Time |
Nick |
Message |
00:20 |
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00:23 |
VanessaE |
hmmmm: any progress on the VBO rebase? [fsjal.gif] |
00:33 |
iqualfragile |
hmmmm: great idea, we should have hats on a regular basis |
00:35 |
ShadowNinja |
hmmmm: Oh, it uses a seperate texture BTW, so it can be compatible with custon skins. |
00:39 |
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00:51 |
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00:51 |
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01:06 |
hmmmm |
VanessaE, I'm going to be doing that soon |
01:06 |
hmmmm |
Soon (tm) |
01:06 |
hmmmm |
along with the player list |
01:06 |
hmmmm |
ShadowNinja, good, in that case I'll add it |
01:06 |
hmmmm |
looks like I have some work to do. |
01:06 |
hmmmm |
but later, I need to take a nap |
01:06 |
VanessaE |
hmmmm: ok |
01:07 |
hmmmm |
guys, I don't think we should have a feature freeze tomorrow |
01:07 |
VanessaE |
[okay.png] |
01:07 |
hmmmm |
we should adjust the length of feature freezes based on the amount of development activity perhaps |
01:07 |
hmmmm |
just a week long each and every time is kinda dumb |
01:07 |
hmmmm |
amount of new features really. so it should be appropriately shorter for this release because the majority of items have been making things more stable |
01:08 |
hmmmm |
it's to be determined, but I feel like 2 less days is good |
01:08 |
hmmmm |
so it'll enter into feature freeze on the 20th, sounds good? |
01:08 |
VanessaE |
yeh |
01:12 |
VanessaE |
before this freeze: |
01:12 |
VanessaE |
can we please get two things done: |
01:13 |
VanessaE |
1) All model files being used in Minetest (which for now is just Sam I guess) get re-compressed into .obj or .b3d or some other format instead of .x. |
01:13 |
VanessaE |
2) Sam II becomes the standard skin. |
01:18 |
ShadowNinja |
Why? https://github.com/minetest/minetest_game/blob/master/mods/default/functions.lua#L106 |
01:20 |
VanessaE |
? |
01:23 |
kaeza |
*globals* ;_; |
01:27 |
ShadowNinja |
^ And they do nothing. |
02:10 |
VanessaE |
what are the rules regarding plain, ordinary, unadorned files served up by remote_media? |
02:10 |
VanessaE |
as long as the file exists and is in the path, it's sent to the clients, right? |
02:11 |
VanessaE |
e.g. this directory full of files, is there anything amiss about this? http://minetest.digitalaudioconcepts.com/creative-survival-media/ |
02:44 |
VanessaE |
[12-17 21:43] <VanessaE> 20:34:42: VERBOSE[main]: Client: Requesting remote media file "default_grass_1.png" "http://minetest.digitalaudioconcepts.com/creative-survival-media/default_grass_1.png" |
02:44 |
VanessaE |
[12-17 21:43] <VanessaE> 20:34:43: INFO[main]: Client: Received media file 297b55b087c6f90a2e71c36ffe30b05b660d083e "default_grass_1.png" mismatches actual checksum 9099a17682a8d52464300b3160b9a41e63f7e846 |
02:44 |
VanessaE |
um, wut? |
02:45 |
VanessaE |
this is after the user cleared his cache. |
02:53 |
ShadowNinja |
So can we agree to SamII(+cape)? It's been waiting far too long, something so simple should have been merged within the week. |
02:54 |
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02:54 |
VanessaE |
ShadowNinja: I'd much prefer stu's split-limb model, recompressed into .obj or .b3d or something. it'll be a smaller filesize than than the current model, and look nicer too. |
02:55 |
VanessaE |
combine that with Sam II and everyone will love it. |
02:55 |
VanessaE |
I've been using that for months on my server with no issues. |
02:55 |
ShadowNinja |
VanessaE: Screenie and link? |
02:55 |
VanessaE |
sec. |
02:56 |
VanessaE |
https://forum.minetest.net/viewtopic.php?pid=86858#p86858 |
02:56 |
VanessaE |
the original .blend file is inside the .zip linked in the first post, I believe. |
02:56 |
VanessaE |
from there, an appropriate other-than-.x file can be generated, I guess? |
02:57 |
VanessaE |
I use the wield3d version of this model, but I don't think that is suitable for minetest (it's glitchy) |
02:58 |
rambomedic |
how do you view .x files? blender? |
02:59 |
VanessaE |
I think so, never tried to load them with it. |
03:02 |
ShadowNinja |
VanessaE: That's incompatible with capes. :-| Maybe if they were merged. |
03:02 |
rambomedic |
ShadowNinja: Link to samII? want to see |
03:02 |
rambomedic |
and what does the current sam look like |
03:03 |
VanessaE |
well no-one says one couldn't modify that ^^^ model to take a cape :P |
03:03 |
VanessaE |
https://forum.minetest.net/viewtopic.php?id=6423 |
03:03 |
VanessaE |
Sam II ^^^^ |
03:03 |
ShadowNinja |
#201 |
03:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/201 |
03:06 |
rambomedic |
I don't like how Sam II has a mullet lol |
03:09 |
VanessaE |
heh |
03:19 |
rambomedic |
is RealBadAngel here |
03:20 |
rambomedic |
I have some serious bug reports for his shader/parallax occlussion patch |
03:20 |
VanessaE |
sometimes he is, just not at the moment |
03:20 |
rambomedic |
Should I just file a github bug report |
03:47 |
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03:47 |
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04:20 |
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04:24 |
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04:26 |
* ShadowNinja |
waves around https://gist.github.com/ShadowNinja/7953481 |
04:34 |
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04:44 |
VanessaE |
HAY! put that away! there might be be kids present. |
04:55 |
* us^0gb |
covers the eyes of his little sister |
05:03 |
VanessaE |
regarding the error I posted where some users are getting consistent failures at receiving some files due to failed checksums: I wget'd several of the "failed" files from my web server and diff'ed them against the ones in minetest_game. diff says they are identical. What do I do now? |
