Time |
Nick |
Message |
00:05 |
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00:07 |
ShadowNinja |
Comments on #1129? |
00:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1129 -- Add output and success return values to chatcommands by ShadowNinja |
00:08 |
ShadowNinja |
I'd like to restore the order to (success, message). |
00:08 |
ShadowNinja |
That fits in with other Lua functions much better. |
00:26 |
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00:26 |
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00:26 |
LemonLake |
Hello from the actual Linux Mint! |
00:29 |
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00:36 |
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00:58 |
ShadowNinja |
This switches the order back and fixes some style issues: http://sprunge.us/ODaV?diff |
00:59 |
ShadowNinja |
And finally #943. |
00:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja |
01:01 |
ShadowNinja |
See #1149 from before too. I'd appreciate it if some of you looked at those and commented on them. BBL. |
01:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/1149 -- Add AppData file by davidgumberg |
01:04 |
VanessaE |
943 needs some tuning, ShadowNinja |
01:04 |
VanessaE |
I like it, but it adds some FPS sagging |
01:06 |
LemonLake |
RealBadAngel, I can't get over how cool this is, thanks a lot! |
01:08 |
VanessaE |
(or they used to) |
01:08 |
VanessaE |
LemonLake: after you've used it for a while, you'll begin to wonder why you waited for so long ;) |
01:09 |
LemonLake |
ikr |
01:09 |
LemonLake |
I figured out that it auto-starts anyway, so I don't have to be there to choose an OS |
01:09 |
LemonLake |
I can mostly use this as my main OS, just gotta get a few apps on it :D |
01:10 |
VanessaE |
you may also find, later, that you can move your Windows stuff to a VM inside of your Linux host, and ditch the real windows partition entirely |
01:10 |
LemonLake |
Maybe |
01:10 |
LemonLake |
But I might just leave it at dual-boot |
01:15 |
LemonLake |
I can't get eclipse to run |
01:15 |
LemonLake |
"The file "eclipse" has no known programs associated with it. If you trust the source of this file, and have sufficient permissions, you can mark it executable and launch it. Or, you can use the "Open With" dialogue to pick a program to associate it with." |
01:15 |
LemonLake |
It thinks it's an ordinary file |
01:15 |
LemonLake |
When I tell it to run as an executable, nothing happens |
01:18 |
LemonLake |
Oh, I probably have to get java, lol |
01:24 |
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01:41 |
LemonLake |
Okay, now it's time to try minetest on the real mint |
01:42 |
LemonLake |
Oh my god it works :DD |
01:42 |
LemonLake |
And it runs waaay better than on Windows |
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13:32 |
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13:32 |
spyjoshx |
I am interested in testing the minetest official android port |
13:32 |
LemonLake |
The official one? There's an official one? |
13:32 |
spyjoshx |
Thats what I heard |
13:33 |
spyjoshx |
Re: Android port efforts |
13:33 |
spyjoshx |
by stu » Mon May 12, 2014 4:31 pm |
13:33 |
spyjoshx |
Sorry, I am no longer working on this as there is now an official android port in the pipeline. |
13:33 |
spyjoshx |
Ask on irc freenode #minetest or #minetest-dev if you are interested in testing it. |
13:33 |
LemonLake |
There's this: http://dev.minetest.net/Android |
13:33 |
spyjoshx |
trying it |
13:33 |
LemonLake |
There's also an illegal one, that's the only one I've actually heard of |
13:33 |
spyjoshx |
whats it called\ |
13:33 |
LemonLake |
The illegal one? |
13:34 |
spyjoshx |
yes |
13:34 |
LemonLake |
Buildcraft |
13:34 |
spyjoshx |
just curios |
13:34 |
spyjoshx |
oh |
13:34 |
spyjoshx |
Is it illegal? |
13:34 |
LemonLake |
That's what I just said. |
13:34 |
spyjoshx |
gotta tell my dad that |
13:34 |
LemonLake |
roflmfao |
13:34 |
spyjoshx |
? |
13:35 |
spyjoshx |
nevermind thx |
13:35 |
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13:38 |
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14:01 |
LemonLake |
Yo |
14:21 |
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14:25 |
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14:33 |
