Time Nick Message 00:26 kaeza can the items in builtin/game/deprecated.lua be removed? 00:26 kaeza specifically, digprop_* 00:26 kaeza also node_metadata_inventory_move_allow_all 00:29 kaeza also, isn't it about time .env: dies? 00:29 kaeza meh... too many mods still use it 01:09 ShadowNinja kaeza: A lot if that can probably be removed by now. Env: is still used a lot though, and there may be others. 01:36 kaeza https://github.com/kaeza/minetest/commit/f3a759ecb91b5f786c20fad180e0d9cb0aa003d4 01:36 kaeza ShadowNinja, ^ 01:37 LemonLake :D 01:37 LemonLake You took my suggsetion! 01:41 LemonLake In 0.4.10 there should be a major cleanup 01:57 kaeza bleh, this one instead https://github.com/kaeza/minetest/commit/d57f54fa27380d69740f972f343ba410dece192c 01:58 LemonLake It's the same? 01:58 kaeza (forgot to commit the removal of deprecated stuff) 01:58 LemonLake Ah I see 01:58 LemonLake I'd like to see how many mods that breaks :P 01:58 kaeza test it! 01:59 VanessaE define "deprecated stuff"...... 01:59 LemonLake I'm working on my own thing atm 01:59 kaeza VanessaE, see above 01:59 LemonLake Removal of aliases for core.register_alias 01:59 kaeza digprop_* is gone! :D 01:59 kaeza are* 01:59 VanessaE oh yeah 01:59 LemonLake Use of the old property system 01:59 LemonLake Digprop 02:00 VanessaE just so long as you don't break anything that's reasonably current :) 02:00 VanessaE I don't have to fork and fix half the mods used in dreambuilder :P 02:00 kaeza I joined in Oct 2012 and it was deprecated back then 02:00 kaeza sooooooo... 02:00 kaeza blame the modders :P 02:01 VanessaE well I mean more like env.:* 02:01 VanessaE er .env:* 02:01 ShadowNinja Kaeza: Looks good except for: 1. Conflict with my chat command return values pull :-| 2. Deprecated things can be removed. 3. do_nodeupdate is pointless. 02:01 kaeza no, it's still there 02:02 LemonLake Guys, if I have a table with other tables in it, and I nil all the values in one table, how can I shift the other tables 'down' 02:02 LemonLake Sorta like move the values of 2-5 to 1-4 02:02 ShadowNinja LemonLake: Far from a major cleanup. Minetest has been undergoing cleanups of many sizes for a while. 02:03 LemonLake Somewhat of my suggestion 02:03 LemonLake We were talking about the mess in builtin 02:03 ShadowNinja LemonLake: look at table.remove. 02:03 LemonLake Yes but I'd rather just shift the values down 02:04 kaeza remove == shift down 02:04 LemonLake This is a hud I'm editing here 02:04 LemonLake I have 5 'lines', I blank the values of one to 'remove it' and I want to shift the rest 02:04 ShadowNinja LemonLake: -> -mods 02:04 kaeza ^ that too 02:05 LemonLake Sapier told me it was unwise to be removing each hud 02:05 LemonLake and replacing it, so to just have 5 lines and change them as necessary 02:05 LemonLake '-mods'? 02:05 ShadowNinja LemonLake: #minetest-mods 02:05 kaeza #minetest-mods 02:05 kaeza ShadowNinja'd :P 02:05 LemonLake Just realised what channel this was rofl 02:31 VanessaE error discovered by cheapie: migrating a world that has a bad block crashes the minetest instance being used to migrate. 02:32 VanessaE what "order" does migration take? I mean, what's done first? bottom-to-top I support? 02:32 VanessaE s/support/suppose/ 02:33 LemonLake What's with this s/ thing? Is it part of a client or something? 02:33 VanessaE (migrating sqlite --> leveldb) 02:33 VanessaE LemonLake: it's shorhand, from the unix 'sed' command 02:33 VanessaE it means to substitute the second string for the first one. 02:33 LemonLake Ah, just a more sense making alternative to just using an asterisk 02:34 ShadowNinja VanessaE: The order returned by getAllLoadableBlocks, which means no partcular order. 02:34 LemonLake ew 02:34 LemonLake but also un-ew 02:34 LemonLake ø.ø 02:34 VanessaE hrm 02:36 VanessaE ShadowNinja: cheapie is doing a migration test on Vanilla, which you may remember has a bad mapblock up close to 0,+31000,0. when it hits that bad block (very close to the end of the process), it goes boom :) 02:37 VanessaE [05-27 22:28] 21:27:36: ACTION[main]: Migrated 6254500 blocks 99.9969% completed 02:37 VanessaE [05-27 22:28] [...] Invalid block data in database (-1,1937,0) (SerializationError): unsupported NameIdMapping version 02:37 VanessaE [05-27 22:28] 21:27:37: ERROR[main]: Ignoring block load error. Duck and cover! (ignore_world_load_errors) 02:37 VanessaE [05-27 22:28] Segmentation fault (core dumped) 02:37 LemonLake What precisely is a 'bad mapblock'? 