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IRC log for #minetest-hub, 2020-05-12

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All times shown according to UTC.

Time Nick Message
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13:54 ANAND Would anyone give me pointers regarding which DBMS is best suited for MT's map backend?
13:55 sfan5 depends on usage and which features you need
13:55 ANAND I know "Dummy" is unbeatable. I'd like to know what's the next best. ;)
13:56 ANAND Performance, mostly
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13:56 ANAND Would there be different choices for singleplayer and multiplayer?
13:56 sfan5 sqlite3 with sqlite_synchronous = 1 or leveldb
13:57 ANAND Ok. What about singleplayer vs multiplayer?
13:58 ANAND As a side-question: Which one is easier to implement?
13:58 sfan5 I'd say in singleplayer the difference is irrelevant and you can just use the default
13:58 ANAND Oh, I see
13:59 ANAND Going by lines of code in database-*.cpp, LevelDB and Redis have only ~200 lines of code. Does that mean they're simpler to implement than say, SQLite3?
14:00 sfan5 not all database-*.cpp files implement the same features
14:00 sfan5 but it is correct to say that the implementation of redis or leveldb in C++ is shorter
14:00 ANAND Interesting
14:01 sfan5 but that doesn't mean sqlite3 couldn't be equally as short if you implemented it in e.g. python
14:01 ANAND I see. Thanks for all the info!
14:02 sfan5 for which usecase are you looking to implement a backend?
14:03 ANAND It's for a personal project of mine, actually
14:04 ANAND I'm planning on developing a voxel game engine similar to MT (but much more rudimentary) for my final-year project at uni
14:05 sfan5 you could also start with the very basic approach of using files on disk, one for each block unit (e.g. 16^3 like MT)
14:06 ANAND That did cross my mind, but would that be as efficient as a good DB?
14:07 sfan5 no of course not
14:07 sfan5 but does it matter?
14:07 ANAND Thought that'd compensate for unoptimised code :)
14:08 ANAND But that seems like the way to start off the project
14:09 ANAND It'd do for the time-being, until disk I/O becomes the bottleneck
14:10 ANAND But thanks for the help, again :)
14:17 rubenwardy on Linux, it's likely to be of comparable speed
14:18 rubenwardy Maps aren't relational, the only indexing is on the map position - which you get from file names
14:18 rubenwardy Windows tends to struggle with lots of small files
14:21 ANAND > on Linux, it's likely to be of comparable speed
14:21 ANAND That's neat
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16:08 rdococ Here's a thought: a fork of player_textures that has a repertoire of skins, where people can request additions and updates to their own skin, which get updated automatically when each server pulls from it
16:08 rdococ like skinsdb, but automatic and based on username
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16:10 ANAND Sounds good until you realise players can reserve names on a first-come-first-serve basis :)
16:14 rdococ well, that issue applies to anything. someone malicious could register an account with your username on anything you haven't already registered for
16:14 rdococ but maybe there could be some kind of mechanism where you have to prove you use that username on a server that supports it
16:23 ANAND Yeah, separate authentication for skins would help.
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