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14:45 |
ShadowNinja |
There is no official Android port yet, but sapier's port probably comes closest to being official. |
14:47 |
ShadowNinja |
VanessaE: It was plenty low on my computer, but particles aren't very fast, they use client-side entities rather than Irrlight's particle system. |
14:48 |
sfan5 |
ShadowNinja: -g |
14:48 |
ShadowNinja |
(They also cause a segfault when reloading a singleplayer world after a mod crashes.) |
14:48 |
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14:49 |
ShadowNinja |
sfan5: s|-g|s/g/c/| |
14:49 |
sfan5 |
oh right |
14:49 |
sfan5 |
someone help me: http://dev.minetest.net/Android#Getting_stuff_to_work_without_libCrystax |
14:53 |
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15:02 |
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15:29 |
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15:31 |
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15:33 |
Megaf_ |
Hi, I got a crash |
15:33 |
Megaf_ |
http://paste.debian.net/102065/ |
15:35 |
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15:36 |
lemonlake_ |
was it just that once? |
15:37 |
Megaf_ |
I'm not sure |
15:38 |
Megaf_ |
I never stop my server, so when it stops itself I update it |
15:57 |
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17:04 |
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17:09 |
sapier |
comments on #1200? I'd like to merge that one this week as it's one of the last pieces to android support |
17:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/1200 -- Add support for exiting formspecs by doubleclicking outside by sapier |
17:11 |
proller |
again codestyle change mixed with new feature |
17:12 |
sapier |
if you believe removing a useless temporary variable is codestyle yes |
17:13 |
sapier |
but if you feel better I can split it to two commits ;-) |
17:24 |
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18:05 |
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18:22 |
proller |
sapier, https://github.com/minetest/minetest/pull/1200/files#diff-65f34680878a6bd86f3a59ebc0c06c6dL2342 |
18:24 |
sapier |
wait a moment I accidentally remerged on fixing some comments ;-) |
18:24 |
sapier |
what's wrong at that line anyway? |
18:28 |
proller |
split sapierizing code and adding new features or changing code |
18:28 |
sapier |
sorry I thought you had a valid issue |
18:31 |
proller |
nobody can show you valid issues hidden in 1000 space changes |
18:33 |
sapier |
proller almost everything you assume to be a "space change" is a real code change |
18:33 |
LemonLake |
ugh that reformat doe |
18:34 |
LemonLake |
horrible |
18:34 |
proller |
) { -> )\n{ - code change? |
18:34 |
LemonLake |
^ |
18:34 |
proller |
sapier, bad news for you.. |
18:34 |
sapier |
well if you don't understand the difference between "almost" and "all" you wont find bugs anyway |
18:35 |
proller |
its very hard in your changes |
18:35 |
ShadowNinja |
sapier: Seems good. |
18:36 |
ShadowNinja |
sapier: Usual style issues though. |
18:37 |
proller |
and usual hidden bugs and asserts |
18:37 |
sapier |
there ar 19 lines due to coding style and 95 code changes proller you should really stop drinking if you see 1000 space changes |
18:38 |
sapier |
ShadowNinja: where? |
18:39 |
ShadowNinja |
sapier: Missing spaces after commas and )\n\t{ throughout. |
18:40 |
sapier |
ok I'll recheck |
18:40 |
sapier |
I still want a tool to use it's ridiculous how much time is wasted due to lack of automated fixing |
18:41 |
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18:42 |
ShadowNinja |
sapier: http://sprunge.us/ZLUe?cfg |
18:42 |
sapier |
where to use? |
18:45 |
ShadowNinja |
sapier: That's an astyle config file. |
18:45 |
sapier |
if I use astyle uppon that file proller will jump hexagons due to code style changes ;-) |
18:46 |
ShadowNinja |
sapier: Note that it isn't perfect, when it breaks lines it uses spaces to align the second line. |
18:46 |
ShadowNinja |
sapier: Yes, I didn't say that you should do that, but it's available. |
18:47 |
sapier |
I don't think that config is gonna work ... whats the tabwitdth good for anyway? |
18:48 |
sapier |
