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IRC log for #minetest, 2019-07-13

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All times shown according to UTC.

Time Nick Message
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07:44 fruitsnack hey guys, why the engine doesn't respect param1 probability of schematic type decoration nodes? It's not implemented or I'm doing something wrong
07:45 fruitsnack all nodes are always placed unless the probability is 00
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14:21 lllI1I are there plans for / would anyone be opposed to the ability to keep some node and item definitions "in reserve" so that not all node and itemdefs are sent at start, and some might be sent on a "need-to-know" basis to prevent e.g. spoilers maybe?
14:24 nepugia Registering items after start makes sense certainly to me
14:25 Krock interests: yes, plans: no.
14:29 lllI1I how does one get to brainstorming something like that
14:29 lllI1I I'm guessing (99% sure) it'd need a protocol update
14:30 lllI1I and probably won't get in until minetest 6.0
14:31 lllI1I though maybe it just so happens that the protocol is vague enough about this point that it just so happens that every implementation would support it
14:31 lllI1I but I doubt that
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14:35 lllI1I could also save on initial connection time if there are loads of mods on the server
14:36 lllI1I probably would need to classify definitions as "likely" or "unlikely" to appear commonly
14:36 lllI1I e.g. good chance "default:stone" or "default:dirt_with_grass" will be encountered
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14:38 lllI1I less likely "supertools:megadiamond_pingspoofer" will show up, so less of a problem if there's a tiny "loading texture" texture for a fraction of a second when it gets found
14:39 lllI1I guessing default would be assume it's common, more rare stuff (thus being sent later) can be flagged as such
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14:47 nepugia I'd just mark stuff as to be downloaded, or initiate downloads specifically inside mods
14:49 nepugia This would probably work best in tandem with clientside mods
14:49 nepugia (i.e some code might be there already, but meshes or textures only get send over once they become relevant)
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14:59 Krock lllI1I: it would work without a proto bump. Older clients would then just not receive the new content
15:00 nepugia Krock: that doesn't sound like "working" to me
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15:01 nepugia in any case, some clients simply not supporting functionality that is expected to work seams to be undesirable, so to me a protocol bump makes sense
15:01 Krock it works for clients that support it
15:01 Krock don't expect forwards compat in old clients
15:01 Krock how even
15:02 nepugia you *can't* make it compatible with old clients
15:02 nepugia which is exactly why you should bump the protocol version...
15:03 Krock oh. I wasn't clear there. It requires a proto bump, but not an entire backwards incompatible one (i.e. not v6.0)
15:04 Krock protocol version bump *
15:04 Krock older clients would then see unknown items and unknown nodes
15:05 Krock or such with outdated properties
15:06 nepugia Krock: dynamic textures when? :(
15:07 Krock how dynamic?
15:07 nepugia allow me to place *any* texture on my block, no matter when i made it
15:07 nepugia on any side i want :)
15:07 Krock nodemeta-specified texturing would skip PLENTY of drawing optimizations
15:08 Krock since metadata is never read in the render
15:08 nepugia i never sais nodemeta-specified
15:08 Krock how else?
15:08 nepugia but justifying not implementing something with how the design is now is flawed logic
15:08 nepugia of course it doesn't do a different usecase perfectly to the one it is ment to do now
15:08 nepugia it doesn
15:09 nepugia 't matter how it is specified really
15:09 nepugia if you want you could do it based on adjacent blocks too
15:09 nepugia point is that that should be supported, even if it would be in the nodemeta
15:09 Krock it matters because somehow this data has to be stored in the map database
15:09 nepugia same for dynamically adjusting voluminocity of objects
15:09 nepugia sure, but how it gets stored is of no consequence to me :)
15:09 nepugia and matters little at runtime
15:09 Krock apparently.
15:11 nepugia in any case, the node swap thing seems like a bad hack to me
15:11 nepugia don't want to register 16 versions of a block just for a texture or voluminocity change
15:13 Krock how so? it's just a loop
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15:13 nepugia it's putting all my code 16 times in ram for no reason at all
15:13 nepugia say, what if my block should do like a rainbow animation, rgb like
15:14 nepugia that would need 256* 256 *256 copies of the code to do that
15:14 Krock if you want animations, don't use swap_node. Use tile animations
15:14 nepugia if i want arbitrary ones i have to use swap
15:15 nepugia in any case, swap_node sucks :P, doesn't matter to me whether you like the api interface or not, programtically there should be no difference between a lit furnace and a non-lit furnace, the code is pretty much the same for both
15:15 nepugia just that it may play some animations, or change the ligting
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16:05 lllI1I "API interface..."
16:06 lllI1I unless you mean an interface to get the API or through which the API goes, etc
16:07 lllI1I like an ATM machine would produce ATMs
16:10 nepugia bah, my mistake
16:10 nepugia accept my cincerest apology for this grammatical error
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16:49 MinetestBot [git] acmgit -> minetest/minetest_game: Remove stack_max from bucket:bucket_empty 83fb6fe https://git.io/fjXGv (2019-07-13T16:47:45Z)
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20:16 DS-minetest can I compare a macro with a char in a preprocessor #if?
