Time |
Nick |
Message |
00:59 |
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01:08 |
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01:22 |
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01:29 |
Zeno` |
est31, is SRP login working for you on Android? |
01:29 |
est31 |
umm |
01:29 |
est31 |
lemme check |
01:29 |
est31 |
is it not for you? |
01:30 |
Zeno` |
No, but I don't know if it's because the lib is not being installed properly or a different issue |
01:30 |
Zeno` |
the lib certainly downloads and builds |
01:31 |
est31 |
do you know that srp is currently not activated? |
01:31 |
Zeno` |
I revert your commit and things work again |
01:32 |
Zeno` |
yeah, I think it's just not finding the lib and... hmm, it's weird |
01:32 |
est31 |
but why does it build then |
01:32 |
Zeno` |
building properly != working :P |
01:33 |
est31 |
yes but usually building == libs found |
01:33 |
est31 |
or building => libs found |
01:33 |
est31 |
(other implication doesnt hold :p) |
01:34 |
Zeno` |
well it's not a static lib, so no... |
01:34 |
Zeno` |
anyway, this is what I get: http://dpaste.com/2HTVZW1 |
01:35 |
est31 |
vorbis and ogg?? |
01:35 |
Zeno` |
what about them? |
01:36 |
est31 |
nvm just a warning |
01:36 |
est31 |
not the cause of the error |
01:36 |
Zeno` |
oh, yeah... I guess some libs can have some kind of init callback |
01:39 |
est31 |
ok I get it too |
01:39 |
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01:40 |
Zeno` |
Where are libs supposed to be "installed"? |
01:40 |
Zeno` |
ShadowNinja knows |
01:41 |
Zeno` |
I can never remember heh |
01:41 |
Zeno` |
although I'm not sure that's even this issue |
01:43 |
est31 |
libgmp.so is inside the apk |
01:44 |
est31 |
the funny thing is that it complains about minetest.so, and doesnt even mention libgmp.so |
01:45 |
Zeno` |
yeah I know :/ But it's definitely your commit (try it if you don't trust me ;)) |
01:45 |
est31 |
nono |
01:45 |
est31 |
trust you |
01:45 |
Zeno` |
Stupid android |
01:45 |
est31 |
yes :p |
01:46 |
est31 |
is it the srp commit or the gmp commit? |
01:48 |
est31 |
the gmp one |
01:51 |
est31 |
my guess is that I forgot to add the library somewhere |
01:52 |
est31 |
yes I did |
01:53 |
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01:53 |
Zeno` |
well I added it and it didn't *seem* to make a difference but I may have done it wrong so I'll wait for your attempt :) |
01:56 |
est31 |
yea ... |
01:56 |
est31 |
perhaps I've done it wrong too :) |
01:56 |
est31 |
wrongly * |
02:12 |
Zeno` |
we both sound, umm, very confident! |
02:12 |
Zeno` |
I dunno... I just added gmp where all the other libs are in MtNati...java |
02:13 |
est31 |
yes like me |
02:13 |
est31 |
my second try was to put it first |
02:13 |
est31 |
because this guy writes https://github.com/Rupan/gmp |
02:14 |
est31 |
"The GMP library must be loaded prior to other dependent modules. This is an apparent shortcoming / limitation of Android." |
02:14 |
est31 |
didnt work either |
02:15 |
est31 |
so yes, it should be there, but it shouldn't crash. |
02:19 |
est31 |
ah I have something |
02:19 |
est31 |
nice nice |
02:20 |
est31 |
I've added System.loadLibrary("minetest"); just for the lulz |
02:20 |
est31 |
then it actually produced an error message: dlopen("/data/app-lib/net.minetest.minetest-1/libminetest.so") failed: dlopen failed: could not load library "libgmp.so.10" needed by "libminetest.so"; caused by library "libgmp.so.10" not found |
02:20 |
est31 |
nice nice |
02:22 |
Zeno` |
confirmed at least :D |
02:22 |
Zeno` |
where should libgmp.so.10 be located on the device? |
02:22 |
est31 |
it isn't |
02:23 |
Zeno` |
why? |
02:23 |
est31 |
I guess its some "resolve the symlink and then take the filename error" |
02:23 |
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02:23 |
Zeno` |
why isn't it on the device? |
02:23 |
est31 |
because libgmp.so is. |
02:23 |
Zeno` |
oh, you know what I mean :P |
02:24 |
Zeno` |
where is libgmp.so located :P |
02:24 |
est31 |
in the apk |
02:24 |
est31 |
lib/armeabi-v7a/somewhere |
02:24 |
Zeno` |
but it should be on the device somewhere after the APK is unpacked... shouldn't it? |
02:24 |
est31 |
yes |
02:24 |
est31 |
