Time |
Nick |
Message |
00:03 |
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03:43 |
yh1986 |
Anybody use ogles 2.0 and shaders? |
03:44 |
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03:50 |
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03:50 |
yh1986 |
"vVertexColor = inVertexColor.bgra;" because inVertexColor from color int A8R8G8B8 format inside u32? but only red component is nozero, also It differs from device to device. why? |
03:51 |
est31 |
hi yh1986 :) |
03:52 |
yh1986 |
hi |
03:55 |
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03:57 |
yh1986 |
rã€gã€b component should equal and is nozero, because this code "setMeshColor(m_node->getMesh(), video::SColor(255,li,li,li));", so this was a strange thing. |
04:00 |
est31 |
perhaps somebody can answer who knows minetest graphics more. I'm not that graphis person |
04:01 |
Zeno` |
differs? |
04:01 |
Zeno` |
without knowing which bit of code you're talking about I would say that it's because of big endian vs. little endian |
04:02 |
hmmmm |
er |
04:02 |
hmmmm |
it sounds like it might be inside of a shader |
04:02 |
hmmmm |
yea... we lack context |
04:03 |
yh1986 |
zeno,two devices is all little endian |
04:04 |
hmmmm |
if it had anything to do with endianness, there would be three non-zero fields |
04:05 |
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04:05 |
yh1986 |
hmmmm, yes "COGLES2Solid.vsh" |
04:05 |
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04:07 |
hmmmm |
where did you find that piece of code exactly?? I can't find the file it's located in |
04:07 |
hmmmm |
the one with video::SColor(255,li,li,li) |
04:07 |
est31 |
perhaps irrlicht? |
04:07 |
hmmmm |
well then that would be an irrlicht bug, not a minetest bug :) |
04:07 |
est31 |
we patch irrlicht for android at various places |
04:08 |
hmmmm |
hmm nevermind found it |
04:08 |
hmmmm |
content_cao.cpp |
04:08 |
est31 |
ok |
04:08 |
hmmmm |
in any case the android distribution does contain a patch for OGLES2 |
04:09 |
hmmmm |
build/android/irrlicht-texturehack.patch |
04:09 |
hmmmm |
he left |
04:09 |
hmmmm |
:/ |
04:10 |
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04:10 |
hmmmm |
anyway if you look at that patch, it converts the pixels from ARGB format to RBGA |
04:10 |
hmmmm |
why, I have no idea |
04:10 |
hmmmm |
i wish there was a note here explaining why this is done |
04:14 |
hmmmm |
nevermind, that's for OGLES1 |
04:14 |
yh1986 |
? |
04:14 |
hmmmm |
i don't know |
04:15 |
hmmmm |
this isn't the first time we had all-red graphics, this also happens on ATI cards sometimes, if i recall |
04:15 |
yh1986 |
why for OGLES1? ES1 need a shader> |
04:15 |
yh1986 |
? |
04:15 |
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04:16 |
hmmmm |
no, i was just speculating. there's a file that patches irrlicht for OGLES1 and I thought was related but it's not |
04:18 |
Zeno` |
CColorConverter.cpp may give some insights, but *shrug* |
04:19 |
est31 |
Zeno`, btw why do you think sizeof(u32) is bad? |
04:19 |
Zeno` |
est31, do I? |
04:19 |
est31 |
yes, if I remember correctly |
04:20 |
est31 |
but perhaps I've read it wrongly |
04:20 |
yh1986 |
hard code "Color.g = Color.b = Color.r" can resolve all-red graphics, i don't know why only red is non-zero. |
04:20 |
Zeno` |
I think it's bad if you have something like s32 array[23902]; and do something like memcpy(dest, array, n * sizeof(s32)); |
04:20 |
Zeno` |
instead of sizeof(*array) or sizeof(array[0]) |
04:20 |
hmmmm |
yh1986, that would fix it, i'm sure, but that's not fixing the actual cause of the problem |
04:21 |
est31 |
ok Zeno` yes thats cleaner |
04:21 |
Zeno` |
i.e. I think it's bad to explicitly put the type when the type can be inferred |
04:22 |
est31 |
yes |
04:24 |
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04:26 |
Zeno` |
BTW, I get all red textures with shaders on (on Android) for any version of OGLES :) |
04:28 |
Zeno` |
https://github.com/minetest/minetest/issues/2501#issuecomment-98384505 |
04:28 |
Zeno` |
O.o |
04:28 |
est31 |
:( |
04:35 |
Zeno` |
est31, do shaders work for you on Android? |