ok I think I fixed all coding style issues for new code and some (but not all) for this file |
18:50 |
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19:26 |
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19:27 |
eythen |
hi guys ... i have a question to redis migration ... can someone help me to find the problem which occurs by migrating from sqlite to redis db? |
19:43 |
sapier |
guess sfan5 would be best to be asked |
19:44 |
eythen |
well i made a issue for this |
19:45 |
sapier |
reminding time by time helps (at least if it was me) ... but don't ask once an hour ;) |
19:46 |
eythen |
well it is not that critical so ... i can wait til someone will takevoer ... its just playground but i was curious how redis would perform of an exisiting map |
19:47 |
sapier |
if I do remember correct megaf did play around with redis too but I could mix something up there |
19:47 |
sapier |
well theoretically redis should be slower for almost all real life scenarios |
19:48 |
eythen |
thats the question ... redis is statet on wiki at minetest for better performance choice rather tah nsqlite3 |
19:49 |
sapier |
without benchmark results I'd not believe this to be true |
19:50 |
eythen |
then minetest shouldnt state such argument on wiki if there is no real performance test made doh |
19:51 |
eythen |
but i could imagine it would be perform a bit better than sqlite3 |
19:51 |
LemonLake |
ummm |
19:51 |
sapier |
well there's lot minetest shouldn't do ;-) that's the way it is |
19:51 |
eythen |
sqlite3 |
19:51 |
eythen |
sqlite3's bottle neck is the storage beneath the db file |
19:52 |
eythen |
redis lives from ram |
19:52 |
sapier |
I don't see a reason why a db adding additional network overhead is supposed to be faster |
19:52 |
eythen |
ram performance most times better than any storage device except solid states |
19:52 |
sapier |
redis has to save it's data to disk too |
19:52 |
sapier |
if it's not saved it's worthless |
19:52 |
eythen |
yes it does ... but not while using the informations ... redis makes period saves |
19:53 |
sapier |
well you can tell sqlite do to so too but that's not how we use it because you risk loosing data |
19:53 |
eythen |
true |
19:53 |
eythen |
so i am wondering how you use redis then? ;-) |
19:54 |
sapier |
most ppl don't use redis |
19:54 |
eythen |
bcause of reliability |
19:54 |
sapier |
it's supported like leveldb but actually official backend is sqlite ... everything else is on your own risk |
19:55 |
eythen |
if the server crash, the redis db informations are gone ... and if you are lucky, then only the last 3 minutes |
19:55 |
sapier |
that's responsibility of server owner |
19:55 |
eythen |
depends how you setup the redis |
19:55 |
LemonLake |
http://pastebin.com/7y1ijjRq My intention here is for the current element to be removed, and all the other to move upwards. |
19:56 |
LemonLake |
However it doesn't quite work that way |
19:56 |
sapier |
"all the others"? |
19:56 |
sapier |
you know you shouldn't remove elements of other mods? |
19:56 |
sfan5 |
eythen: I'm here now, do you need help? |
19:57 |
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19:57 |
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19:57 |
eythen |
hi sfan5 i am stuck within the migration thing of redis |
19:57 |
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19:57 |
LemonLake |
Sorry, not sure what happened there |
19:57 |
eythen |
it cores dump probably because of a too large sqlite db |
19:57 |
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19:57 |
sfan5 |
in that case compile a debug build and reproduce the problem while in gdb |
19:58 |
eythen |
ah ok |
19:58 |
sapier |
ethyn you should check for dhud[name].deaths[id] prior accessing it if it's possible to be nil |
19:58 |
sapier |
sorry meant LemonLake |
19:58 |
sfan5 |
eythen: you already did? that is good |
19:58 |
sfan5 |
but well |
19:58 |
sfan5 |
it should be using a debug build |
19:58 |
LemonLake |
What if I use v instead? |
19:59 |
LemonLake |
Well if it was nil, it'd complain. |
19:59 |
LemonLake |
So it's not nil. |
19:59 |
sfan5 |
and "bt full" output would be much more helpful |
20:02 |
eythen |
bt full does not gives without debug compile any more infos |
20:02 |
eythen |
