Time |
Nick |
Message |
00:37 |
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paramat joined #minetest-dev |
00:46 |
paramat |
hi hmmmm, it seems that 0.4.10 feature freeze is at the end of this weekend, please could you consider and approve these mapgen commits? https://github.com/minetest/minetest/pull/1390 https://github.com/minetest/minetest/pull/1407 |
00:47 |
sapier |
last time we did remove some of prollers addon that resulted in a lot of discussions I don't see any reason to rush into this |
00:53 |
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00:53 |
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01:12 |
hmmmm |
hmmm |
01:12 |
hmmmm |
yeah, I'm not sure what the rush is, but then again I don't see why we should keep them either, and it's just a simple merge... |
01:12 |
hmmmm |
honestly though, I don't want to commit things unless they're my own improvements |
01:13 |
hmmmm |
I am sick of being in this rut where I can't get anything done |
01:13 |
hmmmm |
it's not that I need motivation, I just need to start feeling better |
01:14 |
hmmmm |
nevertheless i am disappointed in myself for doing exactly zilch for the past.... I don't even know how long |
01:14 |
hmmmm |
I'm going to put the biome/mapgen improvements on hold again, because it's the testing crap that takes such a long time |
01:14 |
hmmmm |
it's like I can never get anything that's nice enough |
01:14 |
hmmmm |
really discouraging |
01:14 |
paramat |
cool, no rush. i wouldn't want anything to delay 0.4.10 any longer |
01:15 |
sapier |
hmmmm? maybe you're to perfectionistic sometimes ;-) |
01:15 |
hmmmm |
haha doubtful |
01:16 |
hmmmm |
I don't really like it, but in order to get some of the features I want in mapgen v7, i'm going to need to hard code them |
01:16 |
hmmmm |
i'd rather have an all-math solution |
01:16 |
hmmmm |
the biome thing is a wreck |
01:17 |
sapier |
what about doing a good suggestion and ask for comments? |
01:17 |
sapier |
sometimes explaining a solution to someone else makes you discover a even better one |
01:21 |
hmmmm |
because talk is cheap |
01:21 |
hmmmm |
see, when I was feeling better, I was demotivated and I didn't have as much time |
01:22 |
hmmmm |
now that I am motivated and have more free time, there's some medical condition wrong with me and I am in near constant pain and can't focus on jack shit |
01:22 |
hmmmm |
:( |
01:22 |
hmmmm |
this thing has really been killing my productivity |
01:22 |
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01:23 |
sapier |
well in this case I suggest focusing on getting fit again, health is always way more important then any hobbys |
01:23 |
hmmmm |
that's the thing though |
01:23 |
hmmmm |
I can't really do anything about it on my own |
01:24 |
hmmmm |
I am waiting on test results and doctors appointments and all this crap and it takes like months to make any progress at all |
01:24 |
sapier |
that's crap true |
01:24 |
hmmmm |
pretty sure I'm going insane because of this whole thing too |
01:25 |
hmmmm |
hehe |
01:25 |
hmmmm |
i'm sure it'll get fixed eventually, and then in a month I'm starting my new job and I'll have even more time since it's remote |
01:27 |
sapier |
good :-) keep thinking positive it might help getting healthy again ... thinking the other way wont help for sure |
01:27 |
hmmmm |
well if it turns out to be something like ulcerative colitis, I'm screwed since that's a chronic lifelong condition |
01:28 |
sapier |
then thinking positive is even more important |
01:28 |
hmmmm |
that's probably my biggest fear, is this turning out to be something i'm going to deal with for the rest of my life |
01:33 |
sapier |
none of us knows wha't life's prepared for us ... thinking positive always helps |
01:35 |
hmmmm |
we'll see...... |
01:35 |
hmmmm |
what have you been working on lately? |
01:35 |
sapier |
android port is almost ready to merge |
01:35 |
hmmmm |
by the way, great job on the performance improvements |
01:35 |
hmmmm |
it's like no matter what we do, though, minetest is always slow |
01:35 |
sapier |
there are some ugly things left in it but I think it's good enough to get it tested on a little bit more devices |
01:36 |
sapier |
especially for imroving controls we need community feedback |
01:36 |
hmmmm |
I wonder if I should take a break from mapgen things and work on improving graphics |
01:36 |
hmmmm |
