Time |
Nick |
Message |
00:25 |
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01:08 |
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01:46 |
VanessaE |
Is there any practical reason why the default map save interval is only a few seconds, versus say 1 to 5 minutes? |
01:46 |
VanessaE |
other than the increased risk of losing map data during a catastrophic crash I mean |
01:46 |
ShadowNinja |
^ |
01:47 |
ShadowNinja |
The data-loss is the biggest(only?) reason. |
01:47 |
VanessaE |
wouldn't it make sense for the server to do a last-minute save on the way down? |
01:47 |
VanessaE |
(obviously not possible in the event of a segfault or similar) |
01:50 |
Exio4 |
what about it 30 seconds, or some "middle value"? 5 minutes seems high to a software like MT that is crashy :P |
01:51 |
Exio4 |
i don't know what is the actual value anyway |
02:04 |
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02:16 |
kaeza |
Exio4, https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp#L193 |
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05:55 |
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06:12 |
celeron55 |
VanessaE: the more rare the interval is, the more big of a stop the server must make to write all accumulated stuff |
06:12 |
celeron55 |
also, not all changed things are written at the interval |
06:12 |
celeron55 |
only important ones |
06:12 |
celeron55 |
or at least, that's how i originally made it to work... could have changed completely already 8) |
06:14 |
celeron55 |
the interval should be low enough to allow the changes to tricke to the disk in small steps without causing any noticeable stops in server responses |
06:14 |
celeron55 |
trickle* |
06:16 |
celeron55 |
or performance otherwise |
06:53 |
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07:05 |
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07:06 |
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08:03 |
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09:31 |
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09:38 |
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09:39 |
VanessaE |
celeron55: that makes sense, but as said in my case it's saving large quantities every several seconds - not enough to impact overall performance, but enough to register as a pretty large, repeating spike in CPU and disk activity. |
09:39 |
VanessaE |
I suggest there may simply be more being saved than is necessary. |
10:09 |
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10:44 |
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10:51 |
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11:02 |
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11:03 |
jojoa1997 |
With compiling in Linux do I just have to do the build32.sh thingy in buildbot? |
11:06 |
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11:07 |
jojoa1997 |
Sorry wrong channel |
11:40 |
celeron55 |
VanessaE: possible |
11:40 |
celeron55 |
VanessaE: at some log level some details about what is saved and why is logge |
11:40 |
celeron55 |
+d |
12:07 |
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12:14 |
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12:17 |
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12:56 |
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12:59 |
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13:01 |
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13:24 |
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14:07 |
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14:34 |
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15:11 |
VanessaE |
https://github.com/minetest/minetest/pull/943 |
15:11 |
VanessaE |
I've tried this, it works a treat. |
15:12 |
Exio4 |
from 32 to 256? |
15:14 |
ShadowNinja |
Yep, 128 seemed a bit low. 65000 was fun too. ;-) |
15:15 |
ShadowNinja |
It could even be pushed to 512, but that would probably look like too much for fragile nodes like leaves. |
15:39 |
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16:17 |
celeron55 |
ideally it would be different for different nodes to get the right feel of mass |
16:20 |
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16:20 |
VanessaE |
indeed so, but this does look nice at least |
16:22 |
celeron55 |
also there should be a burst of particles when the node gets actually removed, so that the volume of the node kind of crumbles down |