05:03 |
VanessaE |
(it always seems to be the same set of files) |
05:04 |
VanessaE |
permissions are good, obviously, if I can wget them from the same base URL that the other server's media files are coming from (see above) |
05:30 |
VanessaE |
found the issue. |
05:30 |
VanessaE |
it was a bug in my game/server buildbot |
05:58 |
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06:26 |
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06:27 |
VanessaE |
had to teach my buildbot roughly the order in which the server loads/serves up the media files. Sorry for the false report. :P |
06:48 |
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07:52 |
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07:52 |
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08:30 |
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09:12 |
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09:12 |
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09:12 |
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09:12 |
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09:19 |
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09:21 |
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09:21 |
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09:21 |
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09:21 |
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09:21 |
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09:21 |
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09:25 |
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10:41 |
VanessaE |
So, about remote_media... I've just gotten my servers configured to the pointed where not even one single file is served up by media_FUBAR (my name for the default code ;) ).... can we please now discuss seriously about rejecting non-cURL-capable clients? |
10:41 |
VanessaE |
s/pointed/point/ |
10:43 |
VanessaE |
there are far too many clients out there whose builds are not cURL capable, I simply don't care about those. They are in the minority, and they are easily updated. If we reject building a client without cURL and reject connections to a server without cURL in the client, then eventually there'll be nothing left for that old code to do but handle legacy situations like if the remote_media server simply lacks a file to send. |
10:43 |
VanessaE |
(e.g. some routine mod update doesn't get echoed through to the remote_media server) |
10:44 |
Megaf |
kahrl, darkrose |
10:44 |
Megaf |
# Maximum number of statically stored objects in a block |
10:44 |
Megaf |
#max_objects_per_block = 49 |
10:44 |
Megaf |
What's the performance impact of that? |
10:44 |
VanessaE |
hm, that didn't really come out right... "far too many" "in the minority".. non-sequitur. Anyways.. you get the point. |
10:45 |
VanessaE |
I have that set to 500, Megaf. no apparent performance issue with it, but don't change it if you don't see any errors about "forcing delete" of "too many objects" in a mapblock. |
10:45 |
VanessaE |
(my server needs it because pipeworks) |
10:48 |
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10:48 |
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10:53 |
VanessaE |
could it ever be possible to "throttle" mods to consume less than a given amount of CPU (at the cost of them running visibly slower)? |
10:55 |
proller |
it was already... ;) |
10:55 |
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10:56 |
VanessaE |
I mean on a configurable basis, as in I tell Minetest "all mods under the 'game' heading must, together, take no more than X% of the CPU, all mods combined under worldmods are allocated Y%", etc. |
10:56 |
VanessaE |
or just some basic thing like that. |
10:56 |
VanessaE |
or even "all Lua code executed by the Minetest engine, outside of the stuff included in builtin, shall take less than X% CPU" for whatever value of X I tell it. |
10:57 |
VanessaE |
any leftover CPU would be usable by the engine or just left to idle. |
10:57 |
Exio4 |
that is how proller made freeminer "less laggy" |
10:58 |
Exio4 |
it is just making the mods lag for not lagging other things. |
10:58 |
VanessaE |
better the mods should lag than the engine |
10:59 |
VanessaE |
(with the exception of things that open a formspec) |
11:16 |
proller |
tests broken!!1 |
11:16 |
proller |
http://paste.org.ru/?ofkze4 |
11:17 |
proller |
--disable-unittests okay |
12:04 |
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12:23 |
Megaf |
Folks, minetestserver is using only 20% of CPU and tha bw use is also low, only 12 KB/s |
12:23 |
Megaf |
and client side still laggy and slow |
12:23 |
Megaf |
why? |
12:47 |
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12:56 |
iqualfragile |
will the version after 0.4.9 be called 0.4.10 or 0.5.0? |
12:56 |
iqualfragile |
i assume 0.4.10 |
13:12 |
specing |
proller: ... fixed in freeminer? |
13:34 |
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13:53 |
proller |
https://play.google.com/store/apps/details?id=com.vicono.worldcraft |
14:00 |
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14:04 |
specing |
As far as I see right now, amount of generated ore does not increase the deeper you dig |
14:04 |
specing |
Is there a way to make it depth-dependent? (I'd like a mining rainbow at -30000) |
14:30 |
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14:34 |
Megaf |
/home/minetest/Minetest/_New/minetest-mapper-cpp/TileGenerator.cpp:13:22: fatal error: gdfontmb.h: No such file or directory |
14:34 |
Megaf |
hm |
14:36 |
Megaf |
libgd was missing |
14:37 |
thexyz |
this is the true potential of minetest |
14:37 |
thexyz |