there are a lot of things that could be done |
01:36 |
sapier |
true, there are some design decisions beeing quite strange and cause a lot of performance drop |
01:37 |
hmmmm |
the irrlicht scene node setup especially comes to mind |
01:37 |
hmmmm |
apparently there's no good reason why the entire thing is just one scene node |
01:37 |
sapier |
at least on first glance ... I don't know that code good enough for a final judgement so I did focus on those parts where performance is wasted within relatively small parts of code |
01:38 |
hmmmm |
if we make each MapBlock a scene node, we'd have occlusion culling |
01:38 |
sapier |
sounds reasonable |
01:38 |
hmmmm |
right |
01:38 |
hmmmm |
so did I tell you this idea before? |
01:39 |
sapier |
yes that idea was mentioned every now and then but noone seems to really have done work |
01:39 |
hmmmm |
each MapBlock will have 3 scene nodes, 1 for solid materials, 1 for translucent, and 1 for liquids.. I originally said 2 but RBA wanted a third for liquids (not sure if that'll have any effect though) |
01:39 |
hmmmm |
right, so that'll have to be what I'll work on |
01:44 |
paramat |
interesting, will it fix translucency ordering between mapblocks? (but not within) |
01:44 |
hmmmm |
no, within |
01:44 |
hmmmm |
the idea is to have separate scene nodes for material types |
01:45 |
hmmmm |
so we'd be fixing two problems at the same time |
01:47 |
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sapier left #minetest-dev |
02:00 |
paramat |
also there's been interest in irrilicht particles, due to their speed, collision detection not being needed for some purposes |
02:02 |
paramat |
(irrlicht) |
02:15 |
kahrl |
hmmmm: but... say there are two semitransparent windows in the same mapblock. They would be in the same scene node (because they have the same material). How would this fix their draw order? |
02:18 |
hmmmm |
there isn't a way to z-order? |
02:18 |
hmmmm |
hmm no |
02:19 |
hmmmm |
this is interesting |
02:19 |
hmmmm |
so the clouds have their own scene node, but why do clouds interfere with water and other transparent materials on the map node? |
02:22 |
kahrl |
I guess because the transparency sorting fails because the map scene node has a huge bounding box |
02:22 |
kahrl |
s/because// |
02:22 |
kahrl |
so irrlicht doesn't know whether to draw the clouds first or the map, so it just does it the same way around every time |
02:24 |
hmmmm |
oh, that makes sense |
02:24 |
kahrl |
this stuff should be fixable if every mapblock is a scene node (there would still be problems if the mapblock overlaps the clouds, but those a few) |
02:24 |
kahrl |
are* |
02:25 |
hmmmm |
well rather, every mapblock will *have* a scene node |
02:25 |
kahrl |
yeah |
02:25 |
hmmmm |
I am not going to extend a mapblock with ISceneNode.... ew.. |
02:25 |
kahrl |
hehe, that'd be fun on the server side as well |
02:26 |
hmmmm |
oh yeah! |
02:26 |
hmmmm |
so now do we have a ClientMapBlock with ISceneNode*s? |
02:27 |
kahrl |
well, MapBlock already has a MapBlockMesh* member |
02:27 |
kahrl |
only compiled in in the client |
02:27 |
hmmmm |
mm yeah |
02:27 |
hmmmm |
I'll follow suit then |
02:39 |
hmmmm |
hmmmm |
02:39 |
hmmmm |
sapier, why did you declare statenames[] in clientiface.h |
02:39 |
hmmmm |
that gets compiled every single time clientiface.h is included |
02:47 |
hmmmm |
dammit |
02:47 |
hmmmm |
I wish enums were namespaced like they are in Java |
02:48 |
hmmmm |
symbols like Invalid and Init are in the global namespace now |
02:48 |
hmmmm |
symbols like Invalid and Init are in the global namespace now |
02:48 |
hmmmm |
whoops |
03:04 |
hmmmm |
damn |
03:04 |
hmmmm |
C++11 has solved this problem with "enum class" |
04:56 |
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05:28 |
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05:59 |
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06:04 |
hmmmm |
https://github.com/kwolekr/minetest/commit/c91f8b1d251c81dcfc398c9ca2a4d79086212839 |
06:06 |
hmmmm |
fixes a metric crapton of warnings, prevents the same string table from being duplicated 500 times in each object file, removes common words like "Init" from the global namespace, fixes horrible style issues (e.g. foobar(BLAH,foo); - the parameters look (to me, anyway) like foo is a member of BLAH because my font size isn't big enough) |
06:13 |
