Time |
Nick |
Message |
00:42 |
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00:55 |
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01:10 |
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01:13 |
paramat |
"move the mapgen specific params to mapgen.h anyway, and declare them directly in the mapgenparams" no thanks, so i agree with you |
01:16 |
paramat |
hmmmm see https://github.com/minetest/minetest/pull/4216#issuecomment-225747280 and following comment, PR seems ready now |
01:28 |
hmmmm |
yeah but I mean vs. the old algorithm |
01:30 |
hmmmm |
also just a tip, if you want more detail with a greater spread value, you can increase the lacunarity |
01:30 |
paramat |
i've recreated the old behaviour through choice of noise parameters |
01:31 |
hmmmm |
yeah but i want to actually see a comparison if that's okay |
01:31 |
paramat |
ok |
01:34 |
paramat |
i trust the params more than judging it visually, but okay |
01:42 |
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01:45 |
paramat |
eh ok so it was worth checking after all, need to tune the offset |
01:46 |
paramat |
not enough moss |
01:48 |
paramat |
ah that |
01:49 |
paramat |
what is a good value for content to indicate 'nil' or 'null'? |
01:49 |
paramat |
here i used '0' for when no alt_wall is wanted |
01:50 |
paramat |
'NULL' didn't work because content is an unsigned integer |
01:56 |
paramat |
replied in the thread |
02:05 |
paramat |
afk for food |
02:07 |
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02:43 |
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03:03 |
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03:06 |
hmmmm |
yeah paramat whenever you make an adjustment to noise params like that you need to actually see the difference you're making |
03:07 |
hmmmm |
you can use CONTENT_IGNORE for "no content" |
03:07 |
hmmmm |
of course content_t is not a pointer |
03:08 |
paramat |
yeah i'll use content_ignore |
03:08 |
hmmmm |
i wanna change all that stuff soon anyway |
03:08 |
hmmmm |
cause look |
03:09 |
hmmmm |
caves are very similar to dungeons and yet their interface isn't consistent at all |
03:09 |
hmmmm |
with your PR you're now making multiple dungeons inside of DungeonGen::generate() instead of inside the mapgen |
03:10 |
hmmmm |
whereas if you consider caves, makeCaves only generates one set of tunnels, and to make multiple cave systems in the chunk, the mapgen is the one responsible for doing it more than once |
03:11 |
paramat |
makes sense |
03:11 |
hmmmm |
i'm not telling you to go change it, i'm saying consider this |
03:11 |
hmmmm |
i'm aiming to separate the concerns as best as possible and right now it's not exactly a mess but it could be better |
03:11 |
paramat |
ok |
03:12 |
hmmmm |
like for example caves and dungeons shouldn't have logic that determines their frequency or whether they occur above water_level or similar |
03:12 |
hmmmm |
those are things that mapgens, the objects that actually use cavegens and dungeongens, worry about |
03:12 |
hmmmm |
all a cavegen should worry about is making a cave at point XYZ |
03:16 |
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03:28 |
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03:46 |
paramat |
hmmmm, PR updated |
03:57 |
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04:14 |
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04:39 |
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04:55 |
hmmmm |
btw paramat, https://github.com/kwolekr/minetest/commit/dacbc47994723a4615ba7060749997c451f0f352 |
04:56 |
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05:13 |
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06:14 |
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08:11 |
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08:41 |
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08:51 |
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08:52 |
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08:54 |
NeueMann |
When following these instructions: http://dev.minetest.net/Compiling_Minetest#Building_without_Irrlicht_.2F_X_dependency what should one set for cmake? |
08:57 |
Calinou |
NeueMann: -DBUILD_CLIENT=0 should be enough |
08:57 |
Calinou |
you can install Irrlicht packages anyway, without requiring a desktop environment |
09:11 |
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09:15 |
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09:42 |
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09:42 |
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09:53 |
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09:53 |
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09:54 |
NeueMann |
I'm having trouble when using biome_lib: http://pastebin.com/GNBXp43k |
09:54 |
