Time |
Nick |
Message |
00:03 |
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00:05 |
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00:41 |
ShadowNinja |
!tell est31 Oh, that's because I'm using ${BUILD_TYPE^} to capitalize the first character. There's probably a shell-generic way to do that, but it'll be longer... |
00:41 |
ShadowBot |
ShadowNinja: O.K. |
00:54 |
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01:36 |
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est31 joined #minetest-dev |
01:37 |
est31 |
I'm testing the build now |
01:37 |
est31 |
ShadowNinja, have you tested util/bump_version.sh ? |
01:37 |
est31 |
otherwise I do it after the build finished |
01:37 |
ShadowNinja |
est31: Nope. |
01:39 |
est31 |
lol the curl download server now offers whopping 4,38KB/s bandwidth |
01:40 |
est31 |
either it is doing some sort of backup or something, or they meter me because I downloaded their tarball the tenth time this day lol |
01:45 |
est31 |
Thanks Warr1024 for testing |
01:58 |
est31 |
Warr1024, can you check out the first failing commit 45db054 then attempt to build it, and after that failed, do "make openssl"? Can you put the output of that second make command to a pastebin or sth? |
01:58 |
est31 |
thanks |
02:00 |
est31 |
hrmmmm interesting |
02:00 |
est31 |
now I get the openssl bug myself too |
02:00 |
est31 |
that's good |
02:00 |
est31 |
or bad dunno |
02:04 |
ShadowNinja |
est31: https://github.com/minetest/minetest/pull/2966#issuecomment-213209485 |
02:05 |
ShadowNinja |
est31: The "text segment is not shareable" thing? |
02:06 |
est31 |
? |
02:06 |
est31 |
dunno |
02:06 |
est31 |
its just curl failing |
02:06 |
ShadowNinja |
Oh, that thing. |
02:06 |
est31 |
bc of openssl though |
02:06 |
est31 |
no idea why that happens |
02:06 |
ShadowNinja |
I had that at one point, but I don't remember what I did to fix it. |
02:07 |
est31 |
I removed deps/openssl_timestamp and right now it seems to build fine |
02:07 |
est31 |
but openssl is still not done ye |
02:07 |
est31 |
t |
02:07 |
ShadowNinja |
Might have just been an issue where a wasn't cleaning up enough things after switching to the x86 target. |
02:08 |
ShadowNinja |
(x86 runs about 10x as fast in an emulator, so that target's much more useful to me) |
02:08 |
est31 |
i see |
02:08 |
est31 |
yeah i test it on a real device its arm |
02:10 |
est31 |
ShadowNinja, next sh error |
02:10 |
est31 |
/bin/sh: 12: Syntax error: redirection unexpected |
02:10 |
est31 |
Makefile:755: recipe for target 'apk' failed |
02:11 |
est31 |
i guess its the <<< it doesnt like |
02:12 |
est31 |
trying the old fasioned way |
02:12 |
est31 |
ShadowNinja, this seems to work for me: BUILD_TYPE_C=$$(echo "$${BUILD_TYPE}" | sed 's/./\U&/') && |
02:13 |
ShadowNinja |
est31: K. Will fix. |
02:19 |
ShadowNinja |
I hate this alignment in the Makefile. I can't just use find and replace, because then I have to go back over everything fixing alignment. And it uses a tabwidth of 4, so I can't just go by sight I have to actually count spaces. |
02:22 |
est31 |
why do find and replace the first place :) |
02:26 |
est31 |
aww |
02:26 |
est31 |
bad |
02:28 |
est31 |
you know I have an adb inside my $PATH that's from ubuntu |
02:29 |
est31 |
and my smartphone has a weird reboot bug when I connect it to a pc via USB |
02:29 |
est31 |
so I prefer to use adb over network |
02:29 |
est31 |
so I have tried to connect the phone to adb via my $PATH adb |
02:29 |
est31 |
then I did make install_debug |
02:30 |
est31 |
but that failed bc it took the sdk provided adb |
02:30 |
est31 |
and its of course a newer version |
02:30 |
est31 |
well shrug there is nothing you do wrong here ShadowNinja |
02:30 |
est31 |
its just my broked setup :p |
02:35 |
est31 |
okay the version update script still works |
02:52 |
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03:03 |
Warr1024 |
huh, seems I can't build mt android because the curl download is stalling every time. |
03:06 |
Warr1024 |
what's the deal with mapgen v7? It looks pretty awesome, but v6 is still the default...? |
03:11 |
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03:30 |
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03:49 |
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03:59 |
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04:23 |
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04:31 |
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04:43 |
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04:44 |
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04:59 |
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05:03 |
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05:06 |
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paramat joined #minetest-dev |
05:09 |
* paramat |
starts the euro shift |
05:10 |
* sofar |
fights server upgrade gone wrong |
05:16 |
paramat |
Warr1024 we considered making mgv7 the default but c55 thinks it unsuitable. no problem as i'm still working on the biome system |
05:23 |
VanessaE |
paramat: until the shadow bugs are fixed, it's not suitable. |
05:24 |
paramat |
the y = 63 bug is fixed |
05:24 |
VanessaE |
I mean the moretrees-triggered bug. |
05:25 |
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05:26 |
paramat |
ah |
05:26 |
paramat |
that's present in mgv6 too though, it's a bug in l-system |
05:27 |
VanessaE |
a2 |
05:27 |
VanessaE |
oops. |
05:27 |
VanessaE |
um, no... |
05:28 |
VanessaE |
I haven't seen those big black shadows in mgv6 in like 2 years. |
05:28 |
paramat |
it's more subtle yes, but there are subtle shadows in water |
05:28 |
VanessaE |
true. |
05:29 |
VanessaE |
I'm only concerned with the black shadows, as they make a world unplayable. |
05:29 |
paramat |
although they're subtle they're still unnacceptable, so that makes mgv6 as broken as mgv7 |
05:29 |
paramat |
:) |
05:29 |
VanessaE |
well then both should be fixed before relesae. |
05:29 |
VanessaE |
release* |
05:30 |
VanessaE |
(or rather, the root cause thereog) |
05:30 |
VanessaE |
thereof* |
05:30 |
paramat |
i hope so |
05:30 |
paramat |
i ownder if those subtle shadows in water were present when l-system was merged, maybe they were missed |
05:31 |
VanessaE |
I don't remember one way or the other |
05:34 |
paramat |
perhaps i'll try tackling this again during freeze |