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06:19 |
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06:20 |
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06:28 |
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06:57 |
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06:57 |
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07:06 |
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07:44 |
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07:55 |
sfan5 |
whoever added the "feature request" tag |
07:55 |
sfan5 |
a pull adding a feature is not a "feature request" but an "(low-priority)? enchantment" |
08:14 |
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08:21 |
sapier |
hmmmm that clientstate variable is an error I'm gonna fix it |
08:31 |
RealBadAngel |
sapier, http://i.imgur.com/Gms0nLH.png |
08:33 |
sapier |
can't open that file |
08:33 |
RealBadAngel |
^^ full special tiles support is already here, just changing constant from 2 to 6 |
08:41 |
VanessaE |
sfan5: an enchantment? heh. what is this, sorcery? |
08:42 |
VanessaE |
honestly, I would have to say not to mark an enhancement as "low priority" if fully-working code is provided. |
08:43 |
sapier |
that marking doesn't tell anything about code quality |
08:44 |
VanessaE |
well let's assume for the moment that "fully working" implies good code. |
08:45 |
VanessaE |
and indeed, it doesn't - good quality, fully-working code can be marked "low priority" just as easily as the opposite |
08:45 |
sapier |
I did assume that but "enhancement" or "low-prio enhancement" still don't tell anything about it ;-) |
08:46 |
VanessaE |
(I'm not saying such a case has happened recently, I'm just trying to avoid people using those labels as a way of avoiding something they just don't care about) |
08:47 |
sapier |
I'd suggest using the milestones to flag things that are almost sure to be included in next version |
08:47 |
sapier |
and I'd rename the double milestone to 0.4.11 ;-) |
08:47 |
VanessaE |
heh |
08:52 |
sapier |
hmm seems like kahrl already fixed that issue I'm working at right now ... maybe I should have a look at commit history first |
08:53 |
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09:10 |
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09:11 |
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09:24 |
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09:26 |
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09:39 |
proller |
sooo.. i'm merging ? https://github.com/minetest/minetest/pull/1390 https://github.com/minetest/minetest/pull/1407 ? |
09:39 |
sapier |
I disagree |
09:39 |
proller |
but you never use it |
09:40 |
sapier |
I don't wanna have any discussions about removed features 2 days prior feature freeze they wont harm and can be removed for 0.4.11 too ... no need to rush this |
09:40 |
proller |
1390 - nobody never use, exept me |
09:41 |
sapier |
may or may not be true, I just can't verify it |
09:42 |
sapier |
once 0.4.10 is out I'll not bother to stop you about merging them but if you wanna do this now get explicit agreement of some other coredev first |
09:44 |
sapier |
ShadowNinja: https://github.com/minetest/minetest/issues/1423 I guess that one is best to be fixed by you. most likely you already know what's happening on reading the desc |
09:46 |
sapier |
https://github.com/minetest/minetest/issues/1389 anyone to fix that issue? |
09:48 |
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13:00 |
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13:02 |
Krock |
the problem of issue #1421 must be there somewhere: https://github.com/minetest/minetest/blob/master/src/player.cpp#L287 |
13:10 |
Krock |
15:08:12: INFO[main]: Failed to write E:\Programme\minetest\bin\..\worlds\next_test\players\singleplayer |
13:11 |
Krock |
there seems to be a .close_file() function required after opening the fle |
13:13 |
Krock |
https://github.com/minetest/minetest/blob/master/src/filesys.cpp#L690 |
13:14 |
Krock |
why is a temponary file required? |
13:14 |
Krock |
celeron55! |
13:16 |
sfan5 |
Kray: to make sure files are not corrupted when there is a power outage |
13:17 |
Krock |
*Krock |
13:17 |
sfan5 |
oh yeah |
13:17 |
Krock |
well, something in that function return false and disallows from overriding singleplayer |
13:18 |
Krock |
seems like a file"stream" has not been closed |
13:18 |
sfan5 |
