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IRC log for #minetest-dev, 2015-07-18

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All times shown according to UTC.

Time Nick Message
00:00 hmmmm highlight the variable do_mapper_update, look at what value it's initialized to, and look at all the places where it's modified to some different value
00:00 RealBadAngel problem is that i knew what the code was doing
00:01 RealBadAngel but you have alterd it according to YOUR thinker :P
00:01 hmmmm so are you saying you cannot read other peoples' code?
00:01 RealBadAngel im saying it was very sensitive code
00:02 RealBadAngel and your request to show me where the update is shows that you havent understood it
00:02 hmmmm well, i guess not
00:02 hmmmm because i still don't see any such mesh update that you claim
00:02 RealBadAngel you have already broken minimap code in a few places
00:03 hmmmm ok pal.
00:03 RealBadAngel so my assumption is you cannot read others folks code too :)
00:03 RealBadAngel lemme just read it and find whats wrong, ok?
00:03 RealBadAngel no need to arguing
00:03 hmmmm i'm not sure if i actually broke any of your code or not
00:03 RealBadAngel 512
00:04 hmmmm i took your word for it the last time you brought this up and didn't talk about it any further
00:04 hmmmm all I did was replace instances of the constant "512" with a macro
00:04 RealBadAngel 512 is quite universal, dont you think? ;)
00:04 TBC_x so is 42
00:05 hmmmm so sorry if it contextually meant something different in another piece of the code, but that did not break the functionality
00:05 RealBadAngel you have replaced all the 512 you could find
00:05 hmmmm that's right, i did
00:05 hmmmm but can you explain how that broke anything
00:05 RealBadAngel gosh, im glad you havent asked what 1 means :P
00:05 hmmmm well it clearly is a valid question
00:05 hmmmm because you just admitted that the constant "512" means two different things in two places of your code used in similar manners
00:06 hmmmm I don't get it
00:06 RealBadAngel hmmm, lets stop right now, ok?
00:06 hmmmm do you write your code this way because you want to be the only person that's able to fix it or work on it?
00:06 RealBadAngel ive coded wielded shader, need it get reviewed
00:06 RealBadAngel now im working on minimap
00:07 hmmmm in any case, I'm going to assert that there is no event triggered on mapblock unload that triggers a mesh update
00:07 hmmmm i.e. you're full of shit that minimap mapblocks are deleted along with real mapblocks
00:07 RealBadAngel i will document that features in code, ok?
00:08 TBC_x is MeshUpdateResuld guaranteed to have r.mesh != NULL?
00:09 TBC_x s/MeshUpdateResuld/MeshUpdateResult/
00:09 RealBadAngel it can get null in case of only air
00:09 TBC_x ok
00:10 TBC_x my changes looks so far like this: http://sprunge.us/eggZ
00:12 TBC_x gonna run valgrind on that now
00:13 TBC_x idk if you made some changes, but the minimap disappears on client restart
00:13 RealBadAngel i havent made any changes to minimap since my original commit
00:14 TBC_x just to let you aware of that
00:14 TBC_x accidentaly connected to Vanessa's server with valgrind on :P
00:15 RealBadAngel anyway, i need to get wielded code in first
00:15 TBC_x Rendering item textures takes ages
00:16 RealBadAngel im modyfing the very same files atm
00:16 RealBadAngel its not any good
00:17 VanessaE which server?
00:18 VanessaE I run 8 of them :P
00:18 TBC_x grep your log for TBC
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00:30 TBC_x I think, the MinimapBlock handling is poorly implemented
00:31 hmmmm agreed, ownership and lifetime is way too confusing
00:31 hmmmm that doesn't mean make them into smart pointers, though.
00:31 hmmmm just structure them in a sane manner
00:32 TBC_x it is now leaking when MapBlockMesh is allocated on stack
00:34 TBC_x the simplest solution would be to make the getter to set the member pointer to NULL and add delete to ~MapBlockMesh
00:36 TBC_x and rename the getter to moveMinimapBlock
00:38 hmmmm still to this day i have no idea why the minimap mapblock is created and scanned inside of the mesh update constructor.
00:39 hmmmm this slows down the mesh update thread to do work that the minimap update thread should actually be doing
00:39 RealBadAngel hmmmm, thats because whenever mesh is updated minimap changes
00:40 RealBadAngel those two are bound, and thats the logical place to do it
00:41 hmmmm it's not the logical place to do it at all
00:42 hmmmm the two are bound to begin with by adding to the minimap update queue from mesh updates in the client thread
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00:44 RealBadAngel to get minimap mapblock you have access to the map, mesh thread already has it
00:44 RealBadAngel it also needs node meshes itself
00:45 RealBadAngel so which place could be logical for you?
00:46 TBC_x is m_blocks_cache in MinimapUpdateThread NULL initialized?
00:46 RealBadAngel another thread with map access?
00:46 hmmmm i don't see where it needs node meshes
00:46 RealBadAngel it needs a top tile
00:46 hmmmm i don't see where it needs node meshes.
00:46 RealBadAngel right
00:46 hmmmm the way i refactored it doesn't require any graphics-related data
00:46 RealBadAngel i need there access to the map
00:47 RealBadAngel at exact time when mesh is updated
00:47 hmmmm check out MinimapMapblock::getMinimapNodes()
00:47 hmmmm why do you need it at the exact time of a mesh update?
00:47 hmmmm don't understand the logic behind that requirement
00:47 RealBadAngel when block changes, minimap changes
00:48 RealBadAngel and not only your actions can change the block
00:49 hmmmm yes
00:49 hmmmm so the mesh update can queue a minimap change
00:49 hmmmm that's already what you do
00:49 hmmmm mesh updates are gathered from the queued update list, and then minimap updates are queued
00:50 RealBadAngel yes, with already pre processed data
00:50 hmmmm why you do this translation from map data to your minimap mapnode format is beyond me
00:50 RealBadAngel so no further access to the map needed
00:50 RealBadAngel thx to that number of nodes scanned for full scan is greatly limited
00:50 hmmmm you're doing the same amount of work, just inappropriately matched work in a different thread
00:51 RealBadAngel im reducing number of nodes scanned by mapblock size
00:51 hmmmm really now
00:51 hmmmm because it doesn't look that way to me, it looks like it's always MAPBLOCK_SIZE^3
00:51 RealBadAngel full scan of block is triggered only on mesh update
00:52 RealBadAngel when mesh hasnt changed old minimapmapblock is used
00:52 RealBadAngel thx to that we are able to get full scan realtime
00:53 TBC_x I doubt that minimap needs to be updated in real time
00:53 RealBadAngel in minimap thread we dont have 3 nested loops for x,z, y, just for x,z
00:53 hmmmm mesh updates happen when you set a goddamn single crack
00:54 RealBadAngel i know
00:54 RealBadAngel thats the reason to get the cracks outta here
00:54 hmmmm no
00:54 hmmmm you're using that as an excuse for poor design
00:54 RealBadAngel ive coded cracks to be separete scene node almost 2 yrs ago
00:54 hmmmm you don't need to do two loops to begin with
00:54 hmmmm i have not the slightest clue why you did that
00:55 hmmmm it's so inefficient though.  all you need is one 3d loop for z, x, y
00:55 RealBadAngel to not update mesh so often :P
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00:55 RealBadAngel i just got rid of one loop thx to that
00:55 hmmmm since you seem set on not fixing what you started, I'm gonna have to do it
00:55 RealBadAngel 8,5kk nodes / mapblock size
00:55 RealBadAngel fuck
00:56 hmmmm realbadangel codes it, poorly, then makes me fix it
00:56 RealBadAngel im coding fixes for that, yet wasting time on stupid talks
00:56 RealBadAngel fuck off hmmm
00:56 RealBadAngel goodbye
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00:59 TBC_x looks like RBA left leaks all over the place
00:59 TBC_x are you rewriting his code?
01:00 VanessaE G*d damn it hmmmm.
01:03 TBC_x hmmmm, are you rewriting his minimap?
01:05 hmmmm TBC_x, I don't really *want* to
01:05 hmmmm if you think it's bad now, you should have seen the original iteration
01:06 hmmmm i feel like gordon ramsey or something lol
01:06 VanessaE hmmmm: this is not helpful at all
01:07 hmmmm it is
01:07 hmmmm i didn't realize it at first, but I don't think that RBA is even aware that there's a much more efficient/clean way to code things
01:08 TBC_x well... he is learning after all
01:08 hmmmm he just says "welp that's the best it can be done, it takes up 100% cpu just to draw map, oh well"
01:08 TBC_x i hope he is
01:08 hmmmm and yea, the MinimapMapblocks are a huge memory leak
01:08 hmmmm he tried to tell me that they get deleted when the block gets unloaded but I know that's BS
01:09 hmmmm why would a mesh update get queued when a block is unloaded
01:09 hmmmm so basically they are never evicted from the minimap cache
01:10 hmmmm it's not a real leak because their pointers are never *lost*, it's just that there is never a point at which the cache would evict those blocks
01:10 TBC_x i added this now
01:10 TBC_x well
01:10 TBC_x at least for updated positions
01:11 TBC_x btw is 31000 world limit only because of irrlicht?