the debug compile arg is like this? cmake . -DRUN_IN_PLACE=1 -DBUILD_CLIENT=0 -DUSE_REDIS=1 -DDISABLE_LUAJIT=1 -DENABLE_CURL=1 -DCMAKE_BUILD_TYPE=debug |
20:02 |
sfan5 |
yes |
20:04 |
eythen |
and then run in gdb again |
20:07 |
eythen |
ok i will give you the bt full in 45 minutes ... *hmpf* |
20:07 |
eythen |
takes that long to reach 54% |
20:08 |
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20:08 |
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20:09 |
eythen |
is there any compile switch for speed up mograting? like -DMIGRATE_TYPE=Speed? :D |
20:11 |
sfan5 |
eythen: currently not |
20:11 |
eythen |
sfan5, JJ - have to wait |
20:11 |
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20:12 |
dsimon |
eythen, both redis and sqlite have various safety and performance settings related to how often they write to disk |
20:12 |
eythen |
sfan5: i never got mysql backend with lua to work ... you remember the sort of code you made for us? |
20:13 |
sfan5 |
yes |
20:13 |
sfan5 |
it would be pretty easy to make a mysql backend in C++ |
20:13 |
eythen |
didnt figured out how to pass the blocks to mysql |
20:14 |
dsimon |
what's the motivation for using mysql here? |
20:14 |
eythen |
well as long you can read and write c++ sure ... if not your lost ;-) |
20:14 |
dsimon |
it seems like a bad choice |
20:14 |
eythen |
dsimon: motiviation is to have all in one db and not stored in several files or database |
20:15 |
dsimon |
eythen, all worlds? |
20:15 |
eythen |
dont know how much perfomance mysql will bring with but an earlier build from someone with mysql was performaning much more better |
20:16 |
eythen |
dont like to hang too much out of the window ... |
20:16 |
dsimon |
if mysql was performing much better than sqlite that indicates a serious problem with the sqlite usage code :-| |
20:16 |
sfan5 |
if you would use MySQL for minetest I would backup the minetest world seperately |
20:16 |
eythen |
why sfan5 ? |
20:16 |
eythen |
whats the bad choice with mysql? |
20:17 |
eythen |
same with leveldb? |
20:17 |
sfan5 |
if you need to restore a backup for one db (that is not the world) you'd need to wait for all world data to get reapplied |
20:17 |
eythen |
ummm ... lets say you have 5 worlds |
20:17 |
dsimon |
eythen, i strongly expect that if you benchmarked it, it would be slower |
20:17 |
eythen |
would you startup each with different dbs? |
20:17 |
dsimon |
mysql provides a lot of features that minetest doesn't need, and those features have performance costs |
20:17 |
eythen |
i mean within mysql |
20:18 |
eythen |
mysql is an example |
20:18 |
* VanessaE |
peeks in |
20:18 |
eythen |
by the way we use mysql for internal mods we use on our server |
20:18 |
* LemonLake |
also peeks in |
20:20 |
eythen |
one question dsimon: how do you erase a special area on sqlite with an cli command? |
20:20 |
dsimon |
eythen, you're implying that you can do so in mysql with a query? |
20:20 |
eythen |
or lets say, how do you search on sqlite3 |
20:20 |
dsimon |
if so, you should be able to run the same or a similar query in sqlite |
20:20 |
dsimon |
using the sqlite console |
20:20 |
dsimon |
or any of the languages with binding support |
20:21 |
dsimon |
which is pretty much all the languages :-) |
20:21 |
eythen |
i am not saying that you could do it with the current exisiting structure how minetest stores informations to the db |
20:21 |
eythen |
its just a mess to be honest |
20:21 |
eythen |
only in point of search and seek |
20:21 |
dsimon |
eythen, i'm not sure what you're talking about specifically |
20:22 |
eythen |
data structure |
20:22 |
dsimon |
eythen, okay, let me clarify: how do you erase a special area on MySQL? |
20:22 |
eythen |
dsimon: again - with the current situation - equals to sqlite not |
20:23 |
dsimon |
wait, the table schemas are different in mysql and sqlite? |
20:23 |
eythen |
^-^ |
20:23 |
eythen |
nope |
20:23 |
eythen |
sqlite3 is most likely similiar to mysql |
20:24 |
eythen |
i was pointing to something different |
20:24 |
dsimon |
i'm confused |
20:25 |
eythen |
lets say ... i you could store coords on database and your blocks sepertely - wouldnt it take only few seconds instead scrampling the whole db for the entry point to find it? |
20:25 |
dsimon |
