Time |
Nick |
Message |
00:24 |
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06:05 |
nore |
hmmmm, I may know the origin of the entity duplication bug |
06:07 |
sfan5 |
then fix it |
06:07 |
nore |
I have not been able to trigger it yet, that is the problem |
06:08 |
sfan5 |
try placing the entities directly at the chunk border |
06:08 |
nore |
I tried, and also tried to load and unload that area many times |
06:09 |
nore |
the items did not duplicate |
06:20 |
nore |
I have a suggestion: minetest.get_gametime() |
06:21 |
nore |
returns 0 at the creation of the world, and is the number of seconds since the creation of the world |
06:22 |
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06:23 |
celeron55 |
what would one do with that? |
06:25 |
nore |
that would be useful to know how many game time happened since a moment |
06:25 |
nore |
for example, one could change furnace so that they burn items even when unloaded, by simulating that when the block is loaded again |
06:41 |
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07:08 |
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07:10 |
celeron55 |
nore: sounds alright then |
07:25 |
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07:51 |
nore |
celeron55, how should it be done? |
07:51 |
thexyz |
https://github.com/minetest/minetest/pull/908 |
07:54 |
nore |
thexyz, looks good |
08:05 |
nore |
how should I code that minetest.get_gametime() idea? (i.e. in what file should it go, where should it be stored on shutdown) |
08:06 |
nore |
and should it be done in Lua or C? |
08:10 |
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08:10 |
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08:10 |
sfan5 |
C obviously |
08:10 |
nore |
and where? |
08:12 |
sfan5 |
map_meta.txt |
08:13 |
sfan5 |
wait.. |
08:13 |
sfan5 |
env_meta.txt |
08:13 |
sfan5 |
that file also stores the current timeofday |
08:14 |
nore |
and why in C? one would have to add a lot of code for API calls, while it would be only a few lines long in Lua |
08:15 |
sfan5 |
what if C and Lua try to write to env_meta.txt at the same time? |
08:15 |
nore |
idk |
08:16 |
sfan5 |
in env_meta.txt there is also "game_time = ..." is it that you are searching for? |
08:16 |
nore |
what is that? |
08:16 |
sfan5 |
I don't know 8) |
08:18 |
nore |
it's exactly that... just need to add an API call |
08:21 |
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08:34 |
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08:34 |
nore |
https://github.com/minetest/minetest/pull/909 |
08:48 |
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08:51 |
nore |
sfan5: what do you think of it? https://github.com/minetest/minetest/pull/909 |
08:52 |
sfan5 |
the "// Do it" comment is not necessary |
08:52 |
sfan5 |
You need to add it to lua_apt.txt too |
08:52 |
sfan5 |
*lua_api.txt |
08:52 |
nore |
I copied the code from get_timeof day() :p |
08:54 |
nore |
ok, fixed |
08:55 |
thexyz |
sfan5: https://github.com/minetest/minetest/pull/908 |
08:56 |
sfan5 |
lang_str is not freed |
08:56 |
sfan5 |
the rest is fine |
08:57 |
nore |
thexyz, what do you think of https://github.com/minetest/minetest/pull/909 |
08:57 |
thexyz |
sfan5: lang_str is not freed by design |
08:58 |
thexyz |
sfan5: see man 3 putenv, it requires "char *", not "const char *" |
08:58 |
sfan5 |
mhm, ok |
08:58 |
thexyz |
The string pointed to by string becomes part of the environment, so altering the string changes the environment. |
08:59 |
thexyz |
and freeing it will do some crazy shit, I guess |
08:59 |
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09:01 |
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09:01 |
thexyz |
sfan5: so it's ok? |
09:01 |
sfan5 |
yes |
09:02 |
nore |
and for me? |
09:03 |
sfan5 |
have you removed the comment and added it to lua_api.txt ? |
09:03 |
nore |
yep |
09:03 |
sfan5 |
thexyz: can I merge #909 ? |
09:05 |
thexyz |
sfan5: yeah, I don't see any problems with it |
09:05 |
nore |
sfan5, should I make furnace burn items even when not loaded in minetest_game? |
09:06 |
sfan5 |
nore: you can do that but it should be configureable |
09:06 |
nore |
why? is it really a problem? |
09:06 |
sfan5 |
some people may not like it |
09:07 |
nore |
if you say so... |
09:07 |
thexyz |
sfan5: why would you not like it? |
09:07 |
sfan5 |
I don't know, but there may be people... |
09:08 |
thexyz |
I can only think of inconsistency |