01:11 VanessaE because random :P
01:11 hmmmm it's limited by datatype width
01:12 TBC_x I get that, but is the datatype in irrlicht?
01:12 hmmmm positions are stored in a v3s16, and 31000 is more round of a number and gives a nice amount of padding so that things won't overflow
01:12 hmmmm yes it is
01:12 TBC_x why the camera isn't world origin?
01:13 hmmmm that's because of irrlicht
01:13 TBC_x server arithmetric could bypass that
01:15 TBC_x theoretically
01:16 TBC_x damn... now I'm getting lost in my own code
01:17 TBC_x fixing minimap leaks
01:19 TBC_x that is ridiculous
01:21 TBC_x if you want to know what is a clean code
01:21 TBC_x this is quite the opposite
01:24 hmmmm "who cares about that... look!  new feature!"
01:24 hmmmm "look at these screenshots"
01:25 TBC_x "it eats memory!"
01:25 TBC_x "that's not my problem"
01:25 hmmmm "it only eats up memory in a thread on AMD cpus"
01:26 hmmmm that's a real quote btw
01:26 TBC_x rofl
01:26 hmmmm but anyway, it might be a good idea to leave it go.  those leaks will probably not exist by the time I'm done redesigning the minimap
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01:27 RealBadAngel hmmmm, better take care of your own issues instead interrupting me fixing mine
01:27 RealBadAngel and i dont call your code shit or full of shit
01:27 RealBadAngel behave
01:28 RealBadAngel youre acting as a corporate just promoted child
01:28 RealBadAngel and words i used "fuck off" according to your behaviour stays valid
01:29 RealBadAngel meanwhile i wont be wasting my time on talking to you. i will just code.
01:29 RealBadAngel and goodbye again
01:29 RealBadAngel left #minetest-dev
01:31 hmmmm he comes back to spew some insults
01:31 hmmmm I am busy fixing up more code, btw
01:32 hmmmm not RBAs, somebody elses' and something way more serious
01:33 TBC_x fixed his leaks! http://sprunge.us/eDbN :D
01:33 TBC_x won't work anyway
01:33 TBC_x that code is horrible
01:34 TBC_x and still buggy
01:35 TBC_x as it may run delete on uninitialized pointer
01:36 TBC_x nope, that's not the way to do it
01:37 TBC_x client-side mods would solve this
01:37 TBC_x your leaking minimap mod is not part of the core
01:38 VanessaE a mod should not be expected to operate in realtime like that, though
01:38 VanessaE especially if it has to deal with large amounts of data
01:39 TBC_x that's true
01:39 VanessaE there's too much of an obsession with moving stuff out-of-core that really should stay there for the sake of performance.
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02:03 TBC_x http://sprunge.us/XAdW vs http://sprunge.us/eDbN
02:03 TBC_x both do the same thing
02:08 TBC_x now i'm sleepy
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04:16 Calinou https://github.com/minetest/minetest/issues/2926
04:17 Calinou how is this a blocker, and even high priority?
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05:08 hmmmm because he's mad
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05:18 est31 hmmmm, you have time for pr closing session?
05:18 hmmmm sure
05:18 est31 #2869
05:19 ShadowBot https://github.com/minetest/minetest/issues/2869 -- Fix invisible player when the attached entity is removed by TeTpaAka
05:19 hmmmm ooh nice
05:23 hmmmm merge with GenericCAO?
05:23 hmmmm that PR modifies SAOs, not CAOs
05:23 est31 GenericCAO has children management too
05:24 est31 but i agree with him, its unrelated to the pr
05:24 est31 once when somebody feels they have enough time for a cleanup, they should make a common base class
05:25 hmmmm you know that nobody will do that
05:25 est31 yea :D
05:26 est31 I've read through it, it looks good, but I haven't tested it.
05:27 hmmmm me neither
05:29 hmmmm hmm question
05:29 hmmmm are attachment positions relative to the parent
05:30 hmmmm in other words, is this line correct?  https://github.com/minetest/minetest/pull/2869/​files#diff-9444313da8be4290e9304a4b1faed804R148
05:31 est31 I think the important part is the parent id no?
05:32 hmmmm the parent id of 0 means no parent, right?
05:32 est31 that would make sense at lease
05:32 est31 least*
05:33 est31 I'm looking how the carts mod does it
05:33 hmmmm yeah it seems like it's accepted that 0 is no parent by convention
05:34 est31 yea
05:34 est31 l_object.cpp
05:34 est31 int ObjectRef::l_set_detach(lua_State *L)
05:34 est31 there it does: co->setAttachment(0, "", v3f(0,0,0), v3f(0,0,0));
05:34 est31 so thats ok
05:34 hmmmm ahhh okay
05:35 hmmmm i will say the interface sucks
05:35 hmmmm but now's not the time or place either
05:35 hmmmm maybe make a jira issue for cleaning up SAO attachments
05:35 hmmmm otherwise we'd forget
05:36 est31 ok I can reproduce the issue now
05:38 est31 I guess we can merge it if my test confirms it works?
05:38 hmmmm yeah
05:39 est31 we are github here :)
05:40 est31 yup, confirmed working
05:40 hmmmm sure
05:40 est31 pusginh then
05:40 est31 pushing*
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05:44 est31 ok #2917 and #2914
05:44 ShadowBot https://github.com/minetest/minetest/issues/2917 -- Fix a typo in comment of CMakeLists.txt by DLaboratory
05:44 ShadowBot https://github.com/minetest/minetest/issues/2914 -- Change texture pack description file name by ExcaliburZero
05:44 est31 both are rather trivial
05:45 est31 2914 might need documentation
05:45 est31 no, seems it doesn't
05:46 hmmmm hmm
05:46 hmmmm nope, because of the deprecated comment
05:47 hmmmm you got me wondering though, there isn't any official documentation on how to create a texture pack, is there
05:47 est31 no
05:47 est31 we need that
05:47 est31 there is some for texture overrides
05:47 est31 but not for texture packs
05:48 est31 thats a general issue though, not the pr creator's fault.
05:48 hmmmm do we need documentation for any other task that's generally making some kind of specific directory structure?
05:48 hmmmm yeah but I'm making issues as we're going along
05:48 hmmmm need to identify what should be done
05:49 est31 yea
05:50 est31 then I gonna push those two ok?
05:50 hmmmm yeah
05:52 est31 #2818
05:52 ShadowBot https://github.com/minetest/minetest/issues/2818 -- Make acc and vel deprecated in add_particle and search for acceleration and velocity instead by TeTpaAka
05:53 hmmmm belch
05:53 hmmmm that is such bad code
05:53 hmmmm he still made it better though
05:53 est31 perhaps he should really do what he has asked
05:53 hmmmm yeah
05:54 est31 https://github.com/minetest/minetes​t/pull/2818#issuecomment-116590314
05:54 hmmmm that would fix the main issue here
05:54 hmmmm the main issue being the lack of understandability and consistency
05:54 est31 didnt understand it back then, because I didn't know the lua api well enough
05:55 hmmmm hrm well rather
05:55 hmmmm this PR fixes actual issues
05:56 hmmmm it's not just renaming some fields for the sake of renaming them
05:56 hmmmm as a functional PR that does what it needs to do it certainly fulfills its acceptance criteria, and does it in the least frictional manner
05:56 hmmmm I think it could be merged as-is
05:56 est31 ok
05:56 est31 pushing then
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06:02 est31 #2830
06:02 ShadowBot https://github.com/minetest/minetest/issues/2830 -- Added ability to specify coordinates for /spawnentity by beyondlimits
06:04 est31 tested it, works
06:05 est31 also the things asl97 pointed out have been fixed.
06:05 hmmmm what's the reason behind adding the coordinates to begin with?
06:05 hmmmm right now entities spawn right next to the player?
06:05 est31 yes
06:05 hmmmm ah good
06:05 est31 I guess its mostly for mod creators and so on
06:06 hmmmm very minor issue - the single quotes
06:07 est31 at line 553?
06:07 hmmmm no, 548
06:07 est31 ah
06:08 est31 I can modify those
06:08 hmmmm should there be a check for nil?
06:08 hmmmm lol None.  I am mixing up my scripting languages
06:10 est31 also imo the playername who invokes /spawnentity should be logged too
06:12 est31 so doing this instead: core.log("action", ("%s invokes /spawnentity, entityname=%q")
06:12 est31 :format(name, entityname))
06:13 est31 can I push?
06:16 est31 hmmmm, I've made them double quotes
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06:17 est31 also, testing confirms there is no nil check needed
06:19 est31 After that pr I'd do #2898, one of my own prs.