16:23 |
VanessaE |
agreed |
16:23 |
VanessaE |
sfan5's particles mod used to do that (with entities) |
16:23 |
VanessaE |
if by "burst" you mean like a small explosion |
16:24 |
celeron55 |
well anything in where the geometric cube turns into a volume of particles which then somehow end up not existing anymore |
16:25 |
celeron55 |
the rest is artistic stuff |
16:25 |
celeron55 |
8) |
16:26 |
celeron55 |
(some people won't like that though, then it's worth a setting) |
16:26 |
celeron55 |
+if |
16:26 |
Exio4 |
like terasology? |
16:30 |
celeron55 |
terasology's effect is terrible |
16:32 |
VanessaE |
celeron55: http://www.youtube.com/watch?feature=player_detailpage&v=-QvtHw1i-EY#t=23 |
16:33 |
VanessaE |
that's sfan5's particles, seom a while back |
16:33 |
VanessaE |
s/seom/from/ |
16:33 |
ShadowNinja |
That is what my pull does, there are a bunch of particles when the node breaks, but they don't form in a cube, more like a circle. |
16:34 |
ShadowNinja |
I am not terribly familiar with the way nodes are managed in C++ but I beleive there are solideness and visual_solidness variables. |
16:39 |
celeron55 |
VanessaE: well, that's kind of hyper-lame too; probably would need some experimenting |
16:43 |
VanessaE |
celeron55: heh, well I didn't write the mod :P |
16:55 |
celeron55 |
http://i.imgur.com/xfxAxE2.gif <- that kind of smoothness from cube to particles one should aim for (might be completely unplayable with MC-like digging though; nobody can know without trying) |
16:56 |
VanessaE |
that's a bit slow but I see what you're getting at |
16:59 |
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17:09 |
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17:10 |
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17:11 |
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17:18 |
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17:20 |
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17:31 |
VanessaE |
is there any reason why the F5 debug cuts off at 800 pixels? |
17:31 |
VanessaE |
e.g. doesn't follow the width of the window |
17:42 |
PilzAdam |
increasing particles has a huge effect on FPS |
17:44 |
PilzAdam |
celeron55, I want to play soilnar, now! ;-) |
17:46 |
celeron55 |
PilzAdam: impossibru, i'm reworking the whole thing to be very different in gameplay |
17:48 |
VanessaE |
PilzAdam: the dig animation has a far greater FPS impact than some momentary particles. |
17:51 |
ShadowNinja |
Hmmm, 65000 locked it up, but 256 didn't seem to have much of an effect. Maybe the particles have to be optimized. |
18:00 |
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18:57 |
VanessaE |
15:01:25: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaE |
18:57 |
VanessaE |
rror: error: ...st/.minetest/games/vanessae_game/mods/default/player.lua:125: attempt to index local 'anim' (a nil value) |
19:03 |
VanessaE |
just happened again. |
19:04 |
VanessaE |
I have noticed lately that all players seem to be animating at "sneak" speeds despite their actual velocity |
19:05 |
PilzAdam |
is it reproduceable? |
19:05 |
VanessaE |
yep |
19:05 |
VanessaE |
it just now happened a third time |
19:05 |
VanessaE |
same error/line number every time. |
19:05 |
PilzAdam |
after line 35 of player.lua add else and return {} with all the values above = 0 |
19:06 |
PilzAdam |
do you have any mods that modify the players model? |
19:06 |
VanessaE |
only one, wield3d, and it hasn't seen an update since July. |
19:07 |
VanessaE |
[10-02 15:12] <Dan_D> I got many errors in terminal when playing about missing armatures |
19:08 |
VanessaE |
does that mean anything? |
19:12 |
VanessaE |
PilzAdam: added the lines. |
19:12 |
VanessaE |
(and restarted the server)... that function now looks like: http://pastebin.com/4sCQyvDE |
19:16 |
VanessaE |
ok, that triggers a bug in technic now |
19:16 |
VanessaE |
or it may be entirely unrelated. |
19:17 |
* VanessaE |
waits for results.. |
19:26 |
VanessaE |
that seems to have gotten rid of the player.lua-related crash. |
19:26 |
VanessaE |
(the other one is also stopped, as I removed the mod causing it) |
19:52 |
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19:58 |
VanessaE |
PilzAdam: just fyi, I removed the wield3d mod. Without your suggested change, the crash still happens. So your change is definitely needed. |