09:08 |
sfan5 |
well.. if everybody disagrees with me just don't make it configureable |
09:11 |
nore |
btw, I am thinking that I could make the furnace function overrideable by mods |
09:11 |
nore |
would it be good? |
09:11 |
thexyz |
sfan5: dunno, inconsistency bugs me; you can't fix other mods to use the same technique |
09:12 |
sfan5 |
nore: why would mods want to override the furnace function |
09:13 |
VanessaE |
pipeworks does that in order to allow a furnace to send/receive items via tubes |
09:13 |
VanessaE |
(and to modify the textures to versions that have tube fittings/holes) |
09:14 |
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09:17 |
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09:28 |
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09:32 |
nore |
sfan5: I don't know, but it is a 6-characters change |
09:32 |
sfan5 |
well then do it |
09:53 |
nore |
https://github.com/minetest/minetest_game/pull/200 |
09:57 |
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10:00 |
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10:00 |
nore |
sfan5: what do you think of that? ^ |
10:01 |
sfan5 |
seems fine |
10:43 |
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11:18 |
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11:22 |
PilzAdam |
nore, it would be better to add a flag to ABMs to "run" when the block is unloaded |
11:23 |
PilzAdam |
"run" means simulate it when its loaded again |
11:23 |
nore |
modify that in builtin? |
11:23 |
nore |
or in C? |
11:24 |
PilzAdam |
it has to be done in core |
11:25 |
PilzAdam |
btw, env->getGameTime() returns the time in seconds since the game was started, not since the world was created |
11:25 |
PilzAdam |
either the docs are wrong or you cant use env->getGameTime() |
11:25 |
nore |
when you mean started, you mean the server? |
11:25 |
PilzAdam |
yes |
11:26 |
nore |
no, it is stored in env_meta.txt |
11:26 |
nore |
I'm sure of that, I even made tests by restarting the server several times |
11:28 |
PilzAdam |
the comment in environment.h:369 is wrong then |
11:28 |
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11:29 |
nore |
I didn't see that comment, since I just made my tests and then a grep to find how to access it |
11:29 |
nore |
yes, I see that, the comment is misleading |
12:12 |
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13:55 |
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14:01 |
celeron55 |
PilzAdam: i thought about what you noted and came to the conclusion that we save ourselves from a lot of useless work if we let mods just handle time themselves wherever they please |
14:01 |
celeron55 |
i mean, before i said it was alright |
14:01 |
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14:01 |
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14:02 |
celeron55 |
we'd need to add handling for unloaded time to too many places otherwise |
14:05 |
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14:27 |
proller |
sfan5, "there may be people" produce lot of never changed config options |
14:29 |
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17:52 |
Sokomine |
hi |
18:05 |
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18:06 |
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18:12 |
Sokomine |
anyone here? |
18:12 |
Exio4 |
maybe? |
18:12 |
Sokomine |
option for flight enabled should i ask to much? :-) |
18:13 |
Sokomine |
don't know if you've read in the thread about the possible danger to redcrabs server |
18:14 |
Sokomine |
i'd like to take emergency actions and save of the map what can be saved |
18:14 |
Sokomine |
in theory, that ought to be possible: the client receives the map chunks it displays. what i need now is the client to store all received map chunks in a sqlite db |
18:15 |
Sokomine |
https://forum.minetest.net/viewtopic.php?id=1705&p=185 |
18:15 |
Sokomine |
the danger is that the server may be discontinued |
18:16 |
Sokomine |
with the map possibly lost. and that would be really bad |
18:18 |
nore |
You should ask PilzAdam or kahrl, but I reckon it should be possible to save almost everything |
18:19 |
Exio4 |
it would be a nice feature, though |
18:19 |
nore |
however, if there is nothing ready until then, I think the best you could do would be to save what the network messages, and store that for later |
18:19 |
Sokomine |