a very important thing which was ignored by the devs |
14:37 |
thexyz |
and that's what we get now |
14:38 |
thexyz |
how many downloads are there already? |
14:38 |
thexyz |
ah 100k+ |
14:39 |
thexyz |
the port isn't even a quality one |
14:46 |
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15:07 |
kaeza |
Trivial patch: https://github.com/minetest/minetest/pull/1060 |
15:30 |
thexyz |
kaeza: this breaks everything, right? |
15:43 |
kaeza |
eh? |
15:43 |
kaeza |
it's only used by player:hud_change() |
15:44 |
thexyz |
ah right |
15:53 |
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15:55 |
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16:04 |
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16:07 |
ShadowNinja |
Well, now they have four infringing apps. Although I've only checked buildcraft and worldcraft I assume they all use a single libMine.so. |
16:08 |
thexyz |
yes they seem to do just that |
16:08 |
thexyz |
did you `diff` it though? |
16:08 |
ShadowNinja |
They're the same size. One sec... |
16:12 |
ShadowNinja |
Files com.vicono.build-1/libMine.so and com.vicono.worldcraft-1/libMine.so differ |
16:14 |
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16:17 |
ShadowNinja |
Uh, there's an update for buildcraft. |
16:18 |
ShadowNinja |
Still different, but the same size. |
16:19 |
Jordach |
i'd suggest dropping a DMCA bomb |
16:21 |
ShadowNinja |
Already done, but before this one came out. (Zombies seems new too) |
16:21 |
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16:21 |
ShadowNinja |
We have to wait on Google now. |
16:22 |
ShadowNinja |
celeron55: Perhaps you should add these new apps ^. |
16:23 |
celeron55 |
16:37:47 <+thexyz> a very important thing which was ignored by the devs |
16:24 |
celeron55 |
don't blame me, i don't use android |
16:24 |
sfan5 |
you have an old nokia phone, right? |
16:24 |
celeron55 |
of course |
16:25 |
celeron55 |
but i'm surprised that those guys do it and nobody internal to this community |
16:26 |
celeron55 |
i know at least sfan5 has tried, and that thexyz is doing something now, so maybe there's a chance to catch up |
16:26 |
sfan5 |
I tried, that's right.. I need a better device to get further first |
16:27 |
proller |
Assertion failed: (mutex_lock_retval == 0), function Lock, file /usr/home/proller/minetest_test/src/jthread/pthread/jmutex.cpp, line 47. |
16:27 |
ShadowNinja |
I have(and in fact am currently using) a android device. But I don't really like android dev. (Java!) |
16:27 |
sfan5 |
ShadowNinja: no java involved |
16:28 |
thexyz |
no, java is involved |
16:28 |
ShadowNinja |
sfan5: Well we need Java to have a UI. |
16:28 |
sfan5 |
yeah.. ok you're right |
16:29 |
thexyz |
no, not for ui |
16:29 |
celeron55 |
aanyway... |
16:30 |
celeron55 |
i now recommend that people who have LGPL C++ code in the engine use this form https://support.google.com/legal/contact/lr_dmca?product=googleplay to send something like this: http://c55.me/random/2013-12/dmca-2013-12-11_20-59-07.png |
16:30 |
celeron55 |
google hasn't responded to my notice so maybe they care if we have like 5 of these |
16:31 |
celeron55 |
just tack every minetest-based app they have uploaded (links to google play pages) to the last part in that image |
16:31 |
celeron55 |
(at the time i sent that there were only two) |
16:32 |
specing |
google gets several tens of millions of DMCAs per month, no wonder they haven't responded |
17:01 |
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17:09 |
Jordach |
can i grab a bunch of links in a random pastebin |
17:10 |
kahrl |
if the dmca gets through, does the money earned from advertising on the android app go to us? |
17:10 |
kahrl |
like the content id system on youtube? |
17:11 |
Jordach |
it'll usually be pulled down and destroyed |
17:15 |
celeron55 |
kahrl: ehm... i wouldn't think so |
17:15 |
celeron55 |
i don't really believe that can be taken down at all in the first place; google is just hopeless in handling stuff like this in a meaningful way |
17:15 |
ShadowNinja |
kahrl: I think not, Google doesn't have as much control over Android advertising as it does over YouTube. |
17:28 |
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17:37 |
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17:50 |
VanessaE |
just wheat and cotton |
17:55 |
VanessaE |
papyrus, maybe. jungle grass has been proposed before. cacti? no. |
17:55 |
PilzAdam |
grass is handled by the flowers mod; and papyrus and cacti by default |
17:58 |
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18:00 |
VanessaE |
um, wut? |
18:00 |
VanessaE |
terminate called after throwing an instance of 'ServerError' |
18:00 |
VanessaE |
what(): ServerError: LuaError: allow_metadata_inventory_put should return a number |
18:00 |
VanessaE |
stack traceback: |
18:00 |
VanessaE |
Program received signal SIGABRT, Aborted. |
18:00 |
celeron55 |
oh one of those "lol it's like you'd have any use for a traceback" errors |
18:02 |
VanessaE |
I've got this loaded up under gdb at the moment and I *THINK* it's a debug build. want anything from it? |
18:03 |
PilzAdam |
a Lua error is not traceable in gdb AFAIK |
18:03 |
VanessaE |
PilzAdam: no, perhaps not, but maybe the cause of the engine failing to produce the backtrace is :) |
18:03 |
PilzAdam |
well then do bt all |
18:04 |
VanessaE |
http://pastebin.ubuntu.com/6595514/ |
18:04 |
ShadowNinja |
It's because the stack has unwound by the time the LuaError is thrown. |
18:08 |
VanessaE |
need anything else from it before I restart it? |
18:09 |
ShadowNinja |
You're using non-JIT Lua? |
18:09 |
VanessaE |
JIT. |
18:10 |
ShadowNinja |
Hmmm, usually it eats the error message and replaces it with "C++ exception". |