I mean its successfully loading libgmp.so |
02:25 |
est31 |
just somehow libminetest thinks it wants libgmp.so.10 |
02:25 |
Zeno` |
oh duh |
02:25 |
Zeno` |
didn't read the whole error |
02:25 |
est31 |
we have to teach libminetest to want libgmp.so |
02:26 |
Zeno` |
teach it/.... lol |
02:26 |
Zeno` |
:D |
02:26 |
est31 |
:p |
02:38 |
est31 |
btw this shows the problem very nicely: arm-linux-androideabi-readelf -d libs/armeabi-v7a/libminetest.so |
02:40 |
Zeno` |
I didn't even know you could do that heh |
02:51 |
est31 |
ok great found a fix |
02:52 |
Zeno` |
est31, https://github.com/minetest/minetest/blob/master/src/game.cpp#L3003 |
02:52 |
est31 |
thanks to that dude above |
02:52 |
est31 |
Zeno`, ? |
02:52 |
Zeno` |
I am removing the exclude bits and the if (so only lines 3008 and 3009 will remain). |
02:53 |
Zeno` |
I don't recall my reasoning behind the exclude bits in the first place. I think I mistakenly thought that without them things like digging etc would not work but this is not the case |
02:53 |
Zeno` |
I do remember thinking that people would fall if cliffs if they were sneaking, but this is not the case either |
02:53 |
Zeno` |
I.e. I should never have added them |
02:54 |
est31 |
ok |
02:54 |
Zeno` |
they do nothing except make people annoyed lol |
02:54 |
Zeno` |
e.g. Wayward_One |
02:54 |
Zeno` |
what was the Android problem? |
02:54 |
est31 |
https://github.com/Rupan/gmp/blob/master/compile-gmp-arm.sh#L30 |
02:54 |
Zeno` |
whoa |
02:55 |
est31 |
added that recompiled libgmp and it works |
02:55 |
Zeno` |
nice :) |
02:55 |
est31 |
totally straightforward |
02:55 |
Zeno` |
once you know :) |
02:55 |
est31 |
ok its understandable once you know |
02:55 |
Zeno` |
I like how GMP use -pedantic in their build flags |
02:56 |
Zeno` |
don't ever use -pedantic on minetest |
02:56 |
est31 |
lol |
02:56 |
Zeno` |
something like 10000 warnings :/ |
03:01 |
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03:13 |
est31 |
pushing the fix |
03:13 |
Zeno` |
ok |
03:14 |
Zeno` |
I will push my little change as soon as you do that |
03:14 |
est31 |
pushed |
03:14 |
est31 |
ok |
03:27 |
Zeno` |
I dunno about this grey world issue |
03:28 |
Zeno` |
I wish compiling on Windows was easier heh |
03:28 |
Zeno` |
not that it's hard... just kind of demented |
03:28 |
technomancy |
yeah, not much fun to debug |
03:28 |
technomancy |
for my own projects the policy is always "any windows support is entirely accidental" |
03:29 |
Zeno` |
:D |
03:29 |
technomancy |
but that's harder to get away with if you're working on a game |
03:30 |
Zeno` |
The other problem I have (on Windows) is that bugs other people seem to experience I don't |
03:30 |
Zeno` |
e.g. there is an issue with main menu apparently but I cannot reproduce it |
03:30 |
technomancy |
I guess the other problem is it finishes compiling the first half, then it finishes compiling half of what's left, and then it finishes compiling half of the part that remains after that; how is it ever going to actually finish compiling? |
03:30 |
est31 |
lol |
03:31 |
Zeno` |
maybe it's the way I run it. I.e. perhaps I have preconceptions that allow me to subconsiously do things that make things work :3 |
03:31 |
Zeno` |
that didn't come out how I meant it to. It made sense when I was thinking it |
03:31 |
est31 |
the partial sums converge though |
03:31 |
technomancy |
Zeno`: I heard of a bug in a drawing program that only ever manifested when you draw strokes upward; the developers when testing only ever drew downwards. |
03:31 |
est31 |
lol |
03:32 |
Zeno` |
technomancy, I wrote a paradox exactly about what you describe |
03:32 |
* technomancy |
nods sagely |
03:32 |
Zeno` |
I call it "Zeno's compilation paradox" |
03:34 |
est31 |
the trick is the compiler needs for every step one half less time |
03:35 |
Zeno` |
pfft |
03:35 |
Zeno` |
as if |
03:40 |
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04:47 |
Adimgar |
hi, someone awake? |
04:47 |
Adimgar |
i've some questions about a minetest_game fork i made |
04:47 |
est31 |
just ask, dont ask to ask :) |
04:47 |
Adimgar |
lol |
04:48 |
Adimgar |
may i ask to ask then? |
04:48 |
Adimgar |
kidding |
04:48 |
est31 |
