Time Nick Message 04:40 paramat hmm reading hub -logs, i think we should drop android support, we're halfway to that already 04:40 paramat then the apps have to work for their money instead of just copying our code 04:41 * paramat is doing 04:45 paramat it would also reduce our workload 04:47 paramat the apps would continue but would have to do their own android code, this would weed out the lazy ones and leave the more serious commited ones, like multicraft 04:49 paramat i made a post on the forum 11 months ago asking for new devs to help with android code, nothing has come of that 04:57 paramat this would actually help android players as their choice of apps is narrowed to higher quality ones 05:03 paramat and hopefully narrowed to the ones less likely to have adds and payment scams 05:07 paramat 0.5 is next release so a good time to do this 05:07 luk3yx 0.5? 05:09 paramat 0.5.0 05:18 paramat so it has been at least a year now with android being neglected by devs and hoping someone would appear to maintain it, long enough. i remember a year ago we talked about possibly dropping android but waiting until we had spent some time waiting for an enthusiastic android dev to appear, or for sapier to return 05:22 Hijiri are there any android minetests other than the official one without proprietary components? 05:22 Hijiri not that I really play on android though, since I don't like the controls 05:27 paramat i dont know 05:28 paramat we could perhaps team up with a particularly good app and declare it the 'officially recommended' one 05:29 paramat maybe multicraft, the author has helped out here a few times 06:26 paramat ~tell nerzhul for #5798 "Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away" testing is quite complex, this had been tested by 2 people, including me, so please could you approve on code alone and trust me it is tested? 06:26 ShadowBot paramat: O.K. 10:25 nerzhul Hijiri, there is minetest on playstore i publish at each release 10:34 nerzhul merging #5811 & #5798 in ~10 mins 10:34 ShadowBot https://github.com/minetest/minetest/issues/5811 -- Close formspec on client shutdown. by red-001 10:34 ShadowBot https://github.com/minetest/minetest/issues/5798 -- Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away by paramat 10:34 nerzhul seconds need to be pushed fast to servers and tested to ensure we are okay 10:34 nerzhul nice shot red-001 for the 5811 :) 10:45 nerzhul wtf ! 10:47 nerzhul !tell paramat is this normal ? https://lut.im/L8AoeDXpXh/0GYLGgXwe4EpUAN7.png 10:47 ShadowBot nerzhul: O.K. 10:47 nerzhul not very realistic 10:47 nerzhul paramat, is this normal: https://lut.im/L8AoeDXpXh/0GYLGgXwe4EpUAN7.png ? 10:48 paramat hehe yes in mgv7 10:48 paramat 3D noise mountain terrain 10:48 paramat thanks for the merge 10:49 paramat as many have observed, mgv7 is stunning and epic, and occasionally does something very weird 10:50 nerzhul yeah, gravity seems to have no sense at this point :( 10:51 Raven262 But: http://i.imgur.com/Ey6muVK.jpg 10:53 paramat hehe 10:53 nerzhul lava fire is disabled by default ? 10:53 nerzhul i put lava bloc on a tree, no fire 10:53 paramat erm 10:54 Raven262 but you could cause a forest fire like that. 10:54 paramat singleplayer should have fire spread enabled 10:54 nerzhul okay 10:54 nerzhul it's not the case atm 10:54 nerzhul oh 10:54 nerzhul it was triggered now 10:54 nerzhul very strange, the first tree doesn't burnt but when lava hit second tree it burns 10:55 Raven262 First one must have been fire resistant. 10:55 Raven262 Lag, maybe? 10:55 nerzhul i have a good cpu and it's regular MT game on my local devel client :p 10:56 paramat the chance of ignition is deliberately low because fire spread speeds up exponentially 10:56 nerzhul i tested a performance enhancement for ABM 10:56 paramat you can place fire at the base of a tree and sometimes it will go out before spreading 10:56 Raven262 Ah, so not every tree will ignite. 10:56 paramat yes they will with enough tries 10:56 * DS-minetest doesn't like mgv7 caves that go deep 10:57 * Raven262 likes v7 caves that go deep. 10:57 paramat place fire in leaves and the chance of catching is higher 10:57 Raven262 No, really caves are fun. 10:57 * DS-minetest thinks, they destroy gameplay 10:57 Raven262 Ah, how so? 10:57 paramat which caves? the never ending tunnels or large blobby caves 10:57 DS-minetest yep 10:58 DS-minetest the 1st option 10:58 paramat ok 10:58 Raven262 I think tunnels make mining much easier. 10:58 paramat underground would be boring without long tunnels 10:59 DS-minetest imo the tunnels are a bit boring 10:59 paramat how do they destroy gameplay? i'm interested :] 10:59 DS-minetest the player doesn't have to dig much and already gets deep ores 11:00 DS-minetest just by falling down 11:00 Raven262 I think it would be better then if ores were lowered. 11:01 nerzhul sfan5, rubenwardy #5815 is fairly trivial and requires your approval, can you have a look ? 11:01 ShadowBot https://github.com/minetest/minetest/issues/5815 -- Enhance ABM performance a little bit by removing two std::set copy by nerzhul 11:01 DS-minetest also they are so big that they are not cudly 11:01 nerzhul Krock, ^ 11:01 nerzhul hi Krock 11:01 * Krock looks logs 11:01 DS-minetest so big holes are also unrealistic 11:01 rubenwardy feature freeze, nerzhul 11:02 rubenwardy applies to performance fixes :P 11:02 nerzhul it's not a feature 11:02 nerzhul it's a fix 11:02 rubenwardy what bug does it fix? 11:02 nerzhul feature freeze doesn't mean a trivial performance "fix" should be blocked, it doesn't change the app behaviour 11:03 nerzhul it's why it's "feature" freeze, and not "bugfix except freeze" 11:03 Krock hide all features behind a solid wall of "bugfixes" - new PR strategy 11:03 rubenwardy this has been discussed before by other core devs 11:03 nerzhul if it was a major refactor i agreed with you as it's not feature but refactor 11:03 nerzhul Krock, lol 11:03 nerzhul here it's trivial 11:04 Krock it doesn't change anything but perhaps the execution speed 11:04 nerzhul yeah, it improves our ABM speed with a trivial change 11:04 nerzhul http://dev.minetest.net/Releasing_Minetest doesn't talk about performance fix freeze, just new feature are not accepted 11:05 Krock trivial and lgtm 11:05 nerzhul ty Krock , i will insert it later today i'm looking at some other problems 11:05 nerzhul maybe we should update http://dev.minetest.net/Releasing_Minetest, Blockmen doesn't do release now :p 11:06 Krock nerzhul, only one tab missing: https://github.com/minetest/minetest/pull/5815/files#diff-59f5585fbd782ec57b38b0ee73fa885cR750 11:06 nerzhul who did it for 0.4.14 and 0.4.15 ? Krock or sfan5 ? 