Time |
Nick |
Message |
00:01 |
|
betterthanyou711 joined #minetest-dev |
00:20 |
|
DI3HARD139 joined #minetest-dev |
00:24 |
|
STHGOM_ joined #minetest-dev |
00:32 |
|
ircSparky__ joined #minetest-dev |
00:43 |
|
ircSparky__ joined #minetest-dev |
00:48 |
|
Warr1024 joined #minetest-dev |
00:58 |
|
Ritchie joined #minetest-dev |
01:06 |
|
Void7 joined #minetest-dev |
01:40 |
|
Ritchie joined #minetest-dev |
02:10 |
|
xunto joined #minetest-dev |
02:12 |
|
DonBatman joined #minetest-dev |
02:15 |
|
TheReaperKing joined #minetest-dev |
02:26 |
|
ptv joined #minetest-dev |
03:26 |
|
xunto joined #minetest-dev |
04:22 |
|
Hunterz joined #minetest-dev |
04:28 |
Zeno` |
can someone help me understand why all detached inventories are sent to the client? |
04:30 |
thePalindrome |
Is "wololol" a satisfactory answer? |
04:31 |
Zeno` |
not really :P |
04:32 |
Zeno` |
I can't see the reason. It must be hiding |
04:32 |
Zeno` |
I can /not/ send them (i.e. comment out the code) and not see any difference as well |
04:33 |
Zeno` |
but... hmm... I dunno |
04:35 |
thePalindrome |
Have you put a print there, see if that code is ever called? |
04:35 |
Zeno` |
no of course not |
04:35 |
Zeno` |
I've put a breakpoint there |
04:36 |
thePalindrome |
huh |
04:38 |
Zeno` |
breakpoint in debugger |
04:39 |
Zeno` |
but anyway that might be a good idea for collecting data from remote servers. I might add some debug text |
04:39 |
|
ptv joined #minetest-dev |
04:41 |
|
xunto joined #minetest-dev |
04:50 |
Zeno` |
although the debug text doesn't answer my original question :) |
05:01 |
|
garywhite joined #minetest-dev |
05:08 |
|
ssieb joined #minetest-dev |
05:11 |
|
xunto joined #minetest-dev |
06:05 |
|
Hunterz joined #minetest-dev |
06:06 |
|
nrzkt joined #minetest-dev |
07:28 |
|
bkeys joined #minetest-dev |
07:28 |
bkeys |
Hello, I am trying to run an instance of your master server for my own game and am having some issues |
07:29 |
bkeys |
I cannot get external connections to work; if I try a curl then I get a connection refused error |
07:29 |
bkeys |
But if I curl on the localhost then it works fine |
07:29 |
bkeys |
I ran netstat -lan | grep 5000 on the localhost and here was the output |
07:29 |
bkeys |
tcp 0 0 127.0.0.1:5000 0.0.0.0:* LISTEN |
07:36 |
Zeno` |
is it blocked at the router or by iptables? |
07:36 |
bkeys |
How could I tell? I am running this on Raspian on a raspberry pi |
07:36 |
bkeys |
It does not appear to use firewalld so I am lost |
07:40 |
bkeys |
I do not think the router has the port blocked at all |
07:41 |
|
burli joined #minetest-dev |
07:43 |
Zeno` |
hmm |
07:43 |
bkeys |
I try service restart iptables and it tells me that it is not an installed service |
07:43 |
Zeno` |
how is traffic routed from the modem/router to the rpi? |
07:43 |
bkeys |
I just have the pi connected via an ethernet cable |
07:44 |
burli |
hi |
07:45 |
Zeno` |
Well, is port forwarding set up? |
07:46 |
Zeno` |
This is more of a networking issue |
07:46 |
Zeno` |
Is there a ##network or something? |
07:47 |
bkeys |
I am just trying to access this master server on my LAN so no port forwarding needed |
07:47 |
burli |
I have a question about LBMs. Is there a difference between registering a single LBM with multiple nodes and multiple LBMs with a single node? Does it make a difference in performance? |
07:47 |
Zeno` |
oh ok |
07:48 |
Zeno` |
well make sure the port is not blocked my the rpi. #raspberrypi can probably answer easier than me |
07:50 |
bkeys |
Alright I will get started on that tomorrow, thanks for your time |
07:52 |
|