05:34 |
VanessaE |
well.. |
05:34 |
VanessaE |
I dunno, at this point I'd be inclined to continue to hold the freeze |
05:35 |
VanessaE |
fix up as many *major* bugs as possible, then start the freeze, and work on minor bugs and bugs-caused-by-fixes. |
05:36 |
VanessaE |
either that or start the freeze as scheduled and stay in that state until there's nothing left to fix (that's worth the effort) |
05:36 |
paramat |
eheh |
05:36 |
paramat |
release in 2019 then |
05:36 |
VanessaE |
HAH! |
05:37 |
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Zeno` joined #minetest-dev |
05:37 |
VanessaE |
maybe HE can do it! :) |
05:37 |
* VanessaE |
points at Zeno` |
05:38 |
Zeno` |
I am not the Zeno you're looking for |
05:38 |
* Zeno` |
wiggles his fingers strangely |
05:38 |
VanessaE |
you ARE the Zeno we're looking for. |
05:38 |
VanessaE |
(and no, I'm not a toydarian) |
05:38 |
paramat |
nah, it's time to release, in fact i'll probably reduce freeze to 1 week |
05:38 |
Zeno` |
what have I done? |
05:38 |
VanessaE |
paramat: no, that's a bad idea. |
05:39 |
VanessaE |
Zeno`: nothing bad. yet. :D |
05:39 |
paramat |
well it can be discussed, 1 or 2 weeks |
05:39 |
VanessaE |
at least 2. |
05:39 |
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05:39 |
VanessaE |
I'm trying to account for how much time it takes to get things done here since people have less time these days. |
05:43 |
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05:44 |
Zeno` |
1 week? |
05:45 |
VanessaE |
1 week is nowhere near enough. |
05:47 |
Zeno` |
hmmmm, have you re-reviewed #3948 |
05:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
05:47 |
Zeno` |
I don't think 1 week is enough either |
05:47 |
hmmmm |
guys |
05:47 |
VanessaE |
aw shit |
05:47 |
VanessaE |
RUN |
05:47 |
hmmmm |
i don't think our development model is a total mess |
05:48 |
Zeno` |
I didn't say it was. Just that 2 weeks seems more reasonable for a feature freeze |
05:48 |
VanessaE |
hmmmm: yeah... but? |
05:48 |
hmmmm |
i'm referring to my own previous statements |
05:48 |
VanessaE |
oh |
05:48 |
Zeno` |
oh |
05:48 |
* Zeno` |
glares at VanessaE |
05:49 |
Zeno` |
:) |
05:49 |
hmmmm |
i think this is the state of most software projects |
05:49 |
* VanessaE |
glares harder at Zeno` :D |
05:49 |
hmmmm |
only a handful of 'elite' ones with all the right resources and circumstances have the solid software lifecycle that we want |
05:49 |
* Zeno` |
has no idea what's being discussed... going to read logs |
05:50 |
|
Krock joined #minetest-dev |
05:50 |
hmmmm |
i'm not saying that having a feature freeze is a good thing, we should certainly always strive to improve the process |
05:50 |
hmmmm |
but it's not horrifyingly bad and it seems to mostly work fine |
05:52 |
VanessaE |
I wouldn't say our model is "bad". |
05:52 |
VanessaE |
just that we need to allow a LOT more time for things like a freeze or whatever else. |
05:58 |
paramat |
2 weeks is fine by me |
05:59 |
hmmmm |
https://github.com/minetest/minetest/commit/c350cfb50b3bf81c075a80307adb15393ea773d0 what the hell |
05:59 |
hmmmm |
this does nothing to avoid the race condition |
05:59 |
hmmmm |
it just makes it not as easily fatal |
06:02 |
Zeno` |
the race condition is still there (the messages are still corrupted -- I brought this up after it was committed. Decided that it was better than crashing though... unfortunately the commit message is not accurate) |
06:03 |
hmmmm |
i don't object to a lock here |
06:03 |
hmmmm |
there is a huge misconception that locks are slow |
06:03 |
Zeno` |
you don't think it will affect performance? |
06:04 |
hmmmm |
that's false, a lock in contention is slow. an uncontended lock takes around ~60ns to acquire on a modern processor |
06:04 |
Zeno` |
that's what I'm asking :) |
06:04 |
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06:04 |
Zeno` |
ok so it shouldn't affect performance |
06:04 |
hmmmm |
and besides |
06:04 |
hmmmm |
on windows, Mutex uses critical sections, right? |
06:04 |
hmmmm |
and on everything else, pthread_mutex_lock |
06:05 |
hmmmm |
those are both implemented with futexes |
06:05 |
hmmmm |
they're all user mode |
06:06 |
Zeno` |
a related question: why are two threads downloading the public server list? |
06:07 |
Zeno` |
I started looking at that last night intending to continue the investigation today |
06:07 |
hmmmm |
because sapier |
06:07 |
hmmmm |
:) |
06:07 |
Zeno` |
(and there are certainly two thread executing the exact same code) |
06:08 |
paramat |
sofar possible issue http://irc.minetest.ru/minetest/2016-04-21#i_4589556 |
06:09 |
Zeno` |
oh they're Sapier Threads |
06:09 |
Zeno` |
didn't realise that was the concept :D |
06:10 |
Zeno` |
std::vector<ServerListSpec> getOnline() in serverlist.cpp is called twice with the exact same paramaters in two different threads doing exactly the same thing heh |
06:11 |
Zeno` |
it *seems* that there are two calls in the built-in Lua scripts that both get the server list |
06:12 |
Zeno` |
(either that or mainmenu/init.lua is being executed twice) |
06:12 |
Zeno` |
Thread 1: /home/crobbins/minetest/bin/../builtin/init.lua |
06:13 |
Zeno` |
Thread 2: /home/crobbins/minetest/bin/../builtin/init.lua |
06:20 |
VanessaE |
paramat: so getting back on topic... feature freeze whenever, hold for 2 weeks, then release? with lighting bugs being among the higher priorities? :) |
06:21 |
paramat |
yes, freeze starts this weekend, hopefully |
06:21 |
paramat |
sunday |
06:22 |
paramat |
but the l-system lighting bug involves updateLighting which is very complex, i'm not confident |
06:22 |
VanessaE |
it has to be fixed before mgv7 becomes the default, and honestly. 0.4.14 is a good place to make that change. |
06:23 |
VanessaE |
s/y\./y,/ |
06:23 |
paramat |
updateLighting has issues elsewhere too, it's a big issue |
06:23 |
Zeno` |
mgv7 is becoming default? |
06:23 |
VanessaE |
no |
06:23 |
paramat |
well mgv7 probably won't become default |
06:23 |
VanessaE |
but it should be. |
06:23 |
VanessaE |
it's a good mapgen |
06:23 |
Zeno` |
i see. yeah |
06:24 |
paramat |
c55 is not keen |
06:24 |
Zeno` |
maybe in 0.5 then :) |
06:25 |
jin_xi |
geological processes are known to take a while |
06:25 |
VanessaE |
heh |
06:25 |
paramat |
we discussed that possibly a new mapgen is needed as the default, that is smaller in scale |
06:25 |
paramat |