11:06 Krock sfan5, most likely 11:06 rubenwardy paramat 11:06 rubenwardy he did it the last two times 11:07 nerzhul for windows ? 11:07 nerzhul i mean release, not managing release process 11:07 Krock if "leveldb" wasn't on that list I could do it aswell 11:07 nerzhul what is the problem with leveldb ? 11:07 paramat looking 11:08 Krock no matter what I'm trying - either it lacks of MSVC support or there are linker errors 11:08 paramat cuddly tunnels :] 11:08 DS-minetest yep, there was a d missing >_< 11:09 nerzhul Krock, MSVC builds doesn't work with leveldb but mingw yes ? 11:09 Krock I think so 11:09 Krock haven't tried 11:09 nerzhul okay i update to set you as MSVS 11:09 nerzhul MSVC 11:10 Krock no, I think sfan5 should be "elected" as he's also able to provide 64-bit builds 11:10 nerzhul we have both builds in travis 11:11 Krock mmh.. right. 11:11 nerzhul maybe we should update www.minetest.net to announce we will release a version no ? 11:11 nerzhul it's our portal, not GH/IRC :) 11:12 rubenwardy nerzhul, forum is for news 11:12 nerzhul ok 11:16 Krock there's one more thing that should be done somewhen: http://dev.minetest.net/Changelog 11:20 nerzhul wtf no changelog for 0.4.15 11:21 Krock well, it's more or less just copying the important changes from Fixer's post. He saves a lot of time 11:22 rubenwardy I did the 0.4.14 changelog, was possible the most boring thing ever 11:23 nerzhul yeah, for 0.4.16 it's on the forum 11:23 nerzhul but i don't wrote all commits, just the most import for end users 11:25 paramat the last engine changelog ended up pretty much a list of commit messages 11:25 nerzhul you mean 0.4.15 paramat ? 11:26 paramat yes. not complaining though 11:26 nerzhul yeah :) 11:26 nerzhul i will try to maintain a changelog on the forum every 10-15 days 11:27 rubenwardy why not the wiki? 11:27 paramat auto-generate commit messages? some are long though, and technical 11:27 rubenwardy we used to do 0.4.X -> ? for dev versions 11:27 nerzhul both can be done, i can do it on wiki but seems related to released version no ? 11:27 rubenwardy that stopped though as people started adding commits before ones before had been added 11:27 nerzhul paramat, auto generate is not good for feature teasing :p 11:28 nerzhul i can prepare 0.4.16 changelog on wiki if someone does 0.4.15 lol 11:29 paramat ugh :] 11:29 nerzhul i cannot do the mt_game changelog for both 11:29 paramat many commits can only be explained simply by someone who understands them 11:30 paramat it would be best if i did the mapgen ones for example 11:30 nerzhul i just don't get time to read mtg changelog, if someone wants i prepared changelog scheme on http://dev.minetest.net/Changelog 11:32 paramat maybe if each time an author has a commit merged they add a simple description somewhere to be used in a changelog. but meh 11:52 sfan5 Krock: we can have both msvc and mingw builds again 11:52 Krock ah right, we already had both build types in earlier versions 11:56 nerzhul http://dev.minetest.net/Changelog#0.4.15_.E2.86.92_0.4.16_.28not_released_yet.29 11:56 nerzhul i transformed the forum changelog in our official changelog 12:13 rubenwardy you're meant to include authors :P 12:17 nerzhul no time to re-take the whole history, do it yourself, and someone should complete with mtg 12:43 Fixer Calinou posted a site that has a good point: changelog is needed to present most significant and important changes for the player 12:43 Fixer and mod developer 12:44 Fixer what you need is just run git log and remove minor stuff from it 12:44 nerzhul no git log is not intended to be readable for most of our users 12:44 nerzhul but we need to do some changelogs updates periodically, like i did on forum 12:44 nerzhul i can do updates when i get time, and motivates, every 10 or 15 days, but i cannot take all changelog, mtg should have same 12:45 Fixer nerzhul: you can format the output better way, like this https://pastebin.com/raw/maTFqmKh and just remove minor changes from it 12:45 Fixer and rephrase/merge some other changes 12:46 nerzhul sorry but it's neither user friendly nor condensed 12:46 nerzhul http://dev.minetest.net/Changelog#0.4.15_.E2.86.92_0.4.16_.28not_released_yet.29 12:46 nerzhul look at this :p 12:46 Fixer you can use git log as a base for your changelog 12:47 nerzhul it's what i did but i merged many commits into 1 feature or fix :p 12:47 Fixer "Hacked clients cannot ignore node damages anymore (fire, lava, cactus...). " 12:47 Fixer do we have cactus damage? o_0 12:48 nerzhul i will split our page changelog in two parts, it's too big, i will move before 0.4.10 versions to OldChangelog page 12:48 paramat would i be allowed to merge tin stair/slab for release? it's sort of a bug. rubenwardy sfan5 Krock nore 12:48 paramat no cactus damage but there are PRs 12:49 Krock that's just a missing part - doesn't mean it's a bug 12:50 nerzhul oh sorry then for cactus example, it's wrong in MTG context :p 12:50 nerzhul it's good for cactus enabled server but not mtg :p 12:50 nerzhul i moved all changelog from 0.4.4 to 0.4.10 here: http://dev.minetest.net/OldChangelog 12:50 nerzhul the page is very huge to load and it doesn't help google ranking to have so many content :) 12:52 paramat hmm well i won't bother with tin then, yet, but it was an omission and inconsistent with all other common metals 12:59 sfan5 omission are not a bug, a feature freeze is a feature freeze 12:59 nerzhul :) 12:59 VanessaE oh just merge it, it's a trivial change I'm sure 13:00 VanessaE sfan5: users will see minor omissions like that as a bug, actually. 