04:35 |
Zeno` |
Or am I just unlucky |
04:36 |
est31 |
neither for me |
04:37 |
est31 |
opened #2502 |
04:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/2502 -- Shaders on android produce wrong colors |
04:37 |
est31 |
which was a dupe of #2060 |
04:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/2060 -- Shaders dont work on Android |
04:38 |
est31 |
right now I'm bringing csrp-gmp in a better shape |
04:38 |
est31 |
its getting tab idents and no if() \n{ 's anymore |
04:39 |
Zeno` |
use whatsy |
04:39 |
Zeno` |
AStlye |
04:39 |
Zeno` |
style* |
04:40 |
est31 |
and removing the const unsigned char* stuff |
04:40 |
Zeno` |
lol, I forgot my android build is in a state of flux... dammit |
04:40 |
est31 |
?? |
04:41 |
Zeno` |
I've been working on it and it doesn't work in other words :) Stashing changes |
04:41 |
Zeno` |
I'm gonna hunt the shader issue down and then run away in fear |
04:41 |
est31 |
lol |
04:42 |
Zeno` |
oh, maybe you know. Is there a way to filter logcat? |
04:42 |
Zeno` |
So I don't see messages from a million different sources? |
04:43 |
est31 |
grep? |
04:43 |
Zeno` |
yeah doesn't work very well for some reason |
04:43 |
Zeno` |
atm I'm redirecting to a file and then using grep :/ |
04:43 |
Zeno` |
and it's infuriating |
04:44 |
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04:45 |
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04:45 |
Zeno` |
I think I know (maybe) why shaders are not working for me |
04:45 |
est31 |
peope on the internet used grep --line-buffered |
04:46 |
Zeno` |
ahh line buffered... that would be it |
04:47 |
Zeno` |
E/Adreno-ES11(16024): <qglDrvAPI_glTexParameterfv:75>: GL_INVALID_ENUM |
04:47 |
Zeno` |
I wonder wth that means |
04:48 |
Zeno` |
http://dpaste.com/2H8MTWQ |
04:48 |
Zeno` |
gibberish |
04:50 |
Zeno` |
and millions of: |
04:50 |
Zeno` |
V/minetest(16024): Irrlicht log: GL_INVALID_ENUM |
04:50 |
Zeno` |
V/minetest(16024): Irrlicht log: Could not bind Texture |
04:50 |
Zeno` |
there we go. I hunted it down! |
04:51 |
Zeno` |
that's interesting |
04:51 |
Zeno` |
clean shutdown: http://dpaste.com/362NDE1 |
04:52 |
Zeno` |
doesn't look too "clean" |
04:52 |
Zeno` |
(I hit exit to OS from the pause menu) |
04:52 |
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04:53 |
Zeno` |
http://dpaste.com/3KPG904 |
04:53 |
Zeno` |
hmm |
04:57 |
Zeno` |
apparently it's caused by the exit(retval); in porting_android.cpp |
04:57 |
Zeno` |
but if I remove that the application doesn't close at all. Weird |
04:59 |
est31 |
I guess we aren't exiting how android designers think apps should exit |
04:59 |
est31 |
perfectly fine, but in their eyes wrong |
05:00 |
est31 |
so we have to "fix" and call their androidExit(); method |
05:00 |
est31 |
(my theory) |
05:00 |
Zeno` |
looking at example code, exiting from android_main() should be as simple as letting the function finish |
05:01 |
Zeno` |
so I'm not sure why the exit() is needed (but it is otherwise it hangs... albeit you get the app died/improper shutdown) |
05:02 |
Zeno` |
http://stackoverflow.com/questions/18365077/fragment-activity-app-died-no-saved-state |
05:03 |
Zeno` |
Seems we shouldn't be using exit() at all |
05:03 |
Zeno` |
hmm |
05:03 |
Zeno` |
btw this is a real crash on 5.0.1 |
05:04 |
Zeno` |
(lollipop) |
05:04 |
Zeno` |
I didn't realise it was also being logged as an issue on 4.whatever.whatever that I use for my test device |
05:07 |
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05:07 |
Zeno` |
I wonder what app_dummy(); is |
05:15 |
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05:28 |
* Zeno` |
types random code to see what happens |
05:36 |
sfan5 |
Zeno`: it's for linking i think |
05:40 |
Zeno` |
yeah glue apparently |
05:41 |
Zeno` |
I think the real issue is we're not handling activity events and that's why the exit(retval) is required |
05:41 |
Zeno` |
but that leaves activity events unprocessed leading to the unclean shutdown |
05:43 |
Zeno` |
hopefully I can just process them all at the end heh |
05:43 |
Zeno` |
otherwise I guess I'll have to add some code in all of the main loops :( |