and per-mapgen biome size is needed |
06:26 |
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06:28 |
paramat |
i see mgv7 as an adventure, but some feel it's intimidatingly large scale |
06:28 |
VanessaE |
nah |
06:28 |
VanessaE |
it's perfect, in that regard |
06:28 |
paramat |
damn minecrafters and their expectations |
06:28 |
VanessaE |
when biomes are too small, they become too repetitive. |
06:28 |
paramat |
yes |
06:29 |
paramat |
i've noticed many players will freak out if there isn't a tree at spawn heh |
06:29 |
Zeno` |
they will? |
06:29 |
VanessaE |
heh |
06:29 |
VanessaE |
so let 'em freak out |
06:29 |
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06:29 |
VanessaE |
it's not like that tree would remain there in the long term anyway |
06:29 |
paramat |
panicking because they assume mobs at nightfall |
06:30 |
Zeno` |
it'd remain there for exactly 30 seconds |
06:30 |
Zeno` |
kind of like Easter Island ("Yay! I cut down the last tree".. twiddles thumbs) |
06:30 |
paramat |
well, some players, used to MC, it's funny to watch |
06:31 |
VanessaE |
well this is MT, not MC. |
06:31 |
VanessaE |
who cares what MC players are used to |
06:31 |
paramat |
i agree |
06:32 |
paramat |
still, i'm still working on the biome system so a delay is ok |
06:32 |
Calinou |
there could be a mod to spawn a tree next to a player :P |
06:32 |
paramat |
'panic tree for MCers to cuddle' |
06:33 |
VanessaE |
bahahahaha |
06:54 |
Zeno` |
chop 'em down |
06:56 |
|
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07:01 |
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sofar joined #minetest-dev |
07:19 |
nore |
#3948 updated, everything should be ok now |
07:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
07:25 |
celeron55_ |
maybe the spawn code could be made to serach for a place that has trees |
07:25 |
celeron55_ |
or the biome code to put a biome with trees at spawn |
07:26 |
celeron55_ |
search* |
07:30 |
jin_xi |
from a gameplay pov i would like some control about where to put biomes or a way to put exactly one foo into biome bar |
07:32 |
Zeno` |
nore, I didn't end up working why the server list download is happening in two threads (which are identical) but I'm going to look again tonight |
07:32 |
Zeno` |
working out why* |
07:34 |
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07:35 |
nore |
Zeno`: ok, good luck :) |
07:35 |
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07:35 |
Zeno` |
umm thanks |
07:35 |
Zeno` |
heh |
07:36 |
Zeno` |
I don't find it easy debugging when things are jumping to/from Lua in different threads. |
07:36 |
Zeno` |
But at least it's fun (sort of) |
07:36 |
nore |
Oh, btw, I noticed a bit too late that my commit message implicitely said the race condition was fixed, when it wasn't, I guess there is no way to change it? :/ |
07:36 |
Zeno` |
There is not |
07:37 |
Zeno` |
well, not a good way anyway |
07:37 |
Zeno` |
(i.e. it's too late to change history now... and I think commit messages are included in that rule) |
07:37 |
nore |
I think they are too |
07:41 |
Zeno` |
Krock, is #4016 a WIP? It seems unclear because of the comment "Testing of conflicts with the texture modifiers is in progress." |
07:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/4016 -- tile.cpp: Automatically resize overlaying texture to base dimensions by SmallJoker |
07:42 |
Krock |
Zeno`, no just [Testing] |
07:42 |
Zeno` |
ok |
07:44 |
Zeno` |
so it only resizes textures that are square? |
07:47 |
paramat |
players can try a few seeds to find one with trees at spawn if they need that |
07:49 |
paramat |
in most cases having trees nearby spawn is not essential, and it's a good excuse to explore |
07:52 |
Krock |
Zeno`, yep |
08:42 |
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08:58 |
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09:12 |
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09:20 |
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10:37 |
exoplanet |
hi is it possible to hide blocks so that they aren't displayed in craftguides? If so how? |
10:50 |
Krock |
not_in_inventory = 1 |
10:50 |
Krock |
add that to the node def group |
10:50 |
Krock |
^ exoplanet |
10:54 |
celeron55_ |
maybe, just maybe you could be more accurate so that the help could actually help someone |
10:54 |
celeron55_ |
it's not_in_creative_inventory; not not_in_inventory |
10:55 |
exoplanet |
thank Krock , thanks celeron55_ for the correction. |
10:55 |
Krock |
oopsie |
10:56 |
exoplanet |
btw: where can i find updates about minetest_game freeze? Or do the engine and the game share all the freeze dates? |
11:14 |
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11:17 |
nore |
exoplanet: I think they share the freeze dates |
11:28 |
Zeno` |
ugh |
11:28 |
Zeno` |
this is impossible to track donw |
11:40 |
Zeno` |
anybody wish to test (and probably add a lock): http://dpaste.com/1C3V6NA |
11:41 |
Zeno` |
I can't exactly test (other than I know that it stops downloading the thing twice) because I cannot reach servers.minetest.net |
11:41 |
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11:42 |
Zeno` |
(this won't be a PR... I'm just trying to figure things out before continuing further) |
11:43 |
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11:43 |
Zeno` |
note to self: check editor's whitespace settings |
11:44 |
Zeno` |
I need to make sure that the public server list is actually downloaded with those changes (it should be) but can't test because of my connection issues |
11:46 |
nore |
Zeno`: but if there are two threads downloading, one will get the online serverlist while the other will immediately get the local one, right? |
11:46 |
nore |
is it what we want? |
11:48 |
celeron55_ |
is that system thread safe to begin with? |
11:48 |
Zeno` |
nore, I'm not sure which is why I want to see what happens with those changes |
11:48 |
Zeno` |
celeron55_, it is not |
11:48 |
Zeno` |
and I can't work out why two threads are doing the same task |
11:49 |
Zeno` |
I've tried navigating the builtin/ lua maze heh |
11:50 |
Zeno` |
the other option is to add a lock where the race condition happens |
11:50 |
Zeno` |
but I'd really like to know why two threads are doing the same thing in the first place |
11:54 |
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11:54 |
Zeno` |