Darcidride joined #minetest-dev |
07:57 |
|
Darcidride joined #minetest-dev |
08:37 |
|
kaeza joined #minetest-dev |
08:46 |
|
Darcidride joined #minetest-dev |
08:49 |
|
Darcidride joined #minetest-dev |
08:54 |
|
Darcidride joined #minetest-dev |
08:54 |
|
Human_G33k joined #minetest-dev |
09:09 |
|
blaze joined #minetest-dev |
09:15 |
|
nrzkt joined #minetest-dev |
09:49 |
|
tenplus1 joined #minetest-dev |
09:49 |
tenplus1 |
hi folks |
09:49 |
tenplus1 |
has anyone complained about metadata being flakey lately ??? |
09:51 |
tenplus1 |
if I do: local inv = minetest.get_meta(pos):get_inventory() ; inv:set_size("main", 4*4) -- it sometimes doesnt work 100% and refuses to create inventory |
09:51 |
tenplus1 |
but if I do: local meta = minetest.get_meta(pos) ; local inv = meta:get_inventory() ; inv:set_size("main", 4*4) -- it works fine every time |
09:55 |
|
diemartin joined #minetest-dev |
10:07 |
|
tenplus1 left #minetest-dev |
10:21 |
Zeno` |
sfan5, what is the purpose of https://github.com/minetest/minetest/blob/master/src/server.cpp#L2537 |
10:22 |
Zeno` |
i.e. why do clients need the detached inventories of all the other players? |
10:22 |
nerzhul |
if i remember sfan5 you studied this shit, maybe you will know |
10:22 |
sfan5 |
Zeno`: that exactly is the problwem |
10:22 |
sfan5 |
detached inventories are NOT supposed to be used for player-specific stuff |
10:23 |
sfan5 |
mods do it anyway because there is no other way |
10:23 |
Zeno` |
I don't get it. I keep tracing the code and can't see the purpose of this |
10:23 |
Zeno` |
hmm |
10:23 |
sfan5 |
so generally the code sends each detached inv to everyone |
10:23 |
celeron55 |
player-specific custom inventories don't exist |
10:23 |
sfan5 |
except for the ones where the mod said it should only go to <playername> |
10:24 |
sfan5 |
the checks on line 2526 & 2532 enforce tht |
10:24 |
Zeno` |
hmm ok |
10:24 |
Zeno` |
it's weird, but ok |
10:24 |
sfan5 |
adding a workaround to accomodate feature misuse is weird indeed :P |
10:25 |
celeron55 |
wait, actually we do have that |
10:26 |
sfan5 |
yes, however having callbacks for them is not possible |
10:26 |
sfan5 |
(not yet) |
10:28 |
Zeno` |
hmm |
10:28 |
* Zeno` |
reads docs again |
10:40 |
|
nrzkt joined #minetest-dev |
11:07 |
|
diemartin joined #minetest-dev |
11:08 |
|
Fixer joined #minetest-dev |
11:24 |
Zeno` |
Any objections to #5164 ? |
11:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/5164 -- Serverlist: Add ping indicators by kilbith |
11:25 |
Zeno` |
if not I will merge in 30 or so minutes |
11:28 |
nrzkt |
the float point is fixed ? |
11:29 |
Zeno` |
I'm not sure about that |
11:29 |
Zeno` |
just saw it then |
11:30 |
nrzkt |
the fix is to ask jsoncpp to see if the field is member of the offset |
11:30 |
Zeno` |
ok it returns undefined value |
11:30 |
Zeno` |
currently |
11:31 |
Zeno` |
yeah, needs to be fixed |
11:33 |
|
DonBatman joined #minetest-dev |
12:41 |
|
proller joined #minetest-dev |
12:54 |
|
lisac joined #minetest-dev |
12:54 |
|
blaaaaargh joined #minetest-dev |
13:08 |
|
juhdanad joined #minetest-dev |
13:26 |
Zeno` |
#5164 looks ok now |
13:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5164 -- Serverlist: Add ping indicators by kilbith |
13:52 |
Zeno` |
will merge #5164 |
13:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5164 -- Serverlist: Add ping indicators by kilbith |
13:53 |
Zeno` |
done |
14:06 |
|
lumidify joined #minetest-dev |
14:13 |
nerzhul |
ty |
14:22 |
|
STHGOM joined #minetest-dev |
14:23 |
|
Hunterz joined #minetest-dev |
14:41 |
|
Gigameter joined #minetest-dev |