13:01 nerzhul it's just in mtg ? no core engine change to perform ? 13:01 paramat well i'm not going to now, i'm happy i asked :] 13:02 paramat just a mtg stairs mod change 13:05 VanessaE then change it 13:05 VanessaE don't leave something like that hanging that users will perceive as a bug or oversight, if possible. 13:06 nerzhul sorry travis i trigger many builds because you are just shit :p 13:07 nerzhul gitlab is far more better than travis... it permit to have pipeline and doesn't only check the build, you can build in every dsitro environment because you can use docker containers :p 13:07 nerzhul but anyway, i'm crying because travis windows build is... complicated :p 13:10 Wayward_One not sure if it's an issue with my setup, but a debug build fails with: CMakeFiles/minetest.dir/threading/event.cpp.o: file not recognized: File truncated 13:10 nerzhul this problem is your setup, generally a FS full 13:11 Wayward_One ah, okay. 14:00 nerzhul merging #5815 in ~10 mins 14:00 ShadowBot https://github.com/minetest/minetest/issues/5815 -- Enhance ABM performance a little bit by removing two std::set copy by nerzhul 14:01 nerzhul VanessaE, you last comment show me UDP and Linux implementation checksuming and many network implementation triggers bad network results on minetest on IPv6 14:02 nerzhul i think many packets are lost and mientest networking code is just waiting for those lost packets 14:02 nerzhul i think you should remove IPv6 from your server unless we fixed the network implementation 14:03 nerzhul this pr #5767 needs approvals for a bugfix, if somes can look at 14:03 ShadowBot https://github.com/minetest/minetest/issues/5767 -- Don't add damage flash while punch texture modifier is active by stujones11 14:03 VanessaE nerzhul: but, I don't have ipv6 at home, so why would it time out for me? 14:04 nerzhul because of the other guy making timeout on yoyur server i think 14:04 VanessaE ok. 14:05 nerzhul as i see we are using select listener instead of epoll/kqueue and i think this doesn't help if behind the networking code waits for missing packet segments... if i get time, i think 0.5 is time to rewrite the whole networking protocol using better code and multiple threads, better than now 14:05 nerzhul but it's not simple, it's very tricky 14:05 VanessaE ok, ipv6 disabled. 14:07 VanessaE ok, that didn't fix it. 14:07 VanessaE still getting timeouts 14:08 nerzhul i think it doesn't stop all, but tell me if it enhance your experience 14:08 VanessaE it doesn't. 14:08 VanessaE however, 14:08 nerzhul mobile devices connecting to minetest is a pain, remember that, if you connect using 2G with minetest you will jsut trigger high latency in the server... 14:08 VanessaE wait, there is something here. 14:09 VanessaE when it times out for one client, other clients see map loading lag 14:09 VanessaE no they don;'t 14:09 VanessaE yeah, definitely not the server end 14:09 VanessaE I just ran a good 500m down a road that I know for sure wasn't loaded yet, while watching another client instance time out 14:09 VanessaE there was no lag at all 14:10 nerzhul VanessaE, yes, this timeout on one client triggering lag for all every occurs since... ever 14:10 VanessaE (that other one was probably actually server lag) 14:10 nerzhul it's possible to DoS any minetest server using 1 client and very very slow packet sending... :( 14:10 VanessaE well that surely needs to be fixed 14:10 VanessaE before someone uses it as an attack 14:12 VanessaE some people have been speculating that CSM could be a cause 14:12 VanessaE but I don't see how. 14:13 nerzhul it's ridiculous :p 14:13 VanessaE so what do I do now>? 14:13 nerzhul pray ... 14:13 VanessaE I was having huge popularity with this server just a week ago 14:13 nerzhul i don't know how to fix that 14:13 VanessaE then suddenly it just ain't working right 14:14 VanessaE then I suggest 0.4.16 not be released until it's fixed. 14:14 VanessaE honestly 14:14 nerzhul it's not possible i think i'm looking for the code i just think we can trash the code and rewrite it 14:16 nerzhul if there is a problem it's in "void ConnectionReceiveThread::receive()" 14:16 nerzhul but this is a very sensible loop 14:17 nerzhul i think selects waits too many time 14:17 nerzhul 50 ms 14:18 nerzhul the server loop is 100 ms... it's very long 14:18 VanessaE one thing I know for sure is it was working great last week, then I updated, and in so doing I went newer than that last map version bump, so now I can't roll back to an older version to test it 14:18 nerzhul yeah it's anoying, can you reproduce on a test server where map is not important ? 14:18 VanessaE I cannot. 14:19 VanessaE remember, I can't reproduce the issue with any of my other servers, it's only affecting the one heavy server 14:19 VanessaE (so by extension, I won't be able to reproduce it with a test instance either :P ) 14:19 VanessaE the odd thing is, TWO of my servers are "heavy", in the sense of mod content, but only one of them is being affected by thids 14:20 VanessaE this* 14:20 nerzhul it's why i said it's targetted 14:20 VanessaE yeah 14:20 VanessaE ok let's try it 14:21 VanessaE I'm kicking everyone off of the affected server 14:21 VanessaE so it'll just be me, and you know I have a fast pipe and a good PC 14:21 VanessaE so this won't be "slow" 14:23 VanessaE nope. 14:23 VanessaE that's not it either. 