Time Nick Message 02:43 Splizard Hello I have a question regarding minetest networking. Is there any plan to implement player movement calculated by the server? 02:48 Splizard The reason I ask is that the current way if things, player lag can badly affect the game. I don't have too much experience with c++ but I have some experience in game networking and I am able to write up some psudo-code to fix this if the devs are interested. 04:36 IceCraft mornin` 09:23 ironzorg hoi 09:23 ironzorg 10:57:17: ERROR[main]: generate_shader(): failed to generate "bumpmaps_solids", addHighLevelShaderMaterial failed. 09:23 ironzorg do I have to look into the code to fix this ? 09:23 ironzorg I tried enable_shaders = {1,2} 09:34 sfan5 ironzorg: thats pretty normal 09:34 sfan5 the bumpmap shaders seem to be some sort of non portable 09:34 * sfan5 is now afk 09:35 sfan5 ^ not an automatic script 09:35 celeron55 >since he told proller to push it although 3 other core devs are against it 09:35 celeron55 eh 09:36 celeron55 if you're against something, tell it clearly; and nobody noticed anything bad in the code the way it was now revealed 09:37 celeron55 anyway that should be fixed 09:40 celeron55 there are reasons why i'm trying to be extra careful with everything that involves the map and versions, but apparently that wasn't enough 8) 09:40 celeron55 oh also 09:40 celeron55 it's not my responsibility to make sure that contributors listen to core devs 09:41 celeron55 if everyone disagrees with me and i'm too dumb to see it (if somebody thinks that is what happened), then the contributor is supposed to see it 09:43 Exio4 celeron55: proller saw 'everybody' was against it and was looking for someone to say yes 09:44 celeron55 i see that the reason why this went bad is because before we haven't ever added anything to mapblocks in such a way that they aren't saved to disk but are transferred over network 09:45 celeron55 and the versioning doesn't take that into account 09:46 celeron55 hmm 09:47 celeron55 so as far as i can see, this will not break network compatibility 09:48 celeron55 because the server keeps track of which clients support which map serialization format and serializes accordingly 09:48 celeron55 so this breaks disk compatibility because of a backwards-compatible network addition was made 8) 09:48 celeron55 5/5 09:50 celeron55 this can be fixed though 09:51 celeron55 via two things 09:51 celeron55 first, map version 26 will be declared the same as 25 and saved versions will be 25 until version 27 is made 09:52 celeron55 second, an additional separately versioned mapblock over-network data will be transferred with mapblocks to newer clients 09:52 celeron55 in where the weather stuff goes 09:53 celeron55 and all future things that are similar to it 09:54 celeron55 do people think that is needed? it's needed if it is desired to either solve this incompatibility now, or solve future incompatibilities similar to this 09:57 celeron55 (i can code it, but won't if people think we should rather keep it simpler like now) 10:01 celeron55 (also if people think that proller's stuff is really not wanted, then the whole thing can be reverted (and v26 declared same as 25); however, for that to happen, people will actually need to say it rather than mumble something close to it) 10:23 celeron55 (this is the commit for reference: https://github.com/minetest/minetest/commit/3aedfac9685c2d9ae8bac5a5b7e72e527f22c08d) 10:26 ironzorg (somebody likes LSIP) 10:26 ironzorg LISP 10:26 ironzorg I ruined my joke 10:43 Exio4 the next step is rewriting minetest in haskell 10:46 Exio4 ironzorg: what is the error itself? 10:47 ironzorg what ? 10:50 Exio4 the shader(s) problem 10:51 Exio4 RealBadAngel: https://github.com/EXio4/minetest/commit/c1d4467a132c1ee5673dcbc774421aca571d168e 10:51 Exio4 i hope he looks at it later 10:55 ironzorg Exio4: that's the error 10:55 Exio4 ironzorg: er, it should said something before 10:56 ironzorg yea wait 10:56 ironzorg http://codepad.org/epw7vPeL 10:56 ironzorg linux amd64 10:58 Exio4 what gpu? what driver? 10:58 Exio4 well, move this to #minetest, this is getting converted into support 11:05 RealBadAngel ironzorg, your video drivers doesnt support opengl, propably youre using open ones. please install propertiary drivers for your GPU 11:06 ironzorg yea that' what I thought 11:06 ironzorg I have an integrated chipset… 11:06 Calinou RealBadAngel: WTF? 11:06 Calinou the open source drivers do support OpenGL 11:06 Calinou also, intel doesn't even have a proprietary driver for their recent (non-crappy) IGPs 11:07 ironzorg obviously it supports opengl yes 11:09 RealBadAngel Calinou, open drivers support for opengl one can stick deep in the ... ;) 11:09 Calinou not at all 11:09 Calinou they follow standards, but aren't permissive, unlike nvidia's impelemntation 11:09 Calinou if you follow the standards it'll work 11:09 Calinou but sadly, people believe creating headaches for code correctness is better than saving time 11:10 RealBadAngel on my box they do work, yes 11:10 RealBadAngel generating 5-6fps 11:10 Calinou nvidia doesn't want an open source driver 11:10 Calinou so nouveau sucks 11:10 RealBadAngel while with propertiary i do get 40+ fps 11:11 Calinou AMD actually supports their OSS driver 11:11 ironzorg just for the records, minetest runs flawlessly with the oss drivers I have 11:11 ironzorg just can't get glsl to work 11:12 Calinou old intel IGP then 11:12 ironzorg yes 11:12 Calinou back when they were crappy :P 11:13 Jordach when did intel make something good 11:13 Calinou their CPUs, and recent IGPs 14:04 celeron55 intel never makes anything but good 14:05 celeron55 speed is only one measurement and often irrelevant 14:34 proller im trying to make clouds upper than 120, to 1000 - and they shart cutting on ~2000 range from me 14:34 Calinou far clip 14:35 proller maybe increase clipping to 3000-4000? or maybe it possible to adjust only for clouds ? 14:35 Calinou try 500 instead of 1000 14:35 proller no, only 300 works good 14:36 proller with 500 clipping works too 14:36 proller with 300 its hidden in fog 14:36 proller visible with 500 15:11 sapier https://github.com/minetest/minetest/pull/640 I know I asked this yesterdays but except of pilzadam noone responded 15:12 sapier and of course this one too: https://github.com/minetest/minetest/pull/418 15:15 * proller +1 for 640 15:16 proller +#include 15:16 proller dont 15:16 sapier no? 15:16 sapier why? 15:17 proller or yes with #include "util/mathconstants.h" 15:17 proller or only #include "util/mathconstants.h" 15:17 proller because MSVshit doesnt know about M_PI 15:18 sapier ok I'll fix it 15:19 ShadowNinja sapier: I think it would be better to search down. That would make hitting caves less likely. But doesn't the mapgen have a height map? 15:19 * proller +1 for 418 15:19 proller height map doesnt work on float islands 15:20 ShadowNinja Ok, is there already a height map function? 