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IRC log for #minetest-dev, 2017-04-02

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All times shown according to UTC.

Time Nick Message
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01:02 Hijiri If I was going to add support for inventory callbacks on non-player interactions, should I add that into the existing callbacks (and break compatibility with mods that expect a player), or use new callbacks and deprecate the old ones?
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07:24 Hijiri Do inventory moves happen other than from API calls and players moving items?
07:25 Hijiri by moves I mean adds/removes, I don't mean moving items within an inventory
07:25 VanessaE sure, mods can call add_item() and take_item() to manipulate the inventory
07:26 VanessaE see also room_for_item()
07:26 celeron55 isn't everything an API call?
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07:26 celeron55 is the question about what the engine may do on its own without player and mod input or something
07:28 celeron55 do you want to read the inventory every time something in it changes?
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07:30 Hijiri I want to add support for callbacks that run on all adds/removes to inventories
07:30 Hijiri including (Lua) API calls
07:30 Hijiri Not sure about player movement though
07:31 Hijiri I want it to be possible for a modder to have a collection of methods and some state and have it treated as an inventory
07:31 Hijiri adding callbacks that run on script API stuff would be enough, because mods could use node metadata for node inventories and upvalues for detached inventories
07:36 celeron55 i think the engine doesn't modify inventories in any odd places, so if you just check all the obvious ones like mining and placing nodes, picking up and placing items, using items, using tools, the inventory gui stuff and crafting, it's everything
07:36 celeron55 after those it should be just load/save and the lua api
07:37 celeron55 hmm, how much of those exactly has been moved into lua, that's a question
07:38 Hijiri I don't think there are any callbacks at all for player inventories
07:38 Hijiri which is why I avoided mentioning them
07:39 Hijiri unless you count the callbacks for construction/placement and things
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07:39 nerzhul Hijiri, client side or server side ?
07:39 celeron55 the question is really unclear then
07:40 Hijiri nerzhul: server side
07:40 celeron55 are you asking it from the standpoint of implementing an inventory in pure lua and have existing code work with the inventories it implements?
07:41 Hijiri I just want the effect of a custom inventory, it doesn't literally ahve to be a lua table by itself
07:42 Hijiri and the scope I was originally thinking of was only handling interactions with script APIs on non-player inventory
07:42 celeron55 wrapping node and detached inventories in a wrapper that catches all actions?
07:42 Hijiri celeron55: giving more callbacks to node or detached inventory definitions, and have mods use node metadata for node inventory state, and upvalues for detached inventories
07:43 Hijiri is what I thought would be the "least effort" way to do it, and less likely to break stuff
07:43 Hijiri and the callbacks are called when InvRef methods are called
07:44 Hijiri I'm not sure what reworking all inventory would entail or how it could be done with minimal compatibility breakage, since I wasn't thinking about it
07:45 celeron55 all of that is fine of course, i just still don't know what info you need :P
07:45 celeron55 (or whether this is a case where engine features are needed)
07:45 Hijiri I was just wondering if having the core inventory code call into lua on every inventory manipulation would be too expensive
07:46 Hijiri maybe not every manipulation, only from custom inventories
07:46 Hijiri probably too early to ask this anyway since I haven't written any code
07:47 celeron55 i would imagine an API that allows making custom inventories that don't even have any storage backend other than callbacks would be a reasonable addition
07:47 celeron55 i mean, a reasonable addition to the engine
07:48 Hijiri alright, thanks for the advice
07:48 Hijiri though I feel like I was rubber ducking the chat
07:49 Hijiri not that you weren't helpful, just that I didn't have a particular aim
07:49 Hijiri but it seems more reasonable to me now to try some things
07:49 celeron55 i'd say try making something, and then come back with some notes about what sucks
07:49 celeron55 8)
07:49 Hijiri alright
07:51 VanessaE heh
07:52 Krock Merging game#1683 in a few minutes (trivial bugfix)
07:53 ShadowBot https://github.com/minetest/minetest_game/issues/1683 -- doors: Fix craftitem not listed in inventory by SmallJoker
07:54 Krock ^ sofar already agreed with it in the corresponding issue
07:57 sofar confirmed :)
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08:51 nerzhul merging #5500 & #5473
08:51 ShadowBot https://github.com/minetest/minetest/issues/5500 -- core.after(): simplify further, pause in singleplayer by sofar
08:51 ShadowBot https://github.com/minetest/minetest/issues/5473 -- Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instead of src/ by nerzhul
08:53 nerzhul thanks for for using dtime properly :)
09:05 Hijiri was about to sleep and realized that custom inventories might not interact well with actually displaying inventories to players
09:05 Hijiri I'll think about it later
09:06 celeron55 yeah, that's a certain problem spot
09:13 celeron55 if an inventory is shown to clients, there has to be some kind of a canonical state for it that the engine knows of, which basically is what detached inventories do
09:14 celeron55 for other purposes they're not ideal though
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14:12 red-001 could someone review/test #5492 ??