02:37 LemonLake It looks near the limit 02:37 VanessaE LemonLake: a mapblock in the map file that has become corrupted, in this case by entirely unknown means. 02:37 LemonLake Dang 02:38 LemonLake Can't you entirely remove the mapblock from the database, regenerate it then run the migration process again? 02:39 VanessaE you can but damned if I know how. 02:39 VanessaE ShadowNinja: the above error can be reproduced - cheapie did it using the current downloadable copy of my Vanilla world. 02:39 VanessaE (it's a big file, but it's there for the taking) 02:39 LemonLake I can interpret databases fine enough, it just depends on how it's actually formatted 02:39 LemonLake Where can this be downloaded? 02:40 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Vanilla_World-map.sqlite.bz2 02:40 LemonLake I'll have a look at the file when it's downloaded 02:41 LemonLake I assume it's compressed, how much compression do you know? 02:53 VanessaE zippo :) 02:53 VanessaE and I don't think the map is compressed 02:53 VanessaE (though the above download obviously is) 02:57 lemonlake_ VanessaE: I tried, but halfway through loading the 1.4gb file the entire machine hanged 02:58 VanessaE ouch 02:58 VanessaE WOW 02:58 VanessaE who has the 100 Mbps pipe??? 02:58 VanessaE holy shit 02:58 lemonlake_ The only thing I can do is move the mouse cursor, everything else is just dead 02:58 lemonlake_ But I gotta sleep, I'll try again tomorrow. Cya 02:59 * VanessaE just noticed the two bandwidth spikes :) 03:13 ShadowNinja VanessaE: I made a little C++ program to compute a block hash for me to nuke a bad block in my DB... 03:18 VanessaE well that's one way to do it 03:18 VanessaE won't fix the segfault though :) 03:18 VanessaE I'll try it later on and see if I can get a backtrace 03:34 ShadowNinja VanessaE: http://sprunge.us/hiSN 03:36 VanessaE I think I have a bash script here with a similar function 03:37 VanessaE hm, nope. it just has the formula. 10:01 VanessaE Is there some particular reason the --migrate process ignores the --port switch and enforces using port 30003 ? 11:47 Megaf Olá 11:47 Megaf that means, hello 13:07 dsimon coi 13:07 dsimon That does too :-) 15:19 kaeza no comments on #1341 ? :( 15:19 ShadowBot https://github.com/minetest/minetest/issues/1341 -- Builtin cleanup, part 1 (game). by kaeza 15:20 LemonLake I gave you a comment yesterday 17:09 smoke_fumus Streaming gamedev right now http://www.twitch.tv/smoke_th 17:10 Calinou this is a serious channel 17:10 * Calinou shows smoke_fumus and Unity 3D the door 17:27 smoke_fumus Calinou: yes and i am a serious developer 17:41 Megaf Fixes some variables being leaked to the global environment (Green Peace would be proud). 17:41 Megaf heh 17:44 Megaf well done kaeza 22:02 ShadowNinja VanessaE: The fact that it listens at all, or loads mods, should be considered a bug. But the map depends on the server, or at least did, although I think kwolekr reduced or eliminated that dependency. 22:11 VanessaE well I don't mind its dependencies, some of that makes sense since it does call upon the server to do the hard work 22:11 VanessaE just that hard-coded port 30003 was all I was concerned about 22:12 VanessaE by "the server" of course I mean the engine core 22:13 VanessaE I just migrated all but Vanilla to leveldb, but I had to keep MG-Nore shutdown the whole time (even after it was done), because it uses port 30003 as does the migrate tool. 22:17 ShadowNinja sapier: Can you comment on #1129? 22:17 ShadowBot https://github.com/minetest/minetest/issues/1129 -- Add output and success return values to chatcommands by ShadowNinja 22:18 ShadowNinja sapier: I've switched the order back to (success, message) and done some cleanup locally. 22:19 sapier are you sure? 22:19 ShadowNinja Branch updated with local changes. 22:19 ShadowNinja sapier: Sure about what? 22:19 sapier return done and "Done." or "Failed.", done seems to be text first then bool value 22:20 ShadowNinja sapier: Check second commit. 