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IRC log for #minetest-dev, 2015-02-06

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All times shown according to UTC.

Time Nick Message
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11:17 Calinou http://minetest.net/old_releases
11:17 Calinou Ubuntu One is shut down, there is a dead link
11:17 Calinou (the installer ones)
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13:00 Zeno` will apply https://gist.github.com/Zeno-/e7e28439f396ee7a70df in a few minutes (trivial fix)
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15:22 SudoAptGetPlay Settings(path):remove(key) always returns true even if it's not deleting the key (I didn't forgot Settings(path):write() )
15:23 Zeno` maybe it's a bug
15:24 T4im hm given that I found another method that had the same problem, maybe there's a general lua api problem with returning success? ;)
15:25 T4im #2015 that is
15:25 ShadowBot https://github.com/minetest/minetest/issues/2015 -- minetest.dig_node(test_position) does not fail when expected -- always returning true
15:26 SudoAptGetPlay In my case I try to remove "default:sword_diamond" from a items.conf and remove hapilly returns true but the key 's still there :/
15:27 T4im should I try to reproduce?
15:28 T4im hm.. wait.. do you call write after remove?
15:29 T4im ah
15:29 T4im you wrote that already :D
15:29 T4im sorry
15:29 SudoAptGetPlay http://pastebin.com/Fbs7WDcQ
15:39 SudoAptGetPlay Should I create a github issue ?
15:39 T4im sure
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15:41 T4im yea, I can reproduce this
15:42 SudoAptGetPlay #2264
15:42 ShadowBot https://github.com/minetest/minetest/issues/2264 -- Settings(path):remove(key) always returns true
15:43 T4im well actually, the problem seems to be one earlier
15:43 T4im the fact that it doesn't persist the removal
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15:47 T4im https://github.com/t4im/mtt/blob/ma​ster/api_test/data_handling.lua#L37 <-- fails here
15:48 T4im the removal happens correctly in ram
15:48 T4im apparently
15:51 T4im I'd say :write() is the one that should not return true
15:51 SudoAptGetPlay But I don't test it
15:51 T4im I did ;)
15:53 SudoAptGetPlay oh I see now
15:53 T4im as you see it does not fail the assertion after the remove, both to_table and get correctly show the removal
15:54 SudoAptGetPlay indeed, write is guilty
15:55 T4im ha actually
15:55 T4im the last segment fails too
15:55 T4im so that's the third function returning true that shouldn't
15:56 SudoAptGetPlay So Issue shall become 'Settings(path):write() still saves removed keys' or something ?
15:56 T4im no you can actually keep it
15:56 T4im settings:remove("cobble") should have failed, but din'
15:56 T4im didn't
15:57 SudoAptGetPlay Only certain strings are a problem then ?
15:57 T4im no… :D
15:57 T4im cobble was a key that didn't exist
15:57 T4im and it STILL returned true
15:57 T4im when else but then should it fail?
15:58 SudoAptGetPlay Yeah pretty meesed up
15:58 SudoAptGetPlay *messed
16:01 T4im its more likely that it fails to actually write… so that might be 2 different problems there… the one of failing to communicate fail and then to fail to write to the file
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16:33 Zeno` #2265
16:34 ShadowBot https://github.com/minetest/minetest/issues/2265 -- Increase MapBlock::actuallyUpdateDayNightDiff() performance by 2-8x by Zeno-
16:34 Zeno` night
16:34 Zeno` haha! that's almost a pun considering the function I was looking at
16:34 kilbith not 50000% :( i'm disapointed
16:34 Zeno` no, not 50000% :(
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16:36 Zeno` oops!
16:36 * Zeno` amends
16:37 nrzkt Zeno can you commit #2214 and #2209 please ?
16:37 ShadowBot https://github.com/minetest/minetest/issues/2214 -- Performance improvement -> Craftdef.cpp: Improve loop and mathematics for CraftDefinitionShaped::check by nerzhul
16:37 ShadowBot https://github.com/minetest/minetest/issues/2209 -- Little performance improvement: use getPlayer(peer_id) instead of getPlayer(playername) by nerzhul
16:38 Zeno` I agree with both of those PRs
16:38 Zeno` I can't merge them (including my own) until the feature freeze is over, though :/
16:39 nrzkt erf
16:39 Zeno` hmmmm, are you here?
16:40 Zeno` The problem is that I think Wayward_One and others are still having problems with simplesingleplayer mode
16:40 Zeno` despite yesterday's advances
16:40 hmmmm hello
16:40 Zeno` So I'm not really sure what's happening
16:40 Zeno` hi, hmmmm
16:40 hmmmm i'm here but not quite here
16:41 hmmmm cool performance increase
16:41 hmmmm I think the day/night system is whack and that's the first thing to change when refactoring lighting
16:41 hmmmm also expireDayNightDiff is useless iirc
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16:50 Zeno` yeah I was looking at that function as well
16:50 kilbith guys, Gettext did not worked on the latest ubuntu 14.04 build
16:51 kilbith ^ Tesseract
16:51 Zeno` nrzkt, I want this performance thing with simple singleplayer fixed as much as you do so we can move forward
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16:53 Zeno` but I'm out of ideas. The only thing I can think of (suspect) is the mesh update thread
16:53 Zeno` kahrl discussed the possibility of reducing that thread's priority the other day but I'm unsure if it makes much difference
16:54 Zeno` it makes a difference for me, but...