no you may not |
04:48 |
est31 |
also, dont ask to ask to ask |
04:48 |
Adimgar |
;( |
04:48 |
Adimgar |
i talked with kilbith earlier, about translating minetest_game and the engine itself |
04:49 |
Adimgar |
i made some progress with minetest_game using Intllib from Kaeza |
04:50 |
Adimgar |
i forked it, made the changes but i made a pull request by accident, i closed it |
04:50 |
est31 |
so? |
04:50 |
Adimgar |
it's pretty much complete, it has spanish translations |
04:50 |
Adimgar |
so at this point i don't know what to do, it's ok with the pull request? |
04:52 |
est31 |
if you have changes you want to get into minetest, open a pull request |
04:52 |
est31 |
so what exactly is your question ;) |
04:52 |
Adimgar |
you've already answered it, thanks |
04:52 |
Adimgar |
it was if i can go on with the pull |
04:53 |
Adimgar |
alrigh, it's open again, hope you find it usefull |
04:54 |
Adimgar |
i'm pretty new on github, i guess everyone can collaborate on making additional language files, right? |
04:54 |
Adimgar |
i can only translate to spanish |
04:55 |
est31 |
through pull requests yes |
04:55 |
Adimgar |
good |
04:58 |
Zeno` |
We didn't already have a Spanish translation? |
04:58 |
est31 |
for _game? |
04:58 |
Zeno` |
oh |
04:58 |
Zeno` |
cool :) |
04:58 |
est31 |
of course this mostly only helps in singleplayer |
04:58 |
est31 |
but a good start |
04:59 |
est31 |
later on the S() function can be replaced by something that sends the string to translate to the client |
04:59 |
est31 |
together with information where the string ends and so on |
04:59 |
est31 |
then the client translates it locally |
05:00 |
est31 |
its easier I think than recreating the whole infrastructure to send strings to clients based on their language |
05:00 |
est31 |
of course the client will get a map what translates to what at joining the server |
05:01 |
est31 |
so that we keep the cool feature of minetest that mods require no client changes |
05:02 |
est31 |
question remains though about backwards compat |
05:02 |
est31 |
that *will* require a full change of the structure |
05:03 |
Zeno` |
maybe |
05:03 |
est31 |
it can be made optional |
05:04 |
est31 |
I guess its faster to program a lightweight converter that strips all such things in traffic |
05:05 |
est31 |
so new clients connect to port A old ones to port B |
05:05 |
est31 |
and there is a converter B -> A |
05:05 |
est31 |
acting to A as client |
05:05 |
est31 |
to B as server |
05:05 |
kahrl |
est31: maybe add translation support to client and server now, and then when everyone is using new enough versions, add translation in minetest_game |
05:06 |
est31 |
thats what I meant with "it can be made optional" :) |
05:08 |
Adimgar |
that was the original idea of it, to try to make the whole thing i18n'd |
05:09 |
Adimgar |
the S() function in _game it's a little start i believe, but it's better than nothing |
05:09 |
est31 |
yes |
05:09 |
est31 |
there are some issues with your patch though |
05:09 |
est31 |
I'll add them as comments |
05:10 |
Adimgar |
and like you pointed, it can be improved a lot about reading strings and so |
05:10 |
Adimgar |
yeah, i expected it, i'm a first timer in all of it :D |
05:10 |
Adimgar |
thanks for your comments |
05:12 |
est31 |
quite good for a first timer :) |
05:13 |
kahrl |
I would suggest _ instead of S |
05:13 |
kahrl |
_ is a very common alias of gettext |
05:13 |
est31 |
S is what intllib uses... Im neutral about this |
05:14 |
kahrl |
hmm ok, I never used intllib |
05:14 |
Zeno` |
you're not allowed to be neutral. you must have strong, wild, unsubstantiated opinions that cannot be swayed |
05:16 |
kahrl |
one thing I wonder is: how secure is gettext? is it safe to let it parse potentially malicious .po or .mo files? |
05:16 |
est31 |
why? |
05:17 |
kahrl |
because that's how I assume the client would do the translation |
05:17 |
est31 |
intllib uses simple text files based on lua |
05:18 |
kahrl |
yeah, but the client has no lua environment |
05:18 |
kahrl |
not yet, anyway |
05:18 |
kahrl |
and if one is added there's the same question about security, but for lua |
05:18 |
Zeno` |
well it kinda does |
05:18 |
Zeno` |
e.g. mainmenu |
