Time |
Nick |
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02:08 |
Tesseract |
<hmmmm> Tesseract: You gonna push the threading PR? -- Eh, not before release apparently ;-). I just rebased it though so it should be ready to merge now if you're O.K. with that. |
02:11 |
hmmmm |
yes |
02:11 |
hmmmm |
please do |
02:12 |
hmmmm |
SN you're never around these days |
02:12 |
hmmmm |
we need to coordinate in order to push these huge refactoring PRs |
02:16 |
* Tesseract |
is looking at recent connits and counting logging PR conflicts... |
02:22 |
Tesseract |
Done, now just hope everything doesn't break... |
03:07 |
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03:08 |
Tesseract |
Logging PR rebased now, lotsa conflicts. |
03:25 |
hmmmm |
i have a lot of things that i want to do with logging |
03:26 |
hmmmm |
one of the common problems i have is that i want to diagnose some thing, so i increase the log verbosity |
03:26 |
hmmmm |
but now i have a flood of log messages that are totally irrelevant |
03:27 |
hmmmm |
what if we were to divide logging messages based upon their respective components, e.g. mapgen messages, SEnv messages, Emerge messages, so on |
04:20 |
hmmmm |
hey guys, are mods supposed to have totally non-conflicting media names? |
04:20 |
hmmmm |
can mod A and mod B both have media with the filename foobar.png? |
04:21 |
VanessaE |
yes they can |
04:21 |
VanessaE |
whichever loads second overrides the first. |
04:21 |
hmmmm |
ohhhh |
04:21 |
VanessaE |
this is how mods are able to override minetest_game textures. |
04:21 |
hmmmm |
uh oh |
04:22 |
VanessaE |
that said, the convention is modname_foobar.png |
04:22 |
VanessaE |
what? |
04:22 |
hmmmm |
would you like it if a mod were able to override minetest's games lua files? |
04:22 |
hmmmm |
minetest game's* |
04:23 |
VanessaE |
actually I could see an argument for that |
04:23 |
hmmmm |
is this behavior /desired/ |
04:23 |
VanessaE |
probably not |
04:23 |
VanessaE |
not unless there's a clear way to specify that a given file overrides another |
04:23 |
hmmmm |
this is going to require special media handling i think |
04:24 |
VanessaE |
ordinarily, you'd just put the overrides into a mod of its own, with the same mod name as the thing being overridden. |
04:25 |
VanessaE |
(e.g. a mod named "default" will override the minetest_game one, entirely) |
04:27 |
hmmmm |
would you be okay with the override behavior for client side scripting? |
04:27 |
hmmmm |
you'd have to name it default_hphandler.lua or something |
04:27 |
VanessaE |
I'd be okay with that, though I don't expect to use that feautre myself. |
04:27 |
hmmmm |
oh you're going to use it, it's too powerful to ignore |
04:28 |
hmmmm |
this is going to breathe new life into minetest |
04:28 |
VanessaE |
as long as the filenames are predictable and not easy to cause conflicts with other mods, anyway :) |
04:28 |
VanessaE |
oh I dunno, I'm pretty lazy ;) |
05:09 |
VanessaE |
bbl |
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10:51 |
rubenwardy |
#3098 is a bug, not a feature request IMO |
10:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/3098 -- No option to tweak server side the new minimap texture |
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13:31 |
Wayward1 |
Android currently fails to build, giving the error "make[2]: *** No rule to make target `jni/../jni/src/threading/Mutex.cpp', needed by `obj/local/armeabi-v7a/objs-debug/minetest/jni/src/threading/Mutex.o'. Stop." |
13:31 |
sfan5 |
someone forgot to update the android makefiles |
13:31 |
sfan5 |
or rather |
13:31 |
sfan5 |
"the android makefiles were not updated yet" |
13:34 |
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13:35 |
Wayward_One |
Ah, I see that now |
13:36 |
nrzkt |
Wayward1: i said that to ShadowNinja this morning, he merge his changed besides Jenkins builds tell this |
13:37 |
Wayward1 |
hmm |
13:47 |
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14:05 |
Tesseract |
Bug noted, I'll fix it in a minute. |
14:06 |
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14:11 |
Tesseract |
Wayward1: Does this fix it?: http://sprunge.us/GXeN |
14:11 |
nrzkt |
Tesseract, filename should be case sensitive |
14:12 |
Tesseract |