06:19 ShadowBot https://github.com/minetest/minetest/issues/2898 -- Add AreaStore data structure by est31
06:20 est31 but first, can i push the modified pr
06:20 est31 with "" and the player getting logged
06:23 johnnyjoy est31 and sfan5, thanks again for everything. My pull is updated. I know you are busy, but if you have the chance to look at it sometime I would appreciate it.
06:24 est31 it says the build is failing
06:24 est31 johnnyjoy, here is the cmake error: https://travis-ci.org/minetest​/minetest/jobs/71524026#L5509
06:24 johnnyjoy I will have a look at it now.
06:27 est31 I guess just don't do REQUIRED in find_package("PostgreSQL" REQUIRED)
06:31 johnnyjoy I'm an idiot. I had it cached. There is still something to be fixed in the cmake files. I'll get it sorted.
06:31 est31 ok
06:34 hmmmm est31:  sure
06:34 est31 pushing the /spawnentity pr then
06:34 hmmmm est31:  i still need to look closer at AreaStore
06:34 hmmmm that's a bigger one
06:35 est31 yea
06:35 hmmmm unit tests?
06:36 est31 good point.
06:36 est31 will have to add them.
06:37 hmmmm https://github.com/minetest/minetest/pull/2849
06:38 est31 RBA is on fixing the wielditem bug, isnt he?
06:38 hmmmm wielditem lighting you mean
06:39 est31 Calinou: "Did you notice how anti-aliasing makes wield item rendering glitchy?"
06:39 hmmmm yea
06:39 hmmmm but RBA is working on wielditem lighting right now
06:39 hmmmm I noticed that too, I still think the setting should be added though
06:43 est31 does it work without shaders?
06:43 est31 seems it does
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06:44 est31 well ok then
06:44 est31 pushing it too.
06:46 hmmmm for feature requests I think people should start writing them in story format
06:46 hmmmm As a <user>, I want <thing>, so that I can <Y>
06:46 hmmmm and then add acceptance criteria
06:47 est31 whats not enough is what rui does at many places
06:47 hmmmm definitely not
06:47 hmmmm well, at least rui is not a business analyst
06:47 est31 something between rui and wuzzi
06:54 hmmmm are you up for more?
06:54 est31 ?
06:54 est31 more prs?
06:54 est31 yea sure
06:55 hmmmm https://github.com/minetest/minetest/pull/2908
06:56 hmmmm hmm needs work
06:56 est31 yup
06:56 hmmmm I'm going to add some comments
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06:57 hmmmm https://github.com/minetest/minetest/pull/2828 ?
06:57 est31 yea
06:58 hmmmm merge
06:58 est31 ok
06:59 est31 eww doesnt apply
06:59 hmmmm yeah thought so :/
07:00 hmmmm added the rebase label
07:00 est31 ok
07:01 est31 #2901
07:01 ShadowBot https://github.com/minetest/minetest/issues/2901 -- toolchain_mingw64.cmake use mingw-w64 by Rui914
07:01 hmmmm well, looks good to me I guess
07:02 hmmmm i have obviously no way of verifying if it actually does what it's supposed to or not
07:02 est31 yea, like me
07:02 hmmmm sfan5 commented on it and he seems to be fine
07:02 est31 but given sfans comment we can merge it
07:02 hmmmm sfan5 does mingw builds so yeah
07:02 hmmmm I take that as a +1
07:02 hmmmm merge
07:03 est31 thanks for the comment on 2828
07:04 est31 this way it can be merged the moment its rebased :)
07:04 hmmmm yup
07:04 est31 (and a coredev sees it)
07:04 est31 what's your thoughts about #2910
07:04 ShadowBot https://github.com/minetest/minetest/issues/2910 -- Treegen: Add enable_unique_ids option by est31
07:05 hmmmm I totally understand paramat's problem with it
07:05 hmmmm and I can't help but agree
07:05 est31 you really think its a slowdown?
07:05 hmmmm not a slowdown
07:05 hmmmm i think we should utilize the params we have available to the best of our ability too
07:06 hmmmm so it all depends on the implementation
07:07 est31 ? have I implemented it wrongly?
07:07 hmmmm no, I'm looking at it right now
07:07 hmmmm keep in mind I haven't looked at any of this code
07:07 est31 ok
07:18 hmmmm :|
07:18 hmmmm the fundamental problem with this PR is that there is no new content param type defined for a unique ID
07:19 est31 I see.
07:19 hmmmm if it's CPT_NONE, then there is no data there
07:19 est31 I'll fix it when i have time, other things are more important
07:19 est31 yea good idea
07:20 est31 will add a paramtype
07:20 est31 and make it two consecutive if-s
07:20 hmmmm the data that is read from a parameter where the paramtype for that is NONE is undefined
07:20 est31 Do you have an idea how it should be called?
07:21 hmmmm ID?
07:21 hmmmm CPT_ID
07:21 hmmmm CPT2_ID
07:21 johnnyjoy est31, I have fixed the CMakeLists.txt, it should build just fine.
07:21 hmmmm when this paramtype is used, that parameter is a semi-unique ID with enough enthropy as the size of the parameter allows
07:21 est31 ok
07:22 hmmmm est31:  just a suggestion for enhancing functionality:  if CPT_ID and CPT2_ID, use both
07:22 hmmmm so that way you get double the enthropy
07:22 hmmmm double the bits
07:22 Amaz If you're looking at pulls atm, would you be able to have a look at #2911 when you get a chance?
07:22 ShadowBot https://github.com/minetest/minetest/issues/2911 -- Allow random menu images for subgames by Amaz1
07:22 est31 makes sense hmmmm.
07:26 est31 johnnyjoy, did you forget to push?
07:26 est31 its not on gihub yet
07:30 johnnyjoy I see the CMakeLists.txt on the unified view.
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07:34 Amaz I have to go out now. bbl
07:39 johnnyjoy It appears I will have to look into this more. est31. I was able to clone my repo and build on a fresh VM.
07:40 VanessaE est31: what about that ID's thing for spawn_tree() ?
07:40 est31 VanessaE, hmm has commented on it, it has open issues
07:40 VanessaE ok.
07:42 est31 johnnyjoy, thats not the point, perhaps it works if the package is installed, but you shouldn't set the setting to be default on, and fail if its not there
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07:42 est31 either you make it non-failing, with complaining to log that postgresql can't be found, or you make it default off.
07:43 est31 or both
07:44 est31 but people who get minetest from git should be abled to build it only with the required packages installed, without any extra config
07:44 johnnyjoy I will do whatever you think would work best.
07:44 est31 do both, imo.
07:44 johnnyjoy Okay.
07:44 est31 we can enable it by default later, if its proven to be reliable.
07:45 johnnyjoy That makes perfect sense. And thanks again for your patience.
07:46 est31 thanks for your patch :)
07:46 est31 sfan5, why do you think one should count down for 2911?
07:47 est31 or nvm
07:47 est31 its not important at all.
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08:10 johnnyjoy est31, I have made the changes and tested them. defaults to false and not required for build.
08:11 est31 ok johnnyjoy lets see what the buildbot says
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08:51 est31 johnnyjoy, still not building
08:53 est31 johnnyjoy, edit database-postgresql.cpp so that its inside #if USE_POSTGRESQL #endif
08:54 est31 like redis does
08:54 est31 put the if after #include "config.h"
08:55 est31 otherwise it tries to compile it even when it hasn't found postgresql
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09:03 est31 nrzkt, is the proposed change in #2922 ok for you now?
09:03 ShadowBot https://github.com/minetest/minetest/issues/2922 -- Optional reconnect functionality by est31
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09:04 nrzkt reread last comments: Zeno` and are need improvements :)
09:04 nrzkt s/are//
09:04 nrzkt s/are/me/ sorry :p
09:04 kilbith https://github.com/minetest/minetest​/issues/2653#issuecomment-122505388
09:05 kilbith exactly what need to be fixed
09:05 nrzkt which comment is this ? the scroll doesn't show which comment is this
09:05 kilbith your
09:05 nrzkt okay
09:05 TBC_x that is caused by the minimap code
09:06 kilbith no, that leak was present far before the minimap code
09:06 est31 yes
09:06 TBC_x well, the minimap code made it worse
09:06 est31 minimap is mini leak
09:06 est31 mesh is huge leak
09:07 kilbith that mesh leak may be present since the beginning even
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09:09 TBC_x is there any tool that prints sizeof of all objects?
09:09 nrzkt valgrind
09:10 TBC_x because I have no idea how to iterpret mtrace results
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09:30 est31 nrzkt, is the compromise offered by me in #2922 ok?
