Time Nick Message 04:28 Zeno` can someone help me understand why all detached inventories are sent to the client? 04:30 thePalindrome Is "wololol" a satisfactory answer? 04:31 Zeno` not really :P 04:32 Zeno` I can't see the reason. It must be hiding 04:32 Zeno` I can /not/ send them (i.e. comment out the code) and not see any difference as well 04:33 Zeno` but... hmm... I dunno 04:35 thePalindrome Have you put a print there, see if that code is ever called? 04:35 Zeno` no of course not 04:35 Zeno` I've put a breakpoint there 04:36 thePalindrome huh 04:38 Zeno` breakpoint in debugger 04:39 Zeno` but anyway that might be a good idea for collecting data from remote servers. I might add some debug text 04:50 Zeno` although the debug text doesn't answer my original question :) 07:28 bkeys Hello, I am trying to run an instance of your master server for my own game and am having some issues 07:29 bkeys I cannot get external connections to work; if I try a curl then I get a connection refused error 07:29 bkeys But if I curl on the localhost then it works fine 07:29 bkeys I ran netstat -lan | grep 5000 on the localhost and here was the output 07:29 bkeys tcp 0 0 127.0.0.1:5000 0.0.0.0:* LISTEN 07:36 Zeno` is it blocked at the router or by iptables? 07:36 bkeys How could I tell? I am running this on Raspian on a raspberry pi 07:36 bkeys It does not appear to use firewalld so I am lost 07:40 bkeys I do not think the router has the port blocked at all 07:43 Zeno` hmm 07:43 bkeys I try service restart iptables and it tells me that it is not an installed service 07:43 Zeno` how is traffic routed from the modem/router to the rpi? 07:43 bkeys I just have the pi connected via an ethernet cable 07:44 burli hi 07:45 Zeno` Well, is port forwarding set up? 07:46 Zeno` This is more of a networking issue 07:46 Zeno` Is there a ##network or something? 07:47 bkeys I am just trying to access this master server on my LAN so no port forwarding needed 07:47 burli I have a question about LBMs. Is there a difference between registering a single LBM with multiple nodes and multiple LBMs with a single node? Does it make a difference in performance? 07:47 Zeno` oh ok 07:48 Zeno` well make sure the port is not blocked my the rpi. #raspberrypi can probably answer easier than me 07:50 bkeys Alright I will get started on that tomorrow, thanks for your time 09:49 tenplus1 hi folks 09:49 tenplus1 has anyone complained about metadata being flakey lately ??? 09:51 tenplus1 if I do: local inv = minetest.get_meta(pos):get_inventory() ; inv:set_size("main", 4*4) -- it sometimes doesnt work 100% and refuses to create inventory 09:51 tenplus1 but if I do: local meta = minetest.get_meta(pos) ; local inv = meta:get_inventory() ; inv:set_size("main", 4*4) -- it works fine every time 10:21 Zeno` sfan5, what is the purpose of https://github.com/minetest/minetest/blob/master/src/server.cpp#L2537 10:22 Zeno` i.e. why do clients need the detached inventories of all the other players? 10:22 nerzhul if i remember sfan5 you studied this shit, maybe you will know 10:22 sfan5 Zeno`: that exactly is the problwem 10:22 sfan5 detached inventories are NOT supposed to be used for player-specific stuff 10:23 sfan5 mods do it anyway because there is no other way 10:23 Zeno` I don't get it. I keep tracing the code and can't see the purpose of this 10:23 Zeno` hmm 10:23 sfan5 so generally the code sends each detached inv to everyone 10:23 celeron55 player-specific custom inventories don't exist 10:23 sfan5 except for the ones where the mod said it should only go to 10:24 sfan5 the checks on line 2526 & 2532 enforce tht 10:24 Zeno` hmm ok 10:24 Zeno` it's weird, but ok 10:24 sfan5 adding a workaround to accomodate feature misuse is weird indeed :P 10:25 celeron55 wait, actually we do have that 10:26 sfan5 yes, however having callbacks for them is not possible 10:26 sfan5 (not yet) 10:28 Zeno` hmm 10:28 * Zeno` reads docs again 11:24 Zeno` Any objections to #5164 ? 11:24 ShadowBot https://github.com/minetest/minetest/issues/5164 -- Serverlist: Add ping indicators by kilbith 11:25 Zeno` if not I will merge in 30 or so minutes 11:28 nrzkt the float point is fixed ? 