Time |
Nick |
Message |
01:16 |
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01:48 |
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02:11 |
Exio |
by looking around, wouldn't be https://github.com/minetest/minetest/commit/f9a8efb99235c86eb61b6deb2bc034d5618e45ea useless with the cap in the speed? |
02:53 |
Miner_48er |
any experts? |
02:55 |
kaeza |
just ask your question |
02:56 |
Miner_48er |
I need a way to make exceptions to the ip ban for certain usernames on shared ips. Any way to do this? |
03:02 |
ShadowNinja |
Miner_48er: Not the channel but /mode +e |
03:04 |
Exio |
/mode +e in MT? |
03:04 |
Miner_48er |
? |
03:04 |
Miner_48er |
which channel? |
03:05 |
ShadowNinja |
Wait, channel or Minetest? |
03:05 |
ShadowNinja |
Miner_48er: PM. |
03:08 |
Miner_48er |
ok |
06:32 |
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15:21 |
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15:26 |
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15:29 |
sfan5 |
We really need a /save command that forces saving the map, maybe also a command that saves the map as map_.sqlite so you can backup your world without resrtarting |
15:29 |
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16:41 |
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17:00 |
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17:11 |
celeron55 |
sfan5: more like /backup that saves a full "worldname.backup" |
17:12 |
sfan5 |
celeron55: that was I meant |
17:13 |
celeron55 |
it's okay to me at least |
17:13 |
celeron55 |
i can think of a thing that will conflict with this, but it might be quite out of date already anyway: the database backend selection and leveldb |
17:16 |
sfan5 |
I think a /backup is really urgently needed since, its not save to access map.sqlite while the server is running |
17:16 |
sfan5 |
I accidently copied/tar'd map.sqlite while some server was running like 3 times and nothing happend.. |
17:17 |
sfan5 |
but a "/backup" would be safer |
17:17 |
celeron55 |
i have once copied a world between a running server and a development machine and it ended up corruped |
17:17 |
celeron55 |
so yes, it isn't safe |
17:17 |
PilzAdam |
will the server freeze while /backup is runnig? |
17:18 |
sfan5 |
yes |
17:18 |
sfan5 |
an env- and maplock is requires |
17:18 |
celeron55 |
you need to think of the requirements of the people who want to automate their backups though |
17:18 |
sfan5 |
*required |
17:18 |
celeron55 |
...and also the freeze too |
17:18 |
PilzAdam |
have you any idea how long? |
17:18 |
sfan5 |
well |
17:19 |
celeron55 |
a lock file could make much sense |
17:19 |
celeron55 |
in a world |
17:19 |
sfan5 |
how it could be (maybe not 100% safe): write latest changes to map.sqlite, copy map.sqlite, resume normal operation |
17:19 |
celeron55 |
but it kind of doesn't solve this problem |
17:19 |
celeron55 |
sfan5: sounds good |
17:20 |
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17:20 |
sfan5 |
(assuming that the world doesn't corrupt when its simply open with sqlite [not written and not read]) |
17:20 |
celeron55 |
the command processing should happen in lua, so there will be a lua api for making backups that people can use to make an automatic backupper mod |
17:20 |
celeron55 |
-> win |
17:21 |
sfan5 |
^ what I just wanted to say |
17:21 |
sfan5 |
something like minetest.save_map_backup() -> described above ; minetest.save_map() -> just writes tha latest changes to disk |
17:21 |
sfan5 |
*the |
17:23 |
sfan5 |
also: any comment about an sha1 api for lua? https://github.com/sfan5/minetest/tree/sha1_scriptapi |
17:23 |
sfan5 |
*the |
17:25 |
celeron55 |
what's the use for it? |
17:25 |
sfan5 |
.. |
17:25 |
celeron55 |
why is that a bad question? :P |
17:25 |
sfan5 |
may come useful for a mod that auto-copied all mod resources to the client/cache folder |
17:25 |
