Time |
Nick |
Message |
00:01 |
benrob0329 |
http://semver.org/ |
00:04 |
|
Warr1024 joined #minetest-dev |
00:13 |
cheapie |
How is the settings thing for CSM supposed to work? It says "It can be created via `Settings(filename)`.", but settings, Settings, minetest.settings, and minetest.Settings are all nil. |
00:15 |
cheapie |
VanessaE: I can suggest some database tweaks that might help with rollback, but I think the map editing part is what takes forever. |
00:18 |
cheapie |
VanessaE: "CREATE INDEX `actionActorIndex` on `action`(`actor`,`timestamp`);" *might* help. |
00:19 |
cheapie |
(the index name can be whatever you want, of course) |
00:19 |
VanessaE |
that looks similar to the command nrz mentioned |
00:19 |
VanessaE |
cheapie: looks like you can also do: |
00:19 |
VanessaE |
"minetest.setting_get(name) and minetest.setting_getbool(name) can be used to read custom or existing settings at load time, if necessary" |
00:20 |
cheapie |
From minetest.conf, yeah, and read-only. I need to store settings. |
00:20 |
VanessaE |
hm |
00:21 |
VanessaE |
maybe, foo=settings(filename) foo:get(key) and such? |
00:21 |
cheapie |
VanessaE: I haven't looked too deeply into it, but I'd assume /rollback's query is probably selecting by actor and timestamp. |
00:21 |
cheapie |
...that's what I tried, but "settings" is nil, so it crashes. |
00:21 |
VanessaE |
hm |
00:21 |
|
TC01 joined #minetest-dev |
00:22 |
cheapie |
I think rollback.sqlite used to have an index on actor, but got a bit of "tunnel vision" when I was fixing /rollback_check and didn't think that /rollback could use that index. |
00:23 |
* cheapie |
looks |
00:23 |
cheapie |
Heh, looks like I was still the last person to touch the rollback DB schema. |
00:24 |
cheapie |
Anyway, it does appear that there were two separate indexes before that, one on action and one on timestamp. |
00:25 |
cheapie |
Either one would probably help /rollback, although you most likely won't get any additional gains from having both. Having one index that indexes both together (as I pasted above) is likely to be fastest. |
00:26 |
cheapie |
"actor" could probably also be dropped from the existing index (the one for /rollback_check), but it's not likely to matter a whole lot. |
00:30 |
cheapie |
Putting an index on the "name" column of the "actor" table would possibly lead to a slight speed boost on servers with tons of players, but it's most likely not worth it. |
00:31 |
cheapie |
The "node" table is only ever queried by "id", and that's the primary key which I think implies it's indexed. |
00:50 |
|
benrob0329-phone joined #minetest-dev |
00:55 |
VanessaE |
#5517 |
00:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5517 -- Feature request: specify alternate node for display, and scale the displayed mesh |
01:27 |
benrob0329-phone |
http://m.imgur.com/a/909KD |
01:42 |
|
Player_2 joined #minetest-dev |
01:46 |
|
paramat joined #minetest-dev |
01:49 |
|
ssieb joined #minetest-dev |
01:54 |
|
nnnn20430 joined #minetest-dev |
02:41 |
|
turtleman joined #minetest-dev |
03:08 |
|
benrob0329 joined #minetest-dev |
03:22 |
octacian |
What is a debug build? Is it not the same as pulling the latest master and compiling? |
03:23 |
benrob0329 |
debug would have extra symbols to help debuggers to find variables n such |
03:23 |
benrob0329 |
its also a faster build (less optimised) |
03:24 |
octacian |
Because apparently minetest.get_player_information only returns the client version on debug builds, which is REALLY important to know for my mod |
03:24 |
benrob0329 |
perhaps that should be moved to all builds? |
03:24 |
octacian |