18:12 |
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18:13 |
celeron55 |
ShadowNinja: it depends on which way the call goes |
18:13 |
celeron55 |
ShadowNinja: that always happens if it's lua calling C++ |
18:13 |
celeron55 |
but what happens here is C++ calls Lua and gets a bad result |
18:13 |
ShadowNinja |
Ah, I see. |
18:14 |
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18:14 |
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18:14 |
ShadowNinja |
Then it *should* have a traceback, I remember adding a errorhandler there. |
18:17 |
celeron55 |
lua isn't returning an error but just a value that C++ doesn't expect |
18:18 |
ShadowNinja |
Hmmm, see the bottom of this: http://luajit.org/ext_c_api.html |
18:18 |
celeron55 |
and no data about who has registered that callback is stored in minetest... umm... well actually, just printing out what node name it belongs to would be all the help someone would need |
18:19 |
celeron55 |
ShadowNinja: that's not relevant here |
18:20 |
ShadowNinja |
celeron55: What do you mean? Doing that should fix the error message eating. (With a slight performance hit) |
18:21 |
celeron55 |
no exceptions are happening in VanessaE's error |
18:22 |
ShadowNinja |
Oh, relevant to Vanessa's error. |
18:22 |
VanessaE |
leave it to me to find the obscure crashes ;) |
18:25 |
PilzAdam |
VanessaE, its not really obscure, just a mod which cant read the docs |
18:26 |
VanessaE |
PilzAdam: non-sequitur. mod crashes -> server produces a backtrace and dies. end of discussion. |
18:28 |
kahrl |
VanessaE: what do you mean? the backtrace you have in your paste is perfectly accurate |
18:28 |
VanessaE |
kahrl: um, it doesn't identify the mod and file that crashed. |
18:29 |
kahrl |
the error happened after the lua function had already returned |
18:29 |
kahrl |
so the backtrace must by definition be empty |
18:29 |
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18:29 |
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18:39 |
celeron55 |
it should log the node name though |
18:40 |
celeron55 |
that way debugging it becomes easy |
18:42 |
kahrl |
already working on it |
18:44 |
kahrl |
https://gist.github.com/kahrl/8027566 |
18:44 |
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18:51 |
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19:10 |
ShadowNinja |
kahrl: Looks good. Although it looks like you didn't add messages to all of them. |
19:10 |
kahrl |
the lower ones were only scriptError() |
19:10 |
kahrl |
I changed them for symmetry |
19:12 |
ShadowNinja |
kahrl: How does https://gist.github.com/ShadowNinja/7953481 look? |
19:12 |
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19:13 |
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19:15 |
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19:15 |
kahrl |
ShadowNinja: code looks fine |
19:15 |
kahrl |
I don't have an opinion on whether it should be added to the API |
19:17 |
kahrl |
} else { root = Json::nullValue; |
19:17 |
kahrl |
shouldn't this raise an error instead for types like LUA_TFUNCTION? |
19:19 |
ShadowNinja |
Hmmm, yes. I'll change that. |
19:19 |
ShadowNinja |
Does LuaJIT define something so we can know if we are compiled against it as opposed to regular Lua? |
19:22 |
kahrl |
maybe #ifdef LUA_JDIR |
19:25 |
kahrl |
what should be more future-proof though is adding USE_LUAJIT to config.h |
19:30 |
* ShadowNinja |
watches EVERYTHING re-compile after adding CMAKE_USE_LUAJIT. |
19:32 |
VanessaE |
you ran without LuaJIT before? O.o; |
19:33 |
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19:33 |
ShadowNinja |
VanessaE: No, I added a #define so that some code is only compiled when LuaJIT is enabled. |
19:35 |
ShadowNinja |
\o/ It works! The only issue is that it prints "LuaError: " twice. |
19:36 |
ShadowNinja |
How does this look kahrl? http://ix.io/9rq |
19:38 |
kahrl |
catch (...) seems a bit unsafe... |
19:38 |
ShadowNinja |
It has a slight performance hit unfourtunately. |
19:40 |
ShadowNinja |
I copied that from the example. The previous two should catch just about anything anyway. |
19:40 |
kahrl |
iirc this code even catches access violations on windows |
19:40 |
kahrl |
and std::bad_alloc obviously |
19:40 |
kahrl |
I might be misremembering |
19:41 |
ShadowNinja |
Maybe just catch ServerErrors? |
19:42 |
ShadowNinja |
Or even just LuaErrors. |
19:43 |
kahrl |
that sounds better, but I don't know which exception classes can occur |
19:44 |
ShadowNinja |
Shouldn't LuaErrors be derived from ServerErrors rather than directly from std::exception? |
19:44 |
kahrl |
hmm, yes |
19:46 |
kahrl |
I wonder if there's any place in minetest that wants to catch ServerErrors but not LuaErrors |
19:50 |
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19:50 |
proller |
http://paste.org.ru/?ofkze4 |
19:51 |
proller |
something wrong with new threads |
19:51 |
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19:53 |
kahrl |
proller: is that in fm? |
19:53 |
proller |
in fresh git mt too |
19:53 |
proller |
paster from mt |
20:00 |
kahrl |
I don't see anything that could cause this in the SimpleThread->JThread commit |
20:06 |
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20:21 |
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artur99 joined #minetest-dev |
20:21 |
artur99 |
who is Mitchell Ward |
20:22 |
artur99 |
? |
20:22 |
artur99 |
!lastseen oldcoder |
20:22 |
rubenwardy |
That pinged me :( |
20:22 |
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20:22 |
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20:23 |
rubenwardy |
I set it so "ward" pings me, and "ruben" does too |
20:27 |
ShadowNinja |
artur99: ,,(seen OldCoder) |
20:27 |
ShadowBot |