05:44 |
Zeno` |
sfan5, apparently some needed "glue" gets stripped if the app_dummy() isn't there |
05:48 |
Zeno` |
well that was a waste of time |
06:05 |
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06:33 |
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06:35 |
Zeno` |
progress: I/DEBUG (27075): signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr -------- |
06:35 |
Zeno` |
lol |
06:38 |
hmmmm |
probably a crapshoot but |
06:38 |
hmmmm |
do you know of any ctags-like utility for C++ that will trace the origin of a symbol through each included file |
06:41 |
* est31 |
solves this problem with okular's "find files containing string in the current directory" feature -- the more unique names are, the better |
06:42 |
est31 |
works like a charm for minetest with unique names |
06:42 |
est31 |
godot for example has tons of collisions |
06:42 |
hmmmm |
no, what I'm looking for in particular would do this: |
06:42 |
hmmmm |
say I'm in some file that has nothing included aside from gamedef.h |
06:43 |
hmmmm |
and I want to see where the definition of u32 is coming from |
06:43 |
hmmmm |
it'd print out gamedef.h -> irrlichttypes.h -> irrTypes.h |
06:43 |
est31 |
ah |
06:44 |
est31 |
don't know a tool that does that |
06:44 |
est31 |
but I guess it can be achieved by abusing the compiler |
06:44 |
est31 |
somehow |
06:44 |
est31 |
triggering errors, they usually include header info |
06:46 |
hmmmm |
there is evidently some case where on freebsd, util/numeric.h gets included by including some other files, whereas on other platforms this is not included |
06:49 |
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06:58 |
Zeno` |
? |
06:58 |
Zeno` |
what's the error? |
07:01 |
est31 |
there is the -M flag |
07:01 |
est31 |
but it only displays a list, no tree |
07:02 |
Zeno` |
I can't even see what test_noderesolver.cpp is using from numeric.h hehe |
07:02 |
est31 |
ok hmmmm I have found out now how to find where your file is included |
07:03 |
hmmmm |
?? |
07:03 |
est31 |
1. step run make VERBOSE=1 |
07:03 |
est31 |
then get the actual /usr/bin/c++ command |
07:03 |
est31 |
for the file you investigate |
07:03 |
hmmmm |
then add #error "here it is" right before the definition |
07:03 |
hmmmm |
right?? |
07:03 |
est31 |
oh thats a way too |
07:04 |
est31 |
you can also use the -H flag |
07:04 |
est31 |
prints a nice tree |
07:05 |
hmmmm |
what compiler is the -H flag for? |
07:05 |
est31 |
gcc |
07:05 |
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07:05 |
hmmmm |
yea.. see, i can't use gcc |
07:05 |
est31 |
only clang? |
07:05 |
hmmmm |
pretty much |
07:05 |
est31 |
clang has it too |
07:06 |
est31 |
just tested it |
07:06 |
hmmmm |
ah cool |
07:06 |
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07:13 |
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07:18 |
kilbith |
enable/disable 3D clouds in the settings tab no longer works apparently |
07:19 |
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07:20 |
est31 |
kilbith, does it work when you restart? |
07:21 |
kilbith |
it was applied instantly in the near past |
07:21 |
est31 |
yes |
07:21 |
est31 |
since https://github.com/minetest/minetest/commit/4b0f5fcbf5a52b234f0571ad521707998be320f7 its otherwie |
07:21 |
est31 |
otherwise? |
07:21 |
est31 |
* |
07:22 |
kilbith |
yes, when i restart it works |
07:23 |
est31 |
I guess either we revert that commit, or we add a mainmenu lua method to set that flag on the "life" clouds |
07:23 |
est31 |
the latter is the more proper way of doing |
07:25 |
est31 |
the most proper way would be to have a generic "event" based approach |
07:25 |
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07:26 |
est31 |
"register method A to be called when setting ABC changes" |
07:31 |
Zeno` |
finally got rid of the exit(retval) |
07:31 |
est31 |
and of the crash? |
07:31 |
est31 |
nice |
07:31 |
Zeno` |
yep |
07:32 |
kilbith |
enable_clouds = false has no longer effect as well |
07:32 |
kilbith |
:/ |
07:32 |
Zeno` |
I should have just done it this way in the first place. As usual I went off on a wild tangent that had nothing to do with anything |
