Time |
Nick |
Message |
00:00 |
est31 |
Also, I agree to remove the renderer option, its more contraproductive than productive i think |
00:02 |
paramat |
push complete |
00:12 |
est31 |
RealBadAngel, if you code something for minimap, can you perhaps also add it to the hud, so that it can be gamified, e.g. you will have to craft a map item, which shows you the minimap? |
00:13 |
est31 |
also there is further speedup potential for getPixel, the requests to the cache are done for every single pixel |
00:13 |
est31 |
those can be expensive |
00:13 |
est31 |
better to cache it for all heights somehow |
00:26 |
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00:27 |
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00:52 |
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02:09 |
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02:26 |
yh1986 |
@est31, Minetest-0.4.12.11-android you can see sun or moon and stars ? |
03:08 |
VanessaE |
can someone explain how this could happen? http://pastebin.com/XPWSyhEz |
03:08 |
VanessaE |
relevant line in the farming mod: https://github.com/VanessaE/dreambuilder_game/blob/master/mods/farming/api.lua#L204 |
03:09 |
VanessaE |
(it an unmodified copy of the upstream minetest_game version) |
03:09 |
VanessaE |
it's* |
03:10 |
VanessaE |
the function it fails to call is here: https://github.com/VanessaE/dreambuilder_game/blob/master/mods/farming/api.lua#L113 |
03:16 |
cornernote |
does it happen every time, or just once ? |
03:17 |
VanessaE |
in this case, it happened several times in a row |
03:18 |
VanessaE |
I checked the online copy, compared it with the minetest_game code, it's the same. I don't understand how such an error is possible :-/ |
03:21 |
cornernote |
does it happen when onplace() is called? (i assume it doesnt happen on startup) |
03:22 |
cornernote |
i see the reason, on the phone |
03:22 |
VanessaE |
it appears so |
03:23 |
VanessaE |
it crashes even when I just hoe some ground |
03:23 |
cornernote |
https://github.com/VanessaE/dreambuilder_game/blob/master/mods/farming_plus/init.lua#L1 |
03:23 |
* init |
looks at channel |
03:23 |
cornernote |
looks like this is loaded after farming |
03:23 |
VanessaE |
hm, that could do it |
03:29 |
VanessaE |
looks like farming API changed or something |
03:40 |
VanessaE |
hm, no.. |
03:52 |
VanessaE |
I see what happened. old version of farming_plus snuck in. |
03:53 |
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10:05 |
nore |
pushing that in 5 minutes: https://github.com/Ekdohibs/minetest/commit/5dc9df8bbe3a3936489e1a9a66406ae0bead41c1 |
10:07 |
VanessaE |
Ekdohibs?? |
10:07 |
nore |
I just learned that my previous name was a trademark :/ |
10:07 |
nore |
so I changed it |
10:07 |
Calinou |
that doesn't make it invalid |
10:07 |
VanessaE |
seriously? O_o |
10:08 |
nore |
yeah, but I don't want any problems :) |
10:08 |
nore |
and that one isn't used anywhere |
10:08 |
VanessaE |
I dunno, in a google search for "novatux", your github is the first result. |
10:08 |
nore |
hm, not for me |
10:08 |
VanessaE |
and the second..and third.... :P |
10:08 |
Calinou |
thank Google's search bubble |
10:08 |
VanessaE |
fourth is some linux distro |
10:09 |
VanessaE |
or tool, idk what |
10:09 |
nore |
well, it is a trademark selling linux computers I think |
10:09 |
VanessaE |
eh |
10:09 |
VanessaE |
well better safe than sorry I guess. |
10:09 |
nore |
but anyway, I'm sure not to have any problems if I change it :) |
10:10 |
nore |
(and I carefully checked that google didn't give any results this time) |
10:10 |
Calinou |
ask all those guys who use pony names as usernames :P |
10:10 |
jin_xi |
yes its a really weird nick :) |
10:10 |
nore |
(and yes, that name is stupid, I used a password generator to get it) |
10:10 |
nore |
:D |
10:10 |
VanessaE |
that's a hell of a way to come up with a handle :"D |
10:10 |
VanessaE |
"D |
10:10 |
VanessaE |
... |
10:11 |
nore |
anyway, pushing it :) |
10:29 |
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10:37 |
TBC_x |
my github nick is way weirder |