11:29 Zeno` I'm not sure about that 11:29 Zeno` just saw it then 11:30 nrzkt the fix is to ask jsoncpp to see if the field is member of the offset 11:30 Zeno` ok it returns undefined value 11:30 Zeno` currently 11:31 Zeno` yeah, needs to be fixed 13:26 Zeno` #5164 looks ok now 13:26 ShadowBot https://github.com/minetest/minetest/issues/5164 -- Serverlist: Add ping indicators by kilbith 13:52 Zeno` will merge #5164 13:53 ShadowBot https://github.com/minetest/minetest/issues/5164 -- Serverlist: Add ping indicators by kilbith 13:53 Zeno` done 14:13 nerzhul ty 16:05 sofar wow that's nice 16:07 sfan5 the only "problem" with it is that the ping indicators represent the latency serverlist<->server and not you<->server 16:07 sfan5 but than nothing i guess 16:17 kilbith I'm guessing, according to what sfan5 is saying, maybe it'd be better to get the lag value rather than the ping - tell me what do you think 16:25 red-001 I say lag is more useful 16:25 red-001 people coul 16:25 red-001 people could live on the other side of the world to the serverlist 18:04 red-001 why exactly isn't minetest using a database for the player files? 18:05 red-001 I mean at some point the map was moved to a db, so why hasn't the same happened to the player files 18:06 rubenwardy no one's got around to it 18:07 rubenwardy blocks using the file system was causing a massive problem on singleplayer 18:07 sofar red-001: I think nrzkt may get to that next 18:07 red-001 and this is only a big problem on large multiplayer servers 18:08 red-001 I see 18:08 sofar I know he wants to do so 18:08 red-001 I though there was a pr to add this? 18:10 red-001 nvm looks like I was mistaken 18:55 est31 +1 to moving player data to a db 18:56 est31 some people are romantic they want that stuff stays in text files because its easier to edit but I think this is wrong 18:57 est31 files are slow. Also, the implementation is O(n*m) with n number of players logged in, and m number of player files 18:58 thePalindrome I'm ok with a database, so long as it isn't a stupid one 18:59 thePalindrome People don't realize, it's really easy to edit databases 18:59 bkeys Is there any example code to get a server added to the minetest master server? 18:59 thePalindrome iirc it's a config option 19:06 bkeys lets say I am using the minetest master server for a non minetest game, what is the best way to register my game servers with the master server? 19:12 celeron55 sounds a bit risky to publish that in an easy format, the only thing it'd do is attract script kiddies to cause unnecessary trouble 8) 19:12 celeron55 well maybe not 19:12 celeron55 are you really intending to use it for another game? 19:25 sfan5 bkeys: why would you do that 19:26 bkeys sfan5: I want to use the minetest master server for my game 19:26 bkeys I just want to know how do I register my game servers on it? 19:26 sfan5 what is "my game"? 19:27 bkeys A game I am making in Godot? 19:27 bkeys I am unsure of what you are asking for 19:27 bkeys Just a non-minetest game 19:28 sfan5 then why do you want to use the minetest server list for it 19:28 sfan5 before you come up with some argument: no it won't work 19:28 bkeys I do not, I want to have my own server list 19:28 bkeys https://github.com/minetest/master-server 19:28 bkeys This server, but with my game servers instead 19:28 sfan5 it's a purpose-built website for minetest 19:29 sfan5 you're better off writing your own 19:29 bkeys Is there a practical way to use it for my purposes? 19:29 bkeys Maybe you can show me the code where the minetest server registers itself with this master server? 19:30 bkeys In theory it should be able to work with anything that supports HTTP requests, even if it needs modification 19:31 sfan5 i'm not sure how it would help you but here https://github.com/minetest/minetest/blob/master/src/serverlist.cpp#L199 19:31 bkeys Hmm thank you 19:32 bkeys Yes this looks like it will be helpful 19:59 red-001 anyone working on playerdatabase stuff? 20:03 thePalindrome Didn't think we had decided on details 20:04 thePalindrome Couldn't we piggyback on the world database? 