05:18 |
est31 |
what I have in mind is that the client sends their language in the init, and the server then sends a package with the strings back |
05:18 |
est31 |
at join |
05:19 |
kahrl |
a package in what format? |
05:19 |
est31 |
zipped text file |
05:19 |
est31 |
https://github.com/Adimgar/minetest_game/blob/translation/mods/beds/locale/es.txt |
05:19 |
est31 |
example |
05:19 |
est31 |
just combined for every mod |
05:19 |
est31 |
in theory we don't even need lua |
05:20 |
kahrl |
lol, those formspec artifacts |
05:20 |
kahrl |
but yeah that should be fine |
05:20 |
est31 |
ah then we should use gettext yes |
05:21 |
kahrl |
nah, I don't think gettext is needed |
05:21 |
est31 |
we can also implement it on our own |
05:22 |
est31 |
or we wait for clientside lua and do the feature there |
05:22 |
est31 |
that would require vast API creation though |
05:22 |
est31 |
it will be faster to code to make it in C |
05:23 |
est31 |
s/to code// |
05:24 |
kahrl |
seeing as client side modding is kind of the big vaporware here, I'd prefer not to rely on it ;) |
05:24 |
est31 |
lol |
05:29 |
hmmmm |
exactly one person has any real plans for implementing it and zero time |
05:30 |
est31 |
I have more time the week after next week, I can look into clientside modding if you want. |
05:31 |
hmmmm |
how do you have so much time |
05:31 |
est31 |
uni student, and we have a week free. I won't do it all ofc :) |
05:32 |
est31 |
I mean adding a commit that adds 300 API functions is the wrong approach |
05:32 |
est31 |
at the start, have some basic things, and then it can be extended |
05:32 |
hmmmm |
yup, any successful big thing started out as a small thing |
05:32 |
est31 |
like the current server API started too. |
05:32 |
est31 |
yea :) |
05:33 |
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05:35 |
est31 |
bye |
05:36 |
hmmmm |
really i wanted to do the client side modding though |
05:36 |
hmmmm |
what was i working on last before i left... |
05:36 |
hmmmm |
ah noise memory optimizations |
05:37 |
hmmmm |
yeah, that, and then i wanted to optimize a couple of other things like MapBlock::raiseModified() |
05:37 |
hmmmm |
and then getPlayer() is horrible, why is this not a map |
05:37 |
hmmmm |
then i wanted to fix the LuaJIT exception wrapper and OS X RUN_IN_PLACE |
05:38 |
hmmmm |
implement decolsystem finally |
05:38 |
hmmmm |
and then i can do client side modding |
05:40 |
Zeno` |
it's C jeopardy time! |
05:43 |
Adimgar |
and then you can have a cofee :D |
05:43 |
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09:16 |
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09:18 |
TeTpaAka |
#1307 can be closed now since #2691 got merged. |
09:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/1307 -- Add minetest.register_on_punchplayer by Bremaweb |
09:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/2691 -- Add minetest.register_on_punchplayer by TeTpaAka |
09:21 |
est31 |
done |
09:24 |
TeTpaAka |
Thanks. |
09:25 |
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17:32 |
hmmmm |
i'd like to make a general statement about adding apis for very mundane things like this https://github.com/minetest/minetest/commit/86a963caca9604ad57904e9acd9bef7c46ca47d8 |
17:34 |
hmmmm |
these are such specific functions to accomplish such a specific task. the problem is that when we go back to expand upon it, these legacy apis need to stay there for reverse compatibility. this is how things get bloated. |
17:34 |
hmmmm |
i made the same mistake with the schematic API |
17:35 |
hmmmm |
in fact now that i look at it, that patch bumps the protocol version |
17:38 |
rubenwardy |
That would be a useful feature for my CityVsCity subgame. But it could tie in with a new HUD framework. |
17:38 |
hmmmm |
don't get me wrong |
17:39 |
hmmmm |
i think the implementation of that feature is spot on |
17:39 |
hmmmm |
it's just that the feature itself is sort of questionable |
17:48 |
rubenwardy |
It's useful for teams etc |
17:48 |
rubenwardy |
but better solved by better hud |
17:49 |
rubenwardy |
and for admins |
17:56 |
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18:00 |
TheWild |
why there is set_eye_offset, but no get_eye_offset? |