ShadowNinja: OldCoder was last seen in #minetest-dev 2 days, 22 hours, 7 minutes, and 9 seconds ago: <OldCoder> VanessaE, may I PM? |
20:27 |
artur99 |
thanks |
20:27 |
ShadowNinja |
Well this balooned: https://gist.github.com/ShadowNinja/8029329 What do you think kahrl? |
20:28 |
kahrl |
wow |
20:29 |
specing |
What hash does minetest use for passwords? |
20:29 |
specing |
It looks kinda ... short |
20:29 |
ShadowNinja |
specing: SHA1 salted with the player name |
20:29 |
kahrl |
ahh |
20:29 |
kahrl |
don't include server.h in c_types.h |
20:29 |
* kahrl |
weeps for the compile times |
20:30 |
ShadowNinja |
kahrl: Yes, that didn't seem good, but how else am I to get ServerError? |
20:30 |
kahrl |
dunno, maybe move ServerError (and LuaError?) to exceptions.h |
20:30 |
ShadowNinja |
Hmmm, that would work... |
20:31 |
kahrl |
actually not LuaError since lua.h shouldn't be included everywhere |
20:32 |
artur99 |
so, does anybody know who is Mitchell Ward? He made some errors in translation |
20:32 |
kahrl |
instead of CMAKE_USE_LUAJIT use USE_LUAJIT |
20:32 |
artur99 |
i think he used Google Tr. |
20:32 |
kahrl |
which should be defined in config.h similar to the other USE_ variables |
20:32 |
iqualfragile |
artur99: might be rubenwardy |
20:32 |
rubenwardy |
no |
20:33 |
iqualfragile |
keh |
20:33 |
artur99 |
thanks |
20:33 |
iqualfragile |
you ere andrew ward |
20:33 |
rubenwardy |
aahh!!! |
20:33 |
rubenwardy |
I assume you know that from my copyright notices :P |
20:35 |
rubenwardy |
or github profile |
20:36 |
artur99 |
on reslults on google about him :( |
20:36 |
artur99 |
https://www.google.ro/search?q=%22Mitchell+Ward%22+minetest |
20:36 |
iqualfragile |
rubenwardy: yes, and i even know your email |
20:37 |
rubenwardy |
Security night mare |
20:38 |
E4xoi |
2-c |
20:38 |
E4xoi |
oops, sorry :P |
20:38 |
PilzAdam |
I see, very engine dev related stuff going on here |
20:39 |
kahrl |
seems commercial entities get relatively quick treatment of their takedown requests by google... http://www.reddit.com/r/duolingo/comments/1t0usb/fake_duolingo_in_google_play/ |
20:42 |
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20:49 |
artur99 |
in the guide: http://weblate.readthedocs.org/en/latest/usage.html i can see that can subscrie in a lot of projects, but in my profile, i can only select minetest |
20:49 |
artur99 |
http://1.1.1.2/bmi/weblate.readthedocs.org/en/latest/_images/profile-subscriptions.png |
20:51 |
artur99 |
ooohhh! that's the general use of weblate :D sorry |
20:54 |
ShadowNinja |
kahrl: I named it CMAKE_USE_LUAJIT because that's what the other USE_* macros were named. |
20:59 |
kahrl |
ShadowNinja: see config.h |
20:59 |
kahrl |
the only usage of the CMAKE_USE_* macros is to define the corresponding USE_* macro |
21:01 |
ShadowNinja |
kahrl: Better? https://gist.github.com/ShadowNinja/8029329 |
21:04 |
ShadowNinja |
Changed to use USE_LUAJIT. |
21:05 |
kahrl |
I'm not too fond of macros that define classes |
21:06 |
kahrl |
they confuse static analysis tools and things like doxygen, which some folks like to us |
21:07 |
ShadowNinja |
Hmmm, well we don't use doxygen, and that is a lot of repetition... |
21:07 |
kahrl |
I personally don't use those so it wouldn't affect me, but you have to keep that in mind |
21:08 |
kahrl |
well... I guess the constructors could be shortened to 1 line each |
21:08 |
kahrl |
but does it really matter? I mean who looks at exceptions.h that often |
21:08 |
sapier |
shadow how do those exceptions show backtrace? |
21:10 |
ShadowNinja |
sapier: If you throw a exception inside a Lua -> C++ call you get a traceback. |
21:10 |
ShadowNinja |
(It's collected by the srciptError() after pcall() fails) |
21:12 |
sapier |
Good idea |
21:12 |
sapier |
you don't like branches ShadowNinja do you? |
21:13 |
ShadowNinja |
I didn't bother too because this wasn't that big of a patch. |
21:13 |
sapier |
come on ShadowNinja "not a big patch" isn't something with 3 digit lines changed ;-) |
21:14 |
ShadowNinja |
sapier: Well, it's grown... |
21:14 |
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21:14 |
sapier |
you know you can switch to a branch AFTER editing files? ;-) |
21:15 |
ShadowNinja |
Yes, I do. |
21:15 |
sapier |
plz don't make it a habit ... adding this big things as gits always feels like someone trying to do things below radar ;-) |
21:16 |
sapier |
yet I fully support those fixes, correct error handling for lua(jit) is absolutely necessary |
21:27 |
ShadowNinja |
It now has every exception written out explictly(But shortened a bit). Approval? |
21:29 |
sapier |
does this harm on pure lua? |
21:29 |
ShadowNinja |
sapier, kahrl: ^ (Gist is up-to-date) |
21:29 |
ShadowNinja |
sapier: No, it isn't compiled in in Lua. |
21:30 |
sapier |
why? could this help against those instant crashes I experience in lua too? |
21:30 |
ShadowNinja |
sapier: LUAJIT_MODE_WRAPCFUNC is LuaJIT-only. |
21:31 |
sapier |
:-( no generic method possible? |
21:31 |
ShadowNinja |
sapier: Lua doesn't seem to have this issue. See http://luajit.org/ext_c_api.html#mode_wrapcfunc |
21:32 |
sapier |
so we don't know why lua errors can cause a direct core crash? |
21:32 |
sapier |
ok but that's not related to this issue ... maybe you can have a look at that one next ;-) |
21:34 |
ShadowNinja |
sapier: Are you talking about the SIGABRT crashes? Those are caused by some functions calling Lua functions without catching LuaErrors. |
21:35 |
sapier |
should be fixed next ;-) ... imho target should be no lua error crashes core but results in proper error handling |
21:35 |
ShadowNinja |
sapier: Well, do you approve this patch? |
21:35 |
sapier |
your fix seems to be fine merge it |
21:36 |
sapier |