sfan5 |
no |
17:26 |
sfan5 |
*auto-copies |
17:26 |
celeron55 |
sounds hacky... i wonder if there is something non-hacky |
17:27 |
sfan5 |
nah.. its more useful than its hacky ;) |
17:27 |
celeron55 |
i guess some kind of content-based resource management, but i don't immediately come up with any such |
17:27 |
celeron55 |
but effort should be focused on making minetest itself manage mod resources well |
17:27 |
celeron55 |
not hacking around the core |
17:27 |
sfan5 |
just an idea |
17:28 |
sfan5 |
but maybe someone comes up with this super awesome idea© that needs sha1 |
17:28 |
sfan5 |
(in x*math.PI years) |
17:28 |
celeron55 |
but including features that nobody needs is bad practice |
17:30 |
celeron55 |
i think we need a "may be removed if nobody finds good use for this" flag in the documentation |
17:30 |
sfan5 |
yeah |
17:31 |
celeron55 |
altough, maybe it's kind of implied; but i fear that people will use sha1 without any good reason if it's put in without any warnings |
17:31 |
celeron55 |
and also it can make people make all kinds of false security attempts that don't benefit anyone |
17:31 |
sfan5 |
"-- Do use with care" |
17:52 |
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17:52 |
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17:52 |
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17:56 |
sapier |
Exio no speed limiting isn't enough as in exactly this step speed is calculated from acceleration and dtime. The way it's done atm doesn't limit acceleration to a fixed value. the faster your server is the higher accelerations are possible. |
17:57 |
sapier |
an believe me this is working it fixed a problem beeing present way to long |
17:57 |
Exio |
kk |
17:59 |
sapier |
:-) sorry if I've been a little bit to harsh it was a hard fight to get this in and mobf won't work at all without it as mobf uses acceleration very often. without this fix a single overload situation can cause runnaway collision handling times |
17:59 |
Exio |
you didn't soun harsh |
17:59 |
Exio |
sound* |
18:00 |
sapier |
ok good :-) |
18:00 |
Exio |
but as the problem with super-accelerated-player => high ram / cpu usage |
18:00 |
Exio |
(== "what that solved too") |
18:00 |
sapier |
could be yes |
18:00 |
Exio |
it seems like two fixes for the same time :P |
18:01 |
sapier |
it generally fixes any runnaway collision handling due to overload situations and acceleration |
18:02 |
sapier |
I don't like hard limits as they reduce flexibility ... this patch only depends on servers capability to deal with collision handling. if server is able to calculate accelerations > 100 in less than half a second this is still possible ... but I guess any object beeing accelerated that fast will instantly be unloaded :-) |
18:03 |
PilzAdam |
game.cpp:2698 <- yes, should be removed IMO |
18:04 |
Exio |
doit? :P |
18:04 |
PilzAdam |
anyone against it? |
18:04 |
Exio |
if it is deprecated and not used in any "mod" |
18:05 |
sapier |
true PilzAdam does sign already use formspec or is this tbd too? |
18:06 |
sapier |
2719 is wrong too :-) "custom inventory view" doesn't quite fit current formspec capabilities |
18:07 |
sapier |
PilzAdam do you have any issues left for formspec menu? |
18:08 |
PilzAdam |
still havent tested |
18:08 |
PilzAdam |
and minetest_game and minimal use real formspec since 0.4.3 or so |
18:09 |
Exio |
https://github.com/minetest/minetest/pull/741 |
18:09 |
Exio |
what's up with that? |
18:09 |
sapier |
should be checked and merged |
18:10 |
sapier |
somehow i forgot my own additions on rebasing ;-) |
18:10 |
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18:10 |
Exio |
and #706 seems something what "should be tested" (just for adding support) |
18:11 |
Exio |
but rebased? |
18:11 |
Exio |
nvm, it only uses hud stuff |
18:51 |
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