well, that depends on how the indices are set up |
20:26 |
eythen |
yep |
20:26 |
dsimon |
but both mysql and sqlite support basic indices |
20:26 |
sapier |
problem about storing blocks is the mapsize |
20:26 |
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20:27 |
eythen |
dsimon: i didnt say sqlite3 cant do it ... i just sayed ... the current method to store those informations are a bit .... globby |
20:27 |
eythen |
you have 2 tables right now ... right? |
20:28 |
eythen |
and only in onne table is tored linewise everything |
20:28 |
eythen |
*stored |
20:28 |
dsimon |
linewise? |
20:28 |
sapier |
each additional byte of overhead per block causes about 65GB of additional mapsize (4096^3) |
20:28 |
dsimon |
sapier, does that not depend on how many blocks have actually been travelled to and generated? |
20:29 |
sapier |
of course but you still have to keep the worst case scenario in mind |
20:29 |
dsimon |
hm, yeah |
20:29 |
dsimon |
compression then maybe? |
20:30 |
sapier |
on the fly compression on load unload? wasn't this about improving performance? ;-) |
20:30 |
dsimon |
well, some compression libraries are very fast |
20:30 |
dsimon |
like, they disappear in comparison to the disk/network overhead of the actual load |
20:31 |
dsimon |
google's snappy for example |
20:31 |
sapier |
still it's hard to predict the resulting speed gain/penalty |
20:31 |
VanessaE |
sapier: jumping into the middle here, a worst case like that makes no sense when the maximum size of a map is bigger than the biggest single hard drive you can even buy to begin with... :) |
20:32 |
dsimon |
VanessaE, yeah, but that max size is actually not even that large |
20:32 |
VanessaE |
don't consider map sizes from the standpoint of storage, no one *really* cares about that. consider it from the standpoint of CPU usage to read/write it, and network bandwidth |
20:32 |
dsimon |
well, hm, actually, i suppose it is considering how deep it goes |
20:32 |
sapier |
those are completely different issues VanessaE ;-) |
20:32 |
dsimon |
is it actually possible ATM to dig down for 65 km? |
20:33 |
VanessaE |
dsimon: yes, people have actually done that |
20:33 |
VanessaE |
well for the ~31 km it takes to get from the usual surface. |
20:33 |
dsimon |
oh, surface at the midline makes sense |
20:33 |
eythen |
dsimon: someone who patched minetest for using mysql did this that way: http://pastebin.com/7shhqaQe |
20:33 |
RealBadAngel |
btw, about databases, mods need a generic way to store their data in a database |
20:34 |
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20:35 |
eythen |
RealBadAngel: we had to choose mysql because of all others we are generating on mysql so the database was set with the cms we build around |
20:35 |
eythen |
it yould also be mariaDB or whatever php is able to read |
20:35 |
RealBadAngel |
php? what for? |
20:35 |
dsimon |
php can read pretty much anything at this point, with the proper libraries |
20:36 |
dsimon |
it's almost like it's a real language nowadays :-) |
20:36 |
LemonLake |
I thought it was? |
20:36 |
RealBadAngel |
im talkin now about mods data |
20:37 |
dsimon |
LemonLake, it has had some very serious language design issues for a long time, only recently some of those are being resolved |
20:37 |
RealBadAngel |
by now mods have to save own data to files |
20:37 |
RealBadAngel |
and some users love to delete those files ;) |
20:37 |
eythen |
hehe |
20:37 |
RealBadAngel |
filling up bug reports then |
20:37 |
eythen |
we dont touch mods file system architecture |
20:37 |
eythen |
we store only user based information and other stuff to mysql |
20:38 |
dsimon |
eythen, so i take it that you have a map server or something like that? |
20:38 |
RealBadAngel |
so take care also of mods.db |
20:38 |
dsimon |
php can actually read from sqlite as well |
20:38 |
RealBadAngel |
with lua ways to read/write to it |
20:38 |
eythen |
sfan5: is there any command for bt to export the bt full command to a piped file? |
20:38 |
dsimon |
your CMS hopefully has support for PDO classes, that would make it easy |
20:39 |
sfan5 |
eythen: no, just copy it from the console |
20:39 |
eythen |
that informations we store isnt relevant to the map, except the location of each player |
20:39 |
eythen |