09:31 ShadowBot https://github.com/minetest/minetest/issues/2922 -- Optional reconnect functionality by est31
09:31 est31 I will do what zeno and you pointed out
09:31 est31 thats not the part im asking about
09:31 nrzkt i wait the next version of the pr
09:31 est31 ok, will make a next version
09:32 est31 note however i will not remove the else
09:32 nrzkt i wait the version to comment
09:33 nrzkt but as i said, we have a code for CUSTOM_STRING then we don't need to do CUSTOM_STRING on other opcodes, it's not their goal. Except for shutdown and crash, because this text can change due to environment. Other texts are fixed and are client-side onlyh
09:33 nrzkt this is the design of the packet
09:33 nrzkt if some want to override it, he should use CUSTOM_STRING and do the purpose of CUSTOM_STRING, it's why it's called like this
09:34 est31 yes, therefore the other packets will send "" in that field
09:34 nrzkt no
09:34 nrzkt they send nothing
09:35 est31 no
09:35 nrzkt we don't need to send \0 to clients
09:35 est31 packets have fixed layouts
09:35 est31 we dont send \0
09:35 est31 do you know your own serialisation nrzkt ?
09:35 nrzkt if you send "" you send in reality \0 to clients
09:35 est31 no
09:35 est31 strings aren't null terminated
09:35 nrzkt right this is exact
09:35 est31 we send c++ style strings
09:36 nrzkt sorry :) this is the morning
09:36 est31 with a length
09:36 nrzkt we send a u8 len or u16
09:36 est31 yes
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09:36 nrzkt oops
09:37 nrzkt i leave the chan :p did you said something ?
09:37 nrzkt left*
09:37 est31 no
09:37 nrzkt okay
09:37 nrzkt then we don't need to send u8/u16 to client
09:37 nrzkt send only the needed informations, not more
09:38 est31 why
09:38 nrzkt i let you rewrite the PR, good luck :) i'm writing some articles on linuxfr.org
09:38 est31 nrzkt, im not your slave
09:38 nrzkt i don't said that
09:38 est31 please dont block my pr
09:38 nrzkt then remove the custom string which is not needed.
09:39 nrzkt you overwrite the packet function
09:39 est31 ?
09:39 TBC_x the network protocol could be stack based IMO
09:39 nrzkt don't overwrite static strings handled by clients.
09:39 TBC_x in future versions
09:39 est31 whats stack based
09:39 est31 nrzkt, I dont override anything
09:39 TBC_x you push arguments, then an execute packet
09:40 nrzkt you override string for static string client-side
09:40 est31 I just want to have a FIXED PACKET LAYOUT
09:40 TBC_x you can have single STRING opcode for everything for example
09:40 est31 nrzkt, the client side behaviour is outside of protocol
09:40 nrzkt no
09:40 nrzkt because client handle what you send
09:40 nrzkt if you send more informations that needed you leak informations
09:41 est31 ??
09:41 est31 nrzkt, your attitude is arrogant, I give a fuck about what you say to my pr.
09:41 nrzkt wtf
09:41 nrzkt i'm not arrogant i'm trying to doing a proper network protocol.
09:42 TBC_x every packet would have its 'executor' ID to pair it with, and a timeout
09:42 nrzkt TBC_x it's not what about we are saying
09:42 TBC_x ikr
09:42 nrzkt we are talking about packet content, not packet opcode handling
09:42 * RealBadAngel wonders if its the sun affecting folks lately ;)
09:42 nrzkt packet opcode handling is already done properly
09:43 nrzkt i talk about packet data itself, the useful data to send over network
09:43 TBC_x ikr
09:43 nrzkt what is ikr, sorry ?
09:43 TBC_x i know right
09:43 nrzkt ty
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09:44 TBC_x the basic idea is, when the client doesn't understand the opcode, it can discard it
09:44 TBC_x based on negotiated protocol version
09:45 nrzkt you shouldn't handle thing you don't understand
09:45 nrzkt this can trigger unneeded behaviour
09:45 TBC_x getting ideas from PNG format
09:48 RealBadAngel https://imgrush.com/aLOzZJdVOvp1.png
09:48 RealBadAngel dont you guys think that CAO should be of the same brightness like placed node?
09:48 nrzkt RealBadAngel , i think i understand my normalmaps issue. I'm using a texture pack and that cause problems with regular normal maps
09:48 nrzkt RealBadAngel: agree
09:49 RealBadAngel nrzkt, if you want to use parallax mapping, you should support proper data for it, dont you think so?
09:49 TBC_x RBA, http://sprunge.us/XAdW vs http://sprunge.us/eDbN
09:50 nrzkt I'm not very familiar with graphic engines, but i think i should agree :)
09:50 amadin how to enable LEVELDB if i compiled with it?
09:50 RealBadAngel TBC_x, i will take care of minimap issues when im done with current one, i cant code 2 at the same time. especially when im working on the very same files
09:51 VanessaE amadin: you just select it when you create a world, or you use the --migrate switch to move an old world to leveldb
09:52 amadin so does it enable leveldb automatically and i not need any config changes?
09:52 TBC_x the first one actually fixes leaks
09:52 TBC_x the second one spits warnings that destructor won't be run
09:55 TBC_x and it doesn't segfault
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10:00 TBC_x hmm... do memory leak when you fly high up in the sky?
10:00 est31 nrzkt, "I wont read your code until you have edited it so that I like it, then and only then I consider having a look at it" thats fucking arrogant
10:01 est31 TBC_x, we already discard packet opcodes we dont know
10:01 est31 also current serialisation layer has good design
10:01 est31 no need to force some pattern on it
10:01 est31 however its called
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10:05 VanessaE well I'm happy to confirm the dialog-on-disconnect works, however my client reported a timeout, rather than "server shutting down"
10:07 est31 joined #minetest-dev
10:07 VanessaE nrzkt: ^^^
10:08 est31 VanessaE, it should normally send a kick at shutdown.
10:08 est31 is the server patched too?
10:09 VanessaE the server is at 9c76f379
10:09 VanessaE plus areastore patch
10:09 est31 hrmm
10:09 est31 that should work
10:10 VanessaE well
10:10 est31 it doesnt for you
10:10 VanessaE actually the server was at f9dbec6e for that particular restart
10:11 VanessaE lemme update it and re-test just to make sure
10:13 est31 works for me
10:13 est31 I've compiled 9c76f379, it works
10:14 VanessaE sign onto Testing, kill -INT from the command line, ---> client eventually says "connection timed out"
10:14 VanessaE (takes a good 20 or 30 seconds to show the message)
10:15 est31 port?
10:15 VanessaE 30007
10:16 VanessaE ok, issuing the kill -INT...
10:17 VanessaE NOW.
10:17 est31 VanessaE, you sure?
10:17 est31 usually it prints **** server shutting down
10:17 est31 if it doesnt print
10:17 est31 then the exit isnt clean
10:17 est31 whats the stdout?
10:18 VanessaE moment..
10:19 VanessaE http://pastebin.com/78PJsy6E
10:19 VanessaE "Program received signal SIGINT, Interrupt."
10:19 VanessaE which c55 has said before is the clean way to kill it from the commandline
10:19 nrzkt est31: sorry for to be late, i was absent. I don't say that, sorry i you misunderstood, i only want to say, i'm waiting for next version to review. And i also think about another improvement on SHUTDOWN and CRASH code handling client side
10:20 est31 nrzkt, which improvement
10:21 est31 VanessaE, look at line 142 there is your answer
10:21 est31 you are sending a sigint to gdb but it translates it into sigkill for minetest
10:21 VanessaE well that's stupid
10:21 VanessaE suggestions?
10:22 est31 whats your current gdbopts?
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10:22 VanessaE run
10:22 VanessaE thread apply all bt full
10:22 VanessaE quit
10:22 VanessaE that's all.
10:23 est31 what about adding "handle SIGINT pass" as first line
10:23 VanessaE ahn that might work
10:23 VanessaE ah*
10:23 VanessaE hold plz
10:25 est31 nrzkt, the next version is uploaded
10:25 nrzkt est31: thanks, i need to buy some things to eat, i will look at it later
10:26 est31 have a nice time
10:26 VanessaE est31: nope.  no good
10:26 est31 stdout?
10:27 nrzkt because the packet use client-side translations, for the server shutdown and crash we have a common part: the "Server shutting down", this part can be client side, and we add ", Reason:" which could be translated too it we see the string in shutdown packet, then we only send the useful string to client
10:28 VanessaE est31:  http://pastebin.com/nJbUhLFg
10:28 VanessaE and gdbopts is now:  http://pastebin.com/
10:28 nrzkt then packet std::string could be "maintenance" and the client will do gettext("Server shutting down") + gettext(", Reason: ") + packet std::string
10:28 nrzkt then in french we could have the result: "Extinction du serveur, Raison: maintenance"
10:28 est31 wow gdbopts is pastebin.com
10:29 est31 lol :D
10:29 VanessaE fek
10:29 VanessaE http://pastebin.com/B4cGjTUY
10:29 VanessaE helps if I hit "submit".
10:29 VanessaE :P
10:29 TBC_x btw, why do you use gdb instead of core dumps?