10:48 |
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10:50 |
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10:50 |
kilbith |
RealBadAngel: how do you like that ? https://lut.im/u4nXhXCi/r7yWwGZq |
10:50 |
kilbith |
then we can fill the right column for screen and mouse settings |
10:51 |
VanessaE |
shaders option needs to allow for bumpmapping-only mode also |
10:51 |
VanessaE |
off/low/mid/high is too vague |
10:51 |
kilbith |
say to Valve |
10:51 |
kilbith |
say that* |
10:51 |
VanessaE |
we ain't valve :) |
10:52 |
kilbith |
also you feel forced to react on literally everything ? |
10:52 |
kilbith |
i asked RBA |
10:52 |
VanessaE |
if it's gonna affect how I use the project, or for people who use my stuff, well yeah. I'll react. |
10:53 |
kilbith |
you react on everything for the sake of saying something |
10:53 |
VanessaE |
*sigh* |
10:53 |
kilbith |
and it's often hollowing relevant |
10:55 |
VanessaE |
do whatever you want then |
10:55 |
kilbith |
yeah, i don't need your input, really |
10:55 |
* VanessaE |
debates deleting the HDX normalmaps repository |
11:01 |
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11:03 |
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11:05 |
TBC_x |
separate menu screens/formspecs would be better, then you can use tabs to expand settings |
11:06 |
TBC_x |
IE you would have tabs in a submenu, not in the root formspec |
11:06 |
TBC_x |
will see what RBA had in mind though |
11:12 |
kilbith |
what do you mean by splitting menu screens/formspecs ? |
11:14 |
kilbith |
you mean move the options in a separate formspec ? |
11:14 |
TBC_x |
practically everything, that don't belong together |
11:14 |
TBC_x |
more traditional menu screen |
11:14 |
TBC_x |
for example I kinda like the one in AoE 2 |
11:15 |
TBC_x |
to be more precise |
11:16 |
TBC_x |
The sub-screens could look like today's main 'menu' |
11:16 |
TBC_x |
but the root menu would have buttons |
11:16 |
TBC_x |
but I don't know whether there was a discussion about this before |
11:16 |
kilbith |
i see, more organized in sub-places |
11:16 |
TBC_x |
yes |
11:18 |
TBC_x |
then there will be more space for more options |
11:27 |
TBC_x |
+1 if we transform formspecs into mapblock representation |
11:28 |
TBC_x |
but that is very, very, very experimental task |
11:28 |
TBC_x |
IE to manage inventory, you have to manipulate nodes |
11:33 |
TBC_x |
though, this is mission impossible... but anyone can prove otherwise, if they have all the time in world |
11:52 |
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12:11 |
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12:14 |
celeron55 |
what kind of policy should we have for using the minetest logo? i mean, the license is clear, but do people care for the trademark-ish concerns at all? |
12:14 |
celeron55 |
someone is asking about using the logo as the logo of a let's play youtube channel |
12:15 |
VanessaE |
I use the logo in a couple of textures here and there, because it just "fits"; I don't see a problem using it in a youtube video so long as it's not trying to misrepresent minetest or something. |
12:15 |
celeron55 |
the concern from our standpoint probably is that it might make the channel weirdly official looking and would misrepresent this community |
12:16 |
celeron55 |
no not video, but the channel header |
12:16 |
VanessaE |
ohh |
12:16 |
VanessaE |
that's a lot more grey |
12:16 |
VanessaE |
in that case I think I'd suggest some basic courtesy |
12:17 |
VanessaE |
a disclaimer or something, or changes to the logo to differentiate it from the real one |
12:18 |
VanessaE |
going hard-ass on someone using the logo is probably not good for minetest's image :) |
12:18 |
celeron55 |
i guess i can answer something like "you can, but you have to avoid misrepresenting yourself to be a developer of minetest or some other kind of official source" |
12:19 |
VanessaE |
yeah, seems fair |
12:19 |
celeron55 |
which is common sense, but i guess sometimes it has to be written down |
12:20 |
nrzkt |
+1 |
12:32 |