14:43 |
|
Gigameter left #minetest-dev |
14:50 |
|
Gigameter joined #minetest-dev |
15:04 |
|
YuGiOhJCJ joined #minetest-dev |
15:05 |
|
octacian joined #minetest-dev |
15:42 |
|
DonBatman joined #minetest-dev |
15:51 |
|
proller joined #minetest-dev |
16:05 |
sofar |
wow that's nice |
16:06 |
|
octacian_ joined #minetest-dev |
16:07 |
sfan5 |
the only "problem" with it is that the ping indicators represent the latency serverlist<->server and not you<->server |
16:07 |
sfan5 |
but than nothing i guess |
16:16 |
|
kilbith joined #minetest-dev |
16:17 |
kilbith |
I'm guessing, according to what sfan5 is saying, maybe it'd be better to get the lag value rather than the ping - tell me what do you think |
16:25 |
red-001 |
I say lag is more useful |
16:25 |
red-001 |
people coul |
16:25 |
red-001 |
people could live on the other side of the world to the serverlist |
16:28 |
|
Warr1024 joined #minetest-dev |
16:29 |
|
STHGOM joined #minetest-dev |
16:29 |
|
STHGOM joined #minetest-dev |
16:31 |
|
proller joined #minetest-dev |
16:41 |
|
AnotherBrick joined #minetest-dev |
16:50 |
|
Miner_48er joined #minetest-dev |
17:00 |
|
diemartin joined #minetest-dev |
17:40 |
|
crazyR__ joined #minetest-dev |
17:44 |
|
Player_2 joined #minetest-dev |
17:46 |
|
bkeys joined #minetest-dev |
17:47 |
|
STHGOM joined #minetest-dev |
17:56 |
|
gentoobro joined #minetest-dev |
17:56 |
|
thatgraemeguy joined #minetest-dev |
17:56 |
|
thatgraemeguy joined #minetest-dev |
17:56 |
|
Shara joined #minetest-dev |
17:56 |
|
cheapie joined #minetest-dev |
17:56 |
|
vifino joined #minetest-dev |
17:56 |
|
BrandonR_away joined #minetest-dev |
17:57 |
|
Gael-de-Sailly joined #minetest-dev |
18:03 |
|
rubenwardy joined #minetest-dev |
18:04 |
red-001 |
why exactly isn't minetest using a database for the player files? |
18:05 |
red-001 |
I mean at some point the map was moved to a db, so why hasn't the same happened to the player files |
18:06 |
rubenwardy |
no one's got around to it |
18:07 |
rubenwardy |
blocks using the file system was causing a massive problem on singleplayer |
18:07 |
sofar |
red-001: I think nrzkt may get to that next |
18:07 |
red-001 |
and this is only a big problem on large multiplayer servers |
18:08 |
red-001 |
I see |
18:08 |
sofar |
I know he wants to do so |
18:08 |
red-001 |
I though there was a pr to add this? |
18:10 |
red-001 |
nvm looks like I was mistaken |
18:24 |
|
STHGOM_ joined #minetest-dev |
18:32 |
|
fwhcat joined #minetest-dev |
18:41 |
|
DFeniks joined #minetest-dev |
18:55 |
est31 |
+1 to moving player data to a db |
18:56 |
est31 |
some people are romantic they want that stuff stays in text files because its easier to edit but I think this is wrong |
18:57 |
est31 |
files are slow. Also, the implementation is O(n*m) with n number of players logged in, and m number of player files |
18:58 |
thePalindrome |
I'm ok with a database, so long as it isn't a stupid one |
18:59 |
thePalindrome |
People don't realize, it's really easy to edit databases |
18:59 |
bkeys |
Is there any example code to get a server added to the minetest master server? |
18:59 |
thePalindrome |
iirc it's a config option |
19:06 |
bkeys |
lets say I am using the minetest master server for a non minetest game, what is the best way to register my game servers with the master server? |
19:12 |
celeron55 |
sounds a bit risky to publish that in an easy format, the only thing it'd do is attract script kiddies to cause unnecessary trouble 8) |
19:12 |
celeron55 |
well maybe not |
19:12 |
celeron55 |
are you really intending to use it for another game? |
