Time |
Nick |
Message |
00:22 |
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03:00 |
Megaf_ |
actually sapier's changes improved performance a lot |
03:01 |
Megaf_ |
so much that I'm able to host 42 players spread on 3 server on my 100 KB/s upstream |
03:01 |
Megaf_ |
on of those servers running on a Raspberry Pi |
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05:05 |
VanessaE |
http://pastebin.ubuntu.com/7377483/ |
05:05 |
VanessaE |
um, help? |
05:05 |
VanessaE |
I'm told that merely teleporting oneself to 0,31000,0 is sufficient to cause thi |
05:05 |
VanessaE |
this* |
05:06 |
VanessaE |
(which is beyond the legal limits of the map, realize) |
05:08 |
cg72 |
no vanessa 0 3100 0 didnt crash |
05:08 |
VanessaE |
no wait, ignore those coords :P |
05:08 |
cg72 |
31000* |
05:08 |
cg72 |
it just hung my client |
05:09 |
cg72 |
the player to player did it |
05:09 |
VanessaE |
ok so bad block in the map obviously... but how the hell did the map get corrupted? |
05:09 |
cg72 |
(-645.87902832031, 21.5, 767.87200927734) |
05:13 |
VanessaE |
ok yeah |
05:14 |
VanessaE |
if there is a bad mapblock here I can't find it (ignore world load errors is set to true now, nothing looks broken) |
05:14 |
VanessaE |
so that error must be a false alarm |
05:15 |
VanessaE |
the real crash must be elsewhere, like you were thinking. |
05:15 |
VanessaE |
/teleport <one name> <another name> crashes the server |
05:15 |
VanessaE |
but the error in the log is the above paste |
05:16 |
VanessaE |
and nothing in the logs indicates a bad mapblock now either (with ignore errors set to true) |
05:16 |
cg72 |
i tp cool to recker 5 or 6 times each time crashed |
05:17 |
VanessaE |
what if you teleport one of them to some place really far away from that location, let's say over to some other place on the map? |
05:17 |
VanessaE |
and then /teleport cool recker |
05:17 |
VanessaE |
does it still crash? |
05:17 |
cg72 |
didnt try that this was at like 4-6 pmest |
05:18 |
* VanessaE |
sets ignore errors back to false and restarts the server. |
05:36 |
hmmmm |
hmmm |
05:36 |
VanessaE |
https://github.com/minetest/minetest/issues/1268 |
05:36 |
hmmmm |
if I were to simply guess, I'd say that error would be caused because loadBlock() is being called directly from ServerThread, where the teleport is executed |
05:37 |
hmmmm |
whereas if it were encountered "naturally" it would've been queued in the EmergeThread and since it'd be out of bounds, it'd drop that block load request |
05:39 |
hmmmm |
to check if I'm correct, comment out "if (blockpos_over_limit_(p)) continue; in EmergeThread::Thread |
05:39 |
VanessaE |
what really confuses me is that the mapblock coords have zero relation to the target of the teleport |
05:39 |
hmmmm |
if it gives you world loading errors when merely "approaching" the limit then i am |
05:41 |
VanessaE |
map.cpp line 2539 |
05:42 |
VanessaE |
lemme give it a shot |
05:43 |
hmmmm |
i doubt generateBlock is ever getting called... |
05:43 |
hmmmm |
only if that block didn't exist in the first place |
05:49 |
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06:00 |
VanessaE |
hmmmm: that line on mine actually is a few lines, not just an if/continue pair ( http://pastebin.ubuntu.com/7377691/ ). Commenting out from if to the closing brace } is enough to stop the crash. |
06:00 |
VanessaE |
oops, copy&paste error. forgot to widen my terminal. meh, you get the point. |
06:00 |
VanessaE |
lines 2539 plus a few more in current HEAD. |
06:01 |
VanessaE |
the correct paste, just because I'm anal like that: http://pastebin.ubuntu.com/7377712/ |
06:06 |
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11:00 |
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11:28 |
Megaf_ |
Good morning |
11:43 |
RealBadAngel |
morning Megaf |
11:47 |
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11:52 |
Megaf |
What do you mean john_minetest ? |
12:11 |
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12:44 |
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12:58 |
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13:01 |
sapier |
any comments to #1267? |
13:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/1267 -- Add hack to avoid 2s startup delay on local games by sapier |
13:07 |
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14:24 |
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14:27 |
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15:41 |
* VanessaE |
pokes hmmmm in the -dev logs :) |
15:45 |
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15:55 |
Megaf |
sapier: pulling latest commit right now |
15:55 |
Megaf |
* [new branch] bluetooth -> origin/bluetooth |
15:55 |
Megaf |
bluetooth branch? |
15:55 |
Megaf |
why? |
15:55 |
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15:55 |