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12:39 |
dzho |
well, trademark law is not something you can just make up |
12:39 |
dzho |
I mean, you *can* but it isn't going to mean much. |
12:44 |
celeron55 |
well for all practical purposes, Minetest is an unregistered trademark owned by me |
12:44 |
celeron55 |
how effective that actually is depends on the country |
12:45 |
dzho |
sure |
12:47 |
celeron55 |
it might be interesting to ask some FOSS lawyer about whether it might actually be enforceable at all 8) |
12:47 |
celeron55 |
my bet would go to "nope", but at least all the good people follow it nevertheless |
12:49 |
celeron55 |
and it's not even worth taking into court because it's a bad name to begin with, and that's why nobody would put any money on it anyway so none of this will ever be tested |
12:49 |
dzho |
it could go the other way |
12:56 |
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13:01 |
TBC_x |
The logo IMO should be modified in such a way that anyone can tell the differences between original, for example replacing the tree with a mushroom |
13:02 |
TBC_x |
only in a case, where the logo does not represent original Minetest |
13:04 |
TBC_x |
I think this covers some of the licenses? |
13:23 |
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13:23 |
TenPlus1 |
hi folks |
13:23 |
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13:24 |
nrzkt |
hi |
13:30 |
TenPlus1 |
how's the latest build fairing with the random crashes > |
13:38 |
RealBadAngel |
celeron55, our code is free, but our logo shouldnt be imho |
13:39 |
RealBadAngel |
we are known already as best possible free alternative to mc |
13:39 |
TenPlus1 |
which is great if the minetest binary was stable |
13:39 |
RealBadAngel |
it is made stable from time to time |
13:40 |
TenPlus1 |
0.4.12 was the last release and it's not vey stable |
13:40 |
RealBadAngel |
next one is coming soon |
13:40 |
TenPlus1 |
glad to hear... has the memory leak problem been looked into ? |
13:41 |
RealBadAngel |
which one? |
13:41 |
TenPlus1 |
I ask because Xanadu server is currently unplayable since it's crashing all the time due to memory leaks and std::bad_alloc errors |
13:42 |
TenPlus1 |
I know you fixed the one with the minimap.. what others are there ? |
13:48 |
TenPlus1 |
sorry if I seem miffy... minetest is an amazing game and having a popular server like Xanadu running like a wounded goat doesnt help with promotion... lol |
13:49 |
TBC_x |
Xanadu is not the only server in the universe |
13:50 |
TenPlus1 |
I know... am talking from a personal view... |
13:51 |
TenPlus1 |
we (xanadu) had 45 players at one time which was great, but now it's quiet since it keeps crashing and players get frustrated |
13:54 |
TBC_x |
crashing servers are IMHO owner responsibilities |
13:54 |
TenPlus1 |
tbc, usually I would agree but it's the minetest binary causing the crashes, not the mods it's running... those are running fine... |
13:54 |
RealBadAngel |
and ours |
13:55 |
TenPlus1 |
and the serer has 4gb of memory of which only 600mb is used on minetest |
13:55 |
RealBadAngel |
TenPlus1, we need feedback with logs |
13:55 |
TenPlus1 |
I've been going over every mod time and time again incase I missed something... |
13:55 |
RealBadAngel |
we have to know what is the reason in order to fix it |
13:56 |
TenPlus1 |
RealBadAngel, it's the same errors every time... closed due to server error... stg::bad_alloc or segfaulting |
13:56 |
TenPlus1 |
nothing specific to tie it down to one thing |
13:56 |
RealBadAngel |
is there a chance you can run a debug build? |
13:57 |
TenPlus1 |
the launchpad site I get the daily builds from doesnt seem to have a dgb build |
13:57 |
TenPlus1 |
and the server owner isnt tech savvy |
13:58 |
TBC_x |
why can't you get him here? |
13:58 |
nrzkt |
TenPlus1: using stable builds not master can prevent crash due to non declared stable builds. |
13:58 |
nrzkt |
if you want stable you take stable. It's like tell, i'm using debian sid and some things are not working properly, it's not normal. |
13:58 |
TenPlus1 |