20:04 sfan5 no it should be seperated 20:07 sofar agreed 20:08 rubenwardy agreed, at least by default 20:08 sofar resetting the map but not changing the seed is as easy as 'rm map.sqlite' 20:08 sofar can't do so if player data is in there as well 20:08 red-001 is it important that different backends can be used? 20:09 sofar for some people, yes 20:09 sofar I'd argue you need 3 db's 20:09 red-001 or would just sqlite initially be ok? 20:09 rubenwardy yes, but not required for initial release 20:09 sofar 1) auth db 20:09 sofar 2) player data db 20:09 rubenwardy I'd say 20:09 sofar 3) map db 20:09 sofar privs should be removed from the auth db imho, and put into player db 20:10 red-001 I would say that player db is the more important of the two 20:14 est31 another advantage of separating (and reason why I support separate DB) is that we don't have to implement it instantly for all db backends 20:15 est31 and can have one backend at the start, for sqlite 20:15 thePalindrome touche 20:16 est31 imo auth and player data could be put together though 20:16 est31 custom auth handlers would have to become custom player data handlers 20:27 rubenwardy that would be cool 20:27 rubenwardy you could even implement this as a lua player data handler, then make a database library for lua 21:16 red-001 nrzkt, are you planning to work on moving player data to a database? 21:22 nrzkt not now because i have other things to do, but at a moment i will port my already existing work yes 21:31 est31 nrzkt: note that sfan5 sofar and me want it separate from the map db 21:31 est31 see logs 21:31 nrzkt est31, in fact it's already the case:p 21:31 nrzkt i'm not stupid 21:32 nrzkt i have 3 DB on my server, authdb, player db & map db 21:32 nrzkt we should split auth & player db permitting server owners to share auth between servers 21:37 thePalindrome ^ 21:39 est31 nrzkt: nice 21:39 Fixer +1 21:42 nrzkt rubenwardy, please finish your metadata PR i need to merge my mod storage backend 21:42 nrzkt too many useful opened pr on my side 21:42 rubenwardy working on it right now 21:44 rubenwardy the problem with getString being const ref is that it uses a string created in resolveString. I'm gonna have to make the std::string content point to the actual string, but maybe a substring 21:45 nrzkt rubenwardy, donc return a const std::string & then 21:45 nrzkt use a std::string * pointer paremeter and write to it 21:45 nrzkt const ref is useful on member variables 21:48 rubenwardy You'd still be copying at some point 21:49 red-001 any comments on #4962? 21:49 ShadowBot https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 21:49 rubenwardy does this copy? const char *cs = "abcdef"; std::string str(&cs[2], 1); 21:53 nrzkt yes 21:53 rubenwardy specification is vague on this :/ 21:55 nrzkt in fact it's just logical here, your string has a scope and the std::string is a C++ independant object, if doesn't cointain pointers to external resources 21:56 paramat please can anyone review #5157 ? fairly simple, tested and fixes a game crash 21:56 ShadowBot https://github.com/minetest/minetest/issues/5157 -- Objectpos over limit: Avoid error caused by sector over limit by paramat 22:20 rubenwardy done 22:20 rubenwardy I misread the code, and it was actually easier than expected 22:28 rubenwardy #5154 now includes per-stack descriptions 22:28 ShadowBot https://github.com/minetest/minetest/issues/5154 -- Add ItemStack key-value meta storage by rubenwardy 22:29 rubenwardy just need to DRY out to_table 22:30 juhdanad sofar: you want to use multitexturing for signs with text. What is multitexturing? 22:32 * thePalindrome gives rubenwardy an internetz 22:32 rubenwardy ? O_o 22:34 thePalindrome I've been waiting for ItemStack metadata for a wile :P 22:34 thePalindrome *while 22:45 paramat i'll fix #5163 tonight 22:45 ShadowBot https://github.com/minetest/minetest/issues/5163 -- Dungeons in Minimal dev test are made of stone and have holes 23:32 rubenwardy updated #5154 23:32 ShadowBot https://github.com/minetest/minetest/issues/5154 -- Add ItemStack key-value meta storage by rubenwardy 23:42 rubenwardy one problem - MAP_LOCK_REQUIRED is added to the functions even if it's for an ItemStack 23:43 rubenwardy oh, they do nothing anyway