15:20 proller and on your buildings 15:21 sapier spawning mobs requires to know surface this is done in lua atm and causes lots of load thus I made this fct quite some time ago ... long before any heightmap was added ... I'm not sure if heighmap would be an exact replacement 15:21 ShadowNinja +1 for 418 15:22 proller no sense to use heightmap after mapgen, height may be changed by player, trees, liquid 15:27 sapier ok I removed math.h the other one was already there 15:33 sfan5 what about lowering the default player count to 32? 15:36 sapier for what reason? 15:37 sfan5 Do you think a default limit of 100 makes much sense? 15:37 sapier does 32 make more sense? ;-) 15:37 sfan5 yes, its lower 15:37 sapier and you think lower is better? 15:37 sfan5 and it won't limit anyone 15:37 sfan5 you can change it anyway 15:38 sapier yes but you still haven't told any reason except you feel 32 is better 15:39 sfan5 because possible (d)dos script for servers (which can work using a spoofed IP) -> see scrollback of #minetest 15:39 sapier and minetest should be capable of handling way more than 100 players as mobs have about same performace impact (not exactly same of course)... so 100 or 500 doesn't make much difference 15:40 sapier ok I'll have a look at #minetest but I don't think this really fixes any problem ... imho it's more like hiding a problem 15:41 sapier btw "to stop (d)dos attacks" would've been the reason I was asking for at first ;-) 15:44 sfan5 you don't even need the second D of ddos to get a minetest server unuseable 15:57 Jordach most servers DoS themselves with < 13 users 15:58 proller /usr: write failed, filesystem is full 15:58 proller cause to crash 8) 16:04 celeron55 oh god, it's that encryption discussion yet again on #minetest 16:04 sfan5 yet again? 16:04 celeron55 all of that has been talked through in here at least twice 16:04 sfan5 and the conclusion was ? 16:05 celeron55 it always results in that doing it non-properly is worthless, and doing it properly is so much work that it's not going to happen in near future; it will possibly be included in a far-future protocol rewrite 16:06 celeron55 anyway, DoS resistance should be improved if the server is so vulnerable to it 16:06 celeron55 (there are many ways for doing that) 16:06 sfan5 define non-properly and properly or link a discussion please 16:08 sfan5 max conns from an IP is worthless against the attack we already had because DoS-ing can be done with a spoofed IP 16:10 RealBadAngel celeron55, kahrl: were there any particular reason to pick SMhesh instead of IMesh? 16:12 celeron55 RealBadAngel: probably some additional method in SMesh 16:12 celeron55 sfan5: i can't really find a proper one 16:12 RealBadAngel im askin because i need methods that use IMesh 16:13 RealBadAngel SMesh is simplified from what i have read in docs 16:14 celeron55 sfan5: but anyway, for example encryption isn't that useful unless you can verify the peer you're connected to is what it says it is 16:14 celeron55 i'm all in for more security, but i think it's worthless to do it for the current protocol 16:15 celeron55 (also there are library issues) 16:15 RealBadAngel celeron55, i need to convert all the meshes ingame with this: http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_mesh_manipulator.html#ab849bd2c83b206de1e5da19ce3481e35 16:15 celeron55 SMesh implements the IMesh interface 16:15 celeron55 afaik 16:15 RealBadAngel so it shall work? 16:16 celeron55 oh, that outputs IMesh though 16:16 celeron55 so it won't 16:16 RealBadAngel i need it because it provides tangent space 16:16 celeron55 oh well, i guess you'll need to find out whether the SMesh pointers can be degraded to IMesh 16:16 RealBadAngel both tangent and binormal 16:17 RealBadAngel and those are vital to any advanced effects 16:17 celeron55 by the way, nobody commented anything to what i said at the morning about the map backwards compatibility that proller committed 16:17 RealBadAngel can you quote urself? 16:18 celeron55 this day's and yesterday evening's log 16:18 celeron55 it's long 16:18 RealBadAngel im workin on night shifts so i was afk for sure, please point me to logs 16:18 celeron55 http://irc.minetest.ru/minetest-dev/2013-07-30#i_3226568 http://irc.minetest.ru/minetest-dev/2013-07-31 16:19 RealBadAngel ty 16:27 sfan5 celeron55: so public key auth would need to be added too, that would increase the number of libs Minetest depends on 16:29 celeron55 well any encryption will increase 16:29 celeron55 the first step would be to find a suitable library that does something that is wanted 16:29 sfan5 openssl, polarssl, libtomcrypt 16:30 celeron55 as for what i've looked, libtomcrypt seems best out of those 16:30 sfan5 I've used libtomcrypt too(for small things); works pretty well 16:31 celeron55 sapier is most familiar with openssl i guess; i'm most familiar with crypto++ (due to work), but crypto++ is probably not really what we want here 16:33 sfan5 I guess RSA is the only choice for Public key auth, what about the block cipher for data encryption? 16:34 celeron55 dunno; something that happens to work easily 16:35 sfan5 AES and XTEA are the ones that work simple (RC4 too, but isn't too secure) 16:35 sfan5 s/simple/good/ 16:35 PilzAdam celeron55, the problem with proller's code is not that nobody wants this features, but rather that its currently too unfinished to judge it 16:36 PilzAdam celeron55, the last thing that was pushed "too early" were finite liquids, and now nobody cares to fix them since they are already upstream 16:36 celeron55 sfan5: try making a branch that does some tiny thing with some crypto library that is also bundled in the source for easy building on windows; that way somebody can start working from there if we can approve it as a base 16:36 proller_ https://github.com/proller/minetest/commit/5038bc00564913b2db5f1839ad52083c7e08414c 16:37 proller_ celeron55, liquids per map, upper clouds ^^ 16:37 celeron55 PilzAdam: i agree 16:37 celeron55 PilzAdam: it's problematic because we also really can't just do nothing 16:37 proller_ PilzAdam, i'm ix luquids 16:37 PilzAdam proller_ tends to pop up with little features/tweaks, and nobody can see what he tries to accomplish at the end 16:38 celeron55 we need to have something larger going on because, well, people like that and in the end we're just trying to do something people will like 16:38 sfan5 celeron55: I'll do that.. ..after I have understood libtomcrypts build system 16:38 PilzAdam I already suggested this a few times: I think it would be best if proller_ just works in his own fork for a while, until we can actually see the end result 16:38 celeron55 i agree with that too; i really think proller should write down what he wants to accomplish in the long term 16:38 celeron55 that way other people can judge his solutions 16:39 celeron55 (and improve them) 16:39 proller_ and "nobody wants"- its false. many peoles want it and use it 16:39 celeron55 you should document that