It really should |
03:25 |
octacian |
As older clients have chat prediction while newer ones don't, my mod would cause all chat messages to be duplicated for the sender if they were using an older client |
03:26 |
benrob0329 |
I found a bug |
03:26 |
benrob0329 |
http://imgur.com/a/eGz7V |
03:26 |
benrob0329 |
its known, but i havent seen it like this yet |
03:27 |
paramat |
translucent tardis textures? |
03:29 |
paramat |
but then, the top seems opaque |
03:32 |
benrob0329 |
the texture is opaque |
03:32 |
benrob0329 |
but i do have use_texture_alpha set to true |
03:33 |
benrob0329 |
I have a question |
03:34 |
benrob0329 |
Would the idea of moving to Antarctica be, even entertained by the devs? |
03:35 |
benrob0329 |
Some of the STK devs sound willing to help (I dont know to what extent) with the move, but i dont know if it would even be possible at this moment |
03:38 |
|
QwertyDragon joined #minetest-dev |
03:40 |
|
benrob0329-lapto joined #minetest-dev |
03:44 |
paramat |
? |
03:45 |
benrob0329- |
irc is not happy currently |
03:52 |
kaeza |
octacian, a always, version-based checks are bad. I would suggest something like get_client_features() or such (like core.features, but for things strictly client-side) |
03:59 |
|
diemartin joined #minetest-dev |
04:10 |
benrob0329 |
nobody? |
04:29 |
|
benrob0329-phone joined #minetest-dev |
04:34 |
|
xtremehacker_ joined #minetest-dev |
04:50 |
|
lhofhansl joined #minetest-dev |
04:51 |
lhofhansl |
Hi... Does anybody have recommendation about how to do cross-platform read/write locks for Minetest (since Boost is not allowed)? |
04:52 |
octacian |
!tell kaeza I couldn't find any documentation for get_client_features(). Do you have a link? If all else fails, I'll play around with it later and figure out what it returns. |
04:52 |
ShadowBot |
octacian: O.K. |
04:53 |
lhofhansl |
A lot of the jitter comes from the calling the voxelmanipulator from the main thread when new blocks are loaded from the server. In order to do that in another thread efficiently I'd need read/write locks; but they'd have to work on all platforms that Minetests supports. |
04:57 |
|
Player_2 joined #minetest-dev |
04:57 |
paramat |
if only hmmmm were here he might know |
04:58 |
lhofhansl |
I can build read/write locks on top of the mutexes we have, or on top of the semaphores. Not necessarily the most efficient. |
04:58 |
paramat |
if no-one can help his email is available |
05:00 |
paramat |
celeron55 might be able to help? |
05:02 |
paramat |
will merge #5513 #5515 in an hour, trivial |
05:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5513 -- Mapgen: Remove '#include treegen.h' from non-mgv6 mapgens by paramat |
05:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5515 -- Mapgen documentation: Add descriptions to noise parameters by paramat |
05:05 |
|
Hunterz joined #minetest-dev |
05:30 |
|
lhofhansl left #minetest-dev |
06:03 |
|
nerzhul joined #minetest-dev |
06:04 |
|
epoch joined #minetest-dev |
06:25 |
|
burli joined #minetest-dev |
06:28 |
paramat |
merging #5513 #5515 in a moment |
06:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5513 -- Mapgen: Remove '#include treegen.h' from non-mgv6 mapgens by paramat |
06:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5515 -- Mapgen documentation: Add descriptions to noise parameters by paramat |
06:31 |
nerzhul |
paramat, why do you add many useless slashes in your issues/PR ? |
06:32 |
paramat |
it's a nice divider :] merging |
06:33 |
nerzhul |
it's just ugly and divide nothing when it's at the end of your comment :) |
06:37 |
paramat |