nrzkt: It is, that's exactly why this issue showed up. |
14:27 |
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15:20 |
Tesseract |
Well, I was able to build for android with that patch, so I guess so. I had to add a MODS_TO_COPY option though. Also, apparently the APK is case-insensitive or something, because it failed due to conflicting case. |
15:23 |
Tesseract |
Does this look good to everyone?: http://sprunge.us/LREK?diff |
15:25 |
nrzkt |
Tesseract: ok |
15:29 |
Tesseract |
hmmmm: I think just adding thread name filtering would acomplish the type of filtering you want on a lot of cases. A complete solution would require something like a log stream factory though. |
15:29 |
Tesseract |
I'd like to get this cleanup merged before working about new features for the log system though. |
15:30 |
Tesseract |
*worrying/working on |
15:33 |
nrzkt |
what do you want to change for logging ? |
15:33 |
nrzkt |
logging system is quite proper, it don't have many properties but it's quite proper :) |
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16:20 |
Tesseract |
!tell nrzkt kwolekr was saying that he wanted to be able to filter log messages by code section so that he could turn up the log level to debug something without getting flooded with messages from other sections that he doesn't care about. |
16:20 |
ShadowBot |
Tesseract: O.K. |
16:21 |
hmmmm |
ShadowNinja: The thing is, nearly everything happens inside the ServerThread so I don't see how useful that'll be |
16:21 |
Tesseract |
Actually, maybe something as simple as using a macro and checking __FILE__ would work. |
16:21 |
hmmmm |
yea. |
16:22 |
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OldCoder |
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16:44 |
OldCoder |
http://minetest.org/150824.txt |
16:57 |
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17:01 |
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17:05 |
sfan5 |
OldCoder: nope thats not the same issue, the unittest failing should never happen too though |
17:06 |
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17:11 |
OldCoder |
sfan5, you don't feel there's a connection? |
17:11 |
OldCoder |
sfan5, if no connection, what should the user and I do next to isolate the problem for the devs? |
17:12 |
sfan5 |
you don't "feel" connections, you see them; and i see none because deSerializeString and readF1000 are not the same function |
17:12 |
sfan5 |
on what to do: |
17:12 |
OldCoder |
Yes, but may there be the same fundamental issue? But continue |
17:12 |
sfan5 |
add more debug stuff to the unittests and find out whats causing the fail to read the float correctly |
17:13 |
OldCoder |
And the original problem? |
17:13 |
OldCoder |
I suppose I could confirm... |
17:13 |
sfan5 |
the original problem |
17:13 |
sfan5 |
no idea |
17:13 |
OldCoder |
he has the same issue independent of world or reduce the scope of the world if not |
17:14 |
OldCoder |
We are available to assist with this issue. Note that it affects HybridDog as well. |
17:14 |
OldCoder |
I will ping est31 if he stops by. |
17:17 |
hmmmm |
I wouldn't worry too much about the float problem |
17:18 |
sfan5 |
well |
17:18 |
hmmmm |
I guess whichever CPU/compiler combination that OldCoder is using has issues |
17:18 |
sfan5 |
if it deserialized to 53.533 instead of 53.534 thats not an issue |
17:18 |
hmmmm |
that's what it gets deserialized to, yes |
17:18 |
hmmmm |
it's always within one floating point ULP |
17:19 |
sfan5 |
why don't the unittests take that into account? |
17:19 |
hmmmm |
because you should get exact values |
17:20 |
hmmmm |
if you don't, that's fine, but it just means your setup is slightly broken |
17:20 |
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17:21 |
* OldCoder |
is using gcc version 4.9.2 with -O3 |
17:21 |
OldCoder |
arch is x86_64 |
17:21 |
OldCoder |
OS FWIW is Debian 8 |
17:32 |
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20:55 |
VanessaE |
nrzkt: regarding #1952 , it still can't be merged; my comment on Jan 3. is still valid as of commit 6a1047d8 |
20:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1952 -- Use the console instead of a dedicated window when pressing chat/command keys by ShadowNinja |