18:13 |
hmmmm |
because frankly the api sucks |
18:13 |
hmmmm |
it wasn't well thought out. people just added what they needed |
18:13 |
hmmmm |
it would be really fantastic if we could draw a line in the sand and break all previous mod compatibility and come up with a very good api |
18:17 |
celeron55 |
well, api design is hard |
18:17 |
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18:17 |
celeron55 |
you might get it right at one time, but then it's going to degrade again |
18:19 |
celeron55 |
i think a process of introducing experimental apis and then replacing them with proper ones when people actually know how and what for the api is actually used would be ideal |
18:19 |
celeron55 |
but that isn't easy either |
18:19 |
celeron55 |
when you have a network layer in between and whatnot |
18:20 |
hmmmm |
too bad bkvl never happened |
18:21 |
celeron55 |
it's very doable if someone actually dedicates to it in the long term, but that always kind of takes away from other progress |
18:22 |
celeron55 |
there's not enough apparent experience and fame to be gained from being someone that maintains it |
18:24 |
hmmmm |
heh. i understand the 'lack of fame' part of it. most users don't really think i work on anything at all |
18:24 |
celeron55 |
i think everyone will agree that experience and fame is what people are compensated for their work with in this community |
18:27 |
celeron55 |
hmm |
18:28 |
hmmmm |
dunno. i first started working on things to scratch my own itch, and then i continued on because it was interesting and now i feel obligated to the rest of the users to deliver good, finished product |
18:28 |
hmmmm |
s |
18:28 |
celeron55 |
i wonder if it would make a significant difference if i would start blogging or otherwise writing about things going on in minetest |
18:28 |
hmmmm |
probably not |
18:29 |
celeron55 |
with the intention of making the active people known that don't really do it by themselves |
18:29 |
hmmmm |
instead of writing about it, make it happen :) why don't you work on minetest anymore? you're very much needed in the audiovisual department |
18:30 |
celeron55 |
i have said this plenty of times already but i can repeat it for this discussion: i don't develop minetest because i don't use it anymore |
18:30 |
celeron55 |
it's much more natural to work on things that i personally have use for |
18:31 |
hmmmm |
okay then |
18:31 |
hmmmm |
i haven't played minetest for years |
18:31 |
celeron55 |
this includes the fact that back in the day there was a community of finnish minetest users that i played it with |
18:32 |
celeron55 |
but that community hasn't existed in a long time |
18:33 |
celeron55 |
i don't really know why and maybe i should figure it out for the benefit of minetest itself, but that's how it is anyway |
18:34 |
hmmmm |
minecraft isn't popular anymore. it was a fad and it's over now |
18:34 |
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18:36 |
TeTpaAka |
I'm sorry if my api function isn't good. What should I do better next time? |
18:37 |
hmmmm |
you personally couldn't |
18:38 |
TeTpaAka |
What would be needed to make the overall API better? |
18:38 |
hmmmm |
what you wanted is for the color to be different |
18:38 |
hmmmm |
you coded it, rather well, you didn't make any mistakes, it's 100% compliant with the code style |
18:38 |
hmmmm |
it seems pretty solid |
18:40 |
hmmmm |
this is the fundamental problem with the open source "scratch your own itch" model and designing a coherent standard that works for everybody's use case great |
18:40 |
Calinou |
use a consortium |
18:40 |
hmmmm |
i don't like using this word, but i wonder if it would help to make a committee |
18:40 |
Calinou |
bloat and bureaucracy everywhere :) |
18:41 |
hmmmm |
yeah, consortium... committee |
18:41 |
Calinou |
celeron55 is strongly opposed to this |
18:41 |
hmmmm |
of course |
18:41 |
Calinou |
he always says people should not design stuff in a commitee |
18:41 |
hmmmm |
as would anybody |
18:42 |
hmmmm |
i'm opposed to the idea, but i think it would be necessary in order to keep standardized things coherent |
18:42 |
hmmmm |
i like the idea of experimental APIs though |
18:42 |