10:29 VanessaE TBC_x: because I don't want to argue with debian to get it to generate them
10:30 TBC_x oh
10:31 nrzkt but est31, for this enhancement i said, we will review you PR and merge it when it will be ready and i will propose PR enhancement
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10:31 est31 VanessaE, can you also add "handle SIGINT nostop"
10:32 TBC_x I'm not sure whether this is an issue or not, but client core dumps do leak user passwords, in case someone decides to upload it
10:32 VanessaE ok
10:32 nrzkt TBC_x: where user password is stored ?
10:32 VanessaE est31: before or after the 'pass' option?
10:32 est31 VanessaE, doesnt matter
10:32 VanessaE ok.
10:32 TBC_x the memory
10:32 est31 nrzkt, its stored at million places
10:33 TBC_x actually you can see it in a stack trace
10:33 kilbith minetest looks like a stainer reading all those leaks
10:33 est31 the password isnt leaked
10:33 est31 its stored on the stack
10:33 TBC_x not talking about memory leak, talking about security
10:33 VanessaE kilbith: it "leaks like a sieve"
10:34 kilbith i meant strainer sorry
10:34 est31 TBC_x, we need the password if we want to reconnect to the server
10:34 VanessaE est31: BINGO.
10:34 TBC_x that is right
10:34 est31 could be done with a token too
10:34 est31 and a custom login mechanism
10:34 VanessaE not sure I like it saying "Access denied" though.
10:34 VanessaE but whatever, as long as the message is correct,
10:35 est31 VanessaE, that will be changed
10:35 est31 I've made first preparations for it in my PR
10:35 VanessaE ok.
10:35 TBC_x I do suggest temporary tokens
10:36 est31 adding auth mechanisms is easy now
10:37 est31 and instead of the password itself, we can pass a pointer to the password
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10:38 VanessaE nice time for X to crash :P
10:38 VanessaE it doesn't like the window manager being restarted too much :)
10:39 est31 ok
10:39 est31 what does gdb say?
10:39 TBC_x what TextureSource::getTextureId(const std::string &) does exactly?
10:39 TBC_x apart from leaking memory
10:40 VanessaE est31: me?
10:40 est31 VanessaE, you!
10:40 VanessaE lol
10:40 est31 :)
10:40 TBC_x src/client/tile.cpp:482
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10:41 VanessaE est31: http://pastebin.com/9VH1xBAK   looks like a normal shutdown now.
10:44 est31 VanessaE, if the timeout still occurs, file an issue
10:44 est31 im gone eating
10:45 VanessaE it seems fine now, est31
10:45 VanessaE those couple of opts sorted that out.
10:45 VanessaE bon appetit
10:45 TBC_x I think i hate Mapper::Mapper
10:51 TBC_x why is there minimap_mask_round and minimap_mask_square?
10:52 VanessaE because it has two modes, accessible from shift-F9
10:54 TBC_x the name suggests it may be square or a circle
10:55 TBC_x also, it segfaults when the texture images don't exist
10:57 TBC_x is missing texture a reason to throw an exception?
10:57 VanessaE definitely not.
10:57 VanessaE however, with the minimap...well
10:58 VanessaE I can't guess what it would look like with a "dummy" texture
11:02 TBC_x i commented out generateTexture()
11:03 TBC_x and I think it is nonsense to continue with no textures
11:03 TBC_x for a game
11:03 VanessaE agreed in general but where do you draw the line?
11:04 VanessaE is one missing texture bad enough? or 10?  or say 50% (of the total count)?
11:04 TBC_x exception handlers
11:04 nrzkt VanessaE: in english we tell "Bon Appetit" in french ?
11:04 VanessaE nrzkt: we use the French phrase here too, yeah
11:05 TBC_x but I found code that don't check for missing texture and segfaults
11:05 VanessaE we have Julia Child to thank for that :)
11:05 TBC_x and i suspect that missing texture doesn't happen every tick or so
11:05 VanessaE (she popularized it with her cooking show back in the 50's or whatever it was)
11:07 TBC_x I just found uncaught exceptions easier to track down than ambiguous segfaults
11:07 nrzkt okay :D thanks for the tip :)
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11:51 TBC_x we probably need to create generic cache class
11:53 TBC_x because it seems that this is the leaking thing
11:54 est31 nrzkt, I think we should send reconnect always
11:54 est31 also for custom string
11:55 est31 e.g. when people kick users they can use it to display a message
11:55 est31 you can have softkick and hardkick
11:55 est31 softkick is with a reconnect button hardkick you have to enter your password again
11:56 est31 whatever
11:57 est31 now i found out that we cant do it because of legacy
11:58 nrzkt this is exact
11:59 nrzkt i don't know if we should do it by default
11:59 nrzkt but you argument is exact
12:00 est31 ok im doing it in a way so that it can be translated by the client
12:00 est31 if the setting is the default, and not changed, we send ""
12:01 est31 then on the client side it can be translated
12:02 TBC_x I hope i finally found the leak, for real
12:02 TBC_x nobody ever gets to take out the texture trash
12:04 est31 RBA's argument: "its deleted on shutdown"
12:04 TBC_x too late
12:04 est31 yup
12:04 TBC_x i suspected it is his code
12:05 TBC_x because i saw the same thing in minimap
12:05 est31 ?
12:05 TBC_x but without the trash can
12:07 TBC_x hmm
12:09 nrzkt est31: for translation you talk about shutdown and crash, not others right ?
12:10 est31 the others can already be translated
12:14 VanessaE TBC_x: is that you on VE-Basic?
12:20 kilbith nrzkt: seems like your android builder is failing on everything
12:20 est31 kilbith, its because sf.net is down
12:21 kilbith ok
12:21 est31 https://twitter.com/sfnet_ops
12:21 est31 "pending restoral"
12:22 kilbith by failing i mean on the PRs
12:22 est31 yes
12:23 est31 its trying to get irrlicht source code from svn which is on sf.net
12:23 est31 then its failing
12:23 TBC_x VanessaE: I think, yes
12:23 est31 just look at one of the logs
12:23 est31 nrzkt, PR updated
12:27 nrzkt kilbith it's due to sf incompetence
12:27 nrzkt i hope irrlicht will migrate to github
12:28 nrzkt est31: will loook at this
12:28 est31 I hope there will be a well enough 3d engine released we can use as replacement for irrlicht
12:28 TBC_x i was thinking about OSG
12:29 nrzkt i see torque3d release this month
12:29 nrzkt est31: you didn't update conditions on client packet handling to have a simpler condition scheme ?
12:30 est31 nrzkt, I did
12:30 est31 if (denyCode == SERVER_ACCESSDENIED_SHUTDOWN ||
12:30 est31 denyCode == SERVER_ACCESSDENIED_CRASH) {
12:30 est31 *pkt >> m_access_denied_reason;
12:30 est31 if (m_access_denied_reason == "") {
12:30 est31 m_access_denied_reason = accessDeniedStrings[denyCode];
12:30 est31 }
12:30 nrzkt oh sorry: i forget github doesn't refrash tab :)
12:30 est31 u8 reconnect;
12:30 est31 *pkt >> reconnect;
12:30 est31 m_access_denied_reconnect = reconnect & 1;
12:30 est31 } else if (denyCode == SERVER_ACCESSDENIED_CUSTOM_STRING) {
12:30 est31 *pkt >> m_access_denied_reason;
12:30 est31 } else if (denyCode < SERVER_ACCESSDENIED_MAX) {
12:30 est31 m_access_denied_reason = accessDeniedStrings[denyCode];
12:30 est31 } else {
12:31 kilbith :O
12:31 kilbith pastie !
12:32 nrzkt it's okay for me now :)
12:32 nrzkt great job
12:33 nrzkt if i get some time i will look to use a common irrlicht code instead of downloading to fix android build
12:34 est31 also, there exist github mirrors for irrlicht
12:35 nrzkt do you know official ?
12:35 TBC_x I got Irrlicht-1.8.1 sources from a japan web
12:36 kilbith est31: https://github.com/zaki/irrlicht
12:36 est31 !title
12:36 ShadowBot zaki/irrlicht · GitHub
12:38 nrzkt http://www.endtime.at/ :o by a irrlicht dev :)
12:39 est31 so you can compile irrlicht for emscripten?
12:39 TBC_x I hate websites that cannot display without JS
12:39 est31 or is that another engine
12:39 est31 TBC_x, better than websites that cannot display without flash
12:39 nrzkt est31: agree xD
12:39 nrzkt HTML5 is great for doing good apps
12:40 est31 but yea, now is the time i guess i have to add "before it was cool" when saying "I've uninstalled flash", because before long everybody has done it
12:41 nrzkt #2930 what do you think about it est31 ?