20:57 |
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21:00 |
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21:01 |
nrzkt |
VanessaE: it's jenkins not me which said that, on the android build, i will fix that now :) |
21:01 |
VanessaE |
oh ok |
21:01 |
VanessaE |
time to give that self-assuming butler a good talking-to ;) |
21:02 |
nrzkt |
:) |
21:02 |
nrzkt |
this is fixed :) |
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21:39 |
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21:39 |
est31 |
@ logging discussion: I had it often myself too that I've changed infostream << something to errorstream << something in order to see it and not be drowned by other content |
21:40 |
est31 |
source code modifications are most straightforward IMO and experienced users can also install patches |
21:41 |
est31 |
but lets try it, and perhaps some people will like it |
21:42 |
est31 |
but sometimes you have to filter from log message to log message, its not enough to only have one file |
21:42 |
est31 |
especially if that file is client.cpp |
21:42 |
est31 |
or so |
21:45 |
TBC_x |
you can always grep the output |
21:48 |
nrzkt |
yes, don't do tomcat approach and keep UNIX approach, one file per daemon |
21:48 |
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21:50 |
est31 |
grep is tedious, you quickly get to too long lists to search for, and have to fight with false positives |
21:50 |
est31 |
but welcome to unix, where you have tons of options to chose from |
21:53 |
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22:01 |
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22:02 |
est31 |
and hmmmm to your lua script overriding question: I don't think we should ever do this for serverside mods. I'm not sure whether we should do it for clientside mods. If we do it, every mod should prefix its modname before the lua file, e.g. as in stairs_init.lua |
22:03 |
est31 |
but at least we had hackability (in the positive sense) with texture packs |
22:04 |
est31 |
server owners need to be aware that client side scripting shouldnt do gameplay descisions, so therefore we should allow texture packs to override those lua files. |
22:05 |
est31 |
hrmm perhaps we shouldnt allow it, dunno |
22:06 |
est31 |
bad idea |
22:06 |
VanessaE |
actually |
22:06 |
VanessaE |
overriding node defs via a custom client-side lua in a texture pack would be very nice |
22:07 |
VanessaE |
(then texture packs would more properly be called "resource" packs) |
22:07 |
Sketch2 |
that sounds kinda dangrous |
22:07 |
VanessaE |
as long as the things that can be overridden are strictly limited to visual stuff |
22:07 |
VanessaE |
e.g. drawtype, tiles, mesh=, and so on. |
22:07 |
Sketch2 |
yeah |
22:07 |
est31 |
mesh already has gameplay effects |
22:08 |
est31 |
imagine you override a node with a very thin slab |
22:08 |
est31 |
before you couldnt go through, now you can |
22:08 |
Sketch2 |
colision boxes couldn't change |
22:08 |
VanessaE |
collision box would still be hard-coded on the server side |
22:08 |
VanessaE |
then it doesn't matter what the client does with the mesh |
22:08 |
VanessaE |
worst they could do is define the mesh as empty |
22:08 |
est31 |
would be an idea |
22:08 |
VanessaE |
and that's no different than making a texture all transparent. |
22:09 |
est31 |
yeah |
22:10 |
T4im |
tiles afaik can already, can't they? at least there's a doc regarding overwrite.txt in docs/ saying as much |
22:10 |
VanessaE |
some stuff can be |
22:10 |
VanessaE |
you can define extra tiles |
22:11 |
VanessaE |
but you can't change the drawtype or supply a new mesh |
22:16 |
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22:18 |
TBC_x |
Lua script override is a good thing, you can for example supply a client-side library, for example replace default inventory with something touch or gamepad friendly |
22:50 |
Tesseract |
!tell nrzkt Please stop your bot from posting build status on pull requests, GitHub already shows that in the merge section. |
22:50 |
ShadowBot |
Tesseract: O.K. |
22:51 |
Tesseract |
I've made two path-based PRs and rebased some stuff. |
22:51 |
est31 |
yea, these posts are annoying |
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