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IRC log for #minetest-dev, 2016-07-17

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All times shown according to UTC.

Time Nick Message
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00:41 OldCoder
00:41 OldCoder I
00:42 OldCoder I've noticed much longer startup times due to lockup for notifying server list
00:42 OldCoder This is fine if it is necessary. However, is it intentional?
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12:01 Fixer https://i.imgur.com/rzWf6d2.png
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14:48 red-001 would it be possible to make the serverlist check if the domain sent to it by the server resolves to the servers ip address?
14:49 est31 I think it already does
14:49 red-001 It doesn't
14:50 est31 it does not?
14:50 est31 then file a bug
14:50 est31 with report of what you experienced
14:50 est31 sfan5, ^
15:07 red-001 https://github.com/minetes​t/master-server/issues/12
15:10 est31 hrmm maybe you are right.
15:11 est31 you can add unlisted servers
15:11 est31 but you cant add servers already in the list
15:12 red-001 yes you can
15:14 Krock red-001, *without permission
15:14 red-001 thanks!
15:14 Krock who would even do this for another server?
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16:55 Thomas-S Trivial bugfix regarding trapdoors: game#1198 .  It would be nice if someone could review this. Thanks for your efforts!
16:55 ShadowBot https://github.com/minetest​/minetest_game/issues/1198 -- Same naming for trapdoors as for doors by Thomas--S
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17:34 KaadmY sorry about not clarifying on the schematic issue i mentioned yesterday, here's the problem: https://forum.minetest.net/vi​ewtopic.php?p=225167#p225167
17:41 KaadmY the replacement nodes for schematics seem to not work since 0.4.14
17:41 KaadmY while it works correctly in 0.4.13
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19:14 Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.14, May 15 2016. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/
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20:35 tenplus1 hi folks, could a nice dev please check game#965 for inclusion
20:35 ShadowBot https://github.com/minetes​t/minetest_game/issues/965 -- Ability to Disable bones, drop items or keep inventory. by tenplus1
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20:39 dillonb Hey, quick question, using the lua api is it possible to override how map data is loaded?
20:39 dillonb To load it from a different source?
20:40 ElectronLibre As far as I know all of that is hardcoded into the engine and unavailable from Lua
20:40 dillonb Alright
20:40 dillonb That's what I thought
20:40 Krock you can only replace loaded areas
20:41 ElectronLibre Unless you code your own mod to load/write map data, set the mapgen type to singlenode, and make all loading from a specific source with your own Lua code
20:41 ElectronLibre But I can guarantee that it will be laggy, extremely laggu
20:41 ElectronLibre *laggy
20:42 Calinou yeah, the world is not ready yet for Lua mapgens
20:42 dillonb yeah sending a single node at a time seems slow
20:42 Calinou not even an i7-6700K will like it
20:42 dillonb okay cool, I'm just trying to figure out my best option here
20:42 dillonb I'm making a (hopefully) realtime bridge between dwarf fortress and minetest
20:43 dillonb dwarf fortress side is coming along great, just now starting to dig into minetest
20:45 dillonb I have a couple ideas, looking for some thoughts on the best way: I could implement the server protocol and have a client directly connect to that, or modify the source to load from my bridge
20:45 dillonb my third option was lua but that's done :p
20:46 Krock Calinou, without LuaJIT don't even think about mapgen stuff
20:48 dillonb seems like it wouldn't be that bad to modify ClientMap to load from somewhere else?
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20:55 est31 dillonb, I'd suggest modifying the source
20:55 est31 implementing the whole the minetest protocol is not really easy unfortunately
20:56 est31 also, its not really well documented, except the source
20:56 dillonb I figured, it just seemed like a pretty clean solution before I looked into the protocol
20:56 est31 the lua api is not really designed for your purpose, so it wont help you much
20:57 dillonb Also figured. Just thought it was worth asking
20:58 dillonb am I right in thinking that I should be looking mostly at the ClientMap and MapSector classes?
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20:59 dillonb This is based on less than 10 minutes with the code
21:06 est31 MapSector plays only a very small part
21:06 est31 i dont really know why its there at all
21:06 est31 for lighting or something like that
21:06 est31 and clientmap only exists on the client, the server takes care of the actual data loading
21:07 est31 even in singleplayer there is a server, it just listens on localhost
21:07 est31 but all stuff goes over the server
21:07 dillonb ahh, that's good to know
21:07 est31 minetest separates the map into mapblocks
21:07 dillonb so if I modify servermap to load from my bridge, I can get multiple players connecting for free
21:07 est31 those are 16x16x16 units
21:07 est31 yes
21:08 dillonb ah, MapBlock is what I thought MapSector was initially
21:08 dillonb makes sense
21:09 est31 there are emerge threads
21:09 est31 they take care of loading the mapblocks
21:09 est31 there is a very easy interface for databases
21:10 est31 its simple and only takes care about mapblock transfer
21:10 paramat sofar 2 very simple reviews for you game#1198 game#1200
21:10 ShadowBot https://github.com/minetest​/minetest_game/issues/1198 -- Same naming for trapdoors as for doors by Thomas--S
21:10 ShadowBot https://github.com/minetest​/minetest_game/issues/1200 -- register_trapdoor: Improve on_blast by Thomas--S
21:10 est31 however, the mapblocks are already compressed when they go through it
21:11 est31 plus, the database is only spoken with every few seconds
21:11 dillonb That sounds ideal actually
21:11 est31 so it wont help you much if you want real dwarves moving around modifying nodes
21:12 est31 but it is a good point for a first proof of concept
21:12 est31 and maybe enough for you :)
21:12 dillonb Yeah - I'm not really expecting it to be perfectly real time
21:12 est31 the server has basically two ways to inform the client of an update
21:13 est31 either it says a mapblock has changed, and tells the client the whole mapblock
21:13 est31 or it says a node has changed, and tells the client the node and its position
21:14 est31 your biggest problem with the db backend would probably be that its only used for block loading
21:14 est31 and saving of course
21:15 est31 but its read only if a block is not known yet by the server, or if it was deleted from the memory because nobody was near it for some time
21:16 dillonb Ah, that's a good point
21:17 est31 yeah in fact the interval thing is happening on the saving side
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21:17 est31 all active blocks are saved in an interval
21:17 est31 there has been a project that hijacked the db interface to create a live map of the world
21:17 dillonb This is going to be read-only, I'm not planning on sending updates back to df
21:18 est31 you want to send the data the other way
21:18 est31 which is the complicated one, reading is only done on demand
21:18 est31 outside of intervals (afaik)
21:19 est31 anyways good luck with your project would love to see it
21:19 dillonb It can't be too hard to poll for updates on mapblocks and force a re-read from the db
21:20 est31 you'll find a way :)
21:20 * est31 is logging off for today
21:20 est31 bye
21:20 dillonb When I get to a point that I feel comfortable sharing it, I'll be sure to post it on both df and minetest forums
21:20 est31 nice
21:20 dillonb bye! thanks for your he-
21:20 dillonb :(
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