merged. yes it defines the end of the commit message, but i get into the habit and add it when nothing comes after |
06:39 |
paramat |
the mapgen docs were a mess, missing descriptions, missing flags, finally this unpleasant job is done, large amounts of white text make my head spin, coloured code is much nicer |
06:42 |
nerzhul |
we have a nice HTML + CSS interface it's not vim |
07:03 |
paramat |
just found some highlight modes in gedit, will try some |
07:16 |
|
kilbith joined #minetest-dev |
07:46 |
|
nrzkt joined #minetest-dev |
09:02 |
|
Megaf[m] left #minetest-dev |
09:15 |
|
Megaf joined #minetest-dev |
09:51 |
|
proller joined #minetest-dev |
10:03 |
nrzkt |
omfg |
10:03 |
nrzkt |
LocalPlayer is NEVER removed |
10:04 |
nrzkt |
i didn't found any palce which remove it and a breakpoint on destructor shows we never call it |
10:08 |
|
Fixer joined #minetest-dev |
10:12 |
|
nrzkt joined #minetest-dev |
10:15 |
nrzkt |
i test the fix now as it's very trivial and push the fix to master when ready as it's just a delete |
10:17 |
|
behalebabo joined #minetest-dev |
10:21 |
|
nrzkt joined #minetest-dev |
10:24 |
paramat |
good find |
10:25 |
nrzkt |
yeah it's not very critical, but i need to test it |
10:31 |
nrzkt |
okay it works as inteneded without any side effect, pushed |
10:31 |
nrzkt |
https://github.com/minetest/minetest/commit/54ffc4e915fcdb6f6e7556bc2d1f8b27fd567d9f |
10:35 |
paramat |
+1 |
10:41 |
|
proller joined #minetest-dev |
11:18 |
|
YuGiOhJCJ joined #minetest-dev |
11:29 |
|
Taoki joined #minetest-dev |
11:39 |
|
blaze joined #minetest-dev |
11:44 |
|
lisac joined #minetest-dev |
11:53 |
|
Megaf joined #minetest-dev |
11:55 |
|
Darcidride joined #minetest-dev |
12:10 |
|
Player_2 joined #minetest-dev |
12:18 |
|
YuGiOhJCJ joined #minetest-dev |
12:22 |
|
nrzkt joined #minetest-dev |
13:28 |
|
nrzkt joined #minetest-dev |
13:36 |
|
YuGiOhJCJ joined #minetest-dev |
13:41 |
|
Megaf joined #minetest-dev |
13:41 |
|
epoch joined #minetest-dev |
13:43 |
|
RobbieF joined #minetest-dev |
13:53 |
|
Darcidride joined #minetest-dev |
14:05 |
|
DS-minetest joined #minetest-dev |
14:13 |
|
octacian joined #minetest-dev |
14:32 |
|
XtremeHacker joined #minetest-dev |
14:34 |
|
proller joined #minetest-dev |
14:41 |
|
proller joined #minetest-dev |
14:43 |
|
benrob0329 joined #minetest-dev |
14:51 |
|
Taoki joined #minetest-dev |
15:08 |
|
twoelk joined #minetest-dev |
15:32 |
|
Megaf joined #minetest-dev |
16:44 |
|
Hunterz joined #minetest-dev |
17:02 |
|
twoelk|2 joined #minetest-dev |
17:35 |
|
Krock joined #minetest-dev |
17:58 |
|
kilbith joined #minetest-dev |
18:06 |
|
ssieb joined #minetest-dev |
18:11 |
|
Fritigern joined #minetest-dev |
18:16 |
|
troller joined #minetest-dev |
18:20 |
|
nrzkt joined #minetest-dev |
18:31 |
|
Player_2 joined #minetest-dev |
18:44 |
|
troller joined #minetest-dev |
18:57 |
|
rubenwardy joined #minetest-dev |
19:09 |
|
nerzhul joined #minetest-dev |
19:15 |
|
Taoki joined #minetest-dev |
19:26 |
|
Megaf joined #minetest-dev |
19:28 |
nerzhul |
we need a second approval on #5480 please |
19:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5480 -- [CSM] Localplayer api lua by Dumbeldor |
19:29 |
nerzhul |
sofar, you want it :) |
19:29 |
sofar |
sorry, I've been trying to get to testing those |
19:29 |
sofar |
but i spent 2 days on entity_ai refactoring |
19:29 |
nerzhul |
sofar, ambitious |
19:29 |
sofar |
maybe tonight I'll review the CSM patches |
19:29 |
nerzhul |
maybe you should review my players to db too then |
19:30 |
sofar |
well, I want to at least test all of them |
19:30 |
nerzhul |