14:12 ShadowBot https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001
14:12 red-001 thanks
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17:59 sofar red-001: can I get a `pos` for the local player yet in CSM?
17:59 DS-minetest AFAIK you can
18:00 DS-minetest i saw some get_position() where was commented that it should be named get_pos()
18:01 sofar I don't see that function anywhere
18:02 paramat game#1581 can go ahead now, engine change is in, i'll review soon
18:02 ShadowBot https://github.com/minetest/minetest_game/issues/1581 -- stairs mod improved by MarkuBu
18:02 sofar of course, the docs are incomplete as well
18:04 red-001 sofar, there is a pr open for that
18:04 sofar #?
18:04 sofar I'll apply it on top
18:04 red-001 #5480
18:04 ShadowBot https://github.com/minetest/minetest/issues/5480 -- Localplayer api lua by Dumbeldor
18:05 sofar Patch failed at 0001 Begin localplayer api lua
18:09 sofar ugh this doesn't apply on top of the particle PR
18:09 sofar red-001: I don't like being a rebase monkey
18:10 Krock ook. ook.
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18:11 sofar I can't do particles if I don't have a handle on the localplayer pos
18:11 sofar that's like particle 101
18:16 red-001 can't you fetch both branches and cherrypick the commits or something?
18:28 nerzhul sofar, localplayer PR is not merged
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20:47 paramat will merge #5382 in 2hrs if anyone wants to comment
20:47 ShadowBot https://github.com/minetest/minetest/issues/5382 -- Cavegen/Mgv5/Mgv7: Add optional giant caverns by paramat
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22:02 red-001 #5505
22:02 ShadowBot https://github.com/minetest/minetest/issues/5505 -- [CSM] Add local node meta reference. by red-001
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22:14 rubenwardy #5506
22:14 ShadowBot https://github.com/minetest/minetest/issues/5506 -- Add Joystick type detection and Xbox controller support by rubenwardy
22:16 nerzhul rubenwardy, screenshots ?
22:16 rubenwardy there's nothing to see
22:16 rubenwardy I could record a video though
22:17 rubenwardy note that we already had controller support, it just didn't work with xbox controllers, and it didn't work if multiple controllers are attached
22:18 rubenwardy oh, I've already removed the screenshots from the commit if that's what you meant
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22:55 paramat is it normal to have a 'map-sqlite.journal' file blinking in and out of a world folder every few seconds while playing?
22:56 paramat and occasionally a 'env_meta.txt.~mt' file doing the same?
22:57 rubenwardy yeah
22:57 paramat phew
22:57 rubenwardy the first is to do with in-progress SQL transactions
22:57 rubenwardy the second is a tmp file used to safely write to a file
22:57 paramat yes the first tends to be when generating world
22:57 rubenwardy (pilzadam wrote the later, safeWriteToFile?)
22:58 rubenwardy *latter
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