12:41 ShadowBot https://github.com/minetest/minetest/issues/2930 -- Refactor particle code to remove the while loops by TeTpaAka
12:41 est31 I'll have to read through it
12:41 TBC_x HTML seems abused to me
12:42 est31 seen it
12:42 est31 TBC_x, HTML is abused, but its an open technology, and js code runs in a sandbox with well defined interfaces to my system
12:43 est31 I can run completely untrusted code from web pages, and feel safe
12:43 est31 try that with normal "native" code
12:43 nrzkt sfan5: are you there ?
12:44 sfan5 yes
12:44 TBC_x no OS offers prober sandboxing
12:44 TBC_x s/prober/proper/
12:44 nrzkt can you provide me 1 year minetest version stats ?
12:44 sfan5 what do you mean
12:44 nrzkt i need to have all minetest version used
12:44 TBC_x I feel confident enough to run untrusted code inside Plan9
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12:44 sfan5 in the previous year?
12:45 nrzkt on master server you do stats
12:45 nrzkt yes , or at least since 1st january
12:45 nrzkt http://meow.minetest.net/tmp/s​erverlist_stats_2015-03-14.txt
12:45 sfan5 so for 187h july 14 -> 17th july 15
12:45 nrzkt like this
12:45 sfan5 ?
12:45 nrzkt yes :)
12:46 sfan5 ok
12:46 nrzkt i need to have 1 year old client version stats
12:46 nrzkt don't merge 0.4.7 and lesser versions
12:46 nrzkt i need to know which protocol version can  be dropped
12:46 sfan5 not my choice to merge 0.4.7 or older
12:46 nrzkt oh ?
12:46 sfan5 all of them identify with "Minetest"
12:47 nrzkt shit
12:47 nrzkt then, do better you can :(
12:48 nrzkt interesting thing could be having : 1year old stats, 6 month old stats , 2 month old stats and 1 month old if you can
12:48 nrzkt this permit me to view stats evolution
12:48 nrzkt maybe it could be interesting to send those datas to an ELK to have real stats
12:48 kilbith ideally with a graph
12:48 sfan5 http://meow.minetest.net/tmp/s​erverlist_stats_2015-03-14.txt thats about 5 months i think
12:48 sfan5 6*
12:49 nrzkt yes but i need all to today :s
12:49 sfan5 yes
12:49 sfan5 i know
12:49 nrzkt i need to compare the minetest version evolution on the 4 interval i quote
12:49 nrzkt and if i get time today i will give you a patch to send those useful datas to my graph engine to have a better view
12:50 nrzkt please note also to win speed:
12:50 nrzkt cat game.log | cut -d '"' -f 6-7 | grep -E "^Minetest/0\.4\.12" | wc -l
12:50 nrzkt you can do:
12:50 nrzkt cat game.log | cut -d '"' -f 6-7 | grep -c -E "^Minetest/0\.4\.12"
12:52 nrzkt this permit to read stdout only 3 times, not 3 :)
12:52 nrzkt not 4
13:12 sfan5 nrzkt: last month: http://meow.minetest.net/i/49d95864053f1cd7.txt
13:12 nrzkt thanks
13:14 sfan5 nrzkt: gUnknown is android 0.4.11 or newer
13:15 nrzkt our client has this problem ? :o if it's the case we should fix it
13:15 sfan5 i think it was already fixed
13:16 sfan5 nrzkt: do you need 2 months ago -> today or 2 months ago -> 1 months ago?
13:16 nrzkt last two month
13:16 sfan5 ok
13:17 sfan5 http://meow.minetest.net/i/7c0025805b7bbd8d.txt last two months
13:17 sfan5 but is it really that useful to compare between non-equal durations?
13:18 nrzkt you are right
13:18 nrzkt it's better to have the previous month :)
13:18 sfan5 so you want 2 months ago till 1 months ago?
13:18 nrzkt ofc :)
13:22 sfan5 nrzkt: http://meow.minetest.net/i/ae9084a62308b55c.txt 2 months ago -> 1 month ago
13:25 nrzkt ty
13:25 nrzkt this is sufficient for me atm, thanks :)
13:26 sfan5 ok
13:30 est31 there are tons of places where we can remove or refactor code, I think removing legacy compatibility is mostly a time waste
13:31 nrzkt yes est31
13:31 nrzkt i'm finishing a thing and i will do some more stats
13:31 nrzkt sfan5: your minetest logs are starting when ?
13:32 sfan5 but we should deny very very old clients from connecting
13:32 sfan5 [23/Dec/2014:13:31:13 -0500]
13:32 sfan5 i can dig up older logs if needed
13:33 nrzkt it's just for information, if you tell me when is the first log line you have i could be cool :)
13:34 sfan5 [27/Jun/2014:17:14:08 -0400]
13:34 sfan5 oldest i have
13:34 nrzkt okay, thanks
13:34 nrzkt i think this is sufficient to have 1 year logs
13:36 TBC_x is irrlicht refcounting thread safe?
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13:38 est31 no idea
13:38 est31 guess not
13:38 est31 irrlicht isn't known for its thread safe-ness
13:39 est31 this is more a question for #irrlicht
13:39 est31 if you have an answer, please share it :)
13:41 TBC_x #irrlicht looks like a parking lot
13:41 TBC_x they join the # and walk away
13:45 TBC_x was irrlicht really a good pick?
13:45 nrzkt i was the original choice
13:52 est31 VanessaE has said that zeno has said that he is 49% finished with rendering engine abstraction
13:58 nrzkt oO he told me two days ago 5% xD
13:58 nrzkt this man is crazy, i like it :p
14:03 VanessaE it was 40% but that was months ago
14:03 VanessaE maybe he rolled his "counter" backward :)
14:18 Calinou we can always fork Irrlicht... this is what the STK guys did
14:18 Calinou there was nothing better back in october 2010
14:18 nrzkt sfan5: https://github.com/minetest/master-server/pull/7
14:18 nrzkt a little python code improvement
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14:38 nrzkt :x
14:38 nrzkt oops vi window fail :)
14:38 sfan5 ?
14:38 sfan5 something something real programmers use emacs
14:38 nrzkt thanks for the merge
14:39 nrzkt sorry bsd-vim is sufficient for me :p
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16:14 kilbith ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars
16:14 kilbith uh ?
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17:19 est31 hmmmm, kahrl nore nrzkt paramat RealBadAngel sfan5 Tesseract celeron55 About the website contest, I'd like to officially announce its start. I've drafted the topic here: http://pastie.org/private/uyhmzykkwmhy8lb28efikq
17:19 nrzkt A design contest ?
17:19 nrzkt :o
17:19 nrzkt i forget something :p
17:20 * Tesseract kind of likes the current site...
17:20 Tesseract est31: You forgot ND :-P
17:21 * paramat looks
17:22 est31 Tesseract, ok will add that :)
17:24 Tesseract "neutral as possible. however." -- What does "neutral" mean.  Also, "however" isn't a full sentence and it should be before what it's modifying to make it clearer.
17:24 est31 ah the however is an artifact
17:24 est31 will remove
17:25 Tesseract I would also consiter a Flask/Django or even Rails app acceptable.
17:25 est31 its mostly about hosting
17:25 Tesseract As long as it's not PHP or Perl or something like that.
17:26 est31 celeron55 only wants to host dokuwiki, and github only has jekyll
17:26 hmmmm Tesseract, any news on the threading refactor?
17:27 Tesseract hmmmm: No.  I haven't heard of any issues with it and it seems to work on all platforms though.
17:28 Tesseract Just needs a rebase.
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17:28 Tesseract I was working on fixing UpdateThread today, but I need something like std::condition_variable to do it right.
17:29 hmmmm pthread_cond_wait?
17:30 hmmmm in any case, what's up with the .hpp?
17:30 Tesseract hmmmm: Yes, of course, I'd need to add another threading module.
17:30 hmmmm people don't like it
17:30 Tesseract Well, it's because it's a C++ header and not just a C one.  That could be changed though...
17:31 hmmmm all the rest are .h...
17:31 nrzkt Tesseract: please use .h
17:36 TBC_x .hpp feels dirty
17:44 Tesseract TBC_x: Why so?
17:48 TBC_x looks like a reference to Harry Potter with an extra P
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18:18 Calinou est31, looks OK, but maybe write guidelines like "Must be reponsive", "Must not cause too much data usage (for mobile networks)" and such
18:18 Calinou stuff that isn't immediately obvious to regular people who would vote
18:19 nrzkt should use angular js :D
18:19 Calinou est31, also I don't have any Jekyll experience :( and no DokuWiki knowledge either
18:20 Calinou maybe I'll help someone who knows that, for the front-end
18:20 est31 lets see
18:20 est31 I'll make the topic then.
18:20 est31 also I'll add the mobile networks thing, thats good
18:20 Calinou where will the submission topics be posted?
18:24 Calinou est31, also, very important, which kind of content shall we include?
18:24 Calinou you probably should draw some kind of tree (tip: make a directory structure and call the "tree" command)
18:25 Calinou eg. Main, Downloads, Popular Mods/Texture Packs/Subgames, Development, link to Wiki/Forum/IRC...