another question it's already 18th what about feature freeze for christmas release? |
21:38 |
sapier |
darkrose hmmmm kahrl PilzAdam sfan5 Shadow thexyz your oppinion about feature freeze for christmas release is requested! |
21:38 |
sapier |
sorry ShadowNinja ... victim of ShadowBot |
21:39 |
sfan5 |
feature freeze, now? |
21:39 |
sfan5 |
I wanted one feature in the christmas release.. but I forgot |
21:39 |
sapier |
if we want a christmas release it's time to do it NOW |
21:40 |
sapier |
and if we want it for new years eve we need to do it this weekend too |
21:40 |
sfan5 |
how about we add a mod that sometimes generates christmas trees with presents below? |
21:40 |
ShadowNinja |
sapier: How about we get the christmas texture and model in first. ;-) |
21:41 |
sapier |
if anyone of you has that mod ready to merge? ;-) |
21:41 |
sfan5 |
I can do the code.. maybe a bit textures |
21:41 |
PilzAdam |
last time we scheduled a release it was only 2 months delayed |
21:41 |
sfan5 |
s/a bit/some/ |
21:42 |
sapier |
we don't have to do this everytime ;-) |
21:43 |
sapier |
despite of the download issues vanessae is annoyed of current state should be quite marture |
21:43 |
sapier |
compared to last release of course ;-) |
21:44 |
sapier |
and we need to fix the modstore hangs prior users get too annoyed by it |
21:44 |
proller |
thread crashes must be solved before release... |
21:44 |
sapier |
can you give more details proller? |
21:44 |
proller |
compiling last.... maybe it freebsd-only problem |
21:44 |
sapier |
what happened? |
21:46 |
sapier |
atm I only know about vanessae's crashes, but she assumes those to be mod bugs, guess shadows latest fixes can give more details about this |
21:47 |
proller |
http://paste.org.ru/?pq06ai |
21:48 |
proller |
cmake . -DRUN_IN_PLACE=1 -DENABLE_LEVELDB=1 -DENABLE_FREETYPE:BOOL=YES -DCMAKE_BUILD_TYPE=Debug |
21:49 |
ShadowNinja |
kahrl: Push your offending-nodemane patch. :-) |
21:49 |
sapier |
--disable-unittests |
21:49 |
proller |
./minetest --disable-unittests - works ok, but sometimes crashes with same problem |
21:49 |
proller |
like on disconnecting |
21:50 |
sapier |
pthread_kill isn't something you do without issues |
21:50 |
sapier |
that's a design flaw of jthread, no idea why this didn't happen before |
21:51 |
sapier |
I assume this crash is result of pthread_kill beeing called before, unless you see any case where this isn't true I'd not consider this a critical bug |
21:54 |
proller |
if i press esc on connecting... -> http://paste.org.ru/?3zqlmn |
21:54 |
kahrl |
ShadowNinja: heh, it already classifies as "rebase needed" |
21:54 |
ShadowNinja |
:-) |
21:55 |
sapier |
ok that's odd proller |
21:55 |
proller |
minetest.write_json - coool!!111 |
21:56 |
proller |
all mods need to use it instead serialize ;) |
21:56 |
ShadowNinja |
:-) |
21:56 |
sapier |
minetes.write_docx even more cool adds microsoft integration ;-P |
21:56 |
proller |
sapier, <censored> |
21:56 |
ShadowNinja |
proller: Actually I profiled it and it's a bit slower than minetest.serialize. JSON is also more limited than Lua tables. |
21:56 |
sapier |
minetest.write_odt for munich administration |
21:57 |
sapier |
and of course minetest.xml for same things as json |
21:57 |
sapier |
and mintetest.write_pdfa for archiving reasons |
21:57 |
ShadowNinja |
sapier: Yes, then we can finally have a in-game web browser. :-) |
21:57 |
proller |
i have 15 seconds step on my arm, no problem with bit slower ;_ |
21:58 |
sapier |
you know my oppinion ONE tool for one thing |
21:58 |
proller |
with emended web server we can serve status page, or map |
21:58 |
sapier |
we can't even serve our maps |
21:58 |
proller |
sapier, okay, lets throw .serialize |
21:59 |
kahrl |
seriazlie? |
21:59 |
sapier |
replace it by json and face modders rage uppon breaking all their saved data |
21:59 |
proller |
its modders problem ;) |
22:00 |
sapier |
proller sometimes it's good you're that far away |
22:00 |
sapier |
btw I can't reproduce your esc on connect crash |
22:01 |
sapier |
there have to be some environmental things you haven't told ... or it's really a freebsd issue |
22:01 |
sapier |
-free |
22:03 |
proller |
90% - freebsd, also only my freebsd have crashes on bind pull |
22:03 |
ShadowNinja |
celeron55, thexyz: Can you change the icon for the Minetest organization to the Minetet logo? |
22:07 |
kahrl |
wait, did anyone actually give the final agreement to merge write_json? |
22:07 |
sapier |
I didn't |
22:07 |
sapier |
I'm against it |
22:09 |
kahrl |
well... I guess I said the code was ok, and proller said he liked adding such an api |
22:10 |
kahrl |
still, I wouldn't have merged it being that controversial |
22:10 |
sapier |
ok I guess I really need to write xml writer |
22:10 |
sapier |
is as good as json writer and does exactly same thing ... as serialize does |
22:11 |
sapier |
by now noone was able to tell me a single benefit of json to serialize |
22:11 |
proller |
its readable by any lang |
22:11 |
proller |
and human |
22:11 |
sapier |
it's not readable |
22:11 |
sapier |
its as crap as serialized |
22:11 |
proller |
readable. |
22:11 |
proller |
serialize 50% crappiest |
22:12 |
proller |
with [0] = |
22:12 |
sapier |
by the way we added that damn json reader because YOU wanted to replace the core internal json parsing ... you didn't do anything by now |
22:13 |
sapier |
to me all that json crap is your(maybe shadow too) personal prefered dataformat no more no less |
22:14 |
sapier |
and if we keep on adding personal prefered dataformats we will have a great converter in about 2 or three years ... but not a game |
22:14 |
proller |
http://servers.minetest.net/ uses same json with in game list |
22:14 |
sapier |
but not in LUA |
22:15 |