14:24 VanessaE I can't get more than 3 or 4 client instances to stay signed into the affected server, even when I'm the only one there 14:24 nerzhul i think i understand where the problem can be 14:24 VanessaE wait, not done 14:25 nerzhul but not sure 14:25 VanessaE (had to kick someone off) 14:25 nerzhul yeah i understand the problem but it's not fixeable without risking major network break 14:26 nerzhul if one client lag, ti's ... normal... with current code to make everybody lag 14:26 VanessaE ok. and yeah, still timeouts even with just me for sure. I get all the way to a grey screen, black HUD elements, and some red text at the top telling me I timed out 14:26 nerzhul because on each packet reassemble we try to read data for everboy 14:26 nerzhul everybody 14:27 nerzhul if someone is laggy we wait for him 14:27 VanessaE yeah but this was all me this time. no one online but me. no way am I lagging if I can also do the same on the other heavy server 14:28 nerzhul if you lag alone, maybe it's you the lag problematic client 14:28 nerzhul for somewhat reason 14:28 VanessaE nope 14:28 VanessaE because others get the problem when I'm not online as well 14:28 nerzhul unfortunately, viewing the current code i cannot fix it 14:29 nerzhul it needs to rewrite all the underlying network to fix it 14:29 VanessaE but why was it working last week? if this was some targeted attack, wouldn't kicking everyone off have stopped it? 14:29 nerzhul you kick sessin 14:29 nerzhul session* 14:29 nerzhul the problem is not on player session it's on socket listener 14:29 VanessaE mmmh 14:29 nerzhul it's not in minetest protocol itself, it's in the way we read the socket 14:29 VanessaE ok 14:30 nerzhul we have one thread which listens and reassemble packet 1 client per 1 cleint as i understand, then if one client is very slow, minetest packet reassemble will be very slow and packet are not sent to server thread 14:30 nerzhul after the C++11 switch i will work on it i think ,because i don't like our session system, and our network model can be simplified 14:31 VanessaE so you're saying I'd need to reboot the server instance to test this? 14:31 nerzhul no no 14:31 VanessaE (to ensure all sockets are closed) 14:31 nerzhul hmmm yes, you can reboot the service for cleaning up listeners 14:31 nerzhul but it's udp, there is no client state 14:32 nerzhul but maybe it can help you to purge a laggy client if you wait 10sec it should take a connection reset and his very slow client wil lbe discarded 14:32 VanessaE already did that. 14:32 nerzhul (it's why i like TCP, kernel manage that and present us a valid socket...) 14:32 nerzhul erf 14:32 VanessaE I had all users sign off, save one, which I kicked off. and it took me way longer than 10s to start my test 14:32 nerzhul then i got no solution for release sorry 14:33 VanessaE tell me something, why was the map format bump done again? 14:33 nerzhul ask sfan5 14:33 nerzhul it's for private meta if i remember 14:33 sfan5 yes 14:33 VanessaE why can't the map just load without the feature? 14:33 VanessaE I mean, literally no mods use it yet 14:34 VanessaE i.e. why isn't there some way for me to roll back to a known good commit if only for testing? 14:34 VanessaE (the only commits I am sure of predate the map version bump) 14:34 sfan5 because that is how version bumps have always worked 14:34 VanessaE yes, I get that 14:34 sfan5 you can patch the older commit to understand the new map format if you want 14:35 VanessaE but basically now I can't bisect this 14:35 sfan5 unfortunate, but that's how it is 14:36 VanessaE I see. 14:36 sfan5 i'll make you a patch to allow reading new maps in older versions so you can bisect this 14:36 VanessaE no, don't bother 14:37 sfan5 why not? 14:37 VanessaE because imho the proper way would be for one of you guys to download my world and run tests locally 14:37 VanessaE I'm certain to break something irreparably if I do it. 14:38 VanessaE I know the file is huge, but there's really no other way 14:38 sfan5 there http://sprunge.us/IUTE?diff 14:39 VanessaE ehm, can't copy&paste that. line numbers. 14:40 est31 so given this PR, it seems I can turn off ubuntu precise nightly builders? 14:40 est31 https://github.com/minetest/minetest/pull/5814 14:40 sfan5 remove the ?diff from the URL 14:40 VanessaE right. 14:41 sfan5 est31: when it's merged, yes 14:41 est31 i'm not watching the minetest project any more so closely 14:42 est31 I dont want to check often until the pr is merged 14:42 sfan5 someone else should have access to travis too 14:42 sfan5 then not yet 14:42 est31 why do you hang so much on launchpad 14:42 est31 12.04 is EOL 14:42 est31 officially 14:42 est31 if you are using it you are like an XP user 14:42 est31 (sorry Krock) 14:43 sfan5 ??? 14:43 est31 s/launchpad/precise/ 14:43 sfan5 I am not saying that we should keep using precise 14:43 est31 well in any case, if you dont know how to disable it, you can just pm me via irc once the pr is merged 14:44 sfan5 why does this pr even relate to it 14:44 est31 c55 has access 14:44 est31 shadow ninja too 14:44 est31 sfan5: c++11?? 14:44 est31 the gcc on ubuntu precise doesnt support it 14:44 est31 not fully 14:44 sfan5 is that a problem? 12.04 is EOL 14:44 * DS-minetest found something meh 14:45 est31 sfan5: so I can remove it then? 14:45 DS-minetest https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3850 and https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L218 14:45 sfan5 yes, disregard what i said before i misunderstood 14:45 est31 ok 14:45 est31 fine, doing it then 14:45 nerzhul est31, no problem i can pr you, but it's not for now, this PR is for next release and not finished, i'm waiting for new leveldb library snapshot to make windows cross build works 14:45 VanessaE wait a minute, 14:45 VanessaE nerzhul: 14:45 VanessaE Client: Don't send `TOSERVER_RECEIVED_MEDIA` since it's not used anymore 14:45 VanessaE Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated` 14:46 VanessaE commit ff1ef67dcc 14:46 nerzhul ? 