nrzkt, I used stable builds of 0.4.12 and it still crashed due to std::bad_alloc errors... I was hoping each daily would fix previous problems |
13:59 |
nrzkt |
ok |
13:59 |
TenPlus1 |
and going back to 0.4.10/11 is out since most of the mods have been changed to suit 0.4.12 now |
14:01 |
TenPlus1 |
am using Lubuntu 14.04 LTS which is rock solid as a base, and yeah the server may be an old pentium D but works amazingly well bringing testament to how well Minetest runs on old hardware |
14:13 |
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14:16 |
* VanessaE |
senses the pending arrival of Zeno` |
14:23 |
* nrzkt |
sent VanessaE |
14:23 |
VanessaE |
heh |
14:24 |
VanessaE |
well guess he's not gonna sign on :P |
14:27 |
RealBadAngel |
TenPlus1, without backtrace we cant help |
14:27 |
RealBadAngel |
it could be anything, including storm on the Sun |
14:27 |
RealBadAngel |
we just dont know |
14:28 |
TenPlus1 |
am searching for a debug version to put on server |
14:28 |
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15:07 |
TenPlus1 |
bye folks |
15:19 |
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15:26 |
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15:39 |
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16:38 |
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16:47 |
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16:48 |
est31 |
I didn't find novatux as registered trademark, neither french nor us, http://bases-marques.inpi.fr/ |
16:48 |
est31 |
but yea I understand, better avoid trouble |
16:49 |
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16:56 |
Calinou |
lots of people have names that are also trademarks, without any issues to be honest :P |
16:59 |
TBC_x |
Is network/connection.cpp documented somewhere? |
17:00 |
est31 |
network/connection.h? |
17:00 |
TBC_x |
oh, missed that single comment block |
17:11 |
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17:16 |
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17:27 |
TBC_x |
CONTROLTYPE_DISCO Is for actual game data I expect |
17:28 |
TBC_x |
what purporse serves sender_peer_id? |
17:28 |
est31 |
DISCO could be short for DISCONNECT |
17:28 |
TBC_x |
oh |
17:33 |
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17:36 |
TBC_x |
what is field sender_peer_id for anyway? |
17:40 |
est31 |
dunno |
17:41 |
est31 |
it might be possible to even fake the peer id as sender, and get admin privileges, im not sure |
17:41 |
est31 |
has to be investigated, nrzkt has said something along tha |
17:41 |
est31 |
t |
17:41 |
TBC_x |
that's why am I asking |
17:42 |
nrzkt |
peer_id is bad, we should use a cookie_id which is uniq at each session, but this is another problem |
17:42 |
TBC_x |
what does the _id resolve anyway? |
17:42 |
TBC_x |
i mean peer_id |
17:44 |
TBC_x |
do you think that cookie_id couldn't be faked too? |
17:45 |
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17:45 |
nrzkt |
in fact peer_id is used everywhere, and if i'm right it's sent to other clients in some packets (but i could be wrong). Also peer_id is a min(available_id) and can be used to spoof current connected players packet |
17:47 |
est31 |
can't we just take the ip address for comparison? |
17:47 |
TBC_x |
IP:port |
17:47 |
est31 |
e.g. check whether the incoming packet's peer id matches with the ip |
17:47 |
est31 |
and port too |
17:47 |
nrzkt |
TBC_x solution is better, it's not the best but it's better |
17:49 |
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17:49 |
TBC_x |
The only thing that can be abused can be AFAIK chat |
17:49 |
est31 |
well yeah |
17:49 |
est31 |
/grant player all |
17:49 |
nrzkt |
how can this be spoofed ? |
17:49 |
est31 |
its the easiest I guess |
17:49 |
nrzkt |
we don't check the incoming player name ? |
17:50 |
TBC_x |
Is that a obstacle? |
17:50 |
nrzkt |
we don't need to have incoming player name, only a peer_id |
17:50 |
est31 |
that can be faked |
17:50 |
est31 |
nrzkt, the problem is that the peer id can be faked |
17:50 |
est31 |
and as you said is guessable |
