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IRC log for #minetest-dev, 2014-10-13

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All times shown according to UTC.

Time Nick Message
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02:02 OldCoder Sokomine, see patch above
02:02 OldCoder Without it, lockups occur; but are there memory leaks now?
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02:23 Sokomine OldCoder: can't help you with that. try to talk to sapier about it. he was the last one who worked on the connection code afaik
02:25 Zeno` I unofficially worked on it yesterday :3
02:34 OldCoder Oh?
02:35 OldCoder Sokomine, t y. Zeno` Oh?
02:35 Zeno` Well, I had a quick look at #1733 and wrote a quick hack
02:35 ShadowBot https://github.com/minetest/minetest/issues/1733 -- /home/minetest/Server/src/connection.cpp:2088: virtual void* con::ConnectionReceiveThread::Thread(): Assertion 0 failed.
02:36 Zeno` But then didn't make a PR because I didn't have time to test it (made a gist)
02:36 OldCoder Is this connected to my issue?
02:37 Zeno` I'm not sure what your issue is. I scrolled up but it must have been mentioned before I joined
02:40 Zeno` What is your issue?
02:56 OldCoder It is serious
02:56 OldCoder Because it is a known and unfixed issue that can't be fixed the usual way
02:57 OldCoder Miner*48* has found 4 or more reports of this issue
02:57 OldCoder What happens is that this message starts to appear:
02:57 OldCoder [ConnectionSend]: con(5/1)RE-SENDING timed-out RELIABLE to
02:57 OldCoder Millions and millions of times
02:57 OldCoder I added the patch indicated above in this channel
02:58 OldCoder Made the problem go away for a few hours
02:58 OldCoder But it is back
02:58 Zeno` Can you re-paste the patch?
02:58 OldCoder Yes moment
02:58 OldCoder <OldCoder> Will this patch to connection.cpp cause memory leaks?
02:58 OldCoder <OldCoder>   k->resend_count++;
02:58 OldCoder <OldCoder> + if (k->resend_count > 5) break;
02:59 OldCoder I will try disabling the resends entirely 100%
02:59 OldCoder [ConnectionReceive]: con(5/1)WARNING: ACKed packet not in outgoing queue
03:00 OldCoder This also appears
03:00 OldCoder You will see other reports of this problem online
03:00 OldCoder The distressing part is that there is no way to debug or patch it as there is with a crash
03:00 OldCoder
03:01 Zeno` I think if you do it that first way it's going to stay in the queue and never be removed
03:02 Zeno` (until k->resend_count overflows anyway)
03:02 OldCoder Yes, though memory does not seem to go up
03:02 OldCoder Suggestions are highly welcome
03:02 OldCoder Can I somehow flush the resend queue and never resend?
03:03 OldCoder I'm dealing with IRL issues and at time limits on this. Spent too much time on the new world.
03:06 Miner_48er as a stop gap any ideas to kill a server if it exceeds timeout?
03:09 OldCoder It may show up
03:09 OldCoder I didn't test that
03:09 OldCoder It prints messages but is in a hard loop I think
03:10 OldCoder The patch I posted is all that I could think of
03:10 OldCoder As you noticed Miner_48er this seems to be an ongoing issue
03:10 OldCoder With multiple reports; though it is not proven that all causes are the samer
03:10 OldCoder * same
03:14 Miner_48er OldCoder the servers.minetest.net list has a ping you could adapt that to respond to this problem
03:16 OldCoder I have the ping code
03:16 OldCoder I suspect the server will respond
03:17 OldCoder Does anybody know how to discard a packet instead of rawSend it?
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04:49 noticeme hello
04:50 VanessaE hello
04:50 noticeme I was wondering what engine does minetest use
04:50 noticeme Or did you make your own?
04:50 VanessaE it uses irrlicht for the rendering engine
04:51 VanessaE and the actual game logic is self-made in C++ and Lua
04:51 VanessaE that is, the API that does all the hard work is C++, the game content, mods etc is Lua
04:51 noticeme Oh really
04:51 VanessaE yes
04:51 noticeme I thought that LUA integrated with C
04:51 noticeme Not C++
04:52 Zeno` It is, but you can use C perfectly fine from C++
04:52 VanessaE Lua* (not LUA).  I suppose it can integrate with other languages besides C++
04:53 noticeme http://www.lua.org/pil/8.2.html
04:53 noticeme I have done some work with Lua
04:54 noticeme That's good to know, thanks for the info
05:01 noticeme So out of curiosity
05:02 noticeme what is the scope of a minetest mod
05:16 RealBadAngel http://pastebin.com/nJKduDUy
05:16 RealBadAngel ^^ and all the nodeboxes are now meshes
05:18 RealBadAngel whole updateTextures in nodedef.cpp needs 15s to process all the texures, shaders and nodeboxes in case of Dreambuilder game
05:20 RealBadAngel thats on my 1.8GHz box
05:22 RealBadAngel then in mapblock mesh i can see timings like 10-15 times faster to add single nodebox node to mesh collector
05:25 RealBadAngel btw in case of Technic game its 6s
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05:49 Zeno` RealBadAngel, nice!
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12:58 Dragonop Hi!
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14:49 OldCoder Suggestions for the RE-SEND RELIABLE lockup will be much appreciated
14:50 OldCoder It is a known issue and has been locking up a world for days. I posted one possible patch above. Zeno` has been kind enough to offer another.
14:50 OldCoder This is possibly the most serious issue I've encountered with Minetest
14:50 OldCoder One can work around crashes, but lockups that just hang are a significant problem
14:51 OldCoder I am willing to work on the code if it is possible to be given clues
14:51 OldCoder
14:51 * OldCoder wants to take the "RELIABLE" packets and throw them away. Advice on how to discard them is requested.
14:51 OldCoder
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19:03 rubenwardy <andre_pl> is there currrently any effort towards supporting 'charging' tools. the most obvious usage being bows, but basically anything that you hold the button to power up, then release to 'fire'
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21:58 kahrl rubenwardy: not that I know of
22:00 VanessaE kahrl: someone asked me about that same thing the other day, particularly about being able to modify the wielded mesh so that you could appear to "draw back" the bow before releasing it
22:01 kahrl I suppose the way to do it would be the same way texture animations work
22:02 kahrl have multiple frames in the wield image and pick one based on how long the tool has been charged
22:02 kaeza or implement proper models as wielditems <_<
22:03 kahrl that'd make it hard for texture pack makers that aren't well versed in blender (most aren't)
22:08 kahrl in MC, charging a bow does 3 things: 1. the wield image changes over time, 2. the wield scale changes and the position of the wield mesh wiggles a bit, 3. the camera fov decreases over time
22:09 kahrl I wonder how all that could be abstracted into a generic enough Lua API
22:10 VanessaE kahrl: being able to specify a mesh as a wield item for a start
22:10 VanessaE and being able to say something like set_wield_frame(n)
22:10 VanessaE to select frame n of the animation
22:10 kahrl that sounds extremely laggy
22:10 VanessaE I know
22:10 VanessaE but so is anything else in minetest that affects the client from the server, e.g. mobs
22:11 VanessaE nothing says it can't be done on the client when client-side Lua is implemented.
22:11 kahrl when(TM) :P
22:11 VanessaE s/when/if by some miracle/
22:11 VanessaE :)
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