sapier |
noone uses json in lua |
22:15 |
proller |
why? |
22:15 |
sapier |
because it's useless |
22:15 |
sapier |
if you save data you save it from lua |
22:15 |
sapier |
and in 99.9% of cases you need it in lua again |
22:16 |
sapier |
and for saving huge data json is as useless as any text format |
22:17 |
proller |
hmm.. saving map into json... good idea! |
22:18 |
E4xoi |
add a csv exporter when you are at that |
22:18 |
sapier |
*kicks prollers ass .... sorry but this was absolutely necessary* |
22:19 |
iqualfragile |
proller: an hero… good idea! |
22:19 |
proller |
also sull json key-value protocol! |
22:19 |
proller |
and we can write compatible game in browsers! |
22:19 |
sapier |
and maybe replace c++ by java |
22:20 |
proller |
by php |
22:20 |
sapier |
don't forget about the minetest.autoSendToNSA() |
22:21 |
E4xoi |
haha |
22:21 |
kahrl |
"mapblock": {"flags": 42, "nodes": {"x": 0, "y": 0, "z": 0, "name": "default:chest", "param1": 0, "param2": 3, "metadata": {"strings": {}, "inventory": {...}}, ...} |
22:21 |
kahrl |
I think that's pretty efficient |
22:21 |
proller |
super! |
22:22 |
sapier |
of course that call reads all disks enables all audio and video recording devices as well as uses wlan bluetooth and all other interfaces to find other accessible devices |
22:22 |
proller |
[not a joke] but for formspec - its ok |
22:22 |
proller |
kahrl, efficient in minetest channel? ahahhaaaa |
22:22 |
sapier |
formspec? LOL have you seen the suggestion in wiki? |
22:23 |
proller |
sapier, i wrote this suggestion |
22:23 |
ShadowNinja |
JSON obviously isn't for big data like a map. But it's good for small to medium piesc of data. |
22:23 |
sapier |
forspec is crap but replacing a readable formspec line by a twice as long not readable json line is best example why NOT do it |
22:23 |
proller |
lets replace it with html |
22:24 |
ShadowNinja |
sapier: Check the Formspec json page, I tweaked it and it's much more readable. |
22:24 |
sapier |
is as useless as json |
22:24 |
sapier |
if you want to do formspecs in json lua xml or what other full featured language you need to provide a gui tool to create forms |
22:25 |
sapier |
shadow no matter how you tweak it it's still twice the size it was before and therefore will be hard to read for more complex forms, and I'm not talking about the desired full featured gui |
22:25 |
ShadowNinja |
No we don't. You can use external tools thuogh. (Like rubenwardy's nodebox maker for nodeboxes) |
22:26 |
sapier |
if you don't do it json formspecs will be even worse then current |
22:27 |
sapier |
and json wasn't even invented to show forms |
22:27 |
proller |
and you can make small online tool in html+js for creating json |
22:27 |
sapier |
I wont do anything like that |
22:28 |
ShadowNinja |
sapier: We don't provide a formspec making tool for the current format. And JSON can be read and written in just about any language, so that would be relatively easy. |
22:28 |
sapier |
current format is READABLE |
22:28 |
proller |
wat? |
22:28 |
sapier |
with one exception any element fits in a single line |
22:29 |
ShadowNinja |
sapier: So cramming everything on one line makes ir readable? |
22:30 |
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22:31 |
sapier |
comparing it to exploding a simple 9 character definition to 33 characters .... YES |
22:32 |
sapier |
and by the way just replacing formspec syntax by same broken json syntax is more then useless |
22:33 |
sapier |
if you really want to redo formspecs do a propper redesign fix those issues formspec is limited by |
22:33 |
ShadowNinja |
sapier: It may be longer, but it allows you to add optional parameters and the like. It also allows you to easily manipulate it as you can convert it to a Lua table. |
22:34 |
sapier |
we don't have any optional parameters in formspec |
22:35 |
ShadowNinja |
local x = minetest.parse_json(player:get_formspec()) x[2].width = 5 player:set_formspec(minetest.write_json(x)) -- Nearly impossible with a formspec string. |
22:36 |
ShadowNinja |
sapier: We do actually. |
22:36 |
sapier |
can you tell me a single case where this is usefull? |
22:37 |
sapier |
first of all in general you don't have any idea what get_formspec will return |
22:37 |
ShadowNinja |
sapier: Modifying a player's inventory without copying what you think it is and rewriting it. |
22:37 |
ShadowNinja |
sapier: That's a hypothetical function, IDK if it exists. |
22:37 |
sapier |
so you cannot modify anything in there without risk to break it completely or have no effect at all |
22:38 |
ShadowNinja |
You would of course add more checks and such, that's just an example. |
22:38 |
sapier |
so your're adding hypothetical functions for sake of functions????????? |
22:38 |
kahrl |
how many modders would actually add more checks? |
22:38 |
ShadowNinja |
... |
22:39 |
ShadowNinja |
I'm trying to explain it's use. You might use meta:get_string("formspec") or something similar in a real mod. |
22:39 |
sapier |
converting formspec to json provides almost no benefit to formspec but adds maintenance, binds resources and doesn't give the form freedom we actually want to have |
22:40 |
ShadowNinja |
sapier: Actually, do you have a better idea for a formspec serialization format? |
22:40 |
sapier |
we cannot drop old formspec format for years so we need to convert it or add a second parser |
22:40 |
sapier |
there's no reason to switch the serialization format |
22:40 |
sapier |
if we want to redo formspecs we need to redesign it from scratch |
22:41 |
sapier |
or use some already existing form description language and write a interpreter |
22:41 |
ShadowNinja |
sapier: And what format would we use? |
22:42 |
sapier |