14:46 VanessaE could this be why? it came after a known, working commit 14:46 DS-minetest it says placer can be any objectref or nil but builtin needs placer to be a player :P 14:48 nerzhul this packet was removed on MT in 2014 14:48 VanessaE ok. 14:48 est31 so I've disabled ubuntu precise builders now 14:48 nerzhul ty est31 14:49 nerzhul VanessaE, diff show the client now doesn't send a useless packet server ignore since a long time 14:49 nerzhul and red-001 fix the server handler from not handled to deprecated 14:49 nerzhul then a warning should be shown in your logs if you receive this packet 14:49 VanessaE just checking. I'm skimming the commit log to make sure I'm not about to waste a bunch of time 14:51 VanessaE I really wish git log would show me the date a commit was actually pushed, rather than when it was started 15:08 red-001 not warning the log level for it is set to info iirc 15:10 nerzhul red-001, sounds better :p 15:11 VanessaE sfan5, nerzhul: without having tried to bisect yet, I am certain it worked at commit 73de17af (Apr. 16), probably also worked fine at 57eaf62c, but broke some time between those and 9b5effff. The private metadata commit happened on May 10 15:12 nerzhul network doesn't change in this interval :( 15:12 VanessaE (9b5... was May 17) 15:15 VanessaE I know 73d... worked because that's when I last did a clean clone. didn't touch it again for a month, when it pulled to 9b5... then I rolled it back to 57e... for whatever reason, then went forward from there. `git log -g` is a little confusing 15:16 VanessaE 73d... predates the map version bump, so I'd need to use that patch sfan5 made. but I feel the need to understand wtf is really going on first. 15:35 VanessaE nerzhul: --> github 15:40 * VanessaE applies sfan5's patch and rolls back to the old commit 15:40 VanessaE (well, in opposite order :P ) 15:41 VanessaE fuck 15:41 VanessaE can't build it 15:42 VanessaE sfan5: https://pastebin.com/QFV18Rs6 15:42 VanessaE I applied your patch over 73de17af 15:43 sfan5 oh yea forgot about those 15:43 sfan5 change it to meta->deSerialize(is, 1); 15:44 VanessaE NodeMetadata *data = new NodeMetadata(item_def_mgr); 15:44 VanessaE - data->deSerialize(is); 15:44 VanessaE + meta->deSerialize(is, 1); 15:48 VanessaE nope. that ain't it either. 15:49 VanessaE https://pastebin.com/2N5YkhPi 15:49 sfan5 VanessaE: in rollback_interface.cpp not nodemetadata.cpp 15:50 sfan5 lemme make you a new patch 15:50 VanessaE thanks. 15:52 sfan5 VanessaE: http://sprunge.us/HYIP 15:53 VanessaE trying... 15:54 VanessaE well it built. 15:54 * VanessaE runs it.... 15:55 VanessaE 2017-05-25 17:55:27: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'pipeworks' in callback environment_Step(): ERROR: MapBlock format not supported 15:56 VanessaE (no clue why it shows that mod at fault, maybe because it force-loads blocks or something) 15:56 kilbith had the same error 15:56 sfan5 derp 15:56 sfan5 lemme make you yet another patch 15:56 VanessaE ok 16:02 sfan5 VanessaE: here http://sprunge.us/IAMH 16:02 sfan5 if that still doesn't work i'll make another one and actually test it before 16:04 VanessaE applied and building 16:06 VanessaE builds ok 16:06 * VanessaE runs it... 16:13 VanessaE sfan5, nerzhul I think I can safely say it is working properly at 73de17afa82 with sfan5's last patch 16:13 VanessaE I now have EIGHT client instances of my own online with zero issue, and cheapie has three more on 16:13 VanessaE and there's more coming 16:14 nerzhul okay, now you can bisect and we can find the problem, i hope it's not a coincidence 16:15 VanessaE mmmmh 16:17 VanessaE one person is saying he can't connect with your latest build, sfan5 16:18 sfan5 sounds like someone broke something clientside 16:21 VanessaE one of the guys says he can't even get in with 0.4.15-release, but I think he's having a local problem 16:21 VanessaE care to try it? 16:21 VanessaE daconcepts.com 30001, expect ~40 MB of medioa 16:21 VanessaE media* 16:21 nerzhul VanessaE, due to the gap between last and patched version, just bisect to help us find which commit 16:22 VanessaE nerzhul: I am not sure that I can bisect given how much resources it takes to test :-/ 16:25 nerzhul bisect permit to have a commit range, it just take time :) 16:26 nerzhul seems you are the only server owner to report this problem ti's difficult 16:30 VanessaE ok the connection issue for those guys was just ipv6 being disabled 16:30 VanessaE so ignore that part. 16:31 VanessaE I turned it back on and they can connect okay now. 16:31 VanessaE the timeouts are definitely fixed by using this older commit 16:32 nerzhul and it seems to be linked with server, it's easier to track 16:32 VanessaE can you try connecting please? 16:33 VanessaE maybe you can ... I dunno.....wireshark it? 16:33 nerzhul on which commit are you ? 16:34 VanessaE 73de17af plus sfan5's patch to make it load my "too new" world 16:34 nerzhul erf 342 files changed :p 16:34 nerzhul 236 files in src/ 16:35 nerzhul bisecting is really required 16:35 VanessaE bisecting may not be possible here without help 16:35 VanessaE (as in, someone who can connect lots of clients at once, so my machine doesn't melt down) 16:36 nerzhul first revert sfan5 patch 16:36 nerzhul if it's not a git patch a single git reset --hard on your tree is good 16:36 nerzhul then go to current master: git fetch && git checkout origin/master 16:36 nerzhul then when you are sure you are on master 16:37 nerzhul git bisect start && git bisect bad HEAD && git bisect good 16:37 VanessaE nono 16:38 VanessaE sfan5's patch is necessary here, without it, my map is "too new" to run the older MT commits, because it was altered by the map version bump that came with the "private metadata" commit 16:38 nerzhul how do you applied it ? 16:38 nerzhul by hand ? 