too; who uses it and for what reasons 16:40 proller_ i think about write to wiki.. 16:40 celeron55 PilzAdam: i agree that that would solve some problems 16:40 celeron55 also, i think most larger features were developed like that 16:41 proller_ PilzAdam, long forks is too hard to keep updated 16:42 proller_ and nobody will agree to merge huge fork 16:42 celeron55 yes they will, if you've worked with them and they have know from the start (the documentation) what it's for 16:43 celeron55 of course depending that they agree to it from the start 16:43 proller_ in next steps i want to fix liquid visuals and make it 63 levels for smoooth flowing 16:44 celeron55 the only thing i know about what you're trying to do is that you want some kind of dwarf fortressy water physics with somewhat improved visuals, but all the details are completely unknown 16:44 proller_ and maybe make one liquid block "water" and "lava" with levels and infinity flag 16:44 PilzAdam celeron55, your solution to mapblock version seems good to me 16:45 proller_ celeron55, maybe like this (it ideas, not all is true for implement) https://forum.minetest.net/viewtopic.php?id=4618 16:45 celeron55 PilzAdam: so you think separating the only-over-network data would be best? 16:46 PilzAdam yep 16:47 celeron55 do you or proller want to do that or do i have to (i would rather work on something else i'm working on... as usual 8)) 16:48 PilzAdam proller_ said yesterday that he wants to fix it 16:49 proller_ i can maybe in weekend 16:51 Exio4 revert the weather commit now then 16:51 celeron55 Exio4: you can't do that, you'll break stuff because of... "laws of versions" 16:51 celeron55 (as opposed to laws of physics) 16:52 Exio4 hm 16:52 proller_ sipler to make try-catch 16:52 celeron55 basically it should work when made with these two principles: 1) the disk data should be saved with format number 25, and 26 should be loaded like 25; serialization.h should read "26: Same as 25. This should be never written on disk."; 2) the network data should be versioned according to the protocol version 16:52 celeron55 s/the network data/the additional network data/ 16:53 celeron55 of course 26 could be simply reverted, but then some maps will be broken quite unrepairably 16:54 celeron55 as people use git head while they shouldn't 16:55 Exio4 good job proller! 16:56 proller_ its by design 16:57 proller_ celeron55, maybe make supported version = current+1 ? 16:57 Exio4 ehm 16:57 celeron55 lol no 16:57 proller_ and increase by 2 when really incompatible changes ? 16:57 Exio4 nice way to workaround the things proller_ 16:57 celeron55 you can't do it like that; if one wants to do it like that, then something like each 10 being incompatible would work, kind of, but not really 16:58 celeron55 and that still leves you with only 10 versions between breakage 16:58 RealBadAngel https://github.com/minetest/minetest/pull/688 this seems to be ready to merge 16:58 celeron55 the whole thing could support major, minor and patch versions, but that gets awfully complicated 16:59 proller_ .. 100 ! 8) 16:59 celeron55 we're best off with what we have, but simply by not inducing on-disk format version changes from network changes, like i suggested and what pilzadam agreed to 17:00 proller_ will try to fix faster... 17:01 RealBadAngel celeron55, according to talks you have mentioned earlier. imho from time to time major chages will break compability no matter what. taking care of backwards compability (extra code) sometimes can bring more harm than good 17:02 RealBadAngel introducing such big change as weather imho shall bump minetest version 17:02 Exio4 http://irc.minetest.ru/minetest-dev/2013-07-27#i_3220738 17:03 RealBadAngel theres still 031 alive 17:03 celeron55 RealBadAngel: we don't do backwards compatibility in on-disk changes 17:03 celeron55 because of exactly that 17:03 celeron55 as for network we can afford it... but the framework we currently have kind of struggles with it and various people tend to not be familiar enough with it... 17:03 RealBadAngel so lets make new border line, new version 17:04 celeron55 there doesn't need to be any "border lines" 17:04 celeron55 it's nonsense 17:04 RealBadAngel at least with naming at informing the players 17:05 RealBadAngel "like from now on.." 17:05 celeron55 we can do that in any case as we have regular releases 17:05 RealBadAngel but we still are stuck to rollin model 17:06 proller_ now network backward compat is broken by nodeboxes 17:06 RealBadAngel lets make at least monthly realease plan 17:07 Exio4 that would suck 17:07 RealBadAngel why do you think so? 17:08 Exio4 1 month is nothing in terms of time 17:08 celeron55 any kind of versioning or release plans only sound to me like "endless hurry and endless hastily broken compatibilities" 17:08 RealBadAngel but short enough for any developer to plan when to push the changes 17:08 celeron55 you can propose something though 17:09 RealBadAngel now many code seems to be "on hold" 17:09 RealBadAngel waiting for xmas 17:10 PilzAdam RealBadAngel, a fixed release plan would get even more pull request rejected 17:10 RealBadAngel ofc 17:10 PilzAdam since we have at least 1 week feature freeze before a release 17:10 RealBadAngel that should effect with more better quality pulls 17:10 celeron55 if you're so interested and concerned, start arranging the merging of those then :P 17:11 celeron55 it's awful work and that's why it doesn't happen, not because of missing schedules or something 17:11 Exio4 1 month, 3 weeks bugfix the features of the first week 17:11 RealBadAngel celeron55, i got some patches on my mind, i will rebase them and fix 17:12 RealBadAngel wielded light, remove craft recipe to name just two of them 17:12 celeron55 btw, i think minetest should move to a specification-driven map format 17:12 RealBadAngel sometimes good idea is worth more than the code 17:12 celeron55 that would get rid of mishaps like this proller's one 17:13 proller_ first try but not tested https://github.com/proller/minetest/compare/ver 17:13 celeron55 it's really important to not fuck up stuff saved on disks so it's worth the effort 17:13 RealBadAngel setting standards is always a good solution 17:13 celeron55 otoh, we don't need it work network, because network incompatibilities are just momentary and don't "fuck up" things 17:13 celeron55 for network* 17:14 RealBadAngel btw i do have (solved) a big problem 17:14 RealBadAngel i dont know if you gonna like the solution 17:14 Exio4 what problem? 17:15 RealBadAngel Irrlicht is not capable to pass attribute variable to shader (material) instance 17:15 celeron55 proller_: that didn't even come to my mind; quickly thinking it looks like a fine first fix 17:15 RealBadAngel theres no fuckin legal way to do it 17:15 celeron55 PilzAdam: check proller's code ^ 17:15 RealBadAngel i solved it with creating short image (texture) files 17:16 RealBadAngel and passing them to shaders 17:16 PilzAdam proller_, can you still read maps that have version 26? 