sfan5 |
wait wait |
15:56 |
ShadowNinja |
Comments on #1258? |
15:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1258 -- Organize builtin into subdirectories and use "core" namespace by ShadowNinja |
15:56 |
VanessaE |
Megaf: wtf? |
15:56 |
sfan5 |
o fuck |
15:56 |
sfan5 |
Megaf: sorry my fault |
15:56 |
sfan5 |
I probably wanted to push that to my fork |
15:56 |
sfan5 |
ok, gone |
15:57 |
Megaf |
careful there sfan5, terrible things could happen |
15:57 |
sfan5 |
it's only a branch |
15:57 |
Megaf |
now |
15:57 |
BlockMen |
ShadowNinja, nothing new. I still think that it should be engine, not core |
15:57 |
sapier |
ShadowNinja: it's still 2:2 for or against renaming to "core" |
15:57 |
* sfan5 |
is for "engine" |
15:58 |
BlockMen |
3:2 |
15:59 |
VanessaE |
I'm in favor of "core" myself but I tend to use "engine" and "core" interchangeably(and most often lately, the two words together). |
16:00 |
VanessaE |
3:2.5 :) |
16:00 |
ShadowNinja |
Hmmm. Why engine? It's longer. 3:3 (VE's not technically a core developer, but she's at least a major contributor) |
16:00 |
sapier |
that's worst variant possible VanessaE cause this will result in having minetest. core. and engine. as possible variants in lua api |
16:00 |
VanessaE |
sapier: oh, no I wouldn't advocate to add both words. no way :P |
16:01 |
ShadowNinja |
sapier: Only the menu uses engine, so modders only have to worry about minetest and core. |
16:01 |
VanessaE |
sapier: I just meant I tend to write "engine core" when describing the main engine versus some subgame |
16:01 |
BlockMen |
let the documentation at minetest for now |
16:01 |
sapier |
lets just keep it minetest, I don't believe we're gonna get an agreement to any of those variants |
16:02 |
sapier |
and to be honest I believe we've got more pressing issues then renaming and causing lots of work for everyone |
16:03 |
RealBadAngel |
i just thought the same, its gonna break everything out there... |
16:03 |
sapier |
no matter how you rename "minetest" that's gonna result in all mods to be fixed or be deprecated |
16:04 |
sapier |
and having minetest as legacy name isn't an excuse that's just delaying the work |
16:04 |
ShadowNinja |
Well, what about the first commit. The second is mostly a cleanup. |
16:05 |
sapier |
can you cleanup that pull first? I don't wanna have broken comments in there as for last big commit |
16:06 |
sapier |
any comments on that ugly hackfix saving 2 seconds on local join? |
16:07 |
ShadowNinja |
sapier: Hmmm? What's wrong with the first commit? |
16:07 |
VanessaE |
local core = engine or minetest ; function core.job_processor( .... |
16:07 |
VanessaE |
that's the first thing I noticed. |
16:07 |
sapier |
pull contains the core renaming ;-) |
16:07 |
VanessaE |
doesn't that be... |
16:07 |
VanessaE |
yeah |
16:08 |
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16:09 |
ShadowNinja |
VanessaE: Yes, the other option was naming it "tbl" which is very generic. |
16:09 |
VanessaE |
quite so |
16:10 |
sapier |
btw how is serialization loaded for async env? |
16:10 |
VanessaE |
well in a situation like this, since the engine table already exists, I'd personally have used that. |
16:11 |
VanessaE |
(or at least, tried to) |
16:12 |
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16:14 |
sapier |
ShadowNinja: ? misc_helpers.lua and serialize.lua ? wha aren't they (necessary) in your new version? |
16:15 |
VanessaE |
builtin/misc_helpers.lua → builtin/common/misc_helpers.lua |
16:15 |
VanessaE |
builtin/serialize.lua → builtin/common/serialize.lua |
16:15 |
VanessaE |
both renamed without changes it says here |
16:15 |
sapier |
they're not loaded at all |
16:15 |
sapier |
none of those options |
16:16 |
VanessaE |
shit |
16:16 |
VanessaE |
yes they are |
16:17 |
sapier |
where? |
16:17 |
VanessaE |
builtin/init.lua lines 22/23 |
16:17 |
VanessaE |
https://github.com/ShadowNinja/minetest/commit/9c552429b28bf88d67f80551a74ae2d708783c1b#diff-82774cb1985a3f757730324fadbbb49fR22 |
16:19 |
sapier |
I see ... lua self tells what to do from c++ ... well ... that's ugly ... but not ugly enough to block it |
16:37 |
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16:43 |
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16:48 |
CraigyDavi |
Hello. I seem to be getting a very annoying bug on my server. While it is happening this shows up in server window: ERROR[ServerThread]: Server::ProcessData(): Cancelling: peer # not found. The problem is, it lags out the server untill it is impossible to do anything, sometimes even join the server. It seems to be a recent bug, never noticed it in 0.4.9 stable. |
16:49 |
CraigyDavi |
Here's an example: https://gist.github.com/CraigyDavi/ffc94f7c0337cfc5d49c At the top the server is working perfectly fine. At the bottom I have to shutdown the server as there is so much lag I cannot even join let alone use /shutdown command. |