if it returns false it either means it could not open the file for writing or write the data to file |
13:19 |
Krock |
or it couldn't delete & rename it |
13:19 |
Krock |
that's the 2nd possibility |
13:20 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/filesys.cpp#L345 |
13:20 |
Krock |
because, I have a up-to-date singleplayer.~mt and an old singleplayer file |
13:20 |
sfan5 |
wtf |
13:21 |
sfan5 |
you will never need to delete something in a path that is about 10000 chars |
13:21 |
sfan5 |
or even 100 |
13:21 |
sfan5 |
1000* |
13:21 |
sfan5 |
or even 250 |
13:22 |
sapier |
that's quite ugly as there's a define containing max path length for most os |
13:43 |
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13:50 |
Krock |
guys, SEIOUSLY? |
13:51 |
Krock |
I fixed that player problem |
13:51 |
Krock |
putting on th server on now |
13:51 |
sapier |
create a pull request containing the fix ;-) |
13:51 |
Krock |
would ned to update my fork and I never get that done :/ |
13:52 |
Krock |
git hates me |
13:52 |
Krock |
2 lines are missing |
13:52 |
sapier |
you can do a completely new clone too |
13:52 |
Krock |
src/environment.cpp line 464 |
13:52 |
Krock |
testplayer.deSerialize(is, path); |
13:52 |
Krock |
is.close(); |
13:53 |
Krock |
src/player.cpp line 316 |
13:53 |
Krock |
testplayer.deSerialize(is, path); |
13:53 |
Krock |
is.close(); |
13:53 |
Krock |
done |
13:57 |
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13:59 |
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14:10 |
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14:13 |
Krock |
profed 2 times, it actually fixed the problem |
14:45 |
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15:05 |
Krock |
https://github.com/minetest/minetest/pull/1424 |
15:08 |
Krock |
sapier ^ |
15:28 |
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16:45 |
Calinou |
why do I have a short freeze when the game places/sets a node through an ABM, but not when I place a block by hand? |
16:45 |
sapier |
VanessaE could you please review: https://github.com/sapier/minetest/blob/android_merge_branch_21/doc/README.android AND https://github.com/sapier/minetest/blob/android_merge_branch_21/src/game.cpp L1003+ |
16:46 |
sapier |
I don't think it's related to the placing calinou but to the abm handling itself |
16:48 |
Calinou |
to change lots of nodes and handle plant growth, what is better: low interval and high chance, or the inverse? |
16:48 |
sapier |
btw I intend to merge the android patch tonight (quite late) so please review |
16:48 |
sapier |
if there are a lots of nodes there both is bad |
16:48 |
sapier |
abm's actually are only usefull if they handle quite rare nodes |
16:49 |
Calinou |
“A low interval and high chance spreads the loadâ€, says leaf decay ABM, but is this applicable to plant growth? |
16:49 |
sapier |
what node do you want to apply the abm to? |
16:49 |
Calinou |
farming:soil, farming plants, saplings… |
16:50 |
Calinou |
I use interval 2 for mob spawning already, works nicely (used on lots of nodes: stone with air nearby) |
16:50 |
Calinou |
this ABM spawns entities, not nodes |
16:50 |
sapier |
Calinou I really doubt that works fine ;-) |
16:51 |
Calinou |
it does work fine, CPU usage is low |
16:51 |
Calinou |
much better than using high interval, which causes freezes |
16:51 |
sapier |
but I have to leave long intervals with high chances used to cause major spikes in cpu usage as all abms have been called same time |
16:51 |
sapier |
but there have been ideas how to fix it not sure if they got merged |
16:54 |
Calinou |
I'm attempting interval 2 and 1 for leaf decay |
16:55 |
Calinou |
low interval and high chance works better |
16:55 |
Calinou |
it's smoother too |
17:00 |
Sokomine |
sapier: it's great if that gets merged. please provide it in the f-droid appstore. i think that one will fit nicely to minetest |
17:02 |
Sokomine |
leaf decay sometimes takes too much time on crowded servers - saplings fall when the player has long moved on. perhaps we need a better solution for that anyway |
17:04 |
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17:27 |
Calinou |
provide links to .apk on minetest.net too |
17:27 |
Calinou |
and don't forget to add a disclaimer that some copies of it are illegal |
17:29 |
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17:36 |
hmmmm |
sapier, ??? |
17:44 |
proller |