it seems the 0.4.16 will be a huge release, bigger than previous we did last two years |
19:31 |
nerzhul |
CSM rampup, performances fixes, light fix, sneak controversy, players to database (i hope), UI enhancements |
19:31 |
sofar |
yup |
19:31 |
sofar |
CSM is getting close to really needing server sending of mod code |
19:32 |
nerzhul |
i really think we should release MT without it first |
19:32 |
nerzhul |
then maybe think about a release date next month ? before 15 may ? |
19:33 |
nerzhul |
this will permit to cover existing part with most user feedbacks because it's released and properly think about this part without being in rush mode because we need a release in june :p |
19:34 |
sofar |
idk, I'm all for more releases though |
19:34 |
nerzhul |
this release also fix breath cheat, interesting code refactors, mod metadata, mesh shading, player attribut backend, item meta |
19:34 |
nerzhul |
may means 6 months since last release i think it's good |
19:34 |
nerzhul |
we have many things in this release |
19:35 |
nerzhul |
just close the remaining PR on CSM permitting to close the second roadmap for CSM and start third after release with more interactions with server (channels, mods from server) |
19:35 |
nerzhul |
i also want to fix the chat before release |
19:35 |
nerzhul |
this will permit users to do better client side mods with chat |
19:37 |
nerzhul |
i also want to ahve players in database for this release, as PR is now complete for classic usage, it only needs support for migration data between sqlite & pg, but it's not mandatory for the beginning |
19:38 |
nerzhul |
sofar, sfan5 rubenwardy etc, the player to database is an interesting change for server owners, how can we communicate about this ? Should be merge this just before release to have a better communication for all people or should we merge this asap ? |
19:38 |
sofar |
does it affect running servers? |
19:38 |
sofar |
if not then we can merge it |
19:39 |
nerzhul |
not running, but after a restart an automatic upgrade will be performed to default backend (sqlite) |
19:39 |
sofar |
well that's something we should communicate then |
19:39 |
nerzhul |
then if you want pg you need to configure server before restart (world.mt) |
19:39 |
sofar |
right, then for sure |
19:39 |
nerzhul |
i just don't know how to properly communicate to end users, IRC is not sufficient |
19:39 |
sofar |
forum post |
19:39 |
sofar |
we don't have much more |
19:39 |
nerzhul |
yeah nice shot |
19:39 |
sofar |
could make a formal announcement mailinglist |
19:40 |
nerzhul |
how do you think about release preparation announcement including this change ? |
19:40 |
nerzhul |
what* |
19:41 |
|
benrob0329 joined #minetest-dev |
19:41 |
sofar |
is paramat going to do the release again? maybe he wants a break :) |
19:41 |
sfan5 |
can't the migration be optional? |
19:41 |
nerzhul |
sfan5, no it's mandatory |
19:41 |
sfan5 |
why |
19:42 |
nerzhul |
look at the PR https://github.com/minetest/minetest/pull/5475/files |
19:43 |
nerzhul |
files are jsut read for migration (and it's relatively secure, we don't remove it, just move them, permitting to rollback MT version if needed) |
19:43 |
nerzhul |
but the old serializaiton, loading code was just a card skyscraper |
19:43 |
sfan5 |
i am asking WHY it isn't designed in such a way that the old "flat file" format can also be used as a backend |
19:44 |
sofar |
honestly I'm not against it going away |
19:44 |
sfan5 |
me neither |
19:44 |
nerzhul |
because files are not reliable and it's a very agressive backend to disks, corrupted files happens sometimes, some server owners complains about files reliability |
