Time |
Nick |
Message |
00:04 |
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00:41 |
OldCoder |
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00:41 |
OldCoder |
I |
00:42 |
OldCoder |
I've noticed much longer startup times due to lockup for notifying server list |
00:42 |
OldCoder |
This is fine if it is necessary. However, is it intentional? |
01:23 |
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12:01 |
Fixer |
https://i.imgur.com/rzWf6d2.png |
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14:48 |
red-001 |
would it be possible to make the serverlist check if the domain sent to it by the server resolves to the servers ip address? |
14:49 |
est31 |
I think it already does |
14:49 |
red-001 |
It doesn't |
14:50 |
est31 |
it does not? |
14:50 |
est31 |
then file a bug |
14:50 |
est31 |
with report of what you experienced |
14:50 |
est31 |
sfan5, ^ |
15:07 |
red-001 |
https://github.com/minetest/master-server/issues/12 |
15:10 |
est31 |
hrmm maybe you are right. |
15:11 |
est31 |
you can add unlisted servers |
15:11 |
est31 |
but you cant add servers already in the list |
15:12 |
red-001 |
yes you can |
15:14 |
Krock |
red-001, *without permission |
15:14 |
red-001 |
thanks! |
15:14 |
Krock |
who would even do this for another server? |
15:26 |
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16:55 |
Thomas-S |
Trivial bugfix regarding trapdoors: game#1198 . It would be nice if someone could review this. Thanks for your efforts! |
16:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1198 -- Same naming for trapdoors as for doors by Thomas--S |
16:59 |
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17:34 |
KaadmY |
sorry about not clarifying on the schematic issue i mentioned yesterday, here's the problem: https://forum.minetest.net/viewtopic.php?p=225167#p225167 |
17:41 |
KaadmY |
the replacement nodes for schematics seem to not work since 0.4.14 |
17:41 |
KaadmY |
while it works correctly in 0.4.13 |
17:45 |
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19:14 |
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19:14 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.14, May 15 2016. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
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20:32 |
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20:35 |
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20:35 |
tenplus1 |
hi folks, could a nice dev please check game#965 for inclusion |
20:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/965 -- Ability to Disable bones, drop items or keep inventory. by tenplus1 |
20:39 |
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20:39 |
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20:39 |
dillonb |
Hey, quick question, using the lua api is it possible to override how map data is loaded? |
20:39 |
dillonb |
To load it from a different source? |
20:40 |
ElectronLibre |
As far as I know all of that is hardcoded into the engine and unavailable from Lua |
20:40 |
dillonb |
Alright |
20:40 |
dillonb |
That's what I thought |
20:40 |
Krock |
you can only replace loaded areas |
20:41 |
ElectronLibre |
Unless you code your own mod to load/write map data, set the mapgen type to singlenode, and make all loading from a specific source with your own Lua code |
20:41 |
ElectronLibre |
But I can guarantee that it will be laggy, extremely laggu |
20:41 |
ElectronLibre |
*laggy |
20:42 |
Calinou |
yeah, the world is not ready yet for Lua mapgens |
20:42 |
dillonb |
yeah sending a single node at a time seems slow |
20:42 |
Calinou |
not even an i7-6700K will like it |
20:42 |
dillonb |
okay cool, I'm just trying to figure out my best option here |
20:42 |
dillonb |
I'm making a (hopefully) realtime bridge between dwarf fortress and minetest |
20:43 |
dillonb |
dwarf fortress side is coming along great, just now starting to dig into minetest |
20:45 |
dillonb |
I have a couple ideas, looking for some thoughts on the best way: I could implement the server protocol and have a client directly connect to that, or modify the source to load from my bridge |
20:45 |
dillonb |
my third option was lua but that's done :p |
20:46 |
Krock |
Calinou, without LuaJIT don't even think about mapgen stuff |
20:48 |
dillonb |
seems like it wouldn't be that bad to modify ClientMap to load from somewhere else? |
20:55 |
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20:55 |