NeueMann |
This comes up when I try to join the game. |
09:55 |
NeueMann |
I also get this when starting up: WARNING[Main]: system-wide share not found at "/usr/local/share/minetest" |
09:57 |
asl97 |
NeueMann: did you make install it? |
09:58 |
asl97 |
it seem like you might have build a system-wide built instead of a run_in_place |
09:58 |
NeueMann |
No. I'm running from the folder. Do I need to? |
10:01 |
* Fritigern |
uses this script and never has trouble... http://pastebin.com/D0d6hJU2 |
10:03 |
Fritigern |
Oh, you want to build without irrlicht? Never done that. Perhaps you can use the script as the basis for your own build |
10:18 |
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10:25 |
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10:38 |
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10:48 |
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10:56 |
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11:05 |
Calinou |
asl97: NeueMann: you can ignore that warning |
11:17 |
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11:18 |
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11:53 |
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14:06 |
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15:07 |
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15:08 |
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15:18 |
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15:45 |
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15:52 |
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15:58 |
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16:20 |
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16:40 |
paramat |
game#1137 boats were broken by an innocent looking commit, will fix today |
16:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1137 -- Boats sink if they get under water. But they sink through stone too. |
16:42 |
paramat |
nore i think game#1135 can be closed, any comments? |
16:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1135 -- buckets won't run out of water/lava in creative mode by cdqwertz |
16:43 |
paramat |
nice, no more mapgenfactory |
16:43 |
hmmmm |
unfortunately it's only a 4 line reduction |
16:44 |
asl97 |
#4091 is a small fix, hopefully it didn't gotten forgotten |
16:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4091 -- mesh tiling bug and possible fix |
16:44 |
hmmmm |
i never even knew about it |
16:45 |
hmmmm |
huh i thought grouping up to 2 nodes only was the expected behavior |
16:46 |
asl97 |
wat... why would that be the expected behavior? |
16:49 |
hmmmm |
i approve of the change though |
16:50 |
hmmmm |
paramat: http://i.imgur.com/NtHJVtc.jpg this is how big a river valley actually is lol |
16:50 |
paramat |
nice |
16:51 |
paramat |
i'm not keen on mgvalleys, lumpy and too small-scale |
16:51 |
hmmmm |
mgvalleys is like a bunch of creeks |
16:51 |
paramat |
but it's very popular |
16:52 |
hmmmm |
well, at least it's adjustable |
16:52 |
hmmmm |
i wish you could modify the river depth too |
16:52 |
hmmmm |
noise based rivers kinda suck though |
16:53 |
hmmmm |
i think millersman has the right idea; global map generation should be the way forward and there's really no way to do this without persistence |
16:53 |
hmmmm |
i was going to do a similar thing except with a low-res bitmap image stored in the map directory, not a database |
16:56 |
hmmmm |
in any case, if you want noise-based rivers similar to valleys except without all the extra math, log(x^2) seems to work well |
16:59 |
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17:08 |
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17:18 |
diemartin |
celeron55, ShadowNinja, anyone else with permissions, would it be possible to add a mobile-friendly theme to the forums? |
17:18 |
diemartin |
excuse the offtopic |
17:18 |
Krock |
is it really the theme or would it need a forum software upate too? |
17:19 |
celeron55 |
do you have a theme suggestion or what action do you think needs to be taken? |
17:21 |
celeron55 |
i can add a secondary non-default theme if someone knows a good one; it would be nice if it would be customized a bit first though; generic themes give a cheap feel |
17:22 |
diemartin |
I'm not entirely sure on what needs to be done, but there's this: https://www.phpbb.com/community/viewtopic.php?f=73&t=2138277 |
17:22 |
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17:22 |
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17:23 |
diemartin |
I don't really care about the colors but looking at the forums on mobile is a pain |
17:24 |
paramat |
confirmed the fix for game#1136 will fix today |
17:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1136 -- Searching blocks/items glitch, in new creative interface. In version 0.4.14 |