i think so as well. there may be some parts that may not be saved - entities and such - but those are neither particulary intresting nor are they present in huge amounts on the server |
18:20 |
nore |
Sokomine, I reckon entities will be saved too |
18:20 |
Sokomine |
i'd be satisfied for now if the raw data received (considering the chunks) would be written to a database |
18:20 |
nore |
thexyz, do you know if that could be done? |
18:20 |
Sokomine |
there's a slight difference between what the server stores per chunk and what the client gets, but i don't know it offhand. may not be overly relevant |
18:21 |
Sokomine |
it *can* be done. it mostly needs the right place to plug into... |
18:21 |
nore |
the question is, can it be done in one week? |
18:21 |
thexyz |
does client get node meta? |
18:21 |
nore |
thexyz: yes, I'm sure of that |
18:21 |
Sokomine |
and it needs an interface: setup connection to the database (giving one as parameter on the command line would be helpful, but it would be sufficient as well to even compile that directly into the code) |
18:22 |
sfan5 |
Sokomine: SpeedProg made a client that saves the map when its recieved but that was long time ago |
18:22 |
thexyz |
nore: wow, really? |
18:22 |
nore |
yep, I asked that ~1 month ago, and meta is needed for things like infotext or formspec |
18:23 |
sfan5 |
.... |
18:23 |
nore |
those are client-side |
18:23 |
thexyz |
that sucks |
18:23 |
Sokomine |
the client receives enough to display everything. that's what we need - the buildings as such. i'm pretty sure that metadata is transfered as well...but if content of chests would be lost, that would be way *less* of a loss than all those great buildings |
18:23 |
Sokomine |
worldedit is no option at all in this case. it could possibly be used for small individual buildings |
18:23 |
thexyz |
that should be documented in bold red |
18:23 |
Sokomine |
what sucks? |
18:24 |
nore |
no, worldedit could not work... it is server-side |
18:25 |
Sokomine |
yes, even if we had worldedit privs, it would consume too much time to save everything |
18:25 |
thexyz |
Sokomine: the fact that client gets all the meta |
18:25 |
Exio4 |
that is how chests are predicted |
18:26 |
Sokomine |
i'd found that part of the code which receives the server data some time ago and took a look at it (hopefully i'll find it again) - but that's only half of it. i've no experience which the database interface in c/c++ and how it's handled in mt |
18:26 |
thexyz |
Exio4: but I still don't see the need to get all meta |
18:26 |
Sokomine |
can someone help there? |
18:26 |
nore |
I'd don't see the need too, but now it will help greatly |
18:26 |
PilzAdam |
Sokomine, try SpeedProgs version |
18:27 |
nore |
1 week, if I read correctly |
18:27 |
nore |
PilzAdam, how old is it? |
18:27 |
kahrl |
keep in mind the whole database interface may change if the leveldb pull request is merged |
18:27 |
Sokomine |
thexyz: some time ago, locked chests where changed so that they display their content only to their owner. while the intention was well, it actually is extremly annoying since players now have to wait for the server in order to see what's in their chests (an operation regulary needed) |
18:27 |
PilzAdam |
the only thing it needs is to login, move and recieve mapblocks |
18:27 |
PilzAdam |
so the age shouldnt matter that much |
18:28 |
Sokomine |
where can i find that version of speedprog? |
18:28 |
nore |
hasn't the protocol changed a lot? |
18:28 |
PilzAdam |
dunno, ask sfan5 |
18:28 |
sfan5 |
ehm |
18:28 |
sfan5 |
probably on github |
18:28 |
sfan5 |
but that was pre-0.3.1 IIRC |
18:28 |
Sokomine |
hmmmm. it needs to be a full client....else how shall it know what to load? |
18:29 |
nore |
try that: https://github.com/SpeedProg/minetest-delta/tree/saveToLocalMap |
18:29 |
Sokomine |
that may be too old |
18:29 |
nore |
it is 2 years old |
18:29 |
sfan5 |
I'll see if I can write a client that saves the map |
18:29 |
PilzAdam |
https://github.com/SpeedProg/minetest-delta/tree/saveToLocalMap |
18:29 |
PilzAdam |
oh |
18:29 |
Sokomine |
what i'm asking for is not general inclusion of map-saving into the main branch. a hacky solution may be sufficient |
18:30 |
Sokomine |
but if it's 0.3.x it may not connect to a 0.4.4 server? |
18:30 |
sfan5 |
0.3 won't connect to a 0.4.4 server |
18:30 |
Sokomine |
ok :-( |
18:30 |
PilzAdam |
well, we could just make the client say its 0.4.4 |
18:31 |
PilzAdam |