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18:48 celeron55 Calinou: it should have roughly the same content as the current one, but of course some of it is outdated and/or not really well made currently so those can be improved
18:49 celeron55 it's intentional that there is some freedom
18:50 celeron55 the only strict goal is to make a good updated landing site to sit in front of the forum and the wikis and all of those things that we have - the purpose is important, not how the purpose is exactly fullfilled
18:50 celeron55 fulfilled*
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19:00 est31 I'm copying this :D
19:01 leat4 joined #minetest-dev
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19:14 Tesseract hmmmm: I've rebased my threading pull and changed Thread.hpp/MutexAutoLock.hpp to thread.h/mutex_auto_lock.h.
19:15 Tesseract (Not quite finished yet though)
19:15 est31 we have CamelCase in .h files, no?
19:16 est31 no, sorry im wrong
19:16 Tesseract Just everythingisonebigwordwithnodeliniation or with_underscores.
19:17 est31 well, we dont have any style thats possible
19:17 est31 irrlichttypes_extrabloated.h
19:17 hmmmm should there be a style then?
19:17 Tesseract Well, there's gui*
19:17 est31 luaentity_common.h
19:17 est31 guiKeyChangeMenu.h
19:17 Tesseract hmmmm: Maybe.  I'm fine with anything but the lowercase no deliniation thing.
19:17 hmmmm i'm not saying that code sucks unless it conforms to some specific style, it's just that i've personally noticed that when code has inconsistent style it usually has lower quality all around.
19:18 est31 !g deliniation
19:18 ShadowBot est31: http://www.watershedcouncil.org/water%20resources​/wetlands/wetland-identification-and-deliniation/ | Wetland Identification and Delineation. Wetland determination (sometimes called identification) is simply the determination of whether an area is a wetland or ...
19:18 hmmmm perhaps we should agree on lowercase_underscore_unix_style_like_this
19:18 hmmmm ?? est
19:18 hmmmm also celeron?
19:19 hmmmm let's get as many opinions on this as possible before making a new rule..
19:19 est31 as long as it isnt lower_case_under_score_unix_style
19:19 Tesseract Threading rebase pushed.
19:19 est31 +1
19:19 est31 (to hmmmm)
19:19 hmmmm lol
19:20 hmmmm est31:  would you prefer lowercasewithnodeliniationstyle?
19:20 Calinou yesbecausesauerbratendoesitthiswayitis​somuchbetterthanthosepeskyunderscores
19:20 Tesseract est31: Were you joking?
19:20 Calinou /typethiscommandtoquitthega​meibetyoucantypeitcorrectly
19:20 est31 Tesseract, partly yes
19:20 hmmmm camelCase looks ugly for everything except method names
19:21 hmmmm imo
19:21 est31 yea
19:21 Calinou I think file names should be like_this
19:21 Calinou it's the most common in my experience
19:21 hmmmm yea
19:21 Tesseract Three main styles are UpperCammelCase, lower_underscore, and lowerCamelcase then.
19:21 hmmmm so me, calinou, and SN for lower_underscore
19:21 hmmmm Tesseract:  UpperCamelCase is better known as PascalCase
19:21 est31 and CamelCase looks ugly for everything except class names
19:22 Tesseract I'm fine with any of those three, although I prefer the first two.
19:22 hmmmm same
19:22 hmmmm either PascalCase or lower_underscore_case
19:22 est31 yea
19:22 celeron55 so are we voting explicitly about file names now?
19:22 hmmmm i would prefer the latter of the two because like calinou said, it seems to be more standard everywhere and also most of the current filenames use that style
19:23 est31 its mostly something about prefference, there are no technical arguments
19:23 celeron55 i prefer lower_underscore_case
19:23 hmmmm the only outliers are guiBlahBlah.cpp and what were originally JMutex files (PascalCase)
19:24 Tesseract And things like touchscreengui.cpp.
19:24 est31 well thats ok imo
19:24 est31 as long as its not touchscreenguimanager.cpp
19:24 hmmmm that's lowercasewithnodeliniation style
19:25 hmmmm lol it's sort of like german words
19:25 est31 Reichsermächtigungsgesetz <--- evil thing
19:26 hmmmm hmm
19:26 hmmmm so est, you're the only one against lowercase_underscore_unix_style
19:26 hmmmm how do you feel about that? :D
19:27 est31 I dont like camel or pascal case
19:27 est31 just sometimes lowercasewithnodeliniation is more convenient
19:27 est31 _ is hidden behind a modifier key on my keyboard (caps)
19:28 Tesseract est31: There's a clear readability argument against that though.
19:28 Calinou not on AZERTY :)
19:28 Tesseract est31: I think it's worth the extra second typing.
19:30 est31 is areastore.h really too long?
19:30 celeron55 i'm actually also fine with lowercasewithnodeliniation
19:31 celeron55 (it's how Qt and Qt-style projects do things, if someone is wondering)
19:31 Tesseract I read that as "lower case with node liniation" until I correct myself though.
19:32 celeron55 yeah the downside of that is obvious
19:34 Tesseract It seems we can all aggree on lc_us style though.
19:34 est31 lc_us?
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19:35 Tesseract lowercase_underscore
19:36 est31 es
19:36 est31 yes*
19:41 Calinou why isn't the website competition in News section?
19:44 est31 Well its no real "announcement"
19:54 Calinou also, is IE8 support necessary?
19:54 Calinou or can we develop using modern techniques?
19:55 hmmmm i don't think someone who uses IE8 would be interested in minetest
19:56 est31 wow it has 13.58% market share
19:58 Calinou yeah... I'm about to use jQuery 2.x, REM units and HSLA colors
19:58 Calinou stuff that's not supported on IE8
19:58 Calinou I have no machine with IE8 to test
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20:10 Calinou got Jekyll up and running
20:14 Calinou now to configure Grunt...
20:16 TBC_x I maybe missed the discussion, but I prefer lowercase/directory
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20:24 Calinou so... I'll design my site to not take IE8 into account... but I might port it if needed
20:24 Calinou it's not like we are commercial
20:25 est31 sounds good
20:26 TBC_x I was using XML and XSLT to do websites
20:27 TBC_x the freehosting couldn't put ads in xml
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20:29 luizrpgluiz a friend told me that if for example the minetest client besides show ip, it could also show the mac computer, this can be useful when the admin server can give minetest ban more efficient
20:30 est31 you mean the mac address?
20:30 luizrpgluiz yes,
20:30 luizrpgluiz because anyway changing the computer IP, the client can not connect to the server which would force change computer mac
20:30 Calinou 1. faking your MAC address is possible, and rather easy with the appropriate tools
20:30 Calinou 2. think of user privacy... we are not PunkBuster or something
20:30 est31 heh, the problem is just that the mac address is completely irrelevant
20:31 est31 except inside a local network
20:31 est31 and even there you can fake.
20:31 est31 as Calinou outlined.
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20:35 TBC_x yeah, basically, to the network, you can say whatever you want and they'll believe you most of the time
20:35 TBC_x in the end, it is just a stream of 0 and 1's
20:37 nrzkt mac address doesn't have to be giving to anybody.
20:37 nrzkt look at the IPv6 autoconfig patch on linux kernel recently, they remove the usage of the man to generate a stable ipv6 autoconf address
20:37 nrzkt moreover mac address collision is possible, very rare but possible
20:43 luizrpgluiz hummmm
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21:08 nrzkt 0.4.12 is not very used by users :(
21:09 nrzkt currently the most used is gUnknown and 0.4.10
21:09 est31 this is general problem of software i guess, look at android version distribution
21:09 nrzkt after this is an android tag and 0.4.11 and then 0
21:09 nrzkt 0.4.12
21:09 est31 we have no other way than watching, being sad, and releasing new versions.
21:09 nrzkt maybe we should advertise users to update by talking to public server list ?
21:10 nrzkt for newer clients , for olders we don't have a such mechanism
21:10 est31 I dont think so, think of distribution package managers
21:11 nrzkt maybe we should do that work ourselves to be sure it's up to date
21:11 est31 they only include up to a certain version, then wait until the next distro is released
21:11 nrzkt go on all current distros used by our users and which are supported and package the new version
21:12 est31 thats not the problem
21:12 est31 e.g. if you are using ubuntu 12.04 like pilzadam
21:12 est31 then you are stuck with outdated minetest
21:12 nrzkt why ?
21:13 est31 because its ubuntu policy to not update with feature releases after release of OS.
21:13 est31 otherwise its rolling release os
21:15 twoelk joined #minetest-dev
21:16 nrzkt what about games ?
21:17 nrzkt network games especially
21:17 nrzkt or we should have a backport version and our repo for users ?