I don't care about the format as long as it's a prooven format and not a self designed one like formspec ... no difference between original formspec xml formspec json formspec or soemthing else |
22:42 |
sapier |
and I don't consider forms to be a actual issue in minetest atm |
22:43 |
ShadowNinja |
Ok, so even you sugest JSON. XML is verl slow and complicated to process. |
22:43 |
sapier |
no i don't suggest json |
22:43 |
sapier |
all gui languages I know have some xml style |
22:43 |
sapier |
but if you come up with a proven solution I don't care about the language |
22:44 |
ShadowNinja |
XML == slow and complicated. You can't simply convert it to a ua table. |
22:44 |
proller |
xml is error of 2000-2010 years |
22:44 |
sapier |
and json will be error of 2010-2020 |
22:44 |
proller |
no |
22:45 |
sapier |
a text format for data transfer ... whoever designet that one things a20 gate was a good idea too |
22:45 |
proller |
you can gzip and get binary format |
22:45 |
ShadowNinja |
Messagepack would also do, it can be converted to a Lua table pretty easily. |
22:46 |
sapier |
so great we use cpu power to build a text and then cpu power to compress it decompress it restore binary data ..... YEAH power companys love the designers |
22:46 |
ShadowNinja |
And zlib compression ought to help, not that formspecs will be all that big anyways. |
22:46 |
iqualfragile |
yay, lets start a compression-algo discussion |
22:47 |
kaeza |
lzip! |
22:47 |
kaeza |
compresses down to 0 bytes! |
22:47 |
iqualfragile |
inb4 zpaq |
22:47 |
iqualfragile |
inb4 >/dev/null |
22:47 |
sapier |
back to feature freeze discussion |
22:48 |
ShadowNinja |
Well, whoever writes it can decide what format to use. |
22:48 |
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22:48 |
iqualfragile |
ShadowNinja: bad idea |
22:48 |
sapier |
I'm gonna ask proller and shadow in half a year about a mod to use json ... let's have a look if anyone except them will use it ... if they even use it |
22:48 |
sapier |
you can write whatever you want if it doesn't get merged Shadow |
22:49 |
sapier |
and believe me I'll make a lot more trouble then this time if you break formspec by merging some crap like you merged json writer |
22:51 |
proller |
.ha rulez! |
22:51 |
sapier |
and I will revert the change if you avoid a open discussion for this point by using a gist instead of pull request |
22:53 |
ShadowNinja |
... |
22:53 |
sapier |
I'm not kidding ... I really dislike your gist style merging of big changes |
22:59 |
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23:03 |
sapier |
ShadowNinja does write_json really crash on writing non serializable data? |
23:04 |
ShadowNinja |
sapier: Yes, it throws a LuaError if the table can not be converted to JSON. |
23:05 |
sapier |
you know this is inconsistent to other serialization methods we have? |
23:06 |
sapier |
it should just return nil in this case |
23:07 |
ShadowNinja |
Hmmm, a try-catch block ought to do. |
23:08 |
ShadowNinja |
My server still isn't showing up on the serverlist... |
23:08 |
sapier |
this is one of the reasons what pulls are for ... the more people see it the more likely bugs like this one are recognized |
23:10 |
rambomedic |
Do you think we could get that sonic ether guy to port his shaders to minecraft? |
23:10 |
proller |
less do, more speak! |
23:11 |
sapier |
proller I guess some time you will realize software development is more talking then coding |
23:11 |
hmmmm |
sapier, I mentioned yesterday that we should shorten the length of the feature freeze because there isn't nearly as much stuff this release |
23:11 |
hmmmm |
so I want to enter feature freeze on Saturday if that's fine |
23:11 |
hmmmm |
still releasing on christmas |
23:11 |
sapier |
3 days? isn't this a little bit too short? |
23:12 |
hmmmm |
it'll be 5 days |
23:12 |
sapier |
ok ok christmas is 24th in germany |
23:12 |
proller |
and fix crash! |
23:12 |
proller |
btw need to test in windows |
23:13 |
sapier |
proller that's up to you I can't reproduce it in linux with the information you provided |
23:13 |
sapier |
and crash on pthread kill ... yea can happen |
23:14 |
sapier |
hmmm I assume you meant saturday 0.00am? |
23:16 |
ShadowNinja |
sapier: Good? http://ix.io/9rE |
23:16 |
sapier |
should fix the issue yes |
23:19 |
sapier |
why didn't we add that json thingy by updating serialize? e.g. minetest.setialize(something) == minetest.serialize(something,"default") and minetest.serialize(something,"json") returns json? |
23:19 |
sapier |
this way if next time someone wants csv we don't need to add another set of api calls |
23:50 |
rambomedic |
can somebody please confirm and merge my pull request for minetest_game? |
23:50 |
rambomedic |
It will greatly remedy the amount of time it takes to connect to a server |
23:52 |
sapier |
can you post a link here rambomedic? |
23:53 |
rambomedic |
https://github.com/minetest/minetest_game/pull/220 |
23:53 |
rambomedic |
maybe not *greatly* remedy |
23:54 |
rambomedic |
but atleast it'll cut a third off the time it takes to load textures |
23:54 |
sapier |
for most servers this won't help very much as those use custom textures |
23:55 |
rambomedic |
I see. |
23:56 |
sapier |
and due to minetest internal limitations reducing size from 300 to 190 bytes won't make much difference |
23:56 |
sapier |
still I support merging it, but I usually don't work at minetest game |
23:57 |
rambomedic |
*kilobytes |
23:58 |
rambomedic |
And what is that limitation (curious)? |
23:58 |
sapier |
textures are sent each texture within a packet ... max packet size is 512 bytes (for reasons noone can really explain) |
23:59 |
sapier |
it might help for curl enabled servers, but those usually don't suffer that much |