17:24 |
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17:27 |
paramat |
not really a theme then, more an alternative simplified layout |
17:32 |
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18:46 |
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19:00 |
hmmmm |
you know what |
19:00 |
hmmmm |
i think i wanna get rid of the flags |
19:00 |
hmmmm |
flags are an implementation detail of an array of booleans, and users shouldn't be directly exposed to that |
19:00 |
hmmmm |
does anybody agree? |
19:02 |
celeron55 |
of course they are |
19:03 |
hmmmm |
i mean agree to get rid of them in favor of a bunch of booleans |
19:03 |
celeron55 |
however, it doesn't directly imply flags should never be used in an interface |
19:03 |
celeron55 |
but it could |
19:03 |
celeron55 |
you might have noticed that in no part of the Lua API that i designed there are any C-style flag fields |
19:04 |
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19:05 |
celeron55 |
(altough... there might be none in the implementations either) |
19:05 |
celeron55 |
s/either/also/ (how does this even work) |
19:05 |
DI3HARD139 |
Question. How do I change the release setting to debug when compiling from github? |
19:06 |
celeron55 |
you pass -DCMAKE_BUILD_TYPE=Debug to cmake |
19:06 |
celeron55 |
(it's a standard cmake thing) |
19:07 |
DI3HARD139 |
So just add it to the end of cmake . -DRUN_IN_PLACE=1 -DENABLE_GETTEXT=1 -DENABLE_FREETYPE=1 -DENABLE_LEVELDB=1;? |
19:07 |
celeron55 |
assuming of course that you are not using visual studio, which cmake handles specially |
19:07 |
celeron55 |
yes |
19:08 |
DI3HARD139 |
I'm compiling using the 1-line script from Calinou |
19:11 |
DI3HARD139 |
ty. I just reimaged my server using the base build of ubuntu-server and added the xfce |
19:16 |
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19:25 |
Hijiri |
If I set the metatable of a LuaEntitySAO, will it have the same metatable when the object is fetched again e.g. from a punch callback? |
19:35 |
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19:47 |
paramat |
hmmmm, about flags: the 'trees' and 'flat' flags were moved from mg_flags to mgv6_spflags, but to maintain backwards compatibility i had to leave them duplicated in mg_flags, just not documented. this can be confusing because they still show up in map_meta.txt in mg_flags. so it might be good to sort this mess out by breaking compatibility flagswise |
19:48 |
paramat |
obviously we need to support old mgv6 flat worlds, but the mgv6 'trees' flag could be replaced by the new global 'decorations' flag |
19:50 |
paramat |
as for flags vs bools i have no opinion so far |
19:51 |
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19:53 |
paramat |
personally i would rather users are forced to change a flag or two than continue with this flag mess i created |
19:55 |
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19:56 |
Ambistic |
I'd like to help translate the wiki to french, is there a core dev that may help me ? |
19:56 |
paramat |
since you're making big changes to mapgen this would be a good time to do it and break flags compat at 0.4.15 |
20:03 |
hmmmm |
celeron55: i wish you would've stopped me when i tried to add the first flags field |
20:03 |
hmmmm |
the way i envisioned it, it was like the flags on a command line |
20:03 |
hmmmm |
--fno-foobar --something-else --etc |
20:04 |
hmmmm |
but that's not very intuitive i guess |
20:04 |
celeron55 |
well, you can always add a compatibility converter from flags to something that will be used for the foreseeable future |
20:04 |
hmmmm |
paramat: i am not implying anything about what you did, just a question about design in general |
20:05 |
hmmmm |
yeah in fact I had an idea for making a SettingsMigrator class |
20:05 |
Ambistic |
I'd like to help translate the wiki to french, is there a core dev that may help me ? |
20:05 |
hmmmm |
you hard code a list of old names, a list of new names, then when Settings loads a config file, it does the conversion silently |
20:05 |
hmmmm |
and then it removes any instances of the old names on save |
20:06 |
hmmmm |
Ambistic: either nrzkt or Calinou could probably help here |
20:08 |
paramat |
also we have mg_flags = dungeons in defaultsettings.cpp for some complex compat reason |
20:08 |
hmmmm |
ANYWAY THE POINT IS we can easily do settings name and type changes in a reverse-compatible manner and I can't figure out any reason why we shouldn't |
20:09 |
paramat |
if you set mg_flags = nocaves for a world that will bizarrely disable dungeons |
20:09 |
paramat |
you have to end up doing mg_flags = nocaves, dungeons |
20:09 |
hmmmm |
yeah that's an unintended consequence |
20:09 |
hmmmm |
this is pretty messy. |
20:10 |
hmmmm |
but that's not what i'm talking about |