19:23 |
|
DonBatman joined #minetest-dev |
19:25 |
sfan5 |
bkeys: why would you do that |
19:26 |
bkeys |
sfan5: I want to use the minetest master server for my game |
19:26 |
bkeys |
I just want to know how do I register my game servers on it? |
19:26 |
sfan5 |
what is "my game"? |
19:27 |
bkeys |
A game I am making in Godot? |
19:27 |
bkeys |
I am unsure of what you are asking for |
19:27 |
bkeys |
Just a non-minetest game |
19:28 |
sfan5 |
then why do you want to use the minetest server list for it |
19:28 |
sfan5 |
before you come up with some argument: no it won't work |
19:28 |
bkeys |
I do not, I want to have my own server list |
19:28 |
bkeys |
https://github.com/minetest/master-server |
19:28 |
bkeys |
This server, but with my game servers instead |
19:28 |
sfan5 |
it's a purpose-built website for minetest |
19:29 |
sfan5 |
you're better off writing your own |
19:29 |
bkeys |
Is there a practical way to use it for my purposes? |
19:29 |
bkeys |
Maybe you can show me the code where the minetest server registers itself with this master server? |
19:30 |
bkeys |
In theory it should be able to work with anything that supports HTTP requests, even if it needs modification |
19:31 |
sfan5 |
i'm not sure how it would help you but here https://github.com/minetest/minetest/blob/master/src/serverlist.cpp#L199 |
19:31 |
bkeys |
Hmm thank you |
19:32 |
bkeys |
Yes this looks like it will be helpful |
19:41 |
|
Gael-de-Sailly joined #minetest-dev |
19:51 |
|
AntumDeluge joined #minetest-dev |
19:52 |
|
blaze joined #minetest-dev |
19:55 |
|
Lunatrius joined #minetest-dev |
19:59 |
red-001 |
anyone working on playerdatabase stuff? |
20:00 |
|
rubenwardy joined #minetest-dev |
20:03 |
thePalindrome |
Didn't think we had decided on details |
20:04 |
thePalindrome |
Couldn't we piggyback on the world database? |
20:04 |
sfan5 |
no it should be seperated |
20:07 |
sofar |
agreed |
20:08 |
rubenwardy |
agreed, at least by default |
20:08 |
sofar |
resetting the map but not changing the seed is as easy as 'rm map.sqlite' |
20:08 |
sofar |
can't do so if player data is in there as well |
20:08 |
red-001 |
is it important that different backends can be used? |
20:09 |
sofar |
for some people, yes |
20:09 |
sofar |
I'd argue you need 3 db's |
20:09 |
red-001 |
or would just sqlite initially be ok? |
20:09 |
rubenwardy |
yes, but not required for initial release |
20:09 |
sofar |
1) auth db |
20:09 |
sofar |
2) player data db |
20:09 |
rubenwardy |
I'd say |
20:09 |
sofar |
3) map db |
20:09 |
sofar |
privs should be removed from the auth db imho, and put into player db |
20:10 |
red-001 |
I would say that player db is the more important of the two |
20:14 |
est31 |
another advantage of separating (and reason why I support separate DB) is that we don't have to implement it instantly for all db backends |
20:15 |
est31 |
and can have one backend at the start, for sqlite |
20:15 |
thePalindrome |
touche |
20:15 |
|
STHGOM joined #minetest-dev |
20:16 |
est31 |
imo auth and player data could be put together though |
20:16 |
est31 |
custom auth handlers would have to become custom player data handlers |
20:27 |
rubenwardy |
that would be cool |
20:27 |
rubenwardy |
you could even implement this as a lua player data handler, then make a database library for lua |
20:34 |
|
STHGOM_ joined #minetest-dev |
20:45 |
|
Warr1024 joined #minetest-dev |
20:47 |
|
millersman joined #minetest-dev |
20:58 |
|
STHGOM joined #minetest-dev |
21:04 |
|
nrzkt joined #minetest-dev |
21:16 |
red-001 |
nrzkt, are you planning to work on moving player data to a database? |