16:38 VanessaE yeah, patch -p1 < file.patch 16:39 nerzhul okay then 16:39 nerzhul instead of reset, type git stash 16:39 VanessaE so not by hand, but not a git commit either :P 16:39 nerzhul it will save the diff 16:39 nerzhul we can apply it later 16:39 nerzhul and then start bisect 16:39 nerzhul git will place your tree in bisect commit, if this commti is before sfan5 change, type git stash apply, else jsut comiple 16:40 VanessaE ok that sounds fair 16:41 nerzhul git is a nice tool heh, it have all you need for debugging 16:41 VanessaE I really wish I could get you to try this on your local box though 16:41 nerzhul i cannot reproduce it 16:41 VanessaE download the world, run a server with it, connect as many clients as you can at once until it barfs 16:42 nerzhul but bisect will help us to find the problem when we have at least a little commit range, and better the cmmit 16:42 VanessaE ok 16:42 nerzhul i'm on freebsd maybe i will not be affected 16:42 VanessaE good point 16:42 VanessaE could be specific to linux on the server side 16:42 VanessaE I'm still having some of the users beat the crap out of it right now though 16:43 VanessaE I'll try to bisec shortly 16:43 nerzhul yeah take your time, after the bisect and the test 16:43 nerzhul type git bisect bad if the commit is bad, else git commit good 16:43 nerzhul and continue while you are on the problematic commit :) 16:45 nerzhul s/while/until/g 16:46 VanessaE ok, starting to bisest 16:46 VanessaE bisect* 16:49 VanessaE sfan5: can I just always apply your patch while I'm doing this? 16:50 nerzhul i think you can unless current commit is after the sfan5 merge 16:50 sfan5 yes 16:50 VanessaE ok 16:50 nerzhul type git stash apply 16:50 nerzhul it's in the git-stash :) 16:50 VanessaE eh, it doesn't like that. 16:51 nerzhul it depend when you are in the history just check :) 16:51 VanessaE https://pastebin.com/gNcXE96m 16:52 VanessaE screw it, I'll just `patch` it in. 16:53 nerzhul seems good 16:53 nerzhul it patched without conflict 16:53 VanessaE well you sure wouldn't know it from the bold red text. 16:53 VanessaE ok 16:53 VanessaE I'll do it your way then 16:53 nerzhul before doing git bisect good/bad don't forget to git stash 16:54 VanessaE ok 17:05 VanessaE nerzhul: root@daconcepts:/home/minetest/minetest_core# git bisect bad ... git stash apply... error: Your local changes to the following files would be overwritten by merge: (the files sfan5's patch modifies) 17:06 sfan5 forgot the git stash before `git bisect bad`? 17:06 sfan5 in any case git reset HEAD --hard && git stash apply should work 17:06 VanessaE yep, that got it 17:06 nerzhul sfan5, yes 17:15 VanessaE it seems I have to do that with each cycle, but whatever. as long as it works. 17:21 nerzhul yeah it's the bisect principle 17:21 nerzhul but at each loop step you divide commit range by 2 17:22 VanessaE I mean the `reset --hard HEAD` part. 17:22 VanessaE meh, as long as the code is right and it works, idc :P 17:22 VanessaE git is all black magic 17:23 nerzhul white magic :D 17:24 Fixer greyish magic 17:26 Krock black magic with poisoned injections called "patches" and blood extracts named "diffs". We're all witches here. 17:28 VanessaE heh 17:31 VanessaE I'm about 4 cycles into the bisect, fwiw 17:33 nerzhul 4 cycles ? you divide commit range by 8, it's nice :) 17:33 nerzhul 16 * 17:33 nerzhul 2^4 17:33 nerzhul what is the current bad commit ? 17:33 VanessaE moment 17:34 VanessaE https://pastebin.com/cpQbAJZf 17:35 paramat with copyright credits at the top of cpp files, is the second year always updated to the current year even if that dev has not contributed to the file in that year? 17:35 VanessaE and I'm about to mark the current commit as bad also 17:35 VanessaE paramat: traditionally it just has to reflect the last date the file was modified, but it's a good idea to always keep it the year of release anyway 17:36 paramat thanks 17:36 nerzhul 190 files changes between 73de17afa821ccea84a119096b267e05a77db3ff ad9fcf859ec2347325830e09504ae96968b51ea8 17:36 nerzhul erf :p 17:36 VanessaE yeah, still whittling it down 17:37 nerzhul at least 12 days of development 17:37 nerzhul :) 17:41 nerzhul in this interval there is plenty of commits 17:41 VanessaE https://pastebin.com/6i0x9CaY 17:41 VanessaE there it is. 17:41 VanessaE or so says bisect anyway 17:41 nerzhul you mean this commit is the bad commit ? 17:42 VanessaE that's what bisect tells me 17:42 VanessaE https://pastebin.com/ZqAJeN7W 17:42 VanessaE there's the full log 17:42 nerzhul ok 17:42 Grandolf Fix jitter when walking against the sneak limits. 17:42 Grandolf Fix damage evading on sneak ladders. 17:42 nerzhul i see what has been removed 17:42 VanessaE (well git log followed by the output of the final "bad") 17:42 Grandolf r u removing the "sneak glitch"? 17:42 VanessaE Grandolf: old issue, please don't. 17:42 nerzhul the player got teleported flag was removed 17:42 nerzhul what is the side effet now 17:42 VanessaE for the love of all that is hold and decent, don't ask about sneak 17:43 nerzhul it's purely client side 17:43 nerzhul you are recompiling client or server ? 17:43 VanessaE server. 17:43 VanessaE it can't be client-side unless it's something that started with 0.4.15-release maybe 17:43 nerzhul then there is something wrong :p 17:43 nerzhul this commit is purely clietn side 17:44 VanessaE lemme roll back to one commit before it and see what happenbs. 17:44 VanessaE -b 17:45 nerzhul maybe you set a coommit as good whereas it wasn't 17:45 VanessaE I'm sure I didn't. 17:46 nerzhul to be sure, you can restart bisecting, but declare f9fdb48dc85e53253ef93972355d3c7bc9d0ffb0 as first bad, and the previous known good commit as good 17:46 VanessaE ok, after this current test 17:47 VanessaE I'm testing the server at bd921a79 just to see what it does. 17:47 nerzhul should be bad too, as the git log seems to indicate this is not related :p 17:49 VanessaE ok, bd921a79 is indeed also bad.\ 17:49 VanessaE mmmh 17:51 VanessaE ok, restarting the bisect from ^^^ your commit as bad, and the known good one as...good. :) 17:52 red-001 Grandolf, old news 17:53 nerzhul VanessaE, at least there is less commits to bisect 17:53 VanessaE truew 17:53 Grandolf thought it had already been added 17:53 Grandolf red-001 ^ 17:53 VanessaE Grandolf: please in the name of all that is good and/or holy, don't talk about sneak 17:54 VanessaE the first rule of sneak is, don't talk about sneak 17:54 * Grandolf sneaks outa chat 17:54 VanessaE wiseass :P 17:54 red-001 we already had a flame war between the devs and the one that shall not be mentioned over this 17:55 red-001 Grandolf, lets move this to #minetest 17:55 red-001 it's not ontopic here 17:55 Grandolf ok 18:10 nerzhul VanessaE, news? 18:11 VanessaE still working on it 18:12 VanessaE fwiw, each test I get about 20 clients online at a time, if the commit is good 18:12 VanessaE if bad, around 4. 