16:49 |
VanessaE |
Make sure you've fully updated your server to git HEAD |
16:49 |
VanessaE |
Megaf and I have also had this happen but this has theoretically already been fixed. |
16:50 |
* VanessaE |
pokes sapier |
16:51 |
crazyR__ |
i might make a php based live formspec designer this week. :/ |
16:52 |
CraigyDavi |
I'm using a build from April 19th. I don't think a very recent version may fix it but I'll try that. |
17:05 |
rubenwardy |
crazyR__: PHP doesn't do live :P I assume you mean JS |
17:08 |
crazyR__ |
lol well to be honest, i didnt mean fully live, page refresh wich is much faster than designing on minetest atm. but yeah i could should probably use js you update it. |
17:09 |
crazyR__ |
*js to update |
17:11 |
sapier |
CraigyDavi: what happened between 17:22:59 and 17:26:38? |
17:14 |
sapier |
CraigyDavi: ignore my last question and update to latest git it's already fixed there |
17:16 |
sapier |
you missed the fix by a couple of commits because it's been fixed at april 19th |
17:19 |
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17:24 |
CraigyDavi |
Okay thanks. Ill update now. |
17:28 |
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17:44 |
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17:46 |
Calinou |
idea: change default font to Droid Sans (and bundle it)? it looks like that with font size 18 (which is better suited for large screens): https://cdn.mediacru.sh/wL5TpI1CHFqn.png |
17:47 |
Calinou |
this is the settings I used: http://0bin.net/paste/5O0h9hI1x3qOMd1R#+HYLFO6mUE2gGFPF0+aprhQ+cuDCu7eeOJZ2L/vZYuI= |
17:49 |
PenguinDad |
Calinou: Droid Sans is already bundled but it doesn't support äöü |
17:49 |
Calinou |
oh |
17:49 |
Calinou |
it seems to do, in the OS. |
17:50 |
Calinou |
indeed, only ASCII characters work |
17:50 |
Calinou |
this is strange because the main menu supports it |
17:51 |
Calinou |
oh, it also doesn't work in Liberation Sans anyway |
17:51 |
Calinou |
in this case, it shows something tab-like, unlike Droid Sans which shows nothin |
17:56 |
Megaf |
VanessaE: isnt head == master? |
17:57 |
* Megaf |
doesnt know what head means |
17:57 |
Megaf |
(I mean, in Git) |
17:57 |
VanessaE |
master refers to a particular branch where the code is stored |
17:58 |
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17:58 |
VanessaE |
HEAD (all caps) refers to the very latest commit at any given moment in whatever branch you're looking at |
17:58 |
VanessaE |
upstream usually refers to the main minetest source code repo at https://github.com/minetest/minetest |
17:58 |
VanessaE |
(or whatever the project in question is, whosever repo is considered the main, lead repo) |
17:59 |
Megaf |
VanessaE: what the git pull command would look like then? |
17:59 |
VanessaE |
that's the simple view. there's more to it that I'm not good at explaining. |
18:00 |
sapier |
as noone did complain I'm gonna push #1267 |
18:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1267 -- Add hack to avoid 2s startup delay on local games by sapier |
18:02 |
VanessaE |
Megaf: well let's say you're on the master branch and you want to pull from the upstream master, then you can usually just `git pull` with no other arguments and it'll bring you up to HEAD on that branch. If you have some patches applied to your local copy of master (say from someone else's repository), you can usually `git pull --rebase origin master` to pull from upstream, moving your local patches to the top of the list after the pull is |
18:02 |
VanessaE |
done |
18:03 |
VanessaE |
sapier: I have not tried it, but if that one-step delay cuts 2 seconds from the startup without breaking anything, and it can't be done better right now, I don't see anything wrong with the idea. |
18:03 |
sapier |
it's only for localhost |
18:04 |
sapier |
won't have more then 100ms effect on connecting to remote |
18:10 |
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18:34 |
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18:34 |
CraigyDavi |
Should there not be a comment above here which says "Timeout for server to remove unused map data from memory"? https://github.com/minetest/minetest/blob/master/minetest.conf.example#L321 |
18:41 |
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19:42 |
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19:51 |
PilzAdam |
sapier, are you going to fix #1230 ? |
19:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/1230 -- Incorrect handling of modpacks in mod configurator (per world) |
19:55 |
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20:14 |
sapier |
I don't know a way to fix this without rewriting full mod handlin |
20:15 |
sapier |