17:50 |
nrzkt |
and we send to other players peer_id + messages, in MT it's name + peer_id because we don't have ID mappers clients side, and i hope we can have this later |
17:51 |
nrzkt |
when i will rewrite sessions before the major release we will change this u16 peer_ids by better things |
17:51 |
nrzkt |
a unique session cookie eg a UUID is good |
17:51 |
est31 |
good you say it |
17:52 |
est31 |
because I have changed the chat packet in a pr |
17:52 |
est31 |
in the utf-8 pr |
17:52 |
nrzkt |
oh |
17:52 |
nrzkt |
this is a good idea |
17:52 |
nrzkt |
did you change ids ? |
17:52 |
est31 |
no, because I didn't think of, and we dont have clientside ids |
17:53 |
nrzkt |
it could be good to have a id solver for that :) |
17:53 |
est31 |
but before we make ids, we have to close this vulnerability, if it indeed exists |
17:53 |
nrzkt |
i think it could be good to have this thing added to client and server core for future release (not this release merge window is too light) |
17:54 |
est31 |
agree |
17:54 |
est31 |
we'll have to do it later on |
17:54 |
est31 |
I propose we raise to protocol 26 now then |
17:54 |
nrzkt |
why ? |
17:55 |
nrzkt |
we have 25 for this 0.4.12 as we said |
17:55 |
est31 |
no |
17:55 |
est31 |
because there is a change from RBA which needs a raise |
17:55 |
nrzkt |
we will not change packets since release, no ? |
17:55 |
est31 |
I had the chat change planned for 26 too |
17:55 |
nrzkt |
protocol v25 is experimental because it was not release |
17:55 |
est31 |
but if we want ids instead of names, then we need a raise |
17:56 |
nrzkt |
yes, but we will do it after the current release |
17:56 |
est31 |
yes |
17:56 |
nrzkt |
before launch the 0.5.0 of 0.4.13 |
17:56 |
est31 |
nrzkt, nobody forces us to 25 for 0.4.12. |
17:56 |
nrzkt |
i have some design ideas but there is a little difficult thing with name resolution using ids |
17:56 |
est31 |
we have to study what goes wrong if somebody hasn't updated |
17:57 |
est31 |
if only small things go wrong, it can be changed |
17:57 |
nrzkt |
we give stable release, clients should use stable release. dev releases are not our problem it's a risk owned by compilers |
17:57 |
est31 |
if you can't log in anymore or chat is failing, we haveto do a new protocol |
17:57 |
est31 |
no |
17:57 |
est31 |
nrzkt, this way we piss off people who install nightlies |
17:57 |
est31 |
thats not the way we should do it |
17:58 |
nrzkt |
ok, install firefox and complain about crashes. |
17:58 |
nrzkt |
firefox nightly |
17:58 |
est31 |
nrzkt, crashes are involuntary |
17:58 |
nrzkt |
and compat problems and new features problems neither |
17:58 |
est31 |
and yes, please complain, we need the complaint info to fix bugs |
17:58 |
TBC_x |
any client ID sent by client is wrong |
17:58 |
nrzkt |
firefox ensure compat with stable release not with the nightly cycle itself |
17:59 |
est31 |
nrzkt, they dont change basic features, they always keep backwards compat |
17:59 |
est31 |
nobody just changes how http works in firefox nightlies |
17:59 |
est31 |
also its not comparable |
17:59 |
nrzkt |
i talk about stable release compat yes |
18:00 |
est31 |
because firefox is just a client |
18:00 |
est31 |
and we have client and server |
18:00 |
nrzkt |
yes |
18:00 |
nrzkt |
servers can have more features than client, it's normal |
18:00 |
est31 |
what the fuck does this have to do with the discussion |
18:00 |
TBC_x |
nobody just changes how http works in firefox nightlies because http does not uniquely identify client |
18:00 |
nrzkt |
but if a client has an incomplete protocol v25 implentation because user uses nightly without updating it it's not our problem |
18:01 |
est31 |
TBC_x, we discuss something else here, whether to raise protocol version for RBA's change |
18:01 |
TBC_x |
oh that |
18:01 |
est31 |
perhaps I havent communicated this yet |
18:01 |
nrzkt |
you want to merge it before next release ? |
18:01 |
est31 |
its already merged, but not activated |
18:01 |
est31 |
because it was intended to be activated with chat |
18:02 |
est31 |