18:12 VanessaE (6 of my own, several from other players who are helping me test it) 18:23 Fixer i can help you too 18:23 Fixer right now 18:23 Fixer where to connect? 18:24 Fixer or nevermind %) 18:29 VanessaE nerzhul: https://pastebin.com/0YrMUwQK 18:30 nerzhul lol 18:30 Fixer o.O 18:30 VanessaE at least that's got changes in connection.cpp 18:30 VanessaE and other places 18:30 nerzhul yeah 18:30 nerzhul letme a minute 18:30 VanessaE ok 18:31 nerzhul it seems this PR is correct, the problematic PR should be before 18:31 VanessaE PR? or commit? 18:31 VanessaE what shall I do here? 18:31 nerzhul checkout this 18:31 nerzhul b662a4577d692329b9ca83525e6039f2ddcd1ac1 18:32 nerzhul and tell me if it is problematic 18:32 nerzhul both commits are related 18:32 VanessaE ok, checked out, and the patch is already applied at that commit. building.... 18:33 nerzhul hopefully this kind of commit can be removed after release std::chrono is far more better, but if it's the problem we should find and fix it 18:34 VanessaE running it... 18:35 nerzhul i don't think it's the problem the commit as it doesn't seems to be called by connetion 18:35 nerzhul but second uses it 18:35 nerzhul i reviewed the commit anotehr time and it seems exactly same, just pass u32 to u64 and fix indents 18:36 nerzhul i don't see why Krock type change can cause the problem, except if it works due to a integer overflow ! 18:37 nerzhul and if it's the case... PAN 18:37 nerzhul if the current test works, please test 9762650f978cc7bae78861b70a051b26cc5e2dc6 and ensure me it works or not on this 18:37 VanessaE testing it 18:37 VanessaE er testing b66... I mean 18:38 nerzhul y 18:38 VanessaE b662a457 appears to be good. 18:38 VanessaE I'll try 9762650f now? 18:41 nerzhul y 18:41 VanessaE ok. 18:41 nerzhul if last is good it confirms we have a big problem :p 18:41 VanessaE building... 18:43 VanessaE running it... 19:00 VanessaE nerzhul: 9762650f appears to be *mostly* good. 23 client instances online, 8 of which are mine (others are from a few players doing multiple instances also). One user reports that he can't get more than just 1 to connect (which is among those 23). could be on his end. 19:01 H-H-H hey guys quick question :) is it possible to add a key for use in a mod from a mod or would it need to be done in the c++ ? 19:01 nerzhul VanessaE, okay then... 19:02 VanessaE nerzhul: bad news? :) 19:02 nerzhul 3db66b453152c3610b858aa1650e1ab3f545a430 19:02 nerzhul sorry 19:02 nerzhul no yes it's the good commit :p 19:03 nerzhul f727f54192644f6427ac1b2c86df8c64c7c5fdf0 seems to break but don't know why atm 19:03 nerzhul can you just test 3db66b453152c3610b858aa1650e1ab3f545a430 to confirm it's broken 19:03 VanessaE nooooooooooooo 19:04 VanessaE I've got 26 clients online, don't make me spoil it when I'm so close to filling the server to its configured limit :) 19:06 red-001 any luck finding the offending commit? 19:07 VanessaE see above, red-001 19:07 nerzhul red-001, f727f54192644f6427ac1b2c86df8c64c7c5fdf0 seems to be faulty and ... tricky 19:07 nerzhul but related 19:08 red-001 huh 19:10 VanessaE ok nerzhul, setting up to try 3db66b453152c3610b858aa1650e1ab3f545a430 19:11 VanessaE ok, that's built. running it... 19:15 VanessaE nerzhul: 3db66b45 produces timeouts, or occasionally "init packet not recognized by server" 19:15 nerzhul okay 19:15 VanessaE this is good news>? :) 19:15 nerzhul then f727f54192644f6427ac1b2c86df8c64c7c5fdf0 is faulty 19:16 VanessaE ok 19:16 nerzhul Krock, ^ 19:16 Krock pong 19:16 nerzhul it's your commit :) 19:17 VanessaE nerzhul: ok, so I guess I should put the server at 9762650f for now? 19:17 Krock that's interesting. 19:17 nerzhul you can at least make your server working on 9762650f as it seems yes 19:18 VanessaE ok, willdo 19:18 nerzhul or keep upstream master and revert f727f54192644f6427ac1b2c86df8c64c7c5fdf0 19:18 nerzhul it will not produce conflict 19:18 VanessaE ok, let me try THAT 19:18 nerzhul OKAY 19:19 Krock I bet someone gotta explain me how >more< space for a number can cause new problems 19:20 VanessaE f727f541 reverted okay. building... 19:20 VanessaE Krock: unless some value was over/underflowing and it just happened to work okay before? 19:23 nerzhul Krock, as i said before youi connect, i hope network just don't work because there is overflow on an integer... 19:24 Krock overflow detections are done by checking if the previous number is more than the new computed one. That's a generic check that works on all integer types 19:24 nerzhul if VanessaE confirms current master works without f727f54192644f6427ac1b2c86df8c64c7c5fdf0 we should study it carefully and find what append 19:24 nerzhul it's done when you did it, we are in C/C++ not java :p 19:24 nerzhul if you overflow, 1111 + 0001 = 0000 19:25 nerzhul :) 19:25 Krock ehm.. yes, I'm aware of that 19:28 Krock boom found one missing occurence 19:28 Krock connection.h L772 is still u32 19:29 Krock apparently I only ran my search expression for direct assignements 19:29 nerzhul it's why IDE are better than grep 19:29 nerzhul :) 19:29 nerzhul in clion: find callees and that's all :p 19:30 nerzhul and CTRL+MAJ+F if you are not sure it's only in code :p 19:30 VanessaE nerzhul: confirmed. upstream HEAD with, reverted f727f541 -- works fine, 34 clients online. 19:30 nerzhul nice 19:30 Krock VanessaE, patch coming 19:30 VanessaE Krock: ok 19:30 nerzhul Krock, it's due to getTimeMs assigments ? 19:31 nerzhul ouch we have same problem on client it seems 19:31 Krock yes, m_last_timeout_check is still u32 19:31 nerzhul oh, exactly this bug 19:31 nerzhul do you want me to fix all the occurences ? 19:31 nerzhul there are many problems on client 19:32 nerzhul s64 m_hovered_time = getTimeMs ... gtmlt 19:32 Krock u32 BlinkStartTime intlGUIEditBox.h 19:32 Krock should be u64 aswell 19:32 nerzhul yes 19:33 nerzhul and it's not the only case 19:33 nerzhul there are many 19:33 nerzhul u32 animation_timer = porting::getTimeMs() % 100000; in game.cpp 19:33 nerzhul u32 timer = porting::getTimeMs() % 5000; 19:33 nerzhul game.cpp too 19:33 Krock err 19:33 Krock are you serious? 