est31 |
dillonb, I'd suggest modifying the source |
20:55 |
est31 |
implementing the whole the minetest protocol is not really easy unfortunately |
20:56 |
est31 |
also, its not really well documented, except the source |
20:56 |
dillonb |
I figured, it just seemed like a pretty clean solution before I looked into the protocol |
20:56 |
est31 |
the lua api is not really designed for your purpose, so it wont help you much |
20:57 |
dillonb |
Also figured. Just thought it was worth asking |
20:58 |
dillonb |
am I right in thinking that I should be looking mostly at the ClientMap and MapSector classes? |
20:59 |
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20:59 |
dillonb |
This is based on less than 10 minutes with the code |
21:06 |
est31 |
MapSector plays only a very small part |
21:06 |
est31 |
i dont really know why its there at all |
21:06 |
est31 |
for lighting or something like that |
21:06 |
est31 |
and clientmap only exists on the client, the server takes care of the actual data loading |
21:07 |
est31 |
even in singleplayer there is a server, it just listens on localhost |
21:07 |
est31 |
but all stuff goes over the server |
21:07 |
dillonb |
ahh, that's good to know |
21:07 |
est31 |
minetest separates the map into mapblocks |
21:07 |
dillonb |
so if I modify servermap to load from my bridge, I can get multiple players connecting for free |
21:07 |
est31 |
those are 16x16x16 units |
21:07 |
est31 |
yes |
21:08 |
dillonb |
ah, MapBlock is what I thought MapSector was initially |
21:08 |
dillonb |
makes sense |
21:09 |
est31 |
there are emerge threads |
21:09 |
est31 |
they take care of loading the mapblocks |
21:09 |
est31 |
there is a very easy interface for databases |
21:10 |
est31 |
its simple and only takes care about mapblock transfer |
21:10 |
paramat |
sofar 2 very simple reviews for you game#1198 game#1200 |
21:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1198 -- Same naming for trapdoors as for doors by Thomas--S |
21:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1200 -- register_trapdoor: Improve on_blast by Thomas--S |
21:10 |
est31 |
however, the mapblocks are already compressed when they go through it |
21:11 |
est31 |
plus, the database is only spoken with every few seconds |
21:11 |
dillonb |
That sounds ideal actually |
21:11 |
est31 |
so it wont help you much if you want real dwarves moving around modifying nodes |
21:12 |
est31 |
but it is a good point for a first proof of concept |
21:12 |
est31 |
and maybe enough for you :) |
21:12 |
dillonb |
Yeah - I'm not really expecting it to be perfectly real time |
21:12 |
est31 |
the server has basically two ways to inform the client of an update |
21:13 |
est31 |
either it says a mapblock has changed, and tells the client the whole mapblock |
21:13 |
est31 |
or it says a node has changed, and tells the client the node and its position |
21:14 |
est31 |
your biggest problem with the db backend would probably be that its only used for block loading |
21:14 |
est31 |
and saving of course |
21:15 |
est31 |
but its read only if a block is not known yet by the server, or if it was deleted from the memory because nobody was near it for some time |
21:16 |
dillonb |
Ah, that's a good point |
21:17 |
est31 |
yeah in fact the interval thing is happening on the saving side |
21:17 |
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21:17 |
est31 |
all active blocks are saved in an interval |
21:17 |
est31 |
there has been a project that hijacked the db interface to create a live map of the world |
21:17 |
dillonb |
This is going to be read-only, I'm not planning on sending updates back to df |
21:18 |
est31 |
you want to send the data the other way |
21:18 |
est31 |
which is the complicated one, reading is only done on demand |
21:18 |
est31 |
outside of intervals (afaik) |
21:19 |
est31 |
anyways good luck with your project would love to see it |
21:19 |
dillonb |
It can't be too hard to poll for updates on mapblocks and force a re-read from the db |
21:20 |
est31 |
you'll find a way :) |
21:20 |
* est31 |
is logging off for today |
21:20 |
est31 |
bye |
21:20 |
dillonb |
When I get to a point that I feel comfortable sharing it, I'll be sure to post it on both df and minetest forums |
21:20 |
est31 |
nice |
21:20 |
dillonb |
bye! thanks for your he- |
21:20 |
dillonb |
:( |
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