20:10 |
hmmmm |
i'm just talking about the whole concept of exposing flags to the end user |
20:10 |
hmmmm |
it's actually not that great of an idea |
20:10 |
hmmmm |
it should be an internal thing only |
20:10 |
hmmmm |
what do you think, do you like flags? |
20:22 |
paramat |
i don't mind them, they have been a little confusing, maybe docs are unclear |
20:23 |
paramat |
i might prefer a set of seperate bools, having the one string of many flags is perhaps not ideal |
20:24 |
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20:24 |
paramat |
a bool is clearer than using a 'no' prefix |
20:27 |
paramat |
ok so i'll put it this way, i think the system could be better and clearer |
20:30 |
paramat |
but more important to me is to, at least, sort out the 'trees' and 'flat' mess |
20:32 |
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20:36 |
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20:39 |
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20:40 |
sapier |
hello |
20:42 |
Fixer |
hi sapier |
20:43 |
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20:43 |
est31 |
hello sapier |
20:43 |
est31 |
how are you doing |
20:43 |
est31 |
long time no see |
20:44 |
sapier |
true I've been extremely busy in my paid work ;-/ ... well not much better now but I'm gonna try to answer questions ... maybe I remember whats required to know |
20:53 |
nore |
hi sapier :) |
20:54 |
paramat |
our android dev! we have been looking for a new one |
20:55 |
hmmmm |
i'm of the opinion that we should pluck android support for mt if we don't have any android developers |
20:55 |
hmmmm |
it's in a very sorry state right now and shows no signs of getting fixed |
20:56 |
paramat |
i've suggested that too. android seems to cause lots of grief |
20:56 |
est31 |
hmmmm, cant that be said for whole minetest |
20:56 |
Fixer |
hmmmm: critical bugs? it kinda works at least |
20:57 |
sapier |
guess it did never evolve beyond the state I left it? |
20:57 |
est31 |
not much |
20:57 |
est31 |
almost not at all |
20:57 |
est31 |
kept on life support basically |
20:57 |
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20:57 |
est31 |
I've done some fixes to the build system |
20:57 |
est31 |
and monte has done some smaller improvements |
20:57 |
est31 |
thats it |
20:57 |
sapier |
sad ... I was hoping this would turn into some sort of self running thing after the initial work is done |
20:59 |
paramat |
we're really understaffed recently |
20:59 |
est31 |
We are better staffed than irrlicht |
21:00 |
est31 |
basically one person project atm |
21:00 |
est31 |
with second person sending patches now and then |
21:00 |
paramat |
nore sfan5 i'll merge this later, trivial fixes for 2 bugs game#1139 |
21:00 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1139 -- Fix boat falling through world and grey screen in creative search by paramat |
21:01 |
sapier |
one person at irrlicht? ... explains why it's android support is that buggy |
21:01 |
est31 |
at least right now. |
21:03 |
sapier |
I'd like to say I'm gonna have a look at it but I'm quite sure I'm not gonna have enough spare time till september to do any really productive work |
21:05 |
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21:13 |
hmmmm |
yeah like sapier said it "works" but it's not "evolving |
21:13 |
hmmmm |
it barely works |
21:13 |
hmmmm |
let's face it, people who develop for mobile platforms are usually have a profit motive |
21:13 |
hmmmm |
they are not interested in developing open source |
21:14 |
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21:14 |
sapier1 |
sad to admit it but you could be right hmmmm |
21:14 |
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21:15 |
est31 |
hmmmm, agreed, for >= 95% this is the primary and only motive |
21:15 |
est31 |
monetisation |
21:15 |
est31 |
but still there is the 5%, maybe less |
21:15 |
hmmmm |
fwiw you can make a shitton of money on mobile |
21:15 |
hmmmm |
ads are like 0.003 cents per view or whatever |
21:15 |
hmmmm |
but you scale that by millions and it's still a lot |
21:15 |
est31 |
there are many many open source apps |
21:16 |
Fixer |
adaway installed :} |
21:16 |
sapier1 |
well if nothing changed our main issue is we don't have anyone really capable of designing a really good mobile ui |
21:16 |
hmmmm |
that one guy who ripped minetest and changed some default settings and w/e made like $100k off of it |
21:16 |
hmmmm |
lol :( |
21:16 |
est31 |
hmmmm, https://f-droid.org/ |
21:16 |
Fixer |
hmmmm: no way, proof? |
21:17 |
hmmmm |
i don't have any proof but after looking at the math i actually do believe it's possible |
21:17 |
Fixer |
people play with ads? mazohists |
21:17 |
est31 |
Fixer, indeed they do |
21:17 |
est31 |
many players join servers |
21:17 |
est31 |