as I said |
18:02 |
est31 |
both for protocol 26 |
18:02 |
nrzkt |
okay, then after the current release cycle, right ? |
18:02 |
est31 |
no |
18:02 |
est31 |
before 0.4.13, with that |
18:02 |
est31 |
chat* |
18:02 |
TBC_x |
We need a mechanism to separate protocol versions apart |
18:02 |
est31 |
but that has been the intention, now we have chat after the current release |
18:02 |
nrzkt |
then we are in 0.4.13-dev and protocol v25 isn't present in 0.4.12, right ? |
18:02 |
est31 |
now the intention is to have chat after 0.4.13 |
18:03 |
TBC_x |
and that's not uni-protocol |
18:03 |
est31 |
nrzkt, agreed |
18:03 |
nrzkt |
then protocol v25 is the 0.4.13 version :) |
18:03 |
est31 |
but one raise per release isnt what we should to |
18:03 |
est31 |
do |
18:03 |
nrzkt |
we can update it if you want |
18:03 |
nrzkt |
but please don't use backward compat for inner release cycle dev |
18:03 |
est31 |
instead we should raise every time if we change something basic to the protocol |
18:03 |
est31 |
small changes arent needed |
18:04 |
nrzkt |
if we change 4 packets in the release and one was modified Two times before a release, don't give compat to first version of the packet. |
18:04 |
est31 |
nrzkt, agreed, after we have released, we can drop backward compat for something added and removed |
18:04 |
est31 |
agreed |
18:04 |
nrzkt |
compat is for stable releases not inner nightly |
18:04 |
est31 |
thats ok |
18:04 |
nrzkt |
perfect :) |
18:05 |
TBC_x |
protocol_id is the field containing protocol version? |
18:05 |
TBC_x |
or minetest_protocol? |
18:05 |
est31 |
nrzkt, we do give compat for the first version of the packet, but drop it after the release. |
18:05 |
est31 |
this allows the switch to be smooth |
18:06 |
TBC_x |
ehm... how is the protocol negotiated? |
18:06 |
TBC_x |
fields defined in connection.cpp or in payload? |
18:06 |
est31 |
in init packets |
18:06 |
est31 |
in payloads |
18:07 |
est31 |
(from a connection.cpp perspective) |
18:07 |
est31 |
I think the packet is called TOSERVER_INIT |
18:07 |
est31 |
there we send maximum and minimum client protocol versions |
18:08 |
TBC_x |
theoretically, we can bump protocol_id and create new protocol when the old becomes obsolete |
18:08 |
est31 |
then the server answers with TOCLIENT_HELLO i think, with the actual protocol |
18:08 |
TBC_x |
to keep backward compatibility we can listen for old protocol_id |
18:08 |
est31 |
TBC_x, currently we do it otherwise |
18:10 |
TBC_x |
the only issue i see is that all compatible protocol versions are kept in a single file |
18:11 |
TBC_x |
and is hard and confusing to use older version |
18:12 |
TBC_x |
the transport layer could use some stripping |
18:12 |
TBC_x |
connection.h |
18:12 |
TBC_x |
imho |
18:14 |
TBC_x |
all the protocol version specific things could sit behind an vtable |
18:16 |
TBC_x |
btw, anyone done any benchmarking on priority channels? |
18:19 |
est31 |
whats a vtable? |
18:19 |
TBC_x |
virtual table, you get this on virtual classes |
18:20 |
TBC_x |
in virtual methods |
18:20 |
est31 |
TBC_x, so you want to copy the entire file only if one method changes? |
18:20 |
TBC_x |
that's one way |
18:20 |
TBC_x |
or you can subclass |
18:20 |
est31 |
a subclass chain? |
18:21 |
est31 |
its not nice, I think the whole protocol should be in one file, this makes studying it easier |
18:21 |
TBC_x |
then keep the classes in a single file |
18:21 |
est31 |
imagine if a packet A was changed in protocol 10, the answer packet in protocol 25. |
18:22 |
est31 |
then you have them at two completely different parts of the file |
18:22 |
TBC_x |
I expected that old protocol versions are supposed to be cast into concrete |
18:22 |
est31 |
and in order to find out whether the packet checked |
18:22 |
est31 |
whether the packet changed* |
18:23 |
TBC_x |
besides, unit tests should cover that |
18:23 |
est31 |
you will have to scan the entire list of changes |
18:23 |
est31 |
no |
18:23 |
est31 |
unit tests are the last resort, before human testing |
18:23 |
est31 |