20:16 DS-minetest (I want code only be executed if DIR_DELIM is not "/")
20:19 Krock only if that's a macro too
20:19 Krock integer comparison works, so why not string too? *shrug*
20:19 DS-minetest and if the "/" is a constant?
20:20 Krock it has to be known to the compiler before the actual code is parsed
20:20 DS-minetest ah, I see
20:20 Krock it's not a macro? weird, it should be.
20:26 DS-minetest meh, that doesn't work:
20:26 DS-minetest #define SLASH "/"
20:26 DS-minetest #if DIR_DELIM != SLASH
20:26 DS-minetest ...
20:26 DS-minetest #endif
20:26 DS-minetest #undef SLASH
20:26 lllI1I that doesn't sound like a job for the prepocessor
20:26 DS-minetest (I hope, it wasn't too long for irc)
20:27 DS-minetest should I use #ifdef _WIN32?
20:27 lllI1I is it a compiletime check or a runtime check?
20:27 DS-minetest a compiletime check I guess
20:28 DS-minetest it should compile different code based on whether DIR_DELIM is "/" or not
20:28 lllI1I I guess it would help if we knew what it was you were trying to do
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20:29 DS-minetest I want to send a path via network to another computer, which might use a different DIR_DELIM
20:29 DS-minetest so, I always send with "/"s
20:30 * DS-minetest will just compare at runtime and hope that the compiler will optimize
20:30 lllI1I yeah I wouldn't worry too much about optimizing until and unless it becomes an issue
20:37 * DS-minetest ended up using #ifdef _WIN32 because of warnings and errors
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21:06 lllI1I where is the best description of the network protocol
21:07 DS-minetest in networkprotocol.h?
21:07 DS-minetest clientface.h might be interesting, too
21:08 lllI1I yeah I looked at that first, wanted to know the more lower level to get a better understanding and then forgot about it
21:08 lllI1I thanks
21:11 Lone-Star say im creating a fence node, with the fixed post being wood and connected nodes to be steel. how would i define the textures of the connecting nodes?
21:12 DS-minetest you can't
21:12 DS-minetest only the boxes change
21:12 DS-minetest the tiles are applied like to every other nodebox
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21:44 lllI1I TYPE_ORIGINAL seems under documented
21:45 lllI1I I'm seeing a lot of those packets in wireshark and no idea what they are meant to be
21:46 lllI1I wait I might be dumb
21:48 lllI1I yeah 00 01 is server's peer id, not channel 00, type 01
21:56 lllI1I why does my client appear to send TOSERVER_INIT before receiving a peer id, only to resend it with the peer id after?
21:59 lllI1I sorry if there's a better channel to ask these questions in
21:59 epoch_ lllI1I: what are you wanting to do with the network protocol?
22:03 DS-minetest does the client even know its peer_id?
22:04 DS-minetest (probably yes, sorry, I wish there was a way to add [off] afterwards)
22:06 lllI1I at this point, it doesn't know its peer id
22:06 lllI1I epoch_: thinking of making special "NPC" clients for my server
22:08 lllI1I not just using a mod because I want to keep CPU cycles low on the server, so in case the "NPC"s are doing a lot of calculations it won't slow the server down
22:09 epoch_ that'd be neat.
22:09 epoch_ like IRC bots
22:09 lllI1I and I can add more NPC's with more VPS's at no computational cost to the server
22:10 lllI1I well the reason I used quotes is because I'm thinking of offloading quite a bit to these clients
22:10 DS-minetest haha, multithreading in minetest
22:10 lllI1I so that they don't have to even be loaded on the server's memory when players aren't present in the area
22:10 DS-minetest =outsourcing
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22:11 epoch_ I was looking into the protocol a while ago because I was wanting a little program that'd tell me what version the server was running
22:11 lllI1I yes it works
22:11 epoch_ so I could point the little program at any minetest server and the proper version would get launched.
22:11 lllI1I really the only thing that's tripping me up is 1 undocumented byte
22:11 lllI1I actually 2 I think
22:15 epoch_ are you working on a wireshark dissector for minetest packets?
22:18 DS-minetest (I'll leave this here: https://github.com/minetest/minetest/blob/master/util/wireshark/minetest.lua)
22:19 epoch_ oh boy.
22:19 lllI1I thought about writing a wireshark plugin for it, but I didn't understand the protocol
22:19 lllI1I but if I learn the protocol I wouldn't need the plugin shfkksv
22:32 lllI1I plugin works, thanks DS-minetest
22:34 lllI1I oh I see now
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22:35 MinetestBot [git] paramat -> minetest/minetest_game: New lighter, greyer permafrost texture 3bca295 https://git.io/fjXnx (2019-07-13T22:35:25Z)
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