nore, to be honest it shouldn't be an && condition, but as I said I'm just trying to work out WTF is actually going on |
11:55 |
Zeno` |
it's not "real" code |
11:55 |
Zeno` |
it's what I call research code lol |
11:58 |
nore |
Zeno`: I've got the answer |
11:59 |
Zeno` |
and the answer is...? :) |
11:59 |
nore |
the multiplayer tab gets two "on_change" events |
11:59 |
nore |
which means asyncOnlineFavorites gets called twice |
11:59 |
Zeno` |
how did you track that down so fast? |
11:59 |
Zeno` |
I've been looking for over an hour |
12:00 |
nore |
so, I've modified it to make it not download the list if it already is |
12:00 |
nore |
hm, using print? :D |
12:00 |
* Zeno` |
grumbles |
12:00 |
jin_xi |
yay print beats thinking every single time (in my case for sure) |
12:01 |
Zeno` |
I added prints as well... they just indicated nothing useful lol |
12:02 |
* Zeno` |
waits for nore to provide something to test |
12:03 |
nore |
https://github.com/Ekdohibs/minetest/commit/1c6b6c5580e0eb98c8799f4ad2d27af7b1f2f1a7 |
12:03 |
nore |
Zeno`: ^ |
12:06 |
Zeno` |
it doesn't apply :P |
12:06 |
nore |
ah |
12:06 |
* nore |
rebases it |
12:06 |
jin_xi |
but why does it get multiple identical events? that should be fixed also |
12:06 |
jin_xi |
or is this how it works |
12:09 |
nore |
Zeno`: https://github.com/Ekdohibs/minetest/commit/f1784d8a5de8819e0520779d4b42264880da6e69 |
12:09 |
nore |
jin_xi: well, on_change is a function to be called every time there is a change |
12:10 |
nore |
so it is a function that can be called several times in a row without a different effect than calling it only once |
12:10 |
nore |
(except that it will take more time, of course) |
12:11 |
Zeno` |
that indeed stops std::vector<ServerListSpec> getOnline() being called by two different threads |
12:12 |
Zeno` |
and stops the log corruption as well (obviously) |
12:12 |
jin_xi |
i see, thanks for explaining, makes sense |
12:13 |
* Zeno` |
is annoyed that nore tracked it down so fast |
12:13 |
Zeno` |
(just kidding) |
12:14 |
nore |
:D |
12:14 |
Zeno` |
I just noticed that when the serverlist cannot be reached the text in the gui is now incorrect |
12:14 |
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12:14 |
Zeno` |
"Try reenabling public server list and..." |
12:15 |
Zeno` |
there is now no public server list checkbox |
12:16 |
Zeno` |
tracing through C++ there everything seems as expected after your patch, nore |
12:16 |
nore |
Oh, indeed |
12:16 |
nore |
Hm, how should we fix that? |
12:17 |
Zeno` |
fix what? The error message? |
12:17 |
nore |
Yep |
12:17 |
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12:17 |
Zeno` |
I suppose it needs translation which complicates things? |
12:18 |
nore |
That's not the only problem |
12:18 |
nore |
if serverlist didn't work |
12:18 |
nore |
but then the player fixes their internet connection |
12:18 |
nore |
then, they will have no way of re-downloading the serverlist |
12:19 |
Zeno` |
oh I see |
12:19 |
Zeno` |
hmm |
12:20 |
nore |
there should be a "retry" button |
12:21 |
nore |
Hm, leaving the tab and going back to it is enough |
12:23 |
nore |
however, the error message can't be seen if you don't click on the "Loading..." button |
12:25 |
nore |
#4018 |
12:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/4018 -- Fix mainmenu code downloading the public serverlist twice. by Ekdohibs |
12:26 |
nore |
Zeno`: ^ |
12:26 |
Zeno` |
looks good |
12:26 |
Zeno` |
I'll leave it rest for an hour or so and merge |
12:26 |
Zeno` |
doing some more tests as well (paranoia tests) |
12:27 |
Zeno` |
although there is not much to test, lol |
12:27 |
Zeno` |
the trace is as expected etc etc etc |
12:28 |
Zeno` |
hmmm said he would have been ok with adding locks to log, but it's not necessary after this |
12:29 |
Zeno` |
you know that this bug has been there for a long long time, right? :) |
12:29 |
nore |
well, logging is still not thread-safe |
12:29 |
Zeno` |
it just wasn't much of an issue beforehand |
12:30 |
nore |
but it is doesn't crash now |
12:30 |
nore |
it only produces corrupted messages |
12:30 |
Zeno` |
no corrupted messages now |
12:30 |
nore |
how long, exactly? :) |
12:30 |
Zeno` |
since at least the last release |
12:30 |
nore |
well, there will be if you try to log two things at the same time |
12:30 |
Zeno` |
yes there will |
12:31 |
Zeno` |
but this particular issue I meant |
12:31 |
nore |
ah, yes, indeed |
12:31 |
Zeno` |
I remember looking at it just before I took my break |
12:31 |
Zeno` |
but then forgot because I never had "public server list" enabled heh |
12:32 |
nore |
I wonder if it was what caused the "double free or corruption" crashes I got some time ago, randomly, when starting mt |
12:32 |
nore |
(a race condition in logging, but not in public serverlist) |
12:32 |
Zeno` |
I think it might have been |
12:33 |
Zeno` |
because double free or corruption is exactly what I was getting before these changes |
12:33 |
Zeno` |
not all the time but occassionally |
12:33 |
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12:33 |
nore |
same |
12:34 |
Zeno` |
I'm somewhat scared of modifying Lua so thanks for helping :) |
12:35 |
nore |
Zeno`: btw, I remember you made a huge work that abstracted Irrlicht away |
12:35 |
Zeno` |
this might be the crash that has been intermittently been happening for the last two or more releases! |
12:35 |
nore |
will you continue it? |
12:35 |
Zeno` |
nore, which no longer builds |
12:35 |
Zeno` |
it's 1 year behind in commits and I can't rebase |
12:35 |
nore |
yeah, that's the usual problems :/ I have some huge prs that are in the same state |
12:36 |
nore |
(meta_set_nodedef namely, which I rebased from celeron55's 1-year-old branch) |
12:36 |
Zeno` |
so as I mentioned to someone else it would/will be easier to start from scratch than resolve the conflicts |
12:36 |
nore |
you think it really would? |
12:36 |
Zeno` |
yeah, it's impossible (or at least not reasonable) to rebase |
12:36 |
Zeno` |
yeah I do... the main problem is that my changes touched 99% of the files |
12:37 |
Zeno` |
it'd take me a month to rebase them all and probably less then a month to start again with a better strategy |
12:37 |
nore |
I did the same thing with map generation limits |
12:37 |
nore |
I wonder whether we should change positions back to a new type, v3pos |
12:38 |
nore |
to make this change easier in the future |