urgh **** thats much |
20:40 |
RealBadAngel |
https://github.com/minetest-technic/unified_inventory/issues/11 |
20:41 |
RealBadAngel |
^^ thats why i need database for mods |
20:41 |
eythen |
sfan5: http://pastebin.com/aMADSNSc |
20:42 |
sfan5 |
hm |
20:42 |
sfan5 |
why is block == NULL? |
20:42 |
sfan5 |
this is not supposed to happen |
20:42 |
sfan5 |
eythen: thanks |
20:42 |
eythen |
dont know |
20:42 |
eythen |
maybe we have a corrupt working db? ;) |
20:43 |
RealBadAngel |
http://wiki.mudlet.org/w/Manual:Lua_Functions#Database_Functions |
20:43 |
sfan5 |
I don't think so |
20:43 |
RealBadAngel |
this is example of such thing in another project |
20:44 |
eythen |
RealBadAngel: but your not going to build nw extra dbs with seperate files each on each do you? |
20:45 |
RealBadAngel |
one database for all the mods should be enough |
20:45 |
eythen |
hm ... how do you import than thos multiple mods? |
20:46 |
sapier |
one database doesn't have only benefits ;-) |
20:46 |
RealBadAngel |
i mean one single database accesible from lua per world |
20:46 |
eythen |
but you dont need several @ sapier |
20:46 |
RealBadAngel |
so any mod can use it to store its data |
20:47 |
eythen |
RealBadAngel: i was thinking about to store all the mods settings into a db ... :D |
20:47 |
RealBadAngel |
its absolutely necesary |
20:47 |
eythen |
and then load them from the db with different options you made on any backend your choice |
20:47 |
sapier |
on the other hand everything is lost on a single error ;-) |
20:47 |
eythen |
nope |
20:48 |
RealBadAngel |
i dont mean settings |
20:48 |
eythen |
master/slave dbs if you paranoid :D |
20:48 |
RealBadAngel |
i mean data created by mods |
20:48 |
RealBadAngel |
by now we have to use own systems and store data in files |
20:48 |
eythen |
you extract the data out of minetest ... currently lets say ... the bell mod places a bell and the current information is passed to a text file |
20:49 |
RealBadAngel |
what? |
20:49 |
eythen |
the server needs to load the textfile at the beginning of the upstart |
20:49 |
RealBadAngel |
what are you talking about? |
20:49 |
sfan5 |
eythen: please attach it to the github issue, I won't have time to work on it today |
20:49 |
eythen |
i am trying to foloow you |
20:50 |
RealBadAngel |
so read now: i need ability to acess database from lua and store there data : lua tables or blobs |
20:51 |
RealBadAngel |
and i dont mean some settings and recording actions |
20:51 |
eythen |
sfan5: i attached it |
20:51 |
sfan5 |
thanks |
20:51 |
eythen |
your welcome |
20:52 |
eythen |
RealBadAngel: we also access databases from lua and store informations into it |
20:52 |
eythen |
out of a mod |
20:52 |
RealBadAngel |
where can i see it? |
20:52 |
eythen |
because minetest does not ship this function |
20:53 |
RealBadAngel |
thats why i do request such thing |
20:53 |
RealBadAngel |
generic way provided by core |
20:54 |
RealBadAngel |
so lua mod wont need some foreigner libs, own solutions or whatever |
20:54 |
LemonLake |
I hope you guys aren't planning to access an online database within a mod |
20:54 |
RealBadAngel |
shit |
20:54 |
eythen |
i cant post code within here ... |
20:55 |
RealBadAngel |
no i dont plan such things :P |
20:55 |
RealBadAngel |
i need data storage for mods |
20:55 |
LemonLake |
gooood |
20:55 |
RealBadAngel |
period |
20:55 |
LemonLake |
yeah, I've not been paying attention and tl;dr but I saw some snippets |
20:56 |
RealBadAngel |
best if it was transparent for lua |
20:56 |
RealBadAngel |
i mean it shall be accesible like a table |
20:57 |
eythen |
http://pastebin.com/CB8xSDdr |
20:57 |
eythen |
thats the class to connecto to the db |
20:57 |
RealBadAngel |
so one could get an element from it like mods_db.unified_inventory.players.waypoint.pos |
20:57 |
RealBadAngel |
to get the pos element |
20:58 |
RealBadAngel |
function mysql_connect() |
20:58 |
RealBadAngel |
return assert(mysql:connect(db_name, db_user, db_pass, db_host)) |
20:58 |
RealBadAngel |
end |
20:58 |
RealBadAngel |
this is transparent? |
20:58 |
eythen |
what you mean |
20:58 |
RealBadAngel |
you expect mods to setup database on a server? |
20:59 |
RealBadAngel |
fuck, game is already using db |
20:59 |
eythen |
