Time  Nick            Message
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
04:50 Zeno`           although the debug text doesn't answer my original question :)
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
07:43 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
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
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
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
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
14:13 nerzhul         ty
16:05 sofar           wow that's nice
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
16:17 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
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
18:55 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?
19:25 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
19:59 red-001         anyone working on playerdatabase stuff?
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
20:16 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
21:16 red-001         nrzkt, are you planning to work on moving player data to a database?
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
21:37 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 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
22:20 rubenwardy      done
22:20 rubenwardy      I misread the code, and it was actually easier than expected
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?
22:32 * 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
22:45 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
23:32 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