22:21 sapier ahhh ... sorry it's late :-) 22:22 sapier -- Returns text output and boolean success. ... that has to be changed back too 22:25 ShadowNinja Oops, missed the docs. 22:25 sapier I'm positive about that fix but it's way more important to find a fix for the async problems, please don't forget about that one 22:27 ShadowNinja sapier: So, you approve it? 22:27 sapier I already commented this way yes ... I assume you're there to fix bugs caused by it ;-) 22:28 ShadowNinja O.K. :-) I'll do some final testing, squash, merge, and push. 22:28 sapier I don't expect it to cause major issues, but things like that look like a few minor issues 22:42 ShadowNinja Pushed and dev wiki updated. 22:42 ShadowNinja Oh, I updated the Changelog a day or two ago BTW. 22:44 sapier did you find other issues in #1200? I'd merge it tomorrow evening and prepare final step of merging android code afterwards 22:44 ShadowBot https://github.com/minetest/minetest/issues/1200 -- Add support for exiting formspecs by doubleclicking outside by sapier 22:48 ShadowNinja sapier: On line 2379 you can invert the conditional, have it return, and reduce the indentation level by one. 22:48 ShadowNinja Same for 2385. 22:49 sapier You're right I'm gonna change that too 22:49 LemonLake Oh btw sapier 22:49 LemonLake I got the death messages working 22:49 sapier congratulations 22:51 ShadowNinja sapier: Is getDeltaMs subbosed to return a absolute value, or does it return negatives too? Because the code seems unnecessarily complex and seems to depend on the int size. 22:52 sapier delta is per definition always positive 22:52 sapier and no it doesn't depend on int size as all parameters are specified as 32bit unsigned values 22:52 ShadowNinja sapier: Wouldn't just "return abs(new - old);" work? 22:53 sapier that'd fail for 64 bit os 22:53 ShadowNinja sapier: I mean it depends on 32 bit ints. You can't just change the parameters and return value to u64, for example. 22:53 sapier no it doesn't depend on it 22:53 sapier int 22:54 sapier as int is always system with while u32 is specified 22:54 sapier we've got 32bit timestamps only 22:55 sapier I'd prefere not to use specific datatypes too but I don't intend to change any single time usage within minetest ;-) 22:55 ShadowNinja The logic depends on the size. 22:55 ShadowNinja sapier: How can a simple operation like abs or sibtraction depend in the archetecture? 22:56 sapier overflow 22:57 ShadowNinja sapier: The difference if only one bit. 22:57 ShadowNinja is* 22:57 ShadowNinja If it overflows with one less bit you should be using 64 bit ints. 22:57 sapier and we're doing unsigned operations so it's even worse 22:58 ShadowNinja sapier: And it doesn't belong it porting, it's simple math. 22:58 sapier well abs on unsigned doesn't make sense anyway 22:58 sapier unsigned values are always positive 22:59 ShadowNinja sapier: Yes, that's why it would get a signed value, or you'd use some custom logic for it that doesn't depent on the int size. 22:59 ShadowNinja (not referring to the C "int" type) 23:00 sapier this code doesn't depend on int size 23:01 ShadowNinja sapier: On 2751 you should probably use a size_t. 23:01 sapier the way it's written now it will work on 16bit 32bit 64bit as well as 128bit 23:01 ShadowNinja sapier: NOT referring to the C "int" type. 23:01 ShadowNinja I mean it in the mathematical sense. 23:01 sapier a indes isn't a size so I don't agree to this 23:01 ShadowNinja If I changed the arguments to u64 it would fail. 23:02 sapier well if you change the arguments it's not the current code any longer ;-P 23:02 ShadowNinja I mean that the logic depends on the prototype. 23:02 sapier yes and it's intended to be this way 23:03 sapier this function is supposed to work for 32bit timestamps no more no less. You can suggest a generic code too if you know one 23:04 ShadowNinja sapier: Use something like this: v 23:04 ShadowNinja http://pastebin.ubuntu.com/7539902/ 23:04 ShadowNinja And you can make that into a generic delta function or #define. 23:05 ShadowNinja Well, not a macro, due to the returns. 23:05 sapier maybe something but obviously not that code ;-) 23:05 ShadowNinja sapier: Hmmm? 23:05 VanessaE ShadowNinja: map safety question.. 23:05 sapier well you'll get negative --> huge values using that code 23:06 ShadowNinja sapier: How? 23:06 sapier well if new > old then old -new is negative ... for unsigned a huge value 23:07 ShadowNinja sapier: Er, s/>/