12:38 |
nore |
problem is, it affects a lot of the files |
12:38 |
nore |
and that makes it impossible to maintain in a mergeable state for long |
12:38 |
nore |
and it breaks all PRs :/ |
12:38 |
jin_xi |
lets throw cochinelle at mt |
12:39 |
nore |
but larger maps have been a feature that has been asked for a long time |
12:39 |
nore |
unfortunately, I think we would lose almost all compatibility (map format, protocol bump needed, etc) |
12:40 |
Zeno` |
yeah I'm trying to come up with a method that will make merging easier |
12:41 |
Zeno` |
i.e. something that can avoid conflicts when large amounts of files are changed |
12:41 |
nore |
Zeno`: what is your opinion on changing that btw? |
12:41 |
nore |
(making the maps larger) |
12:41 |
Zeno` |
people really want larger maps? |
12:42 |
nore |
I remember this was asked |
12:42 |
Zeno` |
there *should* be some buffer at least to make it able to happen |
12:42 |
Zeno` |
"buffer" |
12:43 |
nore |
what do you mean, a buffer? |
12:43 |
Zeno` |
i.e. not limited to s16 (or whatever it is) |
12:43 |
nore |
yep, s16 |
12:43 |
Zeno` |
I mean abstracting away that limit |
12:43 |
nore |
I did that once |
12:43 |
Zeno` |
but you obviously had the same problem I did |
12:44 |
nore |
problem was, if that limit was changed |
12:44 |
nore |
it would break everything |
12:44 |
nore |
that is: protocol, map saving format (blocks would be overwritten by others) |
12:44 |
Zeno` |
I'm talking with a few other devs on how these things can be possibly be done without breaking existing PRs and being almost impossible to avoid conflicts |
12:44 |
Zeno` |
but it's tricky |
12:44 |
Zeno` |
hmm, yes it would |
12:45 |
nore |
old clients wouldn't be able to handle bigger maps |
12:45 |
nore |
so there would need to be a protocol bump |
12:46 |
nore |
and server and client would have to agree on the size of positions |
12:46 |
nore |
etc. |
12:46 |
nore |
but that would mean, less efficient code |
12:46 |
nore |
(since it would have to use larger data types) |
12:47 |
Zeno` |
people really want larger maps though? |
12:47 |
nore |
and, the client and server wouldn't be able to know at compile time the sizes of positions |
12:47 |
Zeno` |
They must be insane |
12:47 |
nore |
well, all sort of problems |
12:47 |
Zeno` |
although some older servers have huge maps... |
12:47 |
Zeno` |
I know on my server me and a few other players mined to the bottom of the world |
12:48 |
nore |
yep, some servers are really *huge* |
12:48 |
Zeno` |
and my server wasn't even that big heh |
12:48 |
Zeno` |
(well it was for a while, but I mean explored terrain) |
12:48 |
nore |
and since players often want space around them, surface space can run out |
12:48 |
Zeno` |
yeah I know when I'm playing that I hate neighbours |
12:49 |
nore |
see :) ? |
12:49 |
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12:54 |
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12:55 |
nore |
paramat: see my comment on game#1048 |
12:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1048 -- Flowers: Fix waterlily node's duplication with stack of 1 by kilbith |
12:56 |
paramat |
ok |
12:57 |
nore |
according to me, the correct solution is to add node_placement_prediction = "" to the definition of the lily pad |
12:57 |
nore |
but tell me your opinion about it |
12:57 |
paramat |
hm. i tried changing wield to a different item straight after placing, no problems, however i am no expert on this stuff |
12:57 |
paramat |
your idea sounds better |
12:58 |
nore |
paramat: yes, now, changing wield causes no problem |
12:58 |
nore |
the problem is if you change the lilypad to another item in inventory |
12:58 |
paramat |
ah |
12:58 |
nore |
(which could happen if the server is laggy) |
12:58 |
paramat |
would your proposal stop the waterlily appearing underwater briefly? that looks sloppy |
12:59 |
nore |
or, if the minetest.after doesn't run because the server is shut down |
12:59 |
nore |
yes, it would stop that problem as well |
12:59 |
nore |
could you try it and give me your opinion? |
12:59 |
paramat |
i support your proposal then |
12:59 |
paramat |
ok |
12:59 |
paramat |
btw forget about larger worlds :} |
13:00 |
paramat |
hmmmm feels the same way |
13:00 |
paramat |
all my new mapgens will have multiple layers to create more space in a more interesting way |
13:01 |
nore |
paramat: then, some kind of way to do that without having problems with sunlight would be good |
13:02 |
paramat |
fixed that problem |
13:02 |
paramat |
mapgen lighting calculation now has a bool to choose whether shadows above are propagated |
13:02 |
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13:03 |
paramat |
now we can set that to false a few hundred nodes below an upper realm |
13:05 |
nore |
ah, cool |
13:05 |
nore |
but wait, only in mapgen? |
13:05 |
Zeno` |
paramat, I will be merging #4018 kind of soon |
13:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4018 -- Fix mainmenu code downloading the public serverlist twice. by Ekdohibs |
13:05 |
paramat |
in lua mapgen too |
13:05 |
nore |
or does it set a boolean in the blocks |
13:06 |
paramat |
it's per-mapchunk |
13:06 |
nore |
than tells them not to do that for later propagate_sunlight? |
13:06 |
paramat |
it's effective only at mapgen time |
13:07 |
paramat |
zeno ok that stuff is beyond me |
13:07 |
nore |
paramat: hm... so there still are a few problems with it |
13:07 |
Zeno` |
paramat, it's related to the race condition causing log corruption and crashes that was discussed last night |
13:08 |
paramat |
yeah i read your discussions |
13:09 |
paramat |
nore yes it still means the shadow is cutoff, but only in the way they already are when generating upwards |
13:09 |
Zeno` |
oh people actually do that :D |
13:10 |
Fixer |
I've noticed that new favourites needs additional polish :/ |
13:11 |
nore |
paramat: couldn't a boolean be added in the format of a stored mapblock, that tells later light propagation not to propagate shadows? |
13:11 |
paramat |
ah i see, new shadows caused by builds |
13:12 |
nore |
for example |
13:12 |
nore |
so, in serialized mapblocks, you add one more boolean |
13:12 |
paramat |
i'll investigate this in mgwatershed then, will add it soon after release |
13:12 |
nore |
(that can be done in flags if we have one remaining) |
13:12 |
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13:13 |