and say |
21:17 |
hmmmm |
most people are normies and they think ads are just part of life |
21:17 |
est31 |
"your game is shit, it is full of ads" |
21:17 |
Fixer |
ads should die |
21:17 |
hmmmm |
ad injection |
21:18 |
est31 |
they think the game is called "mine builder" or something |
21:18 |
hmmmm |
because we use udp for file transfer we're vulnerable to get MITMed |
21:18 |
hmmmm |
I bet the next step in advertisement evolution is to silently replace the regular textures with advertisement images when it passes through their router |
21:18 |
hmmmm |
rofl |
21:18 |
est31 |
lol |
21:19 |
est31 |
wait for google fiber to start with it |
21:19 |
est31 |
free internet, but your minetest blocks will have ads on them |
21:19 |
Fixer |
i don't mind, people want join isis or watch ads? fuck em, thats their choice |
21:19 |
est31 |
nodes* |
21:20 |
Fixer |
i will not go like Stallman trying to stop people eat shit %) |
21:20 |
est31 |
its their choice to join isis and its the choice of the usa to send drones to kill them |
21:20 |
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21:21 |
hmmmm |
ISIS recruitment mod |
21:21 |
Fixer |
i wonder are there any ISIS ads? |
21:21 |
est31 |
lol |
21:21 |
sofar |
there's a solution to all this |
21:21 |
sofar |
just block forks from connecting to servers |
21:21 |
hmmmm |
play as a jihadi militant and slaughter as many innocent villagers (mobs) in a randomly procedurally-generated sand village |
21:22 |
hmmmm |
ace of spades meets terrorism |
21:22 |
est31 |
sofar, thats the totally wrong approach |
21:22 |
sapier1 |
@zeno thanks for pushing https://github.com/minetest/minetest/commit/7ea4a03c835d68a6fb58aa55aa6a6315ec80b79f I don't know why I missed to push this obvious error fix to minetest myself |
21:22 |
sofar |
est31: sure, it's not a nice approach :) |
21:22 |
est31 |
sofar, the problem is equivalent to "prevent people from saving the online video to their disk" |
21:22 |
est31 |
requires DRM essentially |
21:23 |
sofar |
if we want to "protect" the minetest community (and game), we should consider all methods available seriously |
21:23 |
hmmmm |
sorta reminds me of warcraft 3 |
21:23 |
est31 |
another good way would be to go GPL |
21:23 |
sapier1 |
come one wc3 is way to new ... :-) |
21:24 |
sapier1 |
wc1 rocks |
21:24 |
hmmmm |
the client will refuse to connect to a server if the signature doens't match the IP address padded with a bunch of NULs |
21:24 |
est31 |
and create a special licensing organisation or something |
21:24 |
est31 |
which gives play store exceptions to selected forks |
21:24 |
sofar |
or trademark enforcement.... |
21:24 |
Fixer |
sapier1: i'm not totally sure, but i've noticed smth interesting on mt with this patch (can't say before patch), from time to time (rarely) received packets go in big spikes of 50-100-200-400 |
21:24 |
Fixer |
sapier1: at least on Extreme Survival Minetest server |
21:24 |
Fixer |
not sure if mod problem or patch problem or fubar in general |
21:25 |
sapier1 |
fixer could you try to find out if this is a counting issue? e.g. maybe droped packets are counted as "received" |
21:25 |
nrzkt |
i agree with sofar |
21:26 |
est31 |
nothing against registering a minetest trademark |
21:26 |
Fixer |
sapier1: not a dev, but i think i didn't noticed much dropped packets on f5 graph |
21:26 |
est31 |
but what would it help against an app that calls itself "mine builder pocket edition"? |
21:26 |
Fixer |
sapier1: occasionally there are 1 or 2 dropped packets |
21:26 |
est31 |
and is essentially re-branded minetest |
21:26 |
sapier1 |
maybe the ones dropped due to client timeout are counted as received |
21:27 |
Fixer |
sapier1: maybe i need to observe this more, people often go in and out |
21:27 |
est31 |
but shrug, I think re-branded versions of minetest aren't something really bad |
21:28 |
est31 |
minetest is open source this is what happens |
21:28 |
est31 |
and it brings in new users |
21:28 |
est31 |
there were many players who started with one of these adware infested apps |
21:28 |
est31 |
and then switched to the official app |
21:28 |
est31 |
or got minetest for the desktop |
21:29 |
sapier1 |
fixer at least by looking at the code I see no reason how this patch could cause it ... but that doesn't rule out it somehow triggers another flaw in code which was hidden |
21:29 |
Fixer |
est31: maybe servers should say that "If you see ads on your game, you are scummed, download official client" |
21:30 |
est31 |
sapier1, you know why the client first sends a packet with two 0 bytes? |
21:30 |
est31 |
https://github.com/minetest/minetest/blob/423d8c1b0d3841f6ce9756ab0d6b2e10408fc89b/src/network/connection.cpp#L1742 |
21:31 |
est31 |
I've wondered about it when I did https://github.com/minetest/minetest/commit/423d8c1b0d3841f6ce9756ab0d6b2e10408fc89b |