07:32 |
est31 |
kilbith, it all will work at a restart |
07:33 |
kilbith |
est31, i know but somehow doesn't work |
07:33 |
kilbith |
i learned that tip to you btw |
07:34 |
est31 |
it should work... |
07:34 |
kilbith |
yes, enable_clouds = false is uneffective after a restart |
07:35 |
kilbith |
and set when the client is closed |
07:35 |
est31 |
perhaps that setting is defined twice? |
07:35 |
kilbith |
no, i only have one |
07:35 |
Zeno` |
#2677 |
07:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/2677 -- Fix Android shutdown error by Zeno- |
07:38 |
est31 |
Zeno`, I'll give it a closer look later, but right now I'm busy with other things |
07:38 |
Zeno` |
no you must look NOW |
07:38 |
Zeno` |
hehe j/k |
07:39 |
kilbith |
and everything works fine without 4b0f5fcbf |
07:40 |
est31 |
I just don't get how 3d clouds affect turning off clouds at all |
07:40 |
est31 |
I mean all the other code is still there |
07:43 |
kilbith |
another bug, when i enable enable_3d_clouds = true, then i close the client, delete that line, the 3d clouds are still in appliance |
07:44 |
kilbith |
with nothing related in the .conf |
07:45 |
est31 |
thats no bug kilbith |
07:45 |
est31 |
its the default |
07:46 |
kilbith |
oh yeah i forget |
07:48 |
est31 |
you know that enable_clouds = false only affects in-game clouds? |
07:48 |
est31 |
I can't reproduce the enable_clouds bug |
07:48 |
est31 |
and I really don't know how it would be caused by my commit |
07:50 |
kilbith |
you're right for enable_clouds, thought the mainmenu clouds were counterpart with the in-game clouds |
07:52 |
kilbith |
anyways the bug with the 3D clouds setting is still valid |
07:55 |
hmmmm |
it's not a bug |
07:57 |
kilbith |
? and do you explain it was instantaneous before and not now then ? |
07:57 |
hmmmm |
do i? |
07:57 |
kilbith |
+how |
07:57 |
hmmmm |
because the behavior was changed |
07:57 |
hmmmm |
a bug is unintended behavior |
07:58 |
hmmmm |
changes you don't like != bug |
07:59 |
kilbith |
uh, not really, users expects a direct visual appliance for that setting |
07:59 |
kilbith |
otherwise it may bring confusion |
07:59 |
hmmmm |
... |
07:59 |
hmmmm |
no, it's not a bug. |
07:59 |
hmmmm |
the behavior is intentional. end of story. |
08:00 |
hmmmm |
maybe users should get educated if that's what they expect |
08:00 |
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08:02 |
est31 |
its like the texture packets, they aren't applied instantaneously either |
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11:30 |
est31 |
so, is it only a github hickup, or will the outage continue? |
11:30 |
est31 |
https://status.github.com/ |
11:39 |
chchjesus |
oh shit |
11:39 |
chchjesus |
I only just pulled from there |
11:43 |
est31 |
"We're doing emergency maintenance to recover the site". |
11:43 |
est31 |
in read. |
11:46 |
chchjesus |
Ah |
11:46 |
est31 |
whatever I'm off |
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14:38 |
est31 |
Zeno`, http://stackoverflow.com/a/4928805 |
14:39 |
est31 |
and here for a doc what you can do https://android.googlesource.com/platform/frameworks/native/+/master/include/android/native_activity.h |
14:39 |
est31 |
(in native code) |
14:39 |
est31 |
so idea would be to port that to native |
14:41 |
est31 |
and about how to get the ANativeActivity* pointer... perhaps from the onStart callback |
14:43 |
est31 |
just no idea how to register those callbacks |
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15:25 |
est31 |
ah simple |
15:26 |
est31 |
the ANativeActivity* pointer can be retrieved from android_app struc |
15:26 |
est31 |
struct* |
15:26 |
est31 |
which is passed to android_main |
15:26 |
est31 |
very fine |
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18:19 |
paramat |
i tested kilbith's 3D clouds issue and can't reproduce, i can switch 3D clouds on/off in menu without a game restart, it all seems okay |
18:27 |
ShadowNinja |
I've added core.get_dir_list to my security pull. This allows player_textures to operate with security and fixes a bug in the mod at the same time. |