paramat |
(i mean, i'll investigate the potential problems) |
13:15 |
paramat |
ok stuff to consider. i guess the workaraound is to not build in the space just below a realm, to avoid propagating the shadow |
13:15 |
Fixer |
paramat, wait, you fixed y=63 and something new popped up? |
13:16 |
Fixer |
paramat, what about that pain with vanessas trees mod shadow bug? |
13:16 |
paramat |
no, this is an inevitable problem with stacked realms, nothing new |
13:16 |
paramat |
the moretrees/mgv7 bug is a bug in l-system generation, not fixed yet |
13:17 |
Fixer |
paramat, it is not in milestones, right? |
13:20 |
nore |
paramat: just checked, in serialiazed mapblocks, only 4 bits out of 8 for flags are used |
13:20 |
nore |
so you could add that flag in it |
13:20 |
paramat |
interesting |
13:21 |
paramat |
Fixer not in milestones |
13:21 |
nore |
and when asking the mapgen not to propagate sunlight from above, just set this flag for all top blocks in the chunk |
13:21 |
paramat |
very complex code, would be nice to fix during freeze though |
13:22 |
nore |
it can wait 0.4.15 |
13:22 |
nore |
l-system trees should be fixed someday though |
13:22 |
nore |
but same, it is complex code, that can wait |
13:22 |
paramat |
yes, hopefully in 0.4.14dev |
13:23 |
paramat |
updateLighting has other issues too |
13:23 |
Fixer |
water reactivation *cough* |
13:23 |
paramat |
that too |
13:24 |
Fixer |
so much stuff to fix |
13:25 |
paramat |
so i'll merge games 1029 and 1048 in 2 hours |
13:25 |
paramat |
bbl |
13:27 |
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14:37 |
paramat |
nore is protection check needed in game#1048 ? i thought these checks already run and don't need to be coded |
14:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1048 -- Flowers: Fix waterlily node's duplication with stack of 1 by kilbith |
14:37 |
nore |
paramat: I'm not sure that do |
14:38 |
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14:39 |
kilbith |
so i checked inside a protected area, and yes, needed |
14:39 |
paramat |
ok |
14:39 |
Fixer |
kilbith, hii, i've looked at new features feature, should it save them after restarts? |
14:39 |
kilbith |
sorry ? |
14:40 |
Fixer |
mistyped |
14:40 |
Fixer |
kilbith, hii, i've looked at new favourites feature, should minetest save them after restarts? |
14:40 |
kilbith |
they're already saved in local, nothing changed here |
14:41 |
Fixer |
kilbith, i've noticed few problems: 1) sometimes favourites are gone 2) they are sorted in order of addition (maybe sort by player count?) 3) to activate del. favs button i need to recheck the server sometimes |
14:43 |
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14:44 |
kilbith |
1. no idea, never heard of that 2. could be possible with a small cost in performance 3. inherent formspec behavior when the table[] first appears |
14:46 |
Fixer |
first issue was spontaneous, i have not reproduced it unfortunately |
15:09 |
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15:29 |
Warr1024 |
it seems that particlespawners do not remove themselves automatically from the server after their duration has ended... |
15:30 |
Warr1024 |
I was creating new ones to replace old ones, for a persistent effect, and over the course of an hour or so, the server CPU slowly climbed to 100% |
15:30 |
jin_xi |
yes this is a know bug and there is a pull but no one cares |
15:30 |
Warr1024 |
ah, okay |
15:30 |
Warr1024 |
is more +1 needed for it or something? |
15:31 |
jin_xi |
https://github.com/minetest/minetest/pull/2602 |
15:32 |
Warr1024 |
wow, it's more than a year old |
15:33 |
Warr1024 |
I can work around it easily enough in lua, just seems a shame to have to add a hack into my mod for that... |
15:34 |
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15:37 |
MillersMan |
Hi, I'm the developer of the new canyon mapgen. paramat mentioned something about the need for another C++ coder. |
15:41 |
paramat |
hello |
15:42 |
Fixer |
ohi |
15:45 |
Zeno` |
hi hmmmm |
15:45 |
Zeno` |
hi MillersMan |
15:45 |
Krock |
Zeno`, would you be so nice and review https://github.com/minetest/minetest/pull/4016 please if you have got some time? |
15:45 |
Krock |
^ paramat too |
15:45 |
Zeno` |
Krock I already have |
15:45 |
Fixer |
it is very small commit, but useful, i tested it |
15:46 |
Fixer |
must have for people with custom texture packs |
15:46 |
Zeno` |
Krock, if there is no issue with existing mods etc then I'm fine with it |
15:46 |
Fixer |
of different size than 16 |
15:46 |
Krock |
Zeno`, oh yes. Haven't seen the tags added by you |
15:46 |
Krock |
There are several mod developers around that try to find a bug in it |
15:47 |
Zeno` |
Krock, cool. Well give it a while for testing. Apart from that it seems fine |
15:47 |
Krock |
Zeno`, I would like to see this pull merged for the next release because it exists for a long time |
15:48 |
Zeno` |
paramat, thoughts? |
15:48 |
Zeno` |
Krock, yeah it's something that annoyed me when I was writing mods for my server actually |
15:49 |
Zeno` |
I'll add it to the release milestone unless paramat has a strong objection |
15:50 |
Zeno` |
(or somebody else) |
15:50 |
Zeno` |
I think it should be in the release at least |
15:50 |
Krock |
Okay thanks :) |
15:51 |
paramat |
it would be nice in release, but don't consider it essential |
15:51 |
Zeno` |
it's not essential no, but it is nice |
15:51 |
paramat |
add a milestone if you want though |
15:51 |
Fixer |
i'm playing with custom textures on fancy servers, if i notice something wrong, i will post, looked at it since yesterday, no problems yet, moreblocks shapes are also fine |
15:51 |
Fixer |
item frames also fine |
15:51 |
Fixer |
columns etc |
15:51 |
Zeno` |
ok added. If other devs disagree they can remove it anyway |
15:52 |
paramat |
milestones are also used for things simple, nice to have in release, but not essential |
15:52 |
Zeno` |
yup |
15:52 |
Fixer |
reason is that sofar made excellent tool to convert MC texture packs, that i used, and only annoyance is this bug |
15:52 |
Fixer |
which is fixed by this PR |
15:54 |
Zeno` |
the "bug" that 4016 fixes? |
15:54 |
Fixer |
yes |
15:55 |
Zeno` |
ok thanks :) |
15:55 |
Zeno` |
the re-scaling can be avoided if the texture is not square anyway |
15:55 |
Fixer |
with it texture packs are ready to use |
15:55 |
Zeno` |