17:16 RealBadAngel 2-3 pixels wide images, that hold boolean values for shaders, or the tangent space vectors 17:17 sfan5 RealBadAngel: that solution should get the hackiest solution award ;) 17:17 RealBadAngel haha i know 17:17 RealBadAngel but theres no other way 17:18 RealBadAngel theres no problem to send to shaders global variables 17:18 sfan5 git cloning minetest/minetest takes f***king long with a connection of 6 KiB/s 17:18 RealBadAngel but i do need to send variables for every tile shaded 17:19 proller_ PilzAdam, yes, max check by highest 17:19 RealBadAngel especially its tangent space vector 17:19 proller_ 25%] Building CXX object my cpu too busy now 8( 17:19 PilzAdam proller_, can old clients connect to new servers? 17:19 celeron55 (i really like it that PilzAdam "gets" things like these immediately and asks the exact right questions) 17:19 RealBadAngel by now im using solution to calculate tangent in vertex shader 17:20 proller_ PilzAdam, no, its broken by nodebox (not me) 17:20 PilzAdam celeron55, umm.. thx 17:20 PilzAdam :-) 17:20 celeron55 the mapblock serialization format is agreed by the server and client 17:20 RealBadAngel but its not perfect, on some angles it produces weird artifacts 17:20 celeron55 the server will use whatever the highest is that they support 17:20 PilzAdam ah 17:20 RealBadAngel 2nd, it takes GPU time 17:20 PilzAdam proller_, its good then 17:20 celeron55 however i don't know of this nodebox thing, what's it all about? 17:21 RealBadAngel new drawtype 17:21 celeron55 i've been hearing it but i don't know of anything like that 17:21 proller_ celeron55, old 0.4.7 cannot connect to new git servers now 8( 17:21 celeron55 why? 17:21 proller_ ym server is empty because of it 17:21 celeron55 it will be fixed as long as i know why the hell 17:22 RealBadAngel ah ah, theres a patch to fix bumpmapping for irrlicht 1.8 17:22 PilzAdam I dont know about such a change... ? 17:22 RealBadAngel i recommend merging it 17:22 PilzAdam RealBadAngel, I recommend you include that in your branch 17:22 RealBadAngel no 17:22 * VanessaE peeks in 17:23 RealBadAngel its not related to my code 17:23 PilzAdam proller_, can you point to the commit? 17:23 RealBadAngel its engine fix 17:23 PilzAdam (the one that broke the compatibility) 17:23 RealBadAngel hi VanessaE 17:23 VanessaE celeron55: protocol change to support the vector-ized node count 17:23 VanessaE plus something else, I forget what 17:24 celeron55 oh it's the "Leveled nodebox" one? 17:24 RealBadAngel https://github.com/EXio4/minetest/commit/c1d4467a132c1ee5673dcbc774421aca571d168e 17:24 celeron55 9733dd 17:24 RealBadAngel this is Exio4's one 17:24 proller_ PilzAdam, no, its players complaints 17:24 celeron55 proller_: ? 17:25 celeron55 stop being so cryptic 17:25 VanessaE (112dbba7c and 46d1d70e4 to be more specific) 17:25 proller_ 9733dd dont bump any versions 17:27 PilzAdam 9733dd is included in the bump to protocol version 21, and it shouldnt be a problem if this drawtype is not used 17:27 proller_ celeron55, something earlies 17:27 celeron55 oh... ehm... well i'm assuming then that after proller merges the small fix that he showed, there are no important problems 17:28 RealBadAngel PilzAdam, its not only bumpmapping related, its about the shaders at all 17:28 PilzAdam RealBadAngel, merge it then 17:29 RealBadAngel so i will tommorow 17:29 RealBadAngel now im goin to take a short nap before night shift 17:29 RealBadAngel cya folks 17:30 proller_ http://s018.radikal.ru/i503/1307/0b/52af4f0ace2f.png 17:30 celeron55 proller_: keep in mind that this version 26 that you use for the additional network data is a special privilege and it should be gotten rid of in the long-term, probably roughly like i've suggested 17:31 celeron55 the map version shouldn't be used for the same purpose in the future and it would be best if you get rid of it's usage there (it requires some actual design though) 17:32 celeron55 proller_: ...whaaat 17:32 proller_ celeron55, small chsnges via try-catch 17:32 proller_ ? 17:32 proller_ celeron55, its error from 0.4.7 17:33 PilzAdam RealBadAngel, tested Exio4's patch and it works 17:34 celeron55 proller_: how is this possible 17:34 celeron55 proller_: the version has not changed since a year ago 17:34 celeron55 something probably offsets the data and it reads the wrong byte 17:35 celeron55 hmm, yes 17:35 proller_ strange 17:35 celeron55 it's not strange at all 17:35 celeron55 this happens only if the new nodeboxes are used, right? 17:36 proller_ snow now using it 17:36 proller_ on my server, yes 17:36 celeron55 so does a server run by default so that they aren't used? 17:36 proller_ snow now generating only from mod 17:37 proller_ but possible to place in creative 17:39 celeron55 the problem here is that the nodebox serialization format does not contain a length field 17:40 celeron55 so the offset gets fucked up if the type is unknown 17:40 celeron55 however, this lacks a thing that will make it work, which is included in ContentFeatures::serialize 17:41 celeron55 notice it? 8) it's the u16 protocol_version in the parameter 17:41 celeron55 simly do not send the client the NODEBOX_LEVELED type if the protocol version is older than which supports it 17:41 celeron55 simply* 17:42 PilzAdam i.e. < 21 17:42 celeron55 has 21 been used in some released version of minetest? 17:42 PilzAdam no, 20 is the one that was released as 0.4.7 17:43 celeron55 if so, then it should be incremented to 22 and 22 be declared to support NODEBOX_LEVELED 17:43 celeron55 then that's good 17:43 PilzAdam 21 is already meant to support the leveled nodebox (see clientserver.h) 17:43 celeron55 it should be said there more clearly 17:45 celeron55 also notice the "(0.4.0, 0.4.1)" in the file? that convention seemed to have been dropped at the same time as it was invented, but that'd be a good way to keep track of if a protocol version is still under work or if it's "locked" 17:45 celeron55 and yes, i know all of this sounds excessively complicated 17:45 celeron55 ...it's kind of simple once one gets used to it; it's just hard to explain all the practical laws behind versioning 8) 17:46 PilzAdam oh, never saw the release versions in there 17:46 celeron55 basically limiting accepted version is not the key; the key is rising versions at the correct times and doing stuff that matters based on the rises 17:47 celeron55 also if the versions were marked in there, we could easily determine which versions we can drop support for 17:47 proller_ celeron55, its need to switch NodeBox version to 2 ? 17:48 PilzAdam proller_, yes, you check the protocol version of the client and send the old or new version according to it 17:48 celeron55 proller_: that version in there is kind of redundant... but yes, it's a good idea because it is there 17:50 celeron55 we should change all of our serialization formats to some kind of binary key-value storage which easily supports missing fields with default values 17:50 proller_ json ! 