21:26 crazyR__ anyone?
21:26 sapier PilzAdam I'm gonna check this I've got an idea why this happens but I'm not sure if it's a quick fix for colliding names
21:26 sapier crazyR__: I'm not sure but don't you have to explicitly write settings from within lua api to make them persistent?
21:27 PilzAdam I think we should mark #1230 as blocker
21:27 ShadowBot https://github.com/minetest/minetest/issues/1230 -- Incorrect handling of modpacks in mod configurator (per world)
21:28 sapier ?
21:28 sapier a blocker is something not beeing there in previous version
21:28 sapier I'm not even sure if it's a bug modnames are not supposed to colide not to other mods and not to modpacks too
21:29 sapier it's quite ugly that's true
21:29 PilzAdam why is a blocker something that was not there in previous versions?
21:29 sapier because it didn't block old version?
21:29 sapier and it's not a crash or data corruption either
21:29 PilzAdam I understand blocker as a major bug that has to be fixed before next release
21:30 sapier I suggest not using "blocker" tag for any ugly issue around
21:30 PilzAdam just because you don't find a bug fast enough doesn't make it less important
21:30 sapier it's not about finding it's about is this really preventing a release ... and imho this isn't severe enough to block a release
21:31 PilzAdam it makes the configure window unusable
21:31 PilzAdam or, almost unusable
21:31 sapier no it doesn't it's only unconveniant for modpacks with invalid mod naming
21:32 sapier and that issue about two mods with same name is mentioned in there too, we can't fix this one without rewriting whole mod mechanism
21:32 PilzAdam "unusable" and "inconvenient" are pretty close together in GUI
21:33 sapier and I don't think we should fix this anyway as we've got plenty of things relaying on mods having unique names
21:33 sapier e.g. textures, sounds, entity names
21:33 PilzAdam yea, the mod naming isn't as important
21:34 sapier not important? I'd not consider it an valid issue at all
21:34 sapier we can discuss about modpack name, mod name collisions
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21:35 PilzAdam the important part is that things change without the user doing anything
21:36 sapier I'm gonna check
21:39 sapier seems to be a display issue
21:40 sapier I'm gonna fix it in my mainmenu cleanup branch, I don't wanna work on code to be removed anyway
21:53 sapier PilzAdam: check #1241 the modpack <-> mod name collision issue should be fixed ther
21:53 ShadowBot https://github.com/minetest/minetest/issues/1241 -- Add formspec toolkit and refactor mainmenu to use it by sapier
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22:32 crazyR__ is there a tile animation that rotates the texture?
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22:37 CraigyDavi crazyR__, yep: http://dev.minetest.net/texture
22:38 crazyR__ thanks
22:40 crazyR__ oh wait thats not it, thats just normal image manipulation, im after the animation side of it
22:45 CraigyDavi Oh, I'm not sure then
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