maybe that can be documented somehow (even though it's probably an obscure use) |
15:56 |
Zeno` |
Krock ^ |
15:57 |
Krock |
Yeah but how? |
15:57 |
Krock |
and where? |
15:57 |
Zeno` |
I have nfi, that's why I'm asking you |
15:57 |
Zeno` |
lol |
15:57 |
Krock |
ah |
15:57 |
Krock |
lua_api.txt then |
15:57 |
Zeno` |
it's not something critical... just an idea |
15:57 |
Krock |
where the texture overlay is described |
15:57 |
Zeno` |
quite possibly yes |
15:58 |
paramat |
i'm no expert on the code in 4016, best someone else reviews it |
15:58 |
Fixer |
also, it is not MC converted packs, it is MT packs too (of size different than 16px) |
15:59 |
Fixer |
since many servers use custom ores and other stuff, any non16px texture pack will have resize problem on them |
16:11 |
paramat |
game#1050 |
16:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1050 -- Farming: Add quiet sounds to seeds by paramat |
16:14 |
Krock |
LGTM |
16:17 |
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17:28 |
Void7_ |
hmm.. is setting `generate_normalmaps=true` supposed to cause a segfault in git? |
17:30 |
jin_xi |
idk but think its safe to say no to that |
17:37 |
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17:48 |
Void7_ |
backtrace: https://gist.github.com/anonymous/3340aca612e2bef3457fb1b0e7432bbc |
17:48 |
sfan5 |
looks like a driver bug |
17:50 |
Void7_ |
works fine if i comment out the generate normalmaps part in the wielded shader |
18:12 |
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18:16 |
cheapie |
kilbith: I noticed that the server list got changed recently, and now not only does it show *all* servers all the time (not just ones I've connected to in the past) but also uses the names for them I'm not used to. |
18:16 |
cheapie |
I could /probably/ get used to this over time, but it still seems a bit silly to me to remove a working feature (the ability to have the serverlist box unchecked) for no reason. |
18:17 |
Fixer |
it is unified now |
18:17 |
Fixer |
it is more simpler now, I guess |
18:17 |
kaadmy |
Fixer: what happens if there's a server that you've joined that is currently down and you still want to see it? |
18:17 |
cheapie |
Fixer: Yes, it is "unified" now, and that's exactly the problem. |
18:18 |
Fixer |
kaadmy, don't understand |
18:18 |
Fixer |
cheapie, but why names are different? |
18:18 |
Fixer |
cheapie, it should mark it with star and go up in list and not repeat below |
18:18 |
kaadmy |
ie. you have previously joined a server, and want to see it in the list, for example you want to check the ip address |
18:19 |
kaadmy |
but if that server is down, will it still be shown in the list? |
18:19 |
Fixer |
i think yes |
18:19 |
kilbith |
cheapie, yes it's meant to be unified, many people like that |
18:19 |
cheapie |
Fixer: I'm used to seeing things like "daconcepts.com:30000", not "VanessaE's Dreambuilder creative server" |
18:19 |
kilbith |
kaadmy, yes |
18:19 |
cheapie |
It's a lot easier to find the server I want by looking for, say, the ones starting with "daconcepts.com:" then for the port number I want. |
18:20 |
Fixer |
cheapie, you can click once on it to see its ip address |
18:20 |
cheapie |
Reading the whole "name" of the server takes a lot longer. |
18:20 |
cheapie |
(or clicking on each one to see the address/port) |
18:21 |
kaadmy |
maybe an option to enable showing the full ip address instead of names? |
18:21 |
kaadmy |
doesn't exist yet afaik |
18:22 |
cheapie |
I suppose I can understand showing "favorites" at the top when the server list is on, but IMO, the old favorites-only mode without the "friendly" names should still be there. |
18:22 |
cheapie |
(even if it's buried in minetest.conf somewhere) |
18:22 |
cheapie |
Setting the serverlist URL to be blank comes close to that, at least. |
18:24 |
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18:29 |
cheapie |
[13:28:44] <VanessaE> oh f--- that. |
18:29 |
cheapie |
[13:29:06] <VanessaE> there should be a toggle for that, at most |
18:32 |
kilbith |
well you were used with the old list for years, that's a matter of habit |
18:34 |
kilbith |
i'm known for designing the fanciest formspecs around and i can ensure the old list was less user-friendly |
18:39 |
* VanessaE |
git pulls... |
18:39 |
VanessaE |
I haven't seen this rewritten menu yet. |
18:41 |
VanessaE |
doesn't look too much different. |
18:41 |
VanessaE |
but I agree with others, no "favorites" filter is bad. |
18:42 |
VanessaE |
this is like always having to dig through your phone book (dead tree edition) to find entries that you normally keep in a personal directory ("little black book" or so). |
18:43 |
VanessaE |
and it upsets the sorting that is provided by the master server list. |
18:44 |
VanessaE |
(since it's putting my favorites ahead of the rest of the list) |
18:45 |
VanessaE |
and in my case, entries seem to be randomly displayed as address:port for some, and descriptive name for others. |
18:45 |
VanessaE |
(that's been the case in the "favorites" menu for a long time, though) |
18:45 |
kilbith |
you can trust me it will ease your users to find their paths better |
18:45 |
kilbith |
you can't tell me that a list of IP addresses is user-friendly |
18:46 |
kilbith |
not even assorted with icon details or connected players |
18:46 |
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18:46 |
VanessaE |
hence the suggestion that there be a toggle to show address:port |
18:47 |
VanessaE |
many people know servers *only* by address:port. |
18:47 |
VanessaE |
some of mine, I remember better by their names, others by address. |
18:48 |
kilbith |
a minority of geeks that are accustomed to play on your servers only |
18:48 |
kilbith |
not the our largest public audience |
18:48 |
kilbith |
-the |
18:48 |
VanessaE |
what does that matter? |
18:48 |
VanessaE |
who cares whose servers the majority of the audience plays on? |
18:49 |
kilbith |
i mean those who plays on your servers know your different servers by IP:port |
18:49 |
kilbith |
*only those |
18:50 |
kilbith |
and i'm sorry to say but it's not user-friendly |
18:51 |
VanessaE |
you mean it's not "kilbith friendly" :) |
18:51 |
kilbith |
anyways anything can't please to everyone, but i'm rather confident given the number of positive feedbacks i received so far |
18:51 |
VanessaE |