those mods are disabled because of disabling a modpack named identical ... at least that's what I understood |
20:15 |
sapier |
or even worse because of another mod being called identical |
20:16 |
sapier |
by now modnames have to be unique, beeing part of another modpack doesn't remove that limitation |
20:17 |
sapier |
correct me if I did understand wrong |
20:18 |
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20:52 |
sapier |
any comments to #1253? it's cleaning up game.cpp a little bit and adds support for polarization 3d screens (about factor3 faster then first try) |
20:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/1253 -- Add support for line based polarized 3d screens by sapier |
21:13 |
PilzAdam |
sapier, no, the bug is that you just open the configure window and it disables a mod |
21:14 |
PilzAdam |
e.g. I have a modpack mesecons with the mod mesecons in it |
21:14 |
PilzAdam |
I click on the configure window, enable the whole mesecons mod, leave the configure window, and then reopen it |
21:14 |
PilzAdam |
without clicking anything else the "mesecon" mod gets disabled |
21:15 |
PilzAdam |
*the whole mesecons modpack |
21:22 |
crazyR__ |
Is there any reason why the technic mod wont save the settings file.and also it wont read the default settings. |
21:23 |
proller |
sapier, can you move code in separate commits with code change? |
21:24 |
sapier |
no because that isn't actually a 1:1 code move but resorting |
21:25 |
sapier |
most time it's only a few lines between changes |
21:26 |
crazyR__ |
anyone? |
21:26 |
sapier |
PilzAdam I'm gonna check this I've got an idea why this happens but I'm not sure if it's a quick fix for colliding names |
21:26 |
sapier |
crazyR__: I'm not sure but don't you have to explicitly write settings from within lua api to make them persistent? |
21:27 |
PilzAdam |
I think we should mark #1230 as blocker |
21:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/1230 -- Incorrect handling of modpacks in mod configurator (per world) |
21:28 |
sapier |
? |
21:28 |
sapier |
a blocker is something not beeing there in previous version |
21:28 |
sapier |
I'm not even sure if it's a bug modnames are not supposed to colide not to other mods and not to modpacks too |
21:29 |
sapier |
it's quite ugly that's true |
21:29 |
PilzAdam |
why is a blocker something that was not there in previous versions? |
21:29 |
sapier |
because it didn't block old version? |
21:29 |
sapier |
and it's not a crash or data corruption either |
21:29 |
PilzAdam |
I understand blocker as a major bug that has to be fixed before next release |
21:30 |
sapier |
I suggest not using "blocker" tag for any ugly issue around |
21:30 |
PilzAdam |
just because you don't find a bug fast enough doesn't make it less important |
21:30 |
sapier |
it's not about finding it's about is this really preventing a release ... and imho this isn't severe enough to block a release |
21:31 |
PilzAdam |
it makes the configure window unusable |
21:31 |
PilzAdam |
or, almost unusable |
21:31 |
sapier |
no it doesn't it's only unconveniant for modpacks with invalid mod naming |
21:32 |
sapier |
and that issue about two mods with same name is mentioned in there too, we can't fix this one without rewriting whole mod mechanism |
21:32 |
PilzAdam |
"unusable" and "inconvenient" are pretty close together in GUI |
21:33 |
sapier |
and I don't think we should fix this anyway as we've got plenty of things relaying on mods having unique names |
21:33 |
sapier |
e.g. textures, sounds, entity names |
21:33 |
PilzAdam |
yea, the mod naming isn't as important |
21:34 |
sapier |
not important? I'd not consider it an valid issue at all |
21:34 |
sapier |
we can discuss about modpack name, mod name collisions |
21:34 |
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21:35 |
PilzAdam |
the important part is that things change without the user doing anything |
21:36 |
sapier |
I'm gonna check |
21:39 |
sapier |
seems to be a display issue |
21:40 |
sapier |
I'm gonna fix it in my mainmenu cleanup branch, I don't wanna work on code to be removed anyway |
21:53 |
sapier |
PilzAdam: check #1241 the modpack <-> mod name collision issue should be fixed ther |
21:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/1241 -- Add formspec toolkit and refactor mainmenu to use it by sapier |
21:54 |
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22:32 |
crazyR__ |
is there a tile animation that rotates the texture? |
22:36 |
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22:37 |
CraigyDavi |
crazyR__, yep: http://dev.minetest.net/texture |
22:38 |
crazyR__ |
thanks |
22:40 |
crazyR__ |
oh wait thats not it, thats just normal image manipulation, im after the animation side of it |
22:45 |
CraigyDavi |
Oh, I'm not sure then |
23:20 |
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