Time Nick Message 08:23 luk3yx Yay, I finished my PR (#8397) 08:23 ShadowBot https://github.com/minetest/minetest/issues/8397 -- WIP: Add hidden players and objects by luk3yx 10:39 BuckarooBanzai luk3yx: oh, nice.. 11:08 IhrFussel Does on_punch() of entities behave the same no matter if I just 'return' or 'return true'? 11:08 IhrFussel The docs state it should return true or false but my code just uses 'return' 12:23 IhrFussel If I make travelnet nodes unpointable can I still interact with them? The issue right now is that their selection box makes it impossible to interact with anything outside of the net when you stand inside one 12:26 IhrFussel Or I try to make their selection box thinner 16:29 IhrFussel time_from_last_punch is always the identical with a few options ... basically either server step or a multiple of the server step which makes me think that the server only checks the punches once per step 16:30 IhrFussel And I guess the reason for the various values of server steps is network related 16:32 IhrFussel To clarify: My server step is now at 0.12 secs and when I log the time_from_last_punch in the entity's on_punch() I get either 0.119... 0.239... 0.359... 0.479... etc and the number is always the EXACT same like 16:32 IhrFussel 2019-05-29 18:25:29: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.47999998927116 16:32 IhrFussel 2019-05-29 18:25:29: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.47999998927116 19:04 IhrFussel Krock, is it intended that time_from_last_punch only tells exact server step times? 19:04 IhrFussel I mean it is never something in between, always at least 1 server step but mostly 2 19:05 Krock yes, because the time increases each step 19:05 Krock I think I said that yesterday 19:05 Krock fixing it would be easy though. getting the absolute time instead of waiting for :step() 19:08 IhrFussel So is the skipping of steps likely network related? 19:09 Krock yes. udp delays, causing the packet to arrive late 19:09 Krock re-sent packets, for example 19:11 IhrFussel Hm...cause currently I store the time_from_last_punch per player and only allow an actual hit when it exceeded 0.35 seconds ... but as you can see here it often only fires after 5 steps (server step set to 100ms now) 19:11 IhrFussel 2019-05-29 21:09:40: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.50000001490116 19:11 IhrFussel 2019-05-29 21:09:41: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.40000000596046 19:13 IhrFussel That makes punching mobs kinda inconsistent =/ but I guess there is not much I can do about it 19:13 Krock well.. what's the tool punch interval? 19:18 IhrFussel 1.5 seconds but that is only for full punch... I allow mobs on my server to be spam punched but only want the hits to count every ~ 400ms 19:19 IhrFussel If you hold the punch button all tools should constantly send packets or not? 19:23 Krock depends on game.cpp, object_hit_delay 19:23 Krock 0.2s punch delay min 19:24 Krock there won't be any punching shorter than that on objects 19:24 Krock restricted client-side 19:26 IhrFussel That could also explain the various values I get server side 19:28 IhrFussel For example when the client reached the 0.2s and sends the packet to the server and the server JUST passed a step and receives the packet on the next step only 21:28 IhrFussel Whenever a player decides to dig a deep deep hole into the ground and triggers map generation lag always jumps to 0.6 secs ... I think there is nothing I can about that 21:29 IhrFussel I already use a SSD 22:09 paramat mapgen mods can be very intensive 22:11 IhrFussel I use nether and caverealms_lite 22:27 paramat yes 0.6 gen time for a mapchunk is expected then 22:29 IhrFussel Would it help if I set gen distance to something higher? Would it result in one larger lag spike but then be fine for a longer time?