21:24 cheapie joined #minetest-dev
21:25 est31 there is an exception for web browsers
21:25 est31 but I guess minetest wont get it
21:26 est31 if we had as many users as minecraft, perhaps
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21:48 johnnyjoy est31, I made the change you asked for last night. Please let me know if there is anything else, and thanks again.
21:49 est31 yey its building!
21:51 johnnyjoy That is encouraging.
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22:00 nrzkt as i see in stats we could remove 0.4.6 and lesser support in protocol it's not used anymore. When data analysis will be finished i confirm we could cleanup
22:01 est31 well I think time is better spent doing other things, but if you insist...
22:02 est31 but its good to make a study
22:02 est31 perhaps I dont realize how much code we can spare
22:02 est31 lets see first :)
22:02 nrzkt i need to be sure, having the correct filter for those lesser versions
22:03 nrzkt the current analysis is not finished yet
22:03 est31 ok
22:07 est31 johnnyjoy, can you squash your patch?
22:07 est31 I can't apply it
22:10 johnnyjoy est31, forgive me for asking, but how do I squash it?
22:12 RealBadAngel git rebase -i HEAD~2   (where 2 is number of commits to squash)
22:12 RealBadAngel then: git push -f
22:12 johnnyjoy Thanks.
22:12 est31 also, mark all commits as "fixup"
22:13 est31 except the first one
22:13 est31 (you will be presented a text editor, where you can edit the list of commits)
22:17 johnnyjoy How many commits should I squash?
22:18 est31 all of them. if you dont use the HEAD~number notation, but direct commits, you dont have to remember the number
22:19 est31 just take the first commit thats not yours
22:19 est31 type git log, you will see a list of commits
22:19 johnnyjoy Thanks.
22:19 est31 scroll down until you get to the first one thats not yours, extract the has
22:19 est31 h
22:20 est31 in your case it would be git rebase -i b30e8d8ec689f then.
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22:25 johnnyjoy had to git stash, now I have a list of picks. Should I just squash all of them?
22:26 est31 "list of picks" ??
22:28 johnnyjoy I'm in pico with a 4 lines that start with pick, followed by a hash and a comment from a commit.
22:29 est31 yes, replace "pick" with "f" at every line
22:29 johnnyjoy Thanks.
22:29 est31 except first one
22:29 est31 that should remain pick
22:40 johnnyjoy I need to read up more on git.
22:41 johnnyjoy Now I just push?
22:41 est31 push -f
22:41 johnnyjoy Okay.
22:44 johnnyjoy est31, I get "fatal: You are not currently on a branch."
22:45 est31 johnnyjoy, did you do git checkout commit before?
22:46 johnnyjoy Not that I'm aware of.
22:46 est31 what does git status say?
22:47 johnnyjoy Not currently on any branch.
22:47 johnnyjoy nothing added to commit but untracked files present (use "git add" to track)
22:48 est31 then you should checkout the branch your changes are on
22:48 est31 and do the rebase again
22:48 johnnyjoy Okay. Thanks.
22:51 johnnyjoy It's rebased.
22:51 johnnyjoy i'm going to push.
22:53 johnnyjoy Great. Things showed up that aren't mine.
22:54 est31 ?
22:55 est31 ah I see
22:56 est31 well thats bad
22:57 est31 ok rescue mission
22:57 est31 do git checkout your branch name
22:57 est31 then do "git reset --hard b6939af3332bf3071"
22:57 est31 then you should have the state before the rebase
22:58 est31 if you have done that, rebase your pr again.
22:59 johnnyjoy Okay.
23:01 johnnyjoy fatal: ambiguous argument 'b6939af3332bf3071': unknown revision or path not in the working tree.
23:02 johnnyjoy That is the error I'm getting.
23:03 est31 ahh
23:04 est31 whats the output of git reflog | grep "USE_POSTGRESQL"
23:05 est31 or just git reflog, and put it in a pastebin
23:06 johnnyjoy git reflog | grep "USE_POSTGRESQL"
23:06 johnnyjoy nothing
23:06 johnnyjoy git reflog
23:06 johnnyjoy 2e9cd4d HEAD@{0}: clone: from https://github.com/johnnyjoy/minetest.git
23:07 est31 did you remove the directory, and then clone???
23:07 est31 fresh clone?
23:07 johnnyjoy Fresh clone.
23:07 est31 oh dude
23:08 est31 git gives you guarantees, no commit is lost and so on, but if you remove it, and do a fresh clone, you lose this guarantee
23:09 johnnyjoy Ah, I did not remove the other copy.
23:09 johnnyjoy I can go back to that one.
23:09 est31 yes do it
23:09 johnnyjoy git reflog | grep "USE_POSTGRESQL"
23:09 johnnyjoy b6939af HEAD@{36}: commit: Added #if USE_POSTGRESQL #endif
23:10 est31 well, here the command from above should work
23:10 est31 the reset --hard one
23:10 johnnyjoy it did.
23:13 johnnyjoy I'm in the rebase text file in pico. I should change pick to 'f' for all but the last one?
23:13 est31 for all but the first one
23:13 johnnyjoy Glad I asked.
23:14 est31 the one you want to "keep"
23:14 est31 at least if im not wrong
23:14 est31 whats the first and last entries?
23:15 johnnyjoy Dang. I saved the file and it rebased. Sorry.
23:15 johnnyjoy I have back ups, so nothing can be lost.
23:15 est31 no problem
23:15 est31 also, nothing is lost in git
23:16 est31 if you dont do really dangerous stuff
23:16 johnnyjoy That's like my mom's house. Nothing is lost, but it's also not easy to find.
23:16 est31 git reflog is most times a good helper, to find lost commits
23:17 johnnyjoy Thanks.
23:17 johnnyjoy It's clear I need to spend a few hours learning more about git an github.
23:17 est31 yea
23:17 est31 but its worth it i think
23:17 johnnyjoy Do I just push now that it's rebased?
23:17 est31 push -f
23:18 johnnyjoy fingers crossed
23:19 TBC_x well... you learn git by using it
23:19 TBC_x not once I had to do recovery from unlinked commits
23:19 johnnyjoy I think that might be the best way.
23:20 TBC_x just write useful code for MT, git skills will come with it
23:20 johnnyjoy Oh, boy. It seems to still include a number of files that should not be there.
23:20 johnnyjoy Come for the MT, stay for th git. ;)
23:21 TBC_x I sometimes commit changes in multiple files, then just squash commits
23:21 johnnyjoy I'm not worried. I just feel like the guy who doesn't know how to get his first pickaxe.
23:22 est31 can you get it back to the state before the rebase, and push that?
23:22 est31 we can take care of it later
23:23 johnnyjoy I'm not sure if I can. How do you un-rebase?
23:23 est31 do that git reset --hard thingy i told you before
23:23 johnnyjoy Okay.
23:23 TBC_x cppcheck http://sprunge.us/AXMQ for 8ac0cf500ff336c43f6c42b306431fa6564b7cc8
23:25 johnnyjoy The hard reset worked.
23:30 johnnyjoy I have to take care of things in the real world for a few hours. If this is going to be a big problem I could make a new PR.
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23:51 paramat hi hmmmmmm any comments on #2932 ?
23:51 ShadowBot https://github.com/minetest/minetest/issues/2932 -- Cavegen: Mgv6: No small caves entirely above ground by paramat
23:51 paramat http://i.imgur.com/x7Ryciv.png
23:52 hmmmmmm the ravines do suck, don't they :p
23:52 paramat heh
23:52 hmmmmmm 3d noise caves are so much nicer
23:52 hmmmmmm also 3d noise caves do create natural ravines at times
23:53 paramat yeah
23:54 hmmmmmm wait
23:54 hmmmmmm what are you doing to V6 caves
23:55 paramat enabling that 'Do not make large caves that are entirely above ground' check for small caves too
23:55 hmmmmmm no don't do that
23:55 hmmmmmm you need entrances to caves on mgv6
23:56 paramat we won't lose entrances
23:56 paramat i rewrote that code to only 'return' if both start and endpoint are above ground
23:56 paramat so caves will still pass through the surface
23:57 paramat i had to do that to preserve how large caves shape mgv6 surface
23:57 hmmmmmm alright good
23:57 paramat and tested by making large caves water
23:57 hmmmmmm so now why is this being done anyway?
23:57 hmmmmmm it wasn't a problem for the longest amount of time
23:57 paramat the code is copied from mgv7 cavegen
23:58 paramat oh..
23:58 paramat shadow bugs in mgv6 were being caused by large caves high above ground
23:58 TBC_x why ScriptApiSecurity::safeLoadFile does even use stdin?
23:58 paramat see #1190
23:58 ShadowBot https://github.com/minetest/minetest/issues/1190 -- Strange bug in light spreading
23:59 paramat fixed by that check on large caves
23:59 TBC_x at src/script/cpp_api/s_security.cpp
23:59 est31 TBC_x, you might want to talk with Tesseract about this
23:59 est31 its his code
23:59 TBC_x looks dirty

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