21:19 |
|
Robby joined #minetest-dev |
21:22 |
nrzkt |
not now because i have other things to do, but at a moment i will port my already existing work yes |
21:31 |
est31 |
nrzkt: note that sfan5 sofar and me want it separate from the map db |
21:31 |
est31 |
see logs |
21:31 |
nrzkt |
est31, in fact it's already the case:p |
21:31 |
nrzkt |
i'm not stupid |
21:32 |
nrzkt |
i have 3 DB on my server, authdb, player db & map db |
21:32 |
nrzkt |
we should split auth & player db permitting server owners to share auth between servers |
21:36 |
|
paramat joined #minetest-dev |
21:37 |
thePalindrome |
^ |
21:39 |
est31 |
nrzkt: nice |
21:39 |
Fixer |
+1 |
21:42 |
nrzkt |
rubenwardy, please finish your metadata PR i need to merge my mod storage backend |
21:42 |
nrzkt |
too many useful opened pr on my side |
21:42 |
rubenwardy |
working on it right now |
21:44 |
rubenwardy |
the problem with getString being const ref is that it uses a string created in resolveString. I'm gonna have to make the std::string content point to the actual string, but maybe a substring |
21:45 |
nrzkt |
rubenwardy, donc return a const std::string & then |
21:45 |
nrzkt |
use a std::string * pointer paremeter and write to it |
21:45 |
nrzkt |
const ref is useful on member variables |
21:48 |
rubenwardy |
You'd still be copying at some point |
21:49 |
red-001 |
any comments on #4962? |
21:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 |
21:49 |
rubenwardy |
does this copy? const char *cs = "abcdef"; std::string str(&cs[2], 1); |
21:53 |
nrzkt |
yes |
21:53 |
rubenwardy |
specification is vague on this :/ |
21:55 |
|
YuGiOhJCJ joined #minetest-dev |
21:55 |
nrzkt |
in fact it's just logical here, your string has a scope and the std::string is a C++ independant object, if doesn't cointain pointers to external resources |
21:56 |
paramat |
please can anyone review #5157 ? fairly simple, tested and fixes a game crash |
21:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5157 -- Objectpos over limit: Avoid error caused by sector over limit by paramat |
21:58 |
|
Robby joined #minetest-dev |
22:06 |
|
fwhcat joined #minetest-dev |
22:20 |
rubenwardy |
done |
22:20 |
rubenwardy |
I misread the code, and it was actually easier than expected |
22:27 |
|
juhdanad joined #minetest-dev |
22:28 |
rubenwardy |
#5154 now includes per-stack descriptions |
22:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5154 -- Add ItemStack key-value meta storage by rubenwardy |
22:29 |
rubenwardy |
just need to DRY out to_table |
22:30 |
juhdanad |
sofar: you want to use multitexturing for signs with text. What is multitexturing? |
22:31 |
|
proller joined #minetest-dev |
22:32 |
* thePalindrome |
gives rubenwardy an internetz |
22:32 |
rubenwardy |
? O_o |
22:34 |
thePalindrome |
I've been waiting for ItemStack metadata for a wile :P |
22:34 |
thePalindrome |
*while |
22:38 |
|
troller joined #minetest-dev |
22:41 |
|
fwhcat joined #minetest-dev |
22:45 |
paramat |
i'll fix #5163 tonight |
22:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/5163 -- Dungeons in Minimal dev test are made of stone and have holes |
23:01 |
|
octacian joined #minetest-dev |
23:05 |
|
fwhcat joined #minetest-dev |
23:32 |
rubenwardy |
updated #5154 |
23:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/5154 -- Add ItemStack key-value meta storage by rubenwardy |
23:42 |
rubenwardy |
one problem - MAP_LOCK_REQUIRED is added to the functions even if it's for an ItemStack |
23:43 |
rubenwardy |
oh, they do nothing anyway |
23:57 |
|
STHGOM joined #minetest-dev |