8) 17:50 celeron55 it would make all this that we're talking about irrelevant 17:51 celeron55 but i'm too lazy and focused on other things to do that 17:52 celeron55 or, well 17:52 celeron55 i actually have such a one implemented, but i'm not too positive about people liking it as-is 17:55 celeron55 please somebody get interested 8)? 17:55 celeron55 it's here: https://github.com/celeron55/minetest/blob/meta_set_nodedef_2/src/util/template_serialize.h https://github.com/celeron55/minetest/blob/meta_set_nodedef_2/src/util/template_serialize.cpp 17:56 celeron55 with a usage example here: https://github.com/celeron55/minetest/blob/meta_set_nodedef_2/src/nodedef.cpp#L327 17:57 celeron55 it includes storing the lengths of stuff so for example this unknwon nodebox length stuff would be a complete non-issue with it 18:01 celeron55 because of the key-value storage, it has inherent cross-version compatibility and simply will not stop working as long as default values are fine... and due to that template "traits" pattern, it's also fairly compact to use 18:01 PilzAdam that seems actually pretty good 18:02 celeron55 the downside is that the keys and value lengths and value types take some space... but it tries to squeeze them reasonably tight 18:02 PilzAdam I wonder how insane it would be to release 0.5.0 with this without backwards compatibility 18:03 celeron55 completely fine 18:03 proller_ +1 18:03 celeron55 the only problem in version incompatibility is if it happens all the time 18:03 Exio4 there should be a small 'list' of things that could be done that can break backward compatibility 18:03 Exio4 so it is, that serializing protocol + other changes that "would need it" 18:03 celeron55 this could be basically a once-in-project-lifetime thing 18:04 sapier no even if we use tlv we are not 100% safe to version incompatibilities 18:05 sapier data transmission is safe yes but client can still be incompatible e,g, due to new required values 18:05 celeron55 yes, if something is *actually* required, of course it won't then work 18:05 sapier but its a big improvement 18:05 celeron55 but 99% of the time minetest doesn't actually need almost anything 18:06 sapier we could even do as dirty things as sending data in different formats dependent on client version ;-) 18:07 celeron55 we do that all the time currently 18:07 kahrl what's dirty about it? 18:10 sapier really ? I though we just send some parameters or not 18:11 VanessaE aw shit 18:11 sapier I meant really different e.g. send cmd x for client version y and a for version b 18:11 VanessaE something in latest git is busted - can't connect to any server (nothing happens when clicking "connect" or pressing enter) 18:11 VanessaE (the list works, though) 18:12 VanessaE 18:12 sapier I didn't do anything you didn't already tes 18:12 sapier t 18:12 proller_ second try but not tested! https://github.com/proller/minetest/compare/ver 18:12 VanessaE odd. 18:13 Exio4 you can always blame proller_ for that! :> 18:13 sapier and what I did didn't solve your problem :-) not sure if anyone already did discover the problem it solved :-) 18:13 sapier yes it's "blame proller" week 18:13 sapier ;-) just kiddinh 18:14 proller_ 8(.. but building n server... 18:16 proller_ bad try 18:16 VanessaE sapier: took out that last commit of yours and that fixed it. 18:17 proller_ or not.. can somebody to connect with 0.4.7 to "Sky" server ? 18:17 sapier didn't that happen yesterday too?? 18:17 VanessaE I never thought to try it with the IP address already present (I was typing it in for each try) 18:18 sapier ok so most likely it was broken yesterday too 18:18 VanessaE I'm now at clean git HEAD, with the vbo, hard-coded-value-of-e, and max registered nodes = 0x7fff patches added. 18:18 VanessaE and it works fine there. 18:19 sapier ok I understand what happens you don't have anything in serverlist selected am I right? 18:19 VanessaE correct. 18:20 sapier in this case nothing is started :-) 18:20 celeron55 < sapier> I meant really different e.g. send cmd x for client version y and a for version b 18:20 VanessaE that explains it :) 18:20 sapier I guess I missed that usecase 18:20 celeron55 oh that, i'm not sure if we do that at all 18:20 sapier celeron I don't thing we do that atm and thats what I meant with dirty 18:38 proller_ https://github.com/proller/minetest/compare/ver - old client now connects to me ! 18:38 proller_ but something wrong with snow 18:39 kahrl Exio4: started the list you talked about http://dev.minetest.net/TODO#Big_protocol_changes 18:40 sapier https://github.com/minetest/minetest/pull/846 VanessaE could you try? it at least fixes the problem singleplayer overwriting the address field ... if you didn't connect to server it still will be reset 18:41 VanessaE checking.. 18:46 celeron55 proller_: well, you could send a regular nodebox that is similar to a leveled nodebox of some height to the client 18:47 celeron55 but whatever, not that important 18:48 VanessaE sapier: that seems to be good now 18:48 proller_ celeron55, if (version == 1)type = NODEBOX_FIXED ? 18:49 celeron55 also, making new #defines like that isn't really useful 18:49 sapier but I don't understand why it didn't work at all for you with previous version looking at code a second time it should've worked 18:49 sapier it == connecting 18:49 Exio4 i don't understand one thing, couldn't the leveled nodebox be "server-side"? 18:49 celeron55 they can only break things accidentally as it's important to keep the same code identical over versions 18:51 celeron55 hmm........ 18:51 Exio4 what was the problem with request_blocks, or why it didn't get merged? 18:51 celeron55 what does this leveled nodebox even actually do? 18:51 celeron55 now that i think of it, why isn't it a new node drawtype? 18:51 proller_ its like regular nodebox, but height gets from param2 18:52 Exio4 i don't see why it needs to be a 'new' nodebox now that proller_ documented it... 18:53 sapier so you could create a nodebox being 20 blocks high? 18:53 celeron55 proller_: but why is it a "nodebox"? 18:53 celeron55 why isn't it a regular node 18:53 celeron55 i mean, a new drawtype 18:53 celeron55 nodebox is just a drawtype like many other drawtypes 18:54 celeron55 who even approved this thing 18:54 PilzAdam probably proller just saying "will commit!" and nobody shouting "NO!"? 18:55 proller_ you can define custom nodebox and grow it with param=1 18:55 proller_ param2++ 18:55 celeron55 why would you do that? 18:55 proller_ hmmmm, approve 18:55 proller_ for making growing snow 18:55 celeron55 but snow is just a block with height 18:55 celeron55 no need to have anything fancy in it 18:55 proller_ and later maybe liquids 18:56 celeron55 same for them 18:56 proller_ now snow can grow 18:56 celeron55 ...holy hell 18:56 proller_ how to increase height without it ? 