19:33 nerzhul delta = porting::getDeltaMs(m_hovered_time, porting::getTimeMs()); 19:33 nerzhul in guiFormSpec menu 19:33 Krock > % 5000 19:33 Krock u64 looks reasonable 19:34 Krock /s 19:34 nerzhul i hope compiler correctly strip it :) 19:34 nerzhul u32 delta = porting::getDeltaMs(m_doubleclickdetect[0].time, porting::getTimeMs()); 19:34 nerzhul in guiFormSpecMenu 19:35 nerzhul m_internal_time = porting::getTimeMs() / 1000.f; in joystickcontroller 19:35 nerzhul u32 delta = porting::getDeltaMs(m_key_events[0].down_time, porting::getTimeMs()); in touchscreengui 19:35 Krock also unittests need some updating.. replacing the stuff 19:36 nerzhul i don't find unittest problems where did you see them ? 19:36 nerzhul test_connection.cpp is good 19:36 nerzhul but many delta are not correct and can overflow 19:36 Krock test.cpp: u32 t1 = porting::getTime(PRECISION_MILLI); 19:37 nerzhul getTime has same problem... erf 19:38 nerzhul u32 curr_time = porting::getTime(PRECISION_MILLI); 19:38 nerzhul in map.cpp 19:38 Krock only 49 hits here 19:38 nerzhul 10 getTime function usage 19:38 nerzhul m_connection_time(porting::getTime(PRECISION_SECONDS)) 19:38 nerzhul this is problematic too 19:38 nerzhul m_connection_time is u32 19:38 nerzhul in remoteclient 19:38 nerzhul u32 RemoteClient::uptime() const 19:39 nerzhul u32 TimeTaker::getTimerTime() read getTime ... 19:39 nerzhul sooooo many things to fix 19:39 Krock well thanks. already found that 5 mins ago 19:39 nerzhul :p 19:39 nerzhul i'm waiting for your PR then and i will re-check after applying it 19:40 VanessaE are we sure this'll work? ;) 19:40 paramat awesome, great work 19:40 nerzhul for connection pretty sure 19:41 nerzhul overflowing the timeout timer seems a good reason for this bug 19:41 nerzhul fixing it in all places permit to prevent other overflow with not undenstandable bugs;.. 19:41 VanessaE yep, that sounds fair 19:56 Krock nerzhul, #5818 19:56 ShadowBot https://github.com/minetest/minetest/issues/5818 -- Time: Change old `u32` timestamps to 64-bit by SmallJoker 19:59 nerzhul there is one error to fix 20:00 nerzhul the first fix precision second you changes it to ms 20:01 Krock huh? 20:01 Krock oh I see, thanks 20:09 nerzhul VanessaE, https://github.com/minetest/minetest/pull/5818.patch 20:09 nerzhul remove the revert on the problematic commit and apply this patch please 20:10 nerzhul for me it's good, i will just verify if it's complete or not 20:19 VanessaE I'll wait for you guys to test it a bit first :) 20:21 nerzhul it's stable, it's just variable change 20:21 nerzhul you can test it 20:21 VanessaE ok 20:24 nerzhul Krock, it's mergeable without problem i don't see any remaining entry 20:25 VanessaE compile failure 20:25 VanessaE https://pastebin.com/gdFPQ6Ue 20:26 nerzhul looking, i missed it 20:26 Krock totally forgot them. fixing 20:26 VanessaE so yeah, I would suggest you guys test it ;) 20:26 nerzhul travis told us 20:27 nerzhul yeah pointers 20:27 nerzhul debug stuff timers... 20:29 nerzhul u32 updateareawaterpressure_time = 0; 20:29 nerzhul u32 flowwater_pre_time = 0; 20:29 nerzhul they can be removed, 20:29 nerzhul they are not used 20:29 nerzhul (you will modify the variables just upper :p 20:31 Krock nerzhul, interestingly we thought about the same thing while looking at this problem 20:32 Krock also noticed here that some variables are no longer used 20:32 nerzhul oh i was just reviewing at the same time on clion :p 20:32 nerzhul which IDE do you use ? VS ? 20:32 Krock none :trollface: 20:37 nerzhul VanessaE, re-apply the patch please by re-downloading it 20:37 VanessaE sure. 20:39 paramat hehe waterpressure, finite water code? 20:39 Fixer nah 20:40 VanessaE that built ok 20:49 VanessaE if anyone wants to help me load test that patch, 20:49 VanessaE go to daconcepts.com 30001 20:49 VanessaE with as many client instances as you can safely run 20:50 Krock is that the dreambuilder one? 20:51 Krock yeah, just 207 (partwise heavy) mods :3 20:56 kilbith testing creative inventory' new design: https://lut.im/dsiMp4y5lY/oru0k0KRwaSHrHGu.gif 20:59 VanessaE Krock: and yeah, it's dreambuilder 21:04 VanessaE anyone else care to give it a try? 21:14 rubenwardy oh nice, kilbith 21:18 nerzhul VanessaE, it works now ? 21:18 VanessaE nerzhul: it seems to 21:18 VanessaE but I'm having trouble getting you guys to actually sign on and try to push it to its limit :) 21:18 VanessaE I've got 28 clients going now 21:19 VanessaE need more :P 21:20 nerzhul it's sufficient 21:20 VanessaE ok 21:21 Hijiri Does anyone see any potential problems implementing dimensions in the map db as separate tables rather than part of the mapblock hash? 21:21 Hijiri "hash" 21:21 Hijiri It would avoid increasing the map size too much 21:30 VanessaE Kray: thanks again for the patch. Survival is happy now :) 21:31 Kray wat 21:31 nerzhul thanks Kray :D errr Krock xD 21:31 nerzhul poor SmallJoker :p 21:31 nerzhul Kray please change your nick it break autocompletion on core devs xD 21:32 nerzhul erf MacOSX build is not happy 21:34 VanessaE er Krock ^^^^ 21:34 VanessaE sorry Kray. tab-complete error 21:34 nerzhul i hope Krock can look at this tomorrow and fix it, but i don't know how to fix it, sfan5 and idea ? 21:34 nerzhul https://travis-ci.org/minetest/minetest/jobs/236149634 21:34 nerzhul i don't know why there is a problem here 21:52 Fixer had few crashes during closing of rtt=-1 clients, irrlicht.dll and ntdll.dll related 21:54 Fixer will try with debug build to see anything interesting, i had 6 clients running from separate folders at the time of kick 21:56 Fixer 6 clients were kicked, 4 kicked to main menu, 2 had RTT=-1 and still game visible, esc-exit = crash on both 22:01 Dumbeldor https://www.youtube.com/watch?v=sYsvgZyLUjY 22:04 nerzhul nice video Dumbeldor , seems to improve the user experience on inventory 22:05 Dumbeldor Thanks nerzhul :)