18:31 |
* ShadowNinja |
revises last discussion looking for other issues. |
18:45 |
ShadowNinja |
That seems to be all. |
18:46 |
ShadowNinja |
I'll merge security in a few hours then. |
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19:03 |
est31 |
I still don't get how that solves the root issue. |
19:03 |
est31 |
but better than nothing |
19:03 |
est31 |
its perfectly sufficient for that mod |
19:04 |
est31 |
and if people want rogue file access after load time, they will show up |
19:19 |
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19:20 |
ShadowNinja |
Pushing minor Redis error message improvement. |
19:21 |
sfan5 |
uhh |
19:21 |
ShadowNinja |
Followed by a fix for #2672, and maybe a KB/KiB/MB/MiB fix. |
19:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2672 -- bad argument #-2 to get2d |
19:21 |
sfan5 |
ShadowNinja: can you show us what you're actually pushing |
19:21 |
ShadowNinja |
sfan5: Making the errors print reply->st. |
19:21 |
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19:21 |
ShadowNinja |
reply->str rather. |
19:23 |
ShadowNinja |
sfan5: http://sprunge.us/OZVB |
19:24 |
hmmmm |
ugh |
19:24 |
hmmmm |
the MB/MiB thing again |
19:24 |
hmmmm |
fine, if you're so dead set on doing that, go ahead and do it |
19:24 |
sfan5 |
+ctx = NULL; |
19:24 |
sfan5 |
why |
19:25 |
sfan5 |
it's not like there is any code left that can do something with ctx after the contructor throws an exception |
19:25 |
sfan5 |
constructor* |
19:26 |
ShadowNinja |
Meh, yes, I guess that's pretty pointless. |
19:27 |
ShadowNinja |
You *could* use it I think, but you'd have to be pretty stubid to do so. |
19:28 |
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19:29 |
ShadowNinja |
sfan5: This too: http://sprunge.us/fLLi?diff |
19:29 |
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19:30 |
ShadowNinja |
It fixes errors with messages like "invalid argument #-2 to function" (becomes something like "invalid position coordingate 'x' (extected number got nil)". |
19:30 |
sfan5 |
136 +size_t len; |
19:30 |
sfan5 |
137 +const char *s = lua_tolstring(L, -1, &len); |
19:30 |
sfan5 |
why not keep using the old way? |
19:31 |
ShadowNinja |
sfan5: Because the old way doesn't support NULs, and it's a generic function. |
19:31 |
sfan5 |
oh right, it's a C api |
19:33 |
ShadowNinja |
sfan5: Look good? |
19:33 |
sfan5 |
yes |
19:35 |
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19:37 |
ShadowNinja |
sfan5: Is this fine too? http://sprunge.us/QKhH?diff |
19:37 |
sfan5 |
yes |
19:37 |
sfan5 |
ShadowNinja: wait |
19:37 |
sfan5 |
ShadowNinja: while you're at it also remove the space from the wgettext'd string |
19:38 |
ShadowNinja |
Alright. |
19:39 |
ShadowNinja |
It should probably be something like @1 MiB/s actually, to account for word-order differences, but I don't think the engine has that functionality yet. |
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20:08 |
sfan5 |
2015-05-06 22:08:00: ERROR[main]: ServerError: caught (...) |
20:08 |
sfan5 |
wow |
20:08 |
sfan5 |
how helpful |
20:09 |
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20:20 |
ShadowNinja |
sfan5: It seems like LuaJIT passes errors around in a way that catch (...) catches. I removed that in one of my PRs. Remove the block or use Lua. |
20:32 |
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20:34 |
est31 |
why did you add the rebase needed tag sfan5? |
20:34 |
est31 |
(note: perhaps that PR should be closed and one for the security-2 branch be opened) |
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20:43 |
sfan5 |
est31: github said it needed a rebase |
20:46 |
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21:03 |
ShadowNinja |
sfan5, est31: Does #2039 look good to you? |
21:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/2039 -- Add non-global mod namespaces by ShadowNinja |
21:13 |
est31 |
no |
21:14 |
est31 |
I'm with sapier on this |
21:17 |
ShadowNinja |
est31: What's wrong with it then? |
21:17 |
ShadowNinja |
est31: All he said was based on misunderstanding what the code does. |
