Time Nick Message 16:54 paramat well tested and ready #8473 16:54 ShadowBot https://github.com/minetest/minetest/issues/8473 -- Dungeons: Settable density noise, move number calculation to mapgens by paramat 20:12 Krock paramat: why do you make it a pointer in https://github.com/minetest/minetest/pull/8473/files#diff-a36a0ee19e510b3bdb49d816a1198c3dR286 but in https://github.com/minetest/minetest/pull/8473/files#diff-4e367915b1e5eb6f277dea42041d9416R111 ? 20:16 paramat i guess you mean '... but not in ...'. erm, because it works this way =) i'm not good with pointers 20:18 paramat i can't remember why actually, it might be wrong 20:21 paramat oh, it might be because mgv6 doesn't use class 'mapgenbasic' 20:21 paramat 'mapgenbasic' is something shared between all the other mapgens 20:23 paramat as far as i can remember, i changed what i needed to change to avoid compilation errors, and this is how it turned out. but yes it could be wrong as i don't fully understand the use of pointers 20:24 * Krock checks out 20:26 Krock pointers aren't that complicated. they just point to the memory where the actual data is 20:31 Krock I now see how this worked with pointers. The noise parameters originate from the map settings which are read once, and kept in memory until the server is shut down 20:32 Krock ServerMap::settings_mgr 20:34 Krock paramat: May I push a commit onto your branch to adjust the dungeon noise parameter member type to the ones from cave1/cave2? 21:27 paramat sorry, was away. can i view your change first? 21:30 paramat i don't understand what you mean by 'adjust member type'. is this to correct a mistake? 21:31 paramat afk for 30 mins 21:52 paramat thanks for the offer but i prefer to make the change myself, to keep this PR simple. please could you paste your patch diff in a comment? 21:52 paramat oh they're gone heh 23:25 VanessaE Minetest needs a shorter disconnect timeout, I've got players who report having been disconnected (nevermind the reason) still being able to play for several minutes before the client goes "HEY, it broke!". 23:25 VanessaE if there's some kind of keepalive that keeps running even when the server is lagging (i.e. some separate thread), then 30s seems more reasonable. 23:26 p_gimeno I've had lags of more than 1 minute 23:26 VanessaE yeah but I mean if the actual network connection is still alive. 23:27 VanessaE nevermind if the server's being bogged down by Lua. 23:27 VanessaE even 1 minute is a LONG time when you're actively building. 23:27 VanessaE the client maybe ought to display a warning somewhere, too, if the connection goes down for more than, say, 10s. Just some icon in a corner of the window that suggests a broken network connection 23:28 VanessaE (i.e. something totally passive, that goes away on its own, without interrupting the player) 23:28 p_gimeno I may be wrong, but I think that if the server is bogged down by Lua for long enough, you get a timeout because nothing keeps the connection alive 23:29 VanessaE well that needs to be corrected imho. my reasoning is simple: if it's engine/Lua lag, then everything the player has done during the lag should theoretically be applied when the server catches up, but if the underlying network dies, the player needs to know that his/her actions are about to be discarded. 23:31 VanessaE hence that icon I suggested. 23:32 p_gimeno ok, if I understand it correctly, you propose adding a keepalive thread that informs the client that the server keeps the connection open 23:33 VanessaE actually, I was assuming such a thread already existed, and should used to improve UX. 23:33 VanessaE I mean, isn't there *already* a periodic keepalive packet?> 23:33 VanessaE like every 10s or something? 23:34 p_gimeno I'm not into how the networking works, I guess there's something, but I don't think there's a thread dedicated to it 23:35 VanessaE yeah, looking at F5, looks like there's a periodic keepalive, every 2-4 seconds. 23:36 p_gimeno AFAIK the threads are 1 server, 1 client and N emerge 23:37 p_gimeno (where the server thread deals with Lua, network and everything else) 23:37 VanessaE huh. I thought there were moree. 23:37 VanessaE -e 23:37 VanessaE well that needs corrected for sure. this ain't 1990, processors aren't limited to just one core anymore :P 23:38 VanessaE having a user sit there actively building only to find they have been disconnected for the last 5 mins is bad UX. 23:39 VanessaE think of it like a website. how long does a browser give the site to respond before timing out? 23:40 VanessaE about 1 minute isn't it? even that's way too long; the user won't give a site more than 5-10 seconds before they move on, so says some studies I've read about (6s being the average) 23:41 p_gimeno yeah but as everything, you have to find someone to bell that cat, and threaded code is very delicate and prone to bugs that are very hard to find and trace 23:41 VanessaE I Know. 23:42 VanessaE mod coding is like that. it may all be single-threaded, but in a complex mod that also happens to be very fast, you get a lot of the behavior of a multi-threaded environment. 23:48 VanessaE still, I hope you agree with the basic premise that letting the player build when they're not even online is generally a bad idea :) 23:49 p_gimeno yeah I agree, I just see the effort to implement that a bit unbalanced with the benefit 23:50 VanessaE I dunno.. 23:51 VanessaE servers crash. a lot. 23:51 VanessaE often without closing the connection properly. 23:52 VanessaE the "5 minute" thing refers to one that happened today, due to an ordinary mod bug 23:52 VanessaE somehow, the server went down just hard enough that some clients didn't get a proper disconnect 23:53 VanessaE yesterday, I did a routine reboot (killall -INT minetestserver) to bring in some mod updates, and one of my players (different person) reported having been disconnected for a solid 2 minutes before the client threw an error.