as I said, the only thing it needs to do is login, move and recieve mapblocks |
18:31 |
sfan5 |
that won' work |
18:31 |
sfan5 |
*won't |
18:31 |
Sokomine |
the code needed would not be much. as i said: it needs to open the database for writing; closing it after disconnecting might be a good feature as well; and it needs to store the chunks in the database. no neat interface needed. not for that |
18:31 |
sfan5 |
0.3 doesn't have the whole name <-> id mapping stuff |
18:31 |
Sokomine |
name of the database file can be hardcoded |
18:31 |
sfan5 |
Sokomine: I'll see if I can do that right now |
18:32 |
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18:32 |
OldCoder |
So Redcrab is gone? |
18:32 |
sfan5 |
it will base on the leveldb branch (which makes it easier for me to code it) |
18:32 |
Sokomine |
sfan: that sounds fine! |
18:32 |
Sokomine |
no. it still lives. it currently has a griefer problem |
18:32 |
sfan5 |
:( |
18:32 |
Sokomine |
rollback-check takes more than 10 minutes and mostly does not come up with a result |
18:32 |
sfan5 |
^ happens on mine too |
18:32 |
OldCoder |
Ah. john_minetest said the server is abandoned and he apparently can't be contacted. |
18:32 |
Sokomine |
the problem is: nobody has heard of redcrab recently |
18:32 |
PilzAdam |
sfan5, then lets try if dcfac8a19802cea8785667257523cd6ae02286c1 applies to 0.4.4 client |
18:33 |
Sokomine |
and cactuz is afraid that if the server isn't paid for it will be shut down and deleted |
18:33 |
sfan5 |
PilzAdam: you can try rebasing if you want |
18:33 |
sfan5 |
Sokomine: I don't think amazon will just delete the data if it isn't paid for 1 month |
18:33 |
Sokomine |
it has been like this before. then redcrab returned for some time, even programmed nice webinterfaces, extended the node_ownership mod etc. then he was gone again |
18:33 |
Sokomine |
he may as well return this time. we don't know |
18:34 |
sfan5 |
hm |
18:34 |
Sokomine |
it's not only his server. other servers are shut down sometimes as well. most of those don't have nearly as many and as large buildings |
18:34 |
Sokomine |
take a recent code |
18:34 |
Sokomine |
anyone of you familiar with the db-interface as such? |
18:34 |
sfan5 |
where is the mapblock receiving code? client.cpp? |
18:34 |
* sfan5 |
shows his hand |
18:35 |
sfan5 |
the database abstaction leveldb adds makes it much easier |
18:35 |
kahrl |
TOCLIENT_BLOCKDATA |
18:35 |
kahrl |
in client.cpp yes |
18:35 |
OldCoder |
That *would* be nice |
18:35 |
Sokomine |
oh yes, john_minetest |
18:35 |
Sokomine |
cactuz asked for that almost a year ago |
18:36 |
Sokomine |
such a client could of course only download what the player sees. that may be enough - at least important buildings could thus be saved |
18:36 |
Sokomine |
mines......are...less important (mostly a waste of disk space...) |
18:38 |
PilzAdam |
sfan5, SpeedProgs client apparently saves in the old folder format, not in a db |
18:38 |
Sokomine |
in the thread it's suggested to make screenshots, but those cannot even come close to cover the buildings |
18:39 |
Sokomine |
what's needed to do this is apart from the right place (kahrl already mentioned what to look for) is mostly to put that data into a database. that's not a very difficult algorithmic problem i'd say :-) but you have to know the db-interface for the language. also knowing your way around a bit in the mt code might help |
18:40 |
Sokomine |
john_minetest: exactly. what's important to save is buildings. people have built on that a long time |
18:40 |
Sokomine |
saving wyverns angel statue may become difficult even with such a client - it's so huge! |
18:41 |
Sokomine |
the database structure of mt is pretty simple: index and data, where index codes the position of the chunk (x,y,z - chunks seem to be 16x16x16) - and data is the data received. the exact format is documented |
18:42 |
celeron55 |
thexyz: there was a plan to filter metadata fields for network transfer, but it hasn't been yet implemented i guess |
18:42 |
Sokomine |
hm, perhaps not necessary. the old chests that do not require to wait for the server are much better |
18:43 |
Sokomine |
it takes time to wait for the server to reply. client-side access to metadata is faster. and to take a look and to start moving things around that's very well suited |
18:43 |
celeron55 |
focus on the actual issue if there is such a one |
18:44 |
Sokomine |