hmmmm |
we can expand upon the interface or improve it in various ways before it becomes something we need reverse compatibility for |
18:43 |
TeTpaAka |
Maybe we should revert my pull so I can create an API that would be better forward compatible? |
18:43 |
hmmmm |
ehh |
18:43 |
TeTpaAka |
I mean, adding a table that can take more stuff than just the color. |
18:44 |
hmmmm |
that would be an improvement, make it like core.set_nametag_attributes() or something |
18:44 |
hmmmm |
but it's not the ideal solution |
18:44 |
TeTpaAka |
In the future, there might be options to change the size, font, text... |
18:44 |
hmmmm |
right |
18:44 |
hmmmm |
if you think about it, this is something client-side |
18:45 |
hmmmm |
i can't hold it off any longer. client side modding needs to come right away |
18:45 |
hmmmm |
every time we add one of these "modify some visual detail on the client side" APIs, that forces me to add a backwards compatibility RPC implementation |
18:48 |
hmmmm |
maybe i can make all ObjectRef APIs use a generic RPC translation mechanism when player != localplayer |
18:49 |
hmmmm |
yeah that'll work. |
18:49 |
hmmmm |
TeTpaAka, sounds good: change get/set_nametag_color to get/set_nametag_attribute(), have it take a table, and "color" is just one of the attributes |
18:50 |
hmmmm |
we should be able to seamlessly integrate this with client side modding when the time comes, if done correctly |
18:50 |
TeTpaAka |
How would I do the network code? Do I have to add a field version, so I can tell how many arguments are transmittet? |
18:51 |
hmmmm |
actually, I'm not sure |
18:52 |
hmmmm |
i think the way activeobject messages are implemented right now make things unnecessarily difficult |
18:52 |
hmmmm |
they shouldn't be positionally based |
18:53 |
hmmmm |
we need to do some serious thinking about forward/backward compatibility on the network. i had an idea to transform the protocol into something similar to protobufs but more efficient and completely reverse compatible with the current protocol |
18:54 |
hmmmm |
maybe it's time to implement it |
19:13 |
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19:13 |
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19:31 |
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19:43 |
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19:47 |
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19:53 |
TeTpaAka |
#2705 <- is this better? |
19:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/2705 -- Replace get/set_nametag_color by get/set_nametag_attributes by TeTpaAka |
20:01 |
hmmmm |
yea |
20:08 |
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20:57 |
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20:58 |
est31 |
minetest is far too small for a comitee |
20:58 |
est31 |
such things are to make things slow such that communities don't break apart |
20:58 |
est31 |
as a comparison, coreboot just got a comitee |
20:59 |
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20:59 |
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20:59 |
est31 |
and they are much larger :) |
21:00 |
est31 |
and they have to deal with multiple entities who invest money like hw manufacturers |
21:00 |
est31 |
those need securities |
21:00 |
est31 |
either way, about network. |
21:00 |
est31 |
protobufs sound nice |
21:01 |
est31 |
now to client modding (I'm switching fast :p), what is your imagined design hmmmm ? |
21:01 |
hmmmm |
i wanted to do that |
21:01 |
hmmmm |
:/ |
21:01 |
est31 |
yes you can |
21:01 |
est31 |
please do it I dont want to take it away |
21:02 |
est31 |
just want to talk bout design :) |
21:02 |
hmmmm |
oh |
21:02 |
hmmmm |
didn't i write on the dev mailing list |
21:02 |
est31 |
ah |
21:02 |
est31 |
lemme see |
21:02 |
hmmmm |
i wanted to have 7 main categories |
21:03 |
hmmmm |
HUD, the new UI toolkit, a formspec translation layer, sounds, client visual effects, shaders |
21:03 |
hmmmm |
and something else |
21:04 |
est31 |
the only message on the list I can see is about envlock |
21:04 |
est31 |
and your test mail ofc |
21:05 |
hmmmm |
ahhh |
21:05 |
hmmmm |
maybe i didn't put it up on there then |
21:11 |
ShadowNinja |