18:56 celeron55 by making a drawtype that uses height and shows up a node with that height, but all other sides normal 18:56 Exio4 did he? i don't see him "aproving it" 18:57 kahrl celeron55: although that wouldn't affect collision handling 18:57 kahrl which I presume is the intention 18:58 celeron55 is that not doable otherwise? 18:58 celeron55 i mean, the system is quite borked if you have to do odd things in the network protocol in order to have the client do something in collision detection 18:58 kahrl the collision code could check the drawtype, but there's no precedent for that 18:59 sapier I don't think that'd be a big change 18:59 celeron55 you just need to modify MapNode::getNodeBoxes 18:59 celeron55 it's like two lines of code 19:00 kahrl there he goes :P 19:00 celeron55 holy shit this was a crap implementation, unless people want to make growing chairs or something 19:01 sapier alice in wonderland mod ;-) 19:01 celeron55 so is there any reason why we wouldn't change this to a sane implementation that uses a drawtype? 19:02 sapier +1 for separate drawtype it's much more simple and reduces complexity while keeping all intended features (as far as I understand) 19:03 celeron55 it does that by a whole lot 19:03 celeron55 (at least i haven't heard any feature that it wouldn't keep) 19:04 sfan5 yay! libtomcrypt built correctly 19:05 celeron55 maybe proller_ should do that for exercise 8) 19:05 proller_ growing chair is good too 8) 19:05 proller_ maybe plants 19:05 PilzAdam yea, leveled should become an own drawtype 19:05 sfan5 I guess the server should have RSA keys, right? 19:06 sapier a security lib not beeing updated for almost a year? 19:07 kahrl sapier: could mean that it is secure and has always been :) 19:07 celeron55 hmm 19:07 sapier could but most likely it means "it's broken and unsafe" 19:07 * celeron55 is still looking into this leveled thing 19:07 sapier last official version is from 2007 ... 19:08 celeron55 proller_: how does this leveled nodebox achieve the collision thing? 19:08 sapier official sipport for gcc2.95 and vc6 ... sfan are you sure it's worth working at it? 19:08 celeron55 oh now i see it 19:08 celeron55 okay so 19:09 celeron55 i think we'll keep this; it's actually quite lightweight and not worth all this trouble to remove and is kind of sane for... maybe something 19:10 celeron55 proller_: just finish the compatibility thing to be good and we're set 19:10 proller_ 90% done 19:11 proller_ why i recieve version==6 ? 19:11 proller_ where it defined& 19:12 celeron55 sfan5, sapier: wait, what; the last official version is from 2007 and even in the git repo they have commits after that like "prevent double-free" and "prevent access to NULL pointer" 19:12 celeron55 8D 19:13 * sfan5 has downloaded 1.17 19:13 kaeza why? 19:13 kaeza dereferencing null pointers is fun 19:13 celeron55 but! the latest commits in git are only 10 months old 19:14 celeron55 the git version might be good; what does sapier think? 8) 19:14 celeron55 https://github.com/libtom/libtomcrypt 19:15 sapier I know did you have a look what has been fixed? Does anyone know if this library is actively used or just sitting around beeing dead? 19:16 PilzAdam I dont get why people are always talking about security, this is a game and not a web browser 19:17 sapier that's what home automation and heating control system creators said too :-) ... imho if we add a crypto lib we should add a good one 19:17 VanessaE PilzAdam: a hacker doesn't care if it's a game server or webserver behind a particular port, all they care about is "can I exploit that and get root on this box?". 19:17 sapier we shouldn't claim to add security while we don't actually do it 19:17 PilzAdam VanessaE, we dont need encrypton to prevent that 19:17 sapier last significant fixes of tomcrypt are 2 years old 19:18 sapier imho this is a dead project not very usefull if you really want to add security 19:18 PilzAdam the encryption is for people who are so paranoid that they think the user data on a Minetest server is worth to protect 19:19 sapier I don't like to do it but I'm with pilzadam as noone really wants to add full security it's better to not add anything 19:19 sfan5 celeron55: where does the JTHREAD_INCLUDE_DIR var come from in src/CMakeLists.txt ? 19:20 celeron55 from find_package(Jthread REQUIRED), which calls stuff in cmake/Modules/FindJthread.cmake 19:20 sfan5 hm, ok 19:21 celeron55 sfan5: anyway, as you can see from this discussion, there's much consideration to be done 19:21 sfan5 I need some ideas on how to encrypt the connection 19:22 sapier there's only one safe way ;-) server certificates and tls ;-) 19:22 kahrl sapier: one time pad 19:22 kahrl ;P 19:22 sapier ok ok next level of paranoia ;-) 19:23 celeron55 in any case we should define where the users might expect security and then address that 19:23 PilzAdam if peopel are really that paranoid then there is always localhost.... or is that insecure too?! 19:23 celeron55 not encrypt random things and then not care what help that is even of 19:24 sapier pilzadam we had a case in company where spys used elecromagnetic waves transmitted by devices to gain information ... 19:24 celeron55 wireless keyboards, anyone? 8) 19:24 sapier that's why our windows are metall shielded now and cellulars don't work anymore 19:25 celeron55 does sapier work in some kind of military it department 19:25 sapier no just industrial security ;-) 19:25 sapier and I'm by far not most paranoid one ;-) 19:26 PilzAdam anyone wanna host a Minetest server in a nuclear blat-proof faraday bunker? 19:26 PilzAdam *blast 19:26 celeron55 with no internet connection, of course 19:27 PilzAdam of course 19:27 PilzAdam RSA encrypted localhost connection only 19:27 celeron55 the players are let in naked, to play on terminals in the chamber 19:27 sapier :-) and of course no doors as internal attackers are more common than external ones 19:27 celeron55 or actually outside the chamber, with an another chamber over that 19:28 sapier naked? guys could we plz increase waf before setting up this ? 19:29 celeron55 no 19:29 nalkri waf? 19:29 celeron55 8D 19:29 sapier lets get serious again .. if we want to add security we need to look at full picture first ... not worth adding steel front doors while backdoor is paper 19:30 celeron55 kahrl: btw, that's a good addition to the wiki 19:30 sapier and I guess the only thing worth defending is users password 19:31 celeron55 probably; all the other things can be defended by aiming for easy wiki-like reverts 19:31 PilzAdam celeron55, funny that you say it in the exact same moment I started to read it :-) 19:31 sapier but we could print a big fat warning instead of defending the password too ;) 19:31 celeron55 well yes, maybe 19:32 celeron55 it really depends on how much trouble it is 19:32 celeron55 an another thing that maybe could be wished to be defended is the chat on servers 19:32 sapier defending password could be as easy as using a strong hash algorithm with a lot of salt on client side 19:32 PilzAdam "Make the client request mapblocks" cant this be done based on the protocol version of the client? 