20:02 |
Sokomine |
i do have a problem with my circular saw: if i take something out of it and place it on a stack in my inv that's already occupied with something else, it does get wired |
20:03 |
Sokomine |
trouble is: the saw does not accept input in the fields the output is taken from. that's nothing special so far - many inventory slots may work the same way |
20:06 |
PilzAdam |
Sokomine, isnt that a mod problem? |
20:08 |
VanessaE |
another one: 16:12:39: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: /usr/share/minetest/builtin/vector.lua:44: attempt to index local 'v' (a nil value) |
20:09 |
Sokomine |
hmmm. if you can tell me a way to catch this case? |
20:09 |
PilzAdam |
VanessaE, thats a mod problem |
20:09 |
VanessaE |
perhaps, but which mod? |
20:12 |
VanessaE |
#923 is needed. |
20:12 |
Sokomine |
ok, to put it shortly: take something out of an inventory slot of a block on the map, place that on an inventory slot in your inventory that is not empty. what happens now is that the old item stack in the inventory apparently sticks to the mouse pointer in order to be moved somewhere else. so far so good. but the place that item stack is stored is the output slot the other item was taken from |
20:13 |
Sokomine |
...which is a problem if that slot is not intended to take input |
20:14 |
Sokomine |
is there a way for a mod to catch if something taken out of an inventory will end up on a slot that's occupied and then deny the moveß |
20:18 |
PilzAdam |
no |
20:20 |
Sokomine |
hmpf |
20:20 |
Sokomine |
so i'd claim it's a bug and need fixing since it does lead to item loss |
20:21 |
Sokomine |
expected behaviour: if the inventory the stack that replaces the one in your inventory was taken out of does *not* accept the stack from your inventory, then deny themove alltogether |
20:21 |
thexyz |
https://github.com/minetest/minetest/pull/923 we just need debug/release modes for Lua mods |
20:21 |
Sokomine |
let the player sort it out and clean up the inventory |
20:22 |
thexyz |
oh no, I think this won't work |
20:23 |
Sokomine |
did you understand my problem or was my presentation too chaotic? |
20:23 |
thexyz |
I was talking to myself, actually |
20:24 |
Sokomine |
yes, your problem/solution seems unrelated. but that's quite common on irc that there are multiple topics at the same time. sanity checks do sound like a very good idea |
20:33 |
PilzAdam |
Sokomine, its basically the same thing in the furnace output list |
20:34 |
PilzAdam |
but I dont see how this leads to item loss |
20:34 |
PilzAdam |
the only problem is that you can glitch items into lists where you are only allowed to take from |
20:35 |
Sokomine |
yes. and that's a problem if the mod relies upon allow_put where it denies such moves |
20:35 |
VanessaE |
PilzAdam: sign onto my server and try it |
20:36 |
PilzAdam |
VanessaE, try what? |
20:36 |
PilzAdam |
Sokomine, can you create an issue on github? |
20:36 |
Sokomine |
and since my saw forbids putting items in those slots, it does not expect them to appear there. the inventory is updated after taking of items (after all, there may be less available now) |
20:36 |
VanessaE |
PilzAdam: the bug she's talking about. Put a stack of cobble and a stack of dirt in your inventory. Place a saw. Put the cobble in the saw. Take out say cobble stairs. Place those stairs onto the stack of dirt that's in your inventory. Bye bye dirt. |
20:37 |
Sokomine |
the only solution i see currently is to add a comment to allow_metadata_inventory_put that it's not reliable |
20:40 |
Sokomine |
shall the issue be attached to minetest_game or minetest? |
20:41 |
PilzAdam |
minetest |
20:41 |
Sokomine |
ok |
20:55 |
Sokomine |
https://github.com/minetest/minetest/issues/944 (hope the error description is understandable) |
21:02 |
ShadowNinja |
Better to move it to a "holding" stack. |
21:04 |
Sokomine |
that would be a solution as well |
21:05 |
Sokomine |
there was a time when misplaced items (=taken out and not properly inserted into another slot) where dropped as items on the ground. perhaps that would work as well |
21:06 |
Sokomine |
but for this particular case, denying the move would be the best imho. the player can sort out what he/she wants to do in order to get a free inv space |
21:06 |
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