...handleCommand_NodeDef *only* involves about 13 string copies... |
21:12 |
est31 |
prime :D |
21:12 |
ShadowNinja |
7 or so actually, std::strings, std::stringstreams, and a Buffer. |
21:13 |
ShadowNinja |
When you could just use pkt->readLongString() and have 2 or 3 copies. |
21:13 |
ShadowNinja |
(std::stringstream is overrated, it makes too many copies) |
21:13 |
est31 |
my guess is that code existed before networkpacket |
21:14 |
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21:17 |
ShadowNinja |
Yes, I've found at least two instances where the entire packet's loaded into an istringstream though, and I'm only halfway through the client packet handlers. |
21:17 |
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21:17 |
RealBadAngel |
hi |
21:17 |
RealBadAngel |
ShadowNinja, here? |
21:17 |
ShadowNinja |
RealBadAngel: Yep. |
21:18 |
RealBadAngel |
im stuck and need some help, do you have some spare time? :) |
21:19 |
ShadowNinja |
RealBadAngel: A bit, yes. |
21:30 |
RealBadAngel |
ShadowNinja, got my messages on priv? |
21:31 |
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21:31 |
ShadowNinja |
RealBadAngel: Now I did. :-) |
21:40 |
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21:45 |
hmmmm |
ShadowNinja, are you sure it's a smart idea to have CHECK_POS_* on read_ functions? |
21:45 |
hmmmm |
this is not consistent with read_aabb3f |
21:46 |
ShadowNinja |
hmmmm: Maybe not, but the check was there before so I didn't change it. |
21:47 |
hmmmm |
fixing all this stuff is something that should be done when we start to unify and clean up the api |
21:47 |
hmmmm |
consistency is key for a good interface, and none of this is consistent at all |
21:49 |
hmmmm |
speaking of which, can you take a look at read_object_properties(), the part where it reads colors? |
21:49 |
hmmmm |
is that correct at all? readARGB8() expects a table, not a string... why is it checking lua_isstring()... |
22:13 |
ShadowNinja |
hmmmm: No, it isn't correct. It was probably supposed to be parseColorString or similar. |
22:14 |
hmmmm |
nobody complained about it not working |
22:15 |
ShadowNinja |
Does anything actually use colors? |
22:15 |
hmmmm |
no idea. |
22:15 |
ShadowNinja |
Docs say it depends on the visual, but all visuals use textures, not colors AFAIK. |
22:15 |
hmmmm |
i'm gonna make a generalized read_color() though |
22:18 |
est31 |
hmmmm got sign comparison warnings again |
22:18 |
hmmmm |
est31, instead of fixing individual sign comparisons, why don't you let me find the appropriate compiler switch for clang, enable that, and then i'll fix them all in one go. |
22:19 |
est31 |
you mean I enable it in the cmake script, or just tell it to you? |
22:20 |
est31 |
hmmmm, ^ |
22:24 |
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22:24 |
hmmmm |
i'm working on it |
22:29 |
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22:29 |
est31 |
nice |
22:35 |
hmmmm |
erm |
22:35 |
hmmmm |
just curious |
22:35 |
hmmmm |
how the hell does minetest compile without irrlicht?? |
22:36 |
hmmmm |
video::SColor is an irrlicht dependency and it's used throughout the SAPI |
22:39 |
ShadowNinja |
hmmmm: SColor is defined inline in the header. |
22:40 |
ShadowNinja |
The headers are required but not the lib. |
22:40 |
hmmmm |
right, so it is required |
22:40 |
hmmmm |
do we really want this? :/ |
22:40 |
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22:40 |
ShadowNinja |
That's very fragile though, Irrlicht could move some functions and create a dependency on the lib for the server. |
22:41 |
hmmmm |
exactly |
22:41 |
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22:42 |
ShadowNinja |
We'd need to replace {u,s}{8,16,32,64} (which I've done in one of my brances) core::vector{2,3}d, SColor, probably more. |
22:42 |
hmmmm |
that's not really too problematic though |
22:43 |
ShadowNinja |
It would make it slightly easier to switch to something like Ogre3d, if we ever tried that, though. |
22:43 |
hmmmm |
it'd just consist of copying over those structures into our own file, renaming it slightly, and then running a global find/replace |
22:43 |
ShadowNinja |
The u8, etc typedefs should use the standard uint8_t, etc typedefs though. |