19:33 celeron55 one guy once asked here or somewhere that it would be good to have encrypted chat because... he lived in a country where the government doesn't like almost anything that people talk about 19:33 sapier defending chat is more difficult 19:33 sfan5 could we get back on the topic how security and encryption should be done 19:33 kahrl PilzAdam: most of the points can. but it would involve lots of checks in different places 19:33 kaeza celeron55, arsdragonfly, from... China 19:34 proller_ celeron55, http://msgpack.org/ 19:35 sapier imho following prioritys should be used for deciding for a security lib: license compatibiliry; active development + security fixes; at least some projects using it; ease of use 19:36 celeron55 proller_: that's quite an over-marketed and half-designed thing IMO 19:36 celeron55 proller_: but could be good; not sure 19:36 celeron55 proller_: there are certain things that make it suboptimal in certain uses, while minetest probably isn't one of those uses 19:37 PilzAdam kahrl, I think that exactly this list should be the goal for 0.5.0, and nothing else 19:37 celeron55 proller_: the single biggest benefit would be easier compatibility with external programs 19:38 proller_ but its probably better than reimplementing wheel 19:38 proller_ and better than json and others for internal protocol 19:39 celeron55 json shouldn't come even to mind when thinking about this; it's not suitable at all 19:39 proller_ yes, it for example 19:39 celeron55 does msgpack support maps with integers as keys? 19:40 celeron55 we can't afford string keys because they are too wasteful 19:40 proller_ http://wiki.msgpack.org/display/MSGPACK/Format+specification#Formatspecification-Maps 19:41 celeron55 our data is basically generally like four bytes, so if there's something like "post_effect_color" along with it, that defeats the purpose altogether 19:41 celeron55 so we want to just enum all those keys and use the ids 19:41 sfan5 what I got now: https://github.com/sfan5/minetest/tree/security 19:41 kahrl proller_: though that stores type information for each key 19:41 kahrl wasteful when we know all keys are integers from the beginning 19:43 celeron55 well it's not too bad, really 19:43 sapier so we really need to fight for any single byte? we're using ethernet or wlan not zigbee 19:44 proller_ if we want to support 1000+ players pr server - yes 19:44 celeron55 it's going to be on on-disk data too and pretty much everything 19:44 celeron55 it's a matter of whether to, well, double or triple the data size compared to current 19:44 sapier ok ok didn't think about on disk data ... but for those access methods are even more important 19:44 celeron55 8) 19:45 celeron55 well it's not going to double; more like 150% of current; but all that adds to it 19:45 kahrl there's the fact that loading a mapblock from disk is already slower than running the mapgen, unless that changed recently 19:45 celeron55 the bottleneck to that isn't speed 19:45 celeron55 i mean, bulk sped 19:45 celeron55 +e 19:46 sapier if this is true we need to find more smart caching/preloading methods 19:46 celeron55 also, i still think that the loading is slow most likely because of *writing* is slow, and that *might* be slow because we run sqlite in synchronous mode... i and nobody else has still tested that i think 19:46 celeron55 MT writes a mapblock always after loading it to update the timestamp, IIRC 19:47 kahrl the timestamp could be changed into a separate column 19:47 sapier hmm don't modern os support multiple (non overlapping) file accesses? 19:48 celeron55 someone try PRAGMA synchronous=OFF 19:49 celeron55 kahrl: but otoh we can't stick to sqlite either 19:49 proller_ pray=on 8) 19:50 celeron55 it breaks with huge worlds (for some reason) and large servers currently, or at least back in some time ago use leveldb 19:50 celeron55 i don't know if the leveldb patches are still up to date though; does anyone have up-to-date info on this? 19:51 celeron55 gah, there's so much stuff going on 19:51 celeron55 or, more like not going on 19:52 celeron55 i feel minetest should be split to smaller parts with well-defined interfaces so development could be more distributed 19:52 celeron55 but that's a lot of work too *toolazy* 19:52 celeron55 or not lazy but wanting to do other things, as always 19:52 celeron55 hell, i just talk here by myself, i'm out -> 19:53 PilzAdam celeron55, everyone wants that the leveldb pull request gets merged but its really out of date, like 0.4.4 or so 19:53 celeron55 i have only one comment to everything asked from me today from now on: yeah just handle it somehow 19:53 kahrl I thought about the splitting thing, but like everything uses g_settings, while it's managed by the most top level piece of code 19:53 kahrl and issues like that 19:55 proller_ compat 95% done.. 19:55 celeron55 if someone feels like all this is too clogged up and you can't do anything because of that, we could have a "minetest reworked" branch that addresses all the technical issues on a framework level and rearranges the existing code to that 19:56 celeron55 but only one, please 19:56 kahrl suddenly: all the pull requests marked "rebase needed" :D 19:57 celeron55 well, once again, you can do incompatible stuff as long as it's good in the long term 19:58 celeron55 i hate days like these when i just write n+9001 lines and nothing actually happens, not to minetest and not to anything else 19:59 celeron55 i guess i at least learn to write english a bit better... but it probably sums up negative because of all the headache other people get 19:59 celeron55 8D 20:00 celeron55 i mean, what's the problem with all this; the more i try to address things, the more things pop up 20:00 celeron55 it never ends 20:00 celeron55 it's insane 20:01 kahrl indeed and I guess that's why nobody has the courage to start such a "minetest reworked" branch 20:02 celeron55 the work behind, and the work yet to be done is pretty intense 20:03 sapier I'm used to rebase all of my pull requests at least 5 times until someone finaly decides to add them ;-P 20:03 celeron55 people tend to start minecraft clones, and even kind of minetest clones, but they all are in C# or Java 8D 20:03 celeron55 what's up with that too 20:04 kahrl except the one that is written in x86 assembly and bootable 20:08 celeron55 i would really like to start a remake of minetest with all the knowledge i've learned, but i don't want to code most of it by myself 20:08 celeron55 that's what's stopping me from even starting 20:09 celeron55 and really, the gains would come after so long time... for like a year it would be greatly inferior from everyone's standpoint 20:09 celeron55 assuming everyone worked on it 20:10 celeron55 so, really that's why we should be happy that we have this acceptably working blob of code called "minetest"; because