no ... thats the way we use it .. the mod is not for public btw |
20:59 |
RealBadAngel |
add new one and make lua ways to access it just |
20:59 |
RealBadAngel |
is it that hard? |
20:59 |
eythen |
that would be a benefit |
21:00 |
eythen |
somtheing into a core to gain access to other dbs on the fly |
21:01 |
eythen |
i guess it wouldnt be that hard .. but i think you cant add as much you like to have in minetest .. someone probably says ... enough ;-) |
21:02 |
eythen |
dsimon: as you have seen ... we use mysql ... we have made a own rollback mod which uses mysql .... |
21:03 |
eythen |
whats guess how fast those thing work? |
21:03 |
RealBadAngel |
i dont care what some blind man will say about that feature |
21:04 |
eythen |
who is the blind man? didnt see it so far :D |
21:04 |
RealBadAngel |
generic datastorage for mods is needed |
21:04 |
RealBadAngel |
if no1 is willing to code that i will do that |
21:04 |
eythen |
you should connect with addi RealBadAngel ... he has the same intention you do |
21:05 |
eythen |
he is our housekeeping modder :D |
21:05 |
sapier |
you should write a api doc for review prior implementing everything |
21:05 |
RealBadAngel |
i do have two mods that are generating lotsa data files in world folder |
21:06 |
RealBadAngel |
im sick of problems with such solution |
21:07 |
sapier |
just try to write an improvement usefull for everyone and not only suitable for your special usecase ;-) |
21:07 |
eythen |
its all about use cases ... :D |
21:08 |
* VanessaE |
pokes RealBadAngel regarding meta_set_nodedef and last night's discussion |
21:08 |
RealBadAngel |
sapier, i mean generic way for any mod out there |
21:08 |
eythen |
but i a gree with RealBadAngel ... some sort of integrated db api should be there ... |
21:09 |
RealBadAngel |
so such db should be like a table for mods |
21:09 |
RealBadAngel |
ie minetest.mods_db = {} |
21:09 |
RealBadAngel |
and now any mod can write/read it |
21:10 |
eythen |
ummm i really suggest RealBadAngel to open this as an topic on minetest forum ... cuz we probably would attend our ideas to yours any way |
21:10 |
eythen |
so we could design the ideas on that plattform befoe handinmg it out to the devs? |
21:11 |
RealBadAngel |
eythen topics or whatever wont help |
21:11 |
RealBadAngel |
it was discussed already ages ago |
21:12 |
RealBadAngel |
somebody just have to code it for christ sake |
21:12 |
eythen |
maybe sfan5 will be able to help ... |
21:12 |
eythen |
i have no knowledge of c++ coding at all |
21:13 |
eythen |
if i would i would pachted mt anyway ;) |
21:13 |
RealBadAngel |
i dont know nothing bout databases yet, but im pissed enough to stop working on gfx and code that shit |
21:13 |
RealBadAngel |
i keep asking for that since months already |
21:14 |
RealBadAngel |
each fucking project around has such thing but for us it is not obvious "feature" |
21:14 |
eythen |
just do me a favor ... ill keep that topic on mind and forward this chat log to addi ... he will take his time to review it and bring some ideas as well to the topic and we place it to the dev team. there is no other way i guess |
21:15 |
RealBadAngel |
its not a feature, its the thing missing for modders |
21:15 |
eythen |
i know |
21:15 |
eythen |
we are on the same boat |
21:15 |
RealBadAngel |
so modders have to fiddle with lua IO and filesystem |
21:16 |
eythen |
we suffer of such "builtin core feature" as well |
21:16 |
RealBadAngel |
its sick |
21:16 |
RealBadAngel |
each mod that needs to store something is creating own files |
21:16 |
eythen |
we have almost 17mb for our mods on file .... |
21:17 |
eythen |
correcntion 30 MB |
21:18 |
eythen |
no wonder if people got bored before connecting to the server ;) |
21:19 |
RealBadAngel |
technic_game itself is way bigger |
21:19 |
RealBadAngel |
but we are not talkin bout mods size |
21:25 |
eythen |
ok i am off for now ... thanks for the diskussion ... lets see what we can do together ... |
21:25 |
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21:53 |
CraigyDavi |
Suggestion: make texture packs and mods use the same information file. Texture packs use info.txt and mods use description.txt. Would make sense to maek them the same. |
21:56 |
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