21:19 |
est31 |
I'm against because it makes mods longer to write |
21:20 |
est31 |
more bloat when using other mods |
21:20 |
est31 |
and complexity that hasn't that much benefits |
21:23 |
ShadowNinja |
est31: It doesn't. His examples were absurd, and they weren't even valid Lua. You just have to use something like `local foo = minetest.mods.foo` to the top of your file, and it's faster anyways because there's one less lookup (global tabel lookup). |
21:24 |
* ShadowNinja |
edits his comment to be valid and sane. |
21:25 |
est31 |
That trick takes out one of your listed advantages: being faster because its no global lookup |
21:26 |
est31 |
If its only accessed once, then there is only one lookup |
21:27 |
ShadowNinja |
est31: Well of course. But you almost always use a function/value more than once. |
21:27 |
est31 |
so? |
21:29 |
est31 |
java classes aren't prefixed either |
21:29 |
est31 |
I just can prefix it by the domain name and this is it |
21:29 |
est31 |
no java.class. prefi |
21:29 |
est31 |
x |
21:31 |
est31 |
lua is about getting productive fast |
21:31 |
ShadowNinja |
est31: I fixed his comment. |
21:31 |
ShadowNinja |
est31: What's this about Java? |
21:32 |
est31 |
for example when I write a library coollib, and my domain name is example.com, then I name my classes like com.example.coollib.classABC |
21:32 |
ShadowNinja |
You don't need to specify "class not.minetest.minetest.MtNativeActivity {" because of the package declaration, is that what you're talking about? |
21:32 |
est31 |
not java.libs.com.example.coollib.classABC |
21:33 |
ShadowNinja |
Yes, because it's in an implicit namespace. You can't just use com.example.coollib.classABC without an import. |
21:34 |
ShadowNinja |
The local x = minetest.mods.x line is like an import line. |
21:34 |
est31 |
yes but still its "global" and not hidden inside java.lib. something |
21:35 |
est31 |
so for testing, there is minetest.global_exists(name) |
21:36 |
est31 |
which other benefits do you see? |
21:36 |
ShadowNinja |
No, it's local. You have to localize it with the import line. If you don't use the import line you don't get it added anyways. |
21:37 |
ShadowNinja |
Benefits: Speed (due to more localizations), less global conflicts, ability to check if a mod's loaded but not functional. |
21:38 |
ShadowNinja |
Although, actually, the third thing could be done before. |
21:39 |
ShadowNinja |
And having a list of external APIs that a file uses at the top is a perk IMO. |
21:39 |
ShadowNinja |
(Although perhaps not in the detail that Java files have you do) |
21:39 |
est31 |
so its "make it hard to access mods so that people localize so that speed improves"? |
21:40 |
ShadowNinja |
Sort of. |
21:42 |
ShadowNinja |
BBL. est31: Check if #2655 is O.K. while I'm gone. |
21:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2655 -- Clean up mod profiler by ShadowNinja |
21:48 |
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22:02 |
est31 |
ShadowNinja, doesnt work |
22:02 |
est31 |
also, doesnt it depend on your logging cleanup patch? |
22:03 |
est31 |
when I do /dump_mod_profile nothing happens |
22:04 |
ShadowNinja |
est31: Eh, yes. Change the minetest.log calls to minetest.debug. |
22:04 |
ShadowNinja |
(or use the logging cleanup patch) |
22:05 |
est31 |
so you want to get it merged before that patch or after? |
22:06 |
ShadowNinja |
est31: Either order's fine. |
22:06 |
est31 |
if before, then it should work without the patch :) |
22:07 |
est31 |
if after, then perhaps its a better idea to test it after the logging patch got merged, not? |
22:07 |
ShadowNinja |
est31: If I just change it to core.debug it will work with doth versions. |
22:08 |
est31 |
thats great |
22:08 |
est31 |
but won't core.debug change the loglevel? |
22:11 |
ShadowNinja |
est31: Nope. |
22:11 |
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22:12 |
ShadowNinja |
It'll just get its prefix after my rework. |
22:12 |
est31 |
I think I'm too tired for this |
22:12 |
est31 |
sorry :( |
22:51 |
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