they shouldnt be an aid to help you understand the protocol |
18:23 |
est31 |
they should be "oops, sorry" |
18:24 |
TBC_x |
well... system tests or whatever is the jargon |
18:25 |
est31 |
ok, so I push a commit which raises the protocol to 26 now, ok nrzkt? |
18:25 |
nrzkt |
ok |
18:32 |
est31 |
pushed |
18:32 |
est31 |
https://github.com/minetest/minetest/commit/c35747bc7d8d8c6c3e21b18a40fed84cd119dd7d |
18:51 |
TBC_x |
hmm... minetest_game in 0.4.12-stabe has bug in crafting formspec |
18:52 |
est31 |
? |
18:52 |
TBC_x |
when you grab crafting output, there is no check whether you're holding anything |
18:54 |
TBC_x |
with the cursor |
18:54 |
est31 |
yes |
18:54 |
est31 |
but you get both back |
18:55 |
est31 |
sort of a bug yes |
19:06 |
nrzkt |
est31, can you review #2952 it's a trivial merge |
19:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/2952 -- Remove some old dead code. Fix some Clang warnings in SRP by nerzhul |
19:06 |
nrzkt |
(i noticed a tab issue, i fix it soon, just review the other parts) |
19:07 |
est31 |
nrzkt, can you make a pr to csrp too? |
19:07 |
est31 |
https://github.com/est31/csrp-gmp |
19:07 |
nrzkt |
okay, will do it |
19:08 |
nrzkt |
done |
19:10 |
est31 |
I dont see it |
19:13 |
nrzkt |
oops don't validate the change, done now |
19:14 |
nrzkt |
okay tab fixed. I switched from eclipse to qtcreator, it's better for c++11 needs :p with eclipse it's a pure pain |
19:16 |
nrzkt |
and it's faster, cmake is properly included :p |
19:31 |
nrzkt |
will merge #2952 in ~20mins |
19:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/2952 -- Remove some old dead code. Fix some Clang warnings in SRP by nerzhul |
19:37 |
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19:44 |
paramat |
nore sfan5 any comments on game#588 ? |
19:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/588 -- Default: Thicker snow nodebox by paramat |
19:44 |
sfan5 |
I'll look at it later |
19:45 |
paramat |
cool |
19:49 |
paramat |
aha i will fix underwater mushrooms very soon =/ |
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19:52 |
kilbith |
est31, sfan5 : https://github.com/minetest/minetest/pull/2953 |
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20:37 |
paramat |
pushing soon game#590 |
20:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/590 -- Flowers: Keep mushrooms above water level by paramat |
20:54 |
paramat |
now pushing 590 to game |
20:57 |
paramat |
push complete |
21:05 |
sfan5 |
paramat: i agree with C1ffisme the thick snow on trees looks a little unrealistic |
21:06 |
paramat |
well, pines can get very thick snow on them, and it looks gorgeous |
21:07 |
kilbith |
http://homesinestes.com/wp-content/uploads/2009/04/loaded-pine-tree.jpg |
21:08 |
paramat |
heh i was about to search for some images |
21:08 |
kilbith |
you're right on this, paramat |
21:09 |
paramat |
i'm going for that 'scandinavian forest' feel |
21:12 |
est31 |
paramat, can you approve this: https://github.com/est31/minetest/commit/288302a1f0db8c2c48d8b3a24db9889aaaabcd51 |
21:12 |
* paramat |
looks |
21:12 |
est31 |
the problem here is that dedicated_server_loop in server.cpp has the opposite meaning |
21:16 |
paramat |
oh man, this is beyond me, and i'm super tired, best to ask another dev, sorry =) |
21:16 |
est31 |
:( |
21:16 |
est31 |
sfan5, can you look? |
21:16 |
est31 |
np paramat |
21:18 |
sfan5 |
est31: imo thats a trivial change, you can push that |
21:18 |
paramat |
anyway yes, an image search for 'snowy pines' shows they can be loaded up even more than my commit. thick snow looks good, the current reminds me too much of depressingly thin english snow =( i love snow |
21:18 |
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21:20 |
est31 |
its 25 cm snow in real life. but otoh, pines are larger I think than in real life |
21:20 |
est31 |
the main problem I think is that the snow doesnt cover the sides |
21:21 |
est31 |
this is a problem of us being a voxel game :) |
21:21 |
est31 |
sfan5, ok pushed |
21:21 |
est31 |
thx |
22:20 |
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