to decide what is, or isn't "user friendly" you have to ask the users. |
18:55 |
cheapie |
<kilbith> anyways anything can't please to everyone |
18:55 |
cheapie |
^^ That's why settings were invented. |
18:55 |
VanessaE |
in any case, you can please more users by providing options. |
18:55 |
VanessaE |
ninja'd. |
18:56 |
cheapie |
(and the old version *had* them) |
18:56 |
VanessaE |
put the damn checkbox back, and add one to show names vs. addresses. |
18:56 |
VanessaE |
then everyone's happy. |
18:57 |
kilbith |
ok i might thinker a toggler to a technical list with IP:port entries only |
18:57 |
kilbith |
*tinker |
18:57 |
VanessaE |
or another dev can.. |
18:58 |
Warr1024 |
dunno about IP:port, but address-as-I-entered-it:port would be good. |
18:58 |
Warr1024 |
i.e. I would probably have put a DNS name in there instead of numerical IP |
18:58 |
kilbith |
the damn checkbox looked out-of-place in that tab anyways |
18:58 |
VanessaE |
foo.com:port not 12.45.67.89:port. |
18:58 |
Warr1024 |
unless IP is all you have |
18:58 |
VanessaE |
of course. |
18:59 |
Warr1024 |
the point is, don't try doing DNS lookups to display the list :-) |
18:59 |
VanessaE |
or if a server has no domain. |
19:00 |
VanessaE |
bbl |
19:19 |
VanessaE |
back |
19:24 |
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20:20 |
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20:26 |
Fixer |
kilbith, lost favourites after game restart again, not sure how |
20:29 |
kilbith |
your favoriteservers.txt file's still there ? |
20:29 |
Fixer |
yes |
20:30 |
kilbith |
it is filled or not ? |
20:30 |
Fixer |
looks like this: http://pastebin.com/raw/iGmnYejP |
20:30 |
kilbith |
then why employing the plural on "favourites" ? |
20:31 |
kilbith |
no idea of your issue, 1st time it gets reported |
20:33 |
Fixer |
before restart i got 4 favourite servers, after restart - none, then I joined Xanadu |
20:33 |
kilbith |
then your file got cleared for sure |
20:34 |
Fixer |
could be, not sure why and how |
20:35 |
Fixer |
kilbith, try connecting to different servers, reconnecting, closing game, reopening etc |
20:35 |
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20:36 |
kilbith |
i did not touched the deleting mechanism, it's done elsewhere in the engine |
20:37 |
Fixer |
ok, managed to cought it |
20:37 |
Fixer |
joined Liberty Land, exited it, while server listed still not loaded I've exited, no file anymore |
20:37 |
Fixer |
server list* |
20:38 |
Fixer |
I'm using c350cfb version of minetest |
20:40 |
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20:42 |
Fixer |
kilbith, it is lost on game exit, probably when getting a server list or in other way |
20:44 |
kilbith |
well as i said i'm the wrong person to catch on that |
20:45 |
Fixer |
i will post issue on github |
20:56 |
Calinou |
https://github.com/minetest/minetest/issues/4022 |
20:56 |
Calinou |
important issue, please comment |
20:57 |
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20:59 |
Fixer |
Calinou, lol, that kind of bug is hard to analyze :( |
20:59 |
Fixer |
Calinou, without more data |
20:59 |
Calinou |
it's still problematic |
20:59 |
Calinou |
when I get to profile mods, I'll do it |
20:59 |
Calinou |
IMO this is almost a blocker, it's impossible to host a lag-free server like you can in 98% of games :( |
20:59 |
Fixer |
Calinou, i have same problem on ESM server, every day |
20:59 |
Calinou |
something is very likely to be broken in core |
21:00 |
Calinou |
somebody "improved" the netcode |
21:00 |
Fixer |
Calinou, make mod profile, post debug.txt with maximum debug info |
21:00 |
Calinou |
IMPROVED |
21:00 |
Calinou |
[spock] |
21:00 |
Calinou |
Fixer: yeah I will try, if players don't complain... |
21:00 |
Fixer |
Calinou, pfff slowpoke.png |
21:02 |
Calinou |
updated the issue with a bit more information |
21:03 |
Fixer |
Calinou, munin monitoring mod can help too i guess |
21:04 |
Fixer |
Calinou, look into debug.txt do you have lines with |
21:04 |
Fixer |
'RE-SENDING timed-out RELIABLE' when lag appears? |
21:05 |
Fixer |
Calinou, i was thinking "players will notice that other players stop moving for a second or two" was part of MT experience *cough* |
21:06 |
Calinou |
see PM, for a monitor (netdata) |
21:06 |
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21:08 |
Calinou |
the server does have a 5.8 GB log file... debug.txt |
21:09 |
Calinou |
I deleted it, we'll see if it lags less |
21:15 |
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21:16 |
nrzkt |
Calinou, is there any player timeout notified to chat after that , |
21:16 |
Calinou |
player timeouts are rare |
21:18 |
asl97 |
Calinou: is there a cpu spike when it happen? |
21:22 |
asl97 |
afaik, minetest only use 1 core for doing the main stuff, a cpu spike might not be so obvious depending on what you use to check it |
21:23 |
asl97 |
my guess is the save interval, as fast as the dummy database is, it probably take a few seconds to save once the whole world get deleted (mark as need saving), 5-10 seconds seem a little bit much though. |
21:39 |
asl97 |
^ignore above comment, i am probably wrong about the save interval. (i read part of the issue wrongly too) |
21:49 |
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22:29 |
rubenwardy |
Calinou, What happens if you disable the ctf_events mod? That runs every 10 seconds |
22:29 |
rubenwardy |
~math c 19*3*6 |
22:34 |
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23:05 |
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23:06 |
jhcole |
I'm getting ready to add 765 lbm's to my server; should I be worried? |
23:08 |
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23:16 |
sofar |
jhcole: yes |
23:17 |
sofar |
jhcole: that's insane. try combining them or use nodetimers instead |
23:22 |
jhcole |
OK, but I'm not sure how to combine them. I multiplied 17 colored node blocks into 765 varieties using stairsplus.register_all(), but now I want to change the node names and I need to keep the orientation of each node. ATM, I've written a loop to make a lbm for each type. |
23:23 |
jhcole |
I considered aliases, but I liked the idea of fixing the nodes in the map instead of masking them. |
23:28 |
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23:28 |
jhcole |
After some more thought, I think I can make it 1 lbm. Thanks sofar |
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