merge https://github.com/minetest/minetest/pull/1390 ? |
17:49 |
lemonlake_ |
is this for freeminer? |
17:50 |
proller |
just remove useless stuf |
17:51 |
Amaz |
lemonlake_, not, it's for minetest... |
17:51 |
lemonlake_ |
mhm I realised |
17:55 |
sfan5 |
proller: https://github.com/minetest/minetest/issues/1422 |
17:56 |
proller |
its ShadowNinja's stuff |
17:56 |
sfan5 |
>.> |
17:56 |
sfan5 |
ShadowNinja: ^ |
17:57 |
sfan5 |
the person who will do the MSVC builds should note this here: https://github.com/minetest/minetest/releases/tag/untagged-c8b0fdef1d9454a338c5 |
18:01 |
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18:44 |
ShadowNinja |
celeron55: It requires Python (3) and the Flask and APScheduler pypi packages. sfan5: Have you tested the Python one? (still reading backlog...) |
18:49 |
sfan5 |
ShadowNinja: no |
18:50 |
sfan5 |
+t yet |
19:00 |
Jordach |
sfan5, 404 ;P |
19:01 |
kaeza |
how is the player password hashed again? |
19:09 |
kaeza |
nvm, found it |
19:09 |
PilzAdam |
sfan5, add "FIx blocker bugs" to the list |
19:19 |
Megaf |
folks, got a crash when I did //pos2 |
19:19 |
Megaf |
http://paste.debian.net/107203/ |
19:20 |
Krock |
what's the status of this one? https://github.com/minetest/minetest/pull/1424 |
19:23 |
ShadowNinja |
sfan5: You'll probably want to start it on a port like 8000 and have nginx proxy the correct address to it. Also, you should enable X-Sendfile in that case. |
19:27 |
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20:59 |
sapier |
https://github.com/minetest/minetest/pull/1417 if there are no open issues I'm gonna merge this in a few minutes |
21:00 |
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21:54 |
VanessaE |
sapier: FAIL :) |
21:55 |
sapier |
can you be a little bit more specific? ;-) |
21:55 |
VanessaE |
#184 |
21:58 |
sapier |
hmm ok ... should've read the description ... my comment would've been "do I have to put a green sock to my nose too?" ;-) |
21:58 |
VanessaE |
LOL |
21:59 |
VanessaE |
"Start the game and create a new world using minetest_game." would have given you a clue ;) |
22:00 |
sapier |
Why is this supposed to be a regression I'm almost sure part of engine responsible didn't ever change |
22:00 |
VanessaE |
along with "Do not install any mods..." |
22:00 |
sapier |
the basic issue is "have a lot of map blocks loaded |
22:00 |
sapier |
" |
22:01 |
VanessaE |
at the time I filed that bug, I used to be able to get 120+m of view range and ~30 fps in worlds like redcrab.suret.net which if you recall is very OLD |
22:02 |
VanessaE |
now, I can't even get a third of that performance and that world does not change. no new mods (and thus, no changes to the texture pack support), no new server engine |
22:02 |
VanessaE |
at the time I filed that bug, I had began to notice a fall-off in my view range and fps. |
22:02 |
sapier |
could you try recent version with those worlds? if this is really related to amount of loaded blocks my recent performance fixes could have a recoginzeable effect |
22:02 |
VanessaE |
I have tried. |
22:03 |
sapier |
what's been the result? |
22:03 |
VanessaE |
markedly lower performance than it used to be previously. |
22:03 |
sapier |
previously is supposed to be which version? |
22:04 |
VanessaE |
I would guess, after your recent fixes, I'm back to about half of what I used to get back then |
22:04 |
VanessaE |
previously would be early 0.4.x |
22:05 |
sapier |
did you ever check this? ;-) |
22:05 |
VanessaE |
what do you mean? |
22:06 |
sapier |
last time I did compare 0.3 to 0.4 performance was even better at 0.4, and that's been previous my fixes ... so knowing which version was the fast one would help |
22:06 |
* VanessaE |
tries redcrab... |
22:06 |
VanessaE |
feh. network protocol is busted again. grey screen. |
22:07 |
sapier |
new client old server? |
22:07 |
VanessaE |
(that server still, if you recall, runs 0.4.4) |
22:07 |
VanessaE |
yeah |
22:07 |
sapier |
strange |
22:07 |
sapier |
thought that combination was checked |
22:08 |
VanessaE |
I see all my stuff in my inventory/hotbar |
22:08 |
VanessaE |
but the world does not load |
22:08 |
sapier |
what's server ip? |
22:08 |
VanessaE |
redcrab.suret.net 30401 |
22:10 |
sapier |
works for me |
22:11 |
VanessaE |
my local copy is at commit 95c7f35a |
22:11 |
PenguinDad |
Works here too |
22:12 |
VanessaE |
lemme try updating. |
22:15 |
