Time Nick Message 02:02 OldCoder Sokomine, see patch above 02:02 OldCoder Without it, lockups occur; but are there memory leaks now? 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 Will this patch to connection.cpp cause memory leaks? 02:58 OldCoder k->resend_count++; 02:58 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? 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 05:49 Zeno` RealBadAngel, nice! 12:58 Dragonop Hi! 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 19:03 rubenwardy 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' 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 :)