16:54 * Zeno` cries
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17:01 nrzkt okay Zeno,
17:01 nrzkt i hope this release will be available soon
17:02 Zeno` can I have a tissue?
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17:14 JakubVanek hello, I think client-server communication protocol should be reviewed in next release
17:15 JakubVanek for example there is s16 in sao damage but u8 in player damage
17:16 Krock there can be mobs with more than 255 hp
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17:33 VanessaE mod profiler apparently needs to use wider datatypes for some fields :-)  --> http://pastebin.ubuntu.com/10094757/  (lines 78 and 80)
17:37 VanessaE (and yeah, we're working on solving the cause of the ridiculous times that exposed this bug)
17:43 Krock VanessaE:  total |                           | -4294829465
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18:15 nrzkt JakuVanek
18:16 nrzkt JakubVanek, i'm working on protocol rework, on next release we need a protocol breakup for: fix some wrong packets
18:16 nrzkt if you tell the damage packet is wrong i think it will be fixed
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19:25 est31 nrzkt: will the issue that when the client recieves packets in wrong order crashes be fixed?
19:26 Krock wrong order?
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19:26 nrzkt no because i don't care about this network layer. It will be rewriten for future release (it's in progress), and use a proper TCP connection with proper sessions instead of this ugly layer
19:27 est31 good.
19:27 est31 so nothing speaks against the switch to tcp, great
19:28 Krock why TCP?
19:28 nrzkt in fact est31 i look at packets which need to be sure, and it's 95% of MT packets, then TCP is a good option
19:28 Krock I thought UDP never was a problem for the engine
19:28 nrzkt please look at the code
19:28 nrzkt and show me
19:29 est31 95 % are sent reliable? thought less
19:29 nrzkt ofc
19:29 T4im most are probably chat messages/notifications, inventory operations
19:30 est31 SAO moves
19:30 nrzkt in fact only movement doesn't need reliability
19:30 est31 every player knows every time the position of every other player
19:30 nrzkt i think we can use both TCP and UDP
19:30 T4im yea, but you can correct positiopn, est31
19:30 est31 lol
19:30 nrzkt no but at this time movement is setn as unreliable
19:30 T4im if you loose one movement/positional change, you update it the next tick
19:30 T4im lose*
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19:31 est31 yea
19:32 T4im nrzkt: how about map updates? do they need to be reliable?
19:33 nrzkt i don't study this event in fact, i'm working on pure network layer at this time
19:33 T4im ah
19:33 nrzkt i rewrite packet read/write and it's finished, it tell me which packet is reliable or not in a table (from source)
19:36 nrzkt and tcp permit to secure protocol, like authentication and in the future add encryption
19:37 Calinou we could try making less stuff reliable
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19:37 est31 for udp, there is dtls
19:37 Calinou kilbith, I think the translation issue is fixed. it is in latest Git
19:37 nrzkt network isn't a problem in MT, it's the engine itself.
19:38 est31 ?
19:38 nrzkt using UDP doesn't improve performance. nobody uses RNIS or satellite connections.
19:38 T4im you can get udp reliable too, its just a lot more work ;) and we don't have the latency requirements of a fps, so why not tcp? ;)
19:38 nrzkt and we don't need the latency gain offered by UDP
19:38 T4im ^^ ;)
19:38 nrzkt UDP reliable = TCP over UDP.
19:38 est31 yea
19:38 nrzkt why rewrite TCP over udp, kernel does it properly.
19:39 est31 with udp you always have to watch out, dont rewrite tcp
19:39 jin_xi nrzkt: are you nerzhul on github?
19:39 nrzkt ofc
19:45 nrzkt why ? :)
19:46 jin_xi anyways, rebased pull #1700, wip particles if anyone wants to help
19:46 ShadowBot https://github.com/minetest/minetest/issues/1700 -- wip irrlicht particles by obneq
19:46 nrzkt jin_xi i tested it
19:46 nrzkt performance are ugly on intel GPU
19:46 nrzkt and there are bugs in collision calculs, some particles fly with high speed
19:47 jin_xi yes, there are many problems and i am an inadequate programmer ;)
19:48 nrzkt i rebased RBA water shader and it works perfect and fix water issues
19:49 VanessaE did you fix the flowing glitches?
19:49 nrzkt flowing glitches ?
19:49 VanessaE it doesn't stretch the texture properly on vertical flow, and the movement of the water does not follow how the water moves without the shader.
19:49 VanessaE or it didn't when I tried it last.
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19:53 VanessaE (in fact as I recall, "flowing" water didn't appear to actually flow at all :) )
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21:57 Calinou I don't understand what nrzkt wants to do; first, he rewrote the Minetest networking system, and now he wants to switch to TCP?
21:57 Calinou nrzkt> why rewrite TCP over udp, kernel does it properly.
21:57 Calinou because it lags more…
21:57 Calinou try writing a FPS that uses TCP (hint: this was Cube in its early days)
21:57 Calinou and was the reason eihrul wrote enet
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22:36 Wuzzy Hi! Is Minetest using Lua 5.1, Lua 5.2 or whatever Lua the system ships with?
22:37 Calinou 5.1, Wuzzy
22:37 Calinou update to 5.2 is not planned AFAIK (there is an issue on GitHub)
22:37 Wuzzy ok thanks
22:37 Calinou most systems supply 5.1 anyway, so do Windows builds
22:37 Calinou 5.3 was recently released, too
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