VanessaE |
nope.avi |
22:15 |
VanessaE |
deader than 4'oclock for me. |
22:15 |
VanessaE |
git HEAD now. |
22:16 |
sapier |
disable curl |
22:16 |
sapier |
for what I know it's broken on that server |
22:17 |
VanessaE |
um, that server should predate cURL entirely. |
22:18 |
* VanessaE |
tries... |
22:18 |
VanessaE |
enable_remote_media_server = false in my .conf |
22:18 |
VanessaE |
and nope, that doesn't help. |
22:20 |
sapier |
are you sure that's really gonna work? |
22:21 |
PenguinDad |
VanessaE: try deleting your cache |
22:21 |
VanessaE |
matter of fact EVERYTHING is loading slowly today, even my totally idle Creative server. |
22:21 |
sapier |
hmm ok didn't work second time |
22:22 |
VanessaE |
as in, everything is failing to load today beyond a certain point |
22:22 |
VanessaE |
I can't get more than one mapblock on my Creative server. |
22:22 |
VanessaE |
PenguinDad: that ain't gonna do anything, that's just to receive the media, not to receive the map. |
22:23 |
VanessaE |
and no, my Creative server is NOT locked up |
22:23 |
VanessaE |
(it's only using about 2% CPU) |
22:23 |
VanessaE |
this represents a big problem I think. |
22:25 |
VanessaE |
same issue if I sign out/back in |
22:25 |
sapier |
but he's right clearing cache will work around the issue |
22:25 |
hmmmm |
sapier, was there something wrong with what I committed last night? |
22:25 |
VanessaE |
I only get a couple of mapblocks and the server stops responding to my actions - I can't open doors, for example. |
22:25 |
hmmmm |
i thought you mentioned something about a certain variable not being a state |
22:26 |
sapier |
true there's been a change today ... wait I'll check more carefully |
22:27 |
hmmmm |
and PLEASE don't pollute the global namespace with very common names like "Init" |
22:27 |
hmmmm |
grr |
22:27 |
sapier |
I assumed you did formal changes only ... you're right about that ... now idea why I did that |
22:29 |
VanessaE |
ok, I also do not see the sign-out message (via IRC) when I leave the dysfunctional server (I'm talking about my Creative server here). |
22:30 |
sapier |
no those changes don't look like they could break anything |
22:46 |
sapier |
I'm gonna merge this one https://github.com/minetest/minetest/pull/1424 |
22:46 |
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23:21 |
Sokomine |
i can't connect to redcrabs server with recent clients either - which is very sad as that's a good server with many valuable buildings |
23:23 |
VanessaE |
redcrab needs to get off his duff and update the server :P |
23:23 |
Sokomine |
that would be best. i'd love to see it on the public list |
23:28 |
sapier |
Sokomine: works exactly one time after clearing cache |
23:30 |
Sokomine |
oh. hm. that is odd |
23:30 |
Sokomine |
if you know with so much precision: is there a workaround? |
23:30 |
sapier |
yes it's a bug in httpfetch mechanism |
23:31 |
sapier |
I don't think so it's a wrong assumption in that code, old servers don't behave that way |
23:31 |
Sokomine |
if it could be fixed, that would be great. a great server could then be used again |
23:31 |
Sokomine |
it's also a good sign of stability if such an old server still works :-) |
23:31 |
sapier |
it's fixed in current but requires a change on both sides |
23:32 |
VanessaE |
which means it isn't fixed - because redcrab will never make such a change. |
23:32 |
VanessaE |
he's never around |
23:32 |
Sokomine |
oh, well...next reply from redcrab might be next year if his current rate of reply allows any predictions |
23:32 |
VanessaE |
oh you meant for current servers, derp |
23:33 |
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23:33 |
sapier |
yes Sokomine but it's either drop httpfetch completely or be buggy ... decide yourself |
23:33 |
Sokomine |
and i think it's a good sign that a server might work with *that* little maintenanc and over such long time with diffrent versions |
23:35 |
VanessaE |
sapier: aw come on, if it can work once, it can work repeatedly., |
23:35 |
* VanessaE |
pokes kahrl |
23:36 |
sapier |
problem is httpfetch assumes to get some message but it doesn't |
23:36 |
VanessaE |
then add a timeout. |
23:37 |
sapier |
no |
23:37 |
sapier |
I will not add a timeout causing intialization to be mixed up again once something takes more time then usuall |
23:37 |
sapier |
y |
23:57 |
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