22:44 |
ShadowNinja |
https://github.com/ShadowNinja/minetest/commits/standard-int-types |
22:45 |
ShadowNinja |
^ That uses some using directives to make irr::* namespaces imported by int_types.h, to prevent a bunch of fixing everywhere. |
22:46 |
ShadowNinja |
Eh, or not. I guess I fixed that. |
22:47 |
ShadowNinja |
That might not compile actually. |
22:47 |
ShadowNinja |
I might not have pushed my latest version. |
22:48 |
est31 |
u8 is easier to write |
22:50 |
ShadowNinja |
est31: Yes, the typedef is fine, it just should be changed to a typedef for the standard version. |
22:51 |
est31 |
yes thats ok |
23:00 |
Megaf |
Hi, anyone working on #2700 ? |
23:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/2700 -- [Feature Request] Add command to display the current time. |
23:01 |
est31 |
I'm right now finalizing packets for protocol v25 |
23:22 |
est31 |
what do you say about this: https://github.com/est31/minetest/commit/4b6c559a5159c597fbb249374392163f055063f4 |
23:23 |
est31 |
that comit actually enables srp |
23:25 |
est31 |
hmmmm? ^ |
23:26 |
hmmmm |
what does the value (u16)0 do? |
23:26 |
est31 |
its a byteflag for compression modes |
23:26 |
hmmmm |
how would i know that from looking at that function |
23:26 |
est31 |
right now it isn't used |
23:27 |
hmmmm |
est, no offense, but you need to work on making your code less cryptic |
23:27 |
est31 |
it is documented in networkprotocol.h |
23:27 |
est31 |
ill add a comment |
23:27 |
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23:27 |
hmmmm |
instead of a comment why not something like |
23:27 |
hmmmm |
static const current_compression_modes = 0; |
23:28 |
hmmmm |
static const u16 rather |
23:28 |
est31 |
yes |
23:28 |
hmmmm |
compression_modes rather |
23:28 |
hmmmm |
/ Currently, no compression modes have been enabled |
23:28 |
hmmmm |
or how about... |
23:28 |
hmmmm |
#define SUPPORTED_COMPRESSION_MODES ((u16)0) |
23:29 |
RealBadAngel |
ShadowNinja, still here? |
23:29 |
hmmmm |
I need to still look at the packet structures |
23:29 |
hmmmm |
BBL |
23:29 |
est31 |
of srp itself? |
23:29 |
ShadowNinja |
RealBadAngel: Yes, but working on NetworkPacket. |
23:29 |
RealBadAngel |
i think i found the reason |
23:30 |
RealBadAngel |
somehow direct writing to objects in threads is not allowed |
23:31 |
Taoki |
RealBadAngel: Any news on the water shader and hardware lighting? And hi, since it's been a while ^^ |
23:31 |
RealBadAngel |
v2s16 table[1024]; table[10].X = 255; |
23:32 |
RealBadAngel |
^^ this code crashes the thread |
23:32 |
ShadowNinja |
RealBadAngel: Er, no, you're definitely allowed to write to memory from threads. |
23:32 |
est31 |
updated |
23:32 |
est31 |
https://github.com/est31/minetest/commits/master |
23:32 |
RealBadAngel |
hi Taoki, i will back to shaders coding, now im fighting with minimapper |
23:32 |
Taoki |
ok |
23:33 |
RealBadAngel |
ShadowNinja, definitely youre not allowed to, see what code crashes mapblock mesh |
23:33 |
ShadowNinja |
RealBadAngel: That's really bizzare are you sure that's the exact code that you're using and that's the part that's crashing? Also, you mean SIGSEGV, right? |
23:34 |
RealBadAngel |
lemme gdb it |
23:34 |
ShadowNinja |
RealBadAngel: Everything is a thread, even the main thread is a thread. Mutexes wouldn't be needed if only one thread could access main memory. |
23:35 |
ShadowNinja |
... handleCommand_HudAdd creates an istring stream from the packet (two copies), and doesn't use it. |
23:36 |
RealBadAngel |
got same backtrace as before |
23:43 |
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23:52 |
paramat |
hi hmmmm, i'm getting a segfault (with nothing in verbose debug.txt) when trying to serialize a lua table schematic to mts using file format v4. my code https://gist.github.com/paramat/ec390a34af516d418faf |
23:55 |
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23:58 |
Taoki |
Anyone know if there's a reason why mgv6 biomes aren't enabled by default? I'm trying them out myself, and they look really awesome! Also not experiencing any bugs. Don't see any reason for them not to. |
23:59 |
paramat |
you mean snowbiomes? |
23:59 |
Taoki |
snow, yes... sorry about that >_> |