21:31 |
est31 |
not really important, if you dont know its no problem |
21:31 |
sapier1 |
that code was modified past my changes but if I remember correct this is regular join |
21:32 |
sapier1 |
client doesn't know it's own peer_id by that time so there's not much it can tell to server |
21:32 |
est31 |
thats not the part I am wondering about |
21:33 |
est31 |
i mean the client sends its peer id in order to speed up packet routing |
21:33 |
est31 |
on the server side |
21:33 |
est31 |
thats the only reason, otherwise one could just use the ip address and port |
21:33 |
sapier1 |
sorry I don't really know the new style login mechanism, the old style one was suboptimal |
21:34 |
est31 |
its before any login |
21:34 |
est31 |
btw, I implemented the new style login mechanism, so I know it well |
21:34 |
est31 |
if you have any questions, ask |
21:34 |
est31 |
:) |
21:34 |
sapier1 |
there hasn't been information about ip adress and port in original networking code |
21:35 |
est31 |
it may have been added later on |
21:35 |
sapier1 |
maybe it's just "legacy" |
21:35 |
est31 |
as a security fix |
21:35 |
est31 |
sapier1, because if there is no ip address based check, a malicious client can fake the peer id e.g. of an admin |
21:35 |
est31 |
and fake a chat command packet with /grant <playername> all |
21:36 |
sapier1 |
most likely I completely rewrote that low level code but as my goal was to write a compatible solution till a decision is made for a better one I couldn't fix all issues |
21:36 |
est31 |
sapier1, nobody is blaming you. |
21:37 |
Fixer |
sapier1: hmm, joined server, for 2 minutes observed it, no people left in this period, i've observed rare 150 packets spikes |
21:37 |
sapier1 |
est31 wouldn't bother anyway it's more then a year old, I've learned quite a lot since then ;-) |
21:37 |
Fixer |
what are those <invalid UTF-8 string> guys? |
21:37 |
sapier1 |
fixer did anyone connect? |
21:38 |
Fixer |
sapier1: yes |
21:38 |
Fixer |
sapier1: randomly, no correlation for me |
21:38 |
sapier1 |
spikes in sending or receiving? |
21:38 |
est31 |
Fixer, they have a different charset than the server |
21:38 |
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21:38 |
Fixer |
sapier1: received |
21:38 |
est31 |
Fixer, and they send special chars |
21:38 |
est31 |
Fixer, the server converts it to utf-8, and then back |
21:38 |
Fixer |
est31: ah |
21:38 |
sapier1 |
that's really strange |
21:39 |
est31 |
but if the charset doesnt match it will make the utf-8 string broken |
21:39 |
sapier1 |
fixer maybe it's a reliable packet beeing lost |
21:39 |
est31 |
wchar is platform dependent |
21:39 |
sapier1 |
e.g. one packet is lost but following packets are received |
21:39 |
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21:40 |
sapier1 |
once the lost packet is retransmitted all follow up packets can be processed immediatly |
21:40 |
Fixer |
sapier1: it is just i never noticed this before patch, maybe it was, but I have not noticed :( |
21:41 |
sapier1 |
if this explanation is true it should've happened before too |
21:42 |
sapier1 |
if you find a way to reproduce that error in an environment where you can do packet capturing that'd help |
21:42 |
sapier1 |
but you can't do packet capturing on a production server |
21:43 |
paramat |
hmmmm #4216 is updated |
21:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise. Add new parameters by paramat |
21:43 |
sapier1 |
sorry have to get some sleep now, hope to see you soon |
21:43 |
Fixer |
sapier1: you want server side? doubt it, while he hosts it on his PC, he is not completely crazy to debug it |
21:44 |
sapier1 |
yes a server side dump could help, but of course not if there's any real user data in it |
21:44 |
sapier1 |
minetest port only of course |
21:44 |
sapier1 |
another option would be a description how to reproduce the issue |
21:45 |
sapier1 |
sorry have to go now good luck |
21:45 |
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21:47 |
Fixer |
i really miss that celeron server days |
21:47 |
Fixer |
with actual dev in game |
21:47 |
Fixer |
and his c55.me server |
21:50 |
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22:22 |
paramat |
merging game#1139 |
22:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1139 -- Fix boat falling through world and grey screen in creative search by paramat |
22:23 |
paramat |
and game#1120 , almost forgot |
22:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1120 -- Mossy cobble slab and stairs. by sofar |
22:26 |
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22:36 |
paramat |
merged |
22:38 |
Glorfindel |
I noticed that in #minetest lol |
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23:54 |
Fixer |
Glorfindel: thats expected, no worry |