the actual issue is "please save all mapdata received into a database for later use". anything else for now is optional |
18:46 |
thexyz |
celeron55: the problem is that it's not documented anywhere |
18:47 |
thexyz |
example: I don't know about that and make a password-locked chest node with password stored in meta |
18:47 |
celeron55 |
thexyz: like 99% of details like that? |
18:47 |
thexyz |
this is very important detail |
18:47 |
celeron55 |
document it if you please |
18:48 |
thexyz |
celeron55: while we're at it, can you give me text from http://c55.me/minetest2/wiki/doku.php?id=code:storing_special_data_in_node_metadata |
18:49 |
Sokomine |
thexyz: and? how much players are out there that are willing to read that information out? admittedly, some may. a player called Foobar aquired fly without priv on the server and wrote himshelf a nyan cat prediction algorithm |
18:49 |
celeron55 |
thexyz: http://put.p.ht/?q=JM8d |
18:50 |
Sokomine |
so it does happen. but it is not relevant for general gameplay. there are no real secrets stored there. if players go to that much effort, they don't really play mt anymore but play on a meta level with the code |
18:50 |
celeron55 |
thexyz: it's just about serialization |
18:51 |
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18:51 |
thexyz |
done, http://dev.minetest.net/NodeMetaRef |
18:52 |
kahrl |
I would put that email on a separate page or below the example |
18:54 |
thexyz |
feel free to do that |
18:56 |
kahrl |
done |
19:09 |
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19:10 |
celeron55 |
(put.p.ht is a pastebin that i made one day for fun because i stumbled upon a free hosting provider) |
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19:20 |
sfan5 |
in case anyone cares about a client that saves the mapblocks it receives from the server to a local map: https://github.com/sfan5/minetest/tree/saveToLocalMap |
19:22 |
OldCoder |
sfan5, That is great |
19:22 |
celeron55 |
looks surprisingly elegant |
19:22 |
celeron55 |
does it work? |
19:22 |
sfan5 |
it also automatically saves it in leveldb format if you enable leveldb in cmake |
19:22 |
sfan5 |
yes |
19:23 |
OldCoder |
So RedCrab's worlds can be saved? |
19:23 |
OldCoder |
If somebody will clone one or more of them I will host copies |
19:24 |
thexyz |
sfan5: by the way, leveldb patch should be updated to use stl containers |
19:24 |
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19:25 |
sfan5 |
thexyz: especially code like this shouldn't be there https://github.com/sfan5/minetest/commit/5b6936bd62e772a26a0d094dd63e2619ebcaf223#L5L3374 |
19:25 |
thexyz |
right |
19:26 |
celeron55 |
Sokomine: take note ^ |
19:38 |
pitriss |
sfan5: hi, I want to ask, do you have windows build of that local save client? |
19:39 |
sfan5 |
I'mm make one maybe |
19:39 |
sfan5 |
s/mm/ll/ |
19:40 |
pitriss |
sfan5: it would be really appreciated by my friend AspireMint from redcrab server:) |
19:43 |
proller |
sfan5, can you make it optional, for -next? |
19:43 |
sfan5 |
wait |
19:43 |
sfan5 |
maybe |
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20:13 |
sfan5 |
this is weird |
20:14 |
* Prestotron562 |
and Zeg9 commits to ingame animals(including ponies) |
20:16 |
sfan5 |
ponies? |
20:16 |
sfan5 |
could someone look at my code if there is an obvious mistake? |
20:16 |
Prestotron562 |
[deleted] |
20:17 |
Prestotron562 |
[deleted] |
20:17 |
Prestotron562 |
[deleted] |
20:17 |
sfan5 |
read above |
20:17 |
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20:18 |
Prestotron562 |
[deleted] |
20:18 |
sfan5 |
the blocks get saved but somehow neither minetest nor thexyz's isometric mapper can load them, SQLiteBrowser works fine however |
20:18 |
sfan5 |
<sfan5> [...] https://github.com/sfan5/minetest/tree/saveToLocalMap |
20:18 |
proller |
Prestotron562, better give it to read to your virtual sister |
20:18 |
Prestotron562 |
[deleted] |
20:19 |
sfan5 |
stop the offtopic |
20:19 |
Prestotron562 |
[deleted] |
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21:23 |
Sokomine |
i'm having trouble with that saving client sfan5 wrote. first: i'm very glad that he did. it also saves data in map.db (not terribly much - 3 mb for a relativly large area...) - but once i want to have a look at the world locally, it creates a new map.sqlite and does not use the leveldb-data |
21:23 |
Sokomine |
any way to convert leveldb to sqlite? |
21:23 |
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