nobody in hell is going to do that all again 20:10 celeron55 :-D 20:12 sapier I don't think so ... we shouldn't be happy but only thankfull and keep improving it to get it to something we can be happy with in some distant future ;-) 20:13 celeron55 after the year, it would be 100% awesome though 20:13 sapier and after one and a half year you'd know what you could have done even better ;-) 20:14 celeron55 remaking something too early is a common begninner's mistake 20:14 celeron55 and yes, we can learn even more from working on current minetest 20:14 celeron55 it's really hard to tell when you've learned enough for a remake to be reasonable 20:14 sapier minetest is still far from feature stable so I guess it's not time for a remake 20:15 celeron55 that's one reasonable way to see it 20:15 sapier e.g. the client side lua ... threaded lua mods 20:16 sapier we don't have any experience how to do this right 20:16 sapier we just think that could solve some issues ... most likely it will fix them but who knows what sideeffects will occur 20:18 celeron55 there are some things like versioning and formats that could be gotten much more right from the start 20:18 celeron55 but we don't really know whether something would work much better than eg. irrlicht 20:19 celeron55 and what you said about client-side lua and whatever 20:20 celeron55 in many senses it would be just "an another attempt", more like a sibling than a child 8) 20:20 celeron55 there's more material to learn from in the internet about these though 20:21 sapier and imho versioning things could be done without rewriting ... yes it's gonna break compatibility ... but why not use that first and second number in versioning scheme ? ;-) 20:21 celeron55 but there's also a lot more technologies... for example there is a voxel module to unity3d, in which many games are made these days 20:21 sapier unity3d as in ubuntu unity? 20:22 celeron55 no 20:22 sapier puuuh :-) 20:22 celeron55 they were started at the same time so they happen to have same names because they didn't know of each other 8) 20:24 celeron55 that's more from the "indie game world" than the "free and open source world" that people working on minetest are more involved in 20:24 sapier I don't understand why irrlicht is considered that bad? yes the gui isn't as perfect as e.g. gtk or qt but it's a 3d engine not a gui toolkit 20:24 celeron55 as a 3d engine it's kind of lagging behind in technology 20:25 celeron55 but whatever, it works 20:25 celeron55 much of minetest's cross-platform usefullness is due to it 20:25 sapier ok ... but we're not even using full irrlicht feature set as far as I know ;-) 20:26 sapier but I'm not a 3d developer maybe rba would be more skilled to tell about it 20:32 celeron55 minetest is by a large margin the most used program that uses irrlicht 20:33 celeron55 nothing can beat it in that, like probably ever 20:35 Akien Hi minetest devs :) I don't mean to interrupt but I'd like to have some advice about a compilation issue with minetest 0.4.7 on Mageia 3 (I'm looking at updating Mageia's minetest package, we're currently shipping 0.4.3). 20:35 Akien I run in this kind of issue: BUILD/minetest-0.4.7/src/util/serialize.h:32:32: error: 'u64' has not been declared. Looking at your issue tracker, it seems this kind of issue was already reported and fixed, so I was thinking it might be a well-known problem with an easy fix on my side? 20:36 PilzAdam Akien, it happens if you use a pre-release 1.8 of Irrlicht 20:37 celeron55 you'll need to patch it yourself 20:38 celeron55 see irrlichttypes.h 20:38 celeron55 that's where irrlicht 1.8 is checked for (the issue is that you have an early version of 1.8 that does not define u64, while minetest only defines it if you aren't using irrlicht 1.8) 20:40 celeron55 for example just comment out the outer #if/#endif where it checks for it 20:41 celeron55 ...or alternatively package the actual release version of irrlicht 1.8, which work 20:41 celeron55 +s 20:42 Akien Thanks for the advice. I'll see with our irrlicht maintainer that we package the release version of irrlicht, we currently have the 4094 revision. 20:43 celeron55 hmm, i wonder what it should be 20:44 Akien I'll try to check on irrlicht SVN if 4094 was prior to the release. 20:45 Akien But I guess so, if not I don't think we would have bothered to package a development snapshop when an official release is available. 20:46 celeron55 http://irrlicht.svn.sourceforge.net/viewvc/irrlicht/tags/release-1.8/ 20:46 celeron55 this says 4374 20:47 celeron55 but i'm not sure if it's a correct number 20:50 Akien Well it probably means the trunk rev was around 4370 to 4373 20:50 Akien So Mageia's package is outdated, I'll update it with the upstream tarball then. 20:51 celeron55 i recall there was something similar in fedora sometime 20:51 celeron55 that's an RPM-based distribution too so it could be related 21:11 proller seems ready - https://github.com/proller/minetest/compare/ver 21:13 proller "sky" server up with this code 21:22 proller but need 1 more % 21:42 Akien celeron55, PilzAdam: Packaging the 1.8 release of irrlicht fixed the u64 issue, thanks :) 21:42 Akien Now I'm running into: https://github.com/minetest/minetest_game/issues/132 but sadly the fix is not described on the ticket 21:45 PilzAdam Akien, the jthread libary in the Minetest source is modified, you have to use it 21:45 Akien Ah indeed in our latest package we patched minetest to use the system jthread 21:45 Akien I'll remove the patch then. 21:46 celeron55 oh hell, that hasn't been renamed yet or fixed in the cmake scripts? 21:46 celeron55 the jthread in minetest is currently our own fork of it... without a modified name 21:47 celeron55 what the hell guys, why does this FindJthread.cmake still try to use the system jthread? 21:47 celeron55 hmmmm? 22:13 proller ready ! - https://github.com/proller/minetest/compare/ver 22:19 Akien Seems I'm having an issue with the use of the shared jthread library over the static one: 22:19 Akien Linking CXX shared library libjthread.so 22:19 Akien CMakeFiles/jthread.dir/pthread/jthread.cpp.o: In function `JThread::Start()': 22:19 Akien /home/akien/Contribution/Checkout/minetest/SOURCES/minetest-0.4.7/src/jthread/pthread/jthread.cpp:82: undefined reference to `pthread_create' 22:19 Akien CMakeFiles/jthread.dir/pthread/jthread.cpp.o: In function `JThread::Kill()': 22:19 Akien /home/akien/Contribution/Checkout/minetest/SOURCES/minetest-0.4.7/src/jthread/pthread/jthread.cpp:122: undefined reference to `pthread_cancel 22:30 Akien Time to call it a day - I'll look at it tomorrow. Thanks for your help :) 22:47 proller tested! ! - https://github.com/proller/minetest/compare/ver 22:48 proller save to disk and old clients works! 22:53 proller commit? 23:14 Exio4 wait for other devs 23:16 proller Exio4, can you test ? 23:16 proller but already saved in 26 format will only works in current version 23:27 Exio4 proller: not really