19:45 |
sfan5 |
but it would be better if we didn't force people to switch to sqlite directly |
19:45 |
sofar |
how hard would it be to keep it (with the risk remaining the same as it is now) |
19:45 |
sofar |
? |
19:45 |
sfan5 |
those are they reasons why the flat files are bad |
19:46 |
nerzhul |
yeah it's a difficult decision to take |
19:46 |
sfan5 |
small hint: there are NO reasons why we can't support the old files |
19:46 |
sofar |
I mean, please tell me that the default for new worlds is sqlite...! |
19:46 |
sofar |
:) |
19:46 |
|
troller joined #minetest-dev |
19:47 |
nerzhul |
sfan5, i don't think it's not possible, in the PR it's just dropped because i rewrote the player loading to be correctly done (the previous loading mode was jsut crappy and works, because of chance ? xD), and didn't re-test old mode |
19:47 |
nerzhul |
sofar, with PR the default mode is sqlite everytime, because i don't support players to files |
19:47 |
sfan5 |
yes it's possible and i think we should keep supporting the old way at least for this release |
19:48 |
sofar |
I agree with sfan5 |
19:48 |
|
Tmanyo joined #minetest-dev |
19:48 |
sofar |
this is one of those cases where I think even nerzhul agrees :) |
19:48 |
nerzhul |
okay, it's not a nice design to have (unlike db :p) but we can add it, communicate about you should use it, and switch defnitively on next release ? |
19:49 |
nerzhul |
next +1 i mean, october* |
19:49 |
sofar |
I'm fairly sure a lot of server operators will like it |
19:49 |
nerzhul |
it's reasonable, permits to have feedback about it (especially in doc, the process is stable i'm using it on my server since 2 years) |
19:49 |
sofar |
plus the code looks pretty complete |
19:50 |
sofar |
I'm not to worried about the new code in it tbh, I should put it on my "test" list |
19:50 |
nerzhul |
shit, i removed crap code and i should now look how to re-integrate it in nice code :p |
19:51 |
nerzhul |
is reasonable to add a warningstream permitting users to know they should switch ? |
19:51 |
sofar |
that should be easier than before, since now your code is reasonably organized ;) |
19:51 |
nerzhul |
could be a good communication for future deprecation |
19:51 |
sofar |
yeah, a warning that they could switch to a better backend is fine with me |
19:51 |
nerzhul |
we don't have a such processus except in lua |
19:52 |
sofar |
porting the removePlayerFromDatabase() back to old files should be trivial |
19:52 |
sofar |
that's just an unlink() call |
19:52 |
sfan5 |
why are the players in the same database as the blocks if they are differentiated by DATABASE_TYPE_PLAYERS anyway? |
19:53 |
sofar |
isn't that just how the database class works? |
19:53 |
* sofar |
not too familiar |
19:53 |
nerzhul |
sofar, the call was intended to be used for databases, but yeah i can add a removefile support for old backend |
19:53 |
nerzhul |
sfan5, no it's not same database |
19:53 |
nerzhul |
we have 2 databases instancied |
19:53 |
nerzhul |
(class) |
19:53 |
sfan5 |
yes but it's in the same c++ class |
19:54 |
sfan5 |
despite storing 2 completely different datasets, in two different databases |
19:54 |
red-001 |
could you fix the old backend being able to crash windows servers if you are going to re-add it? |
19:54 |
nerzhul |
not exactly, we have database and playerdatabase interface inside it |
19:55 |
nerzhul |
sfan5, i was thinking about using same connector for a common database, it's why i choose this design, but it could be enhanced later to have a generic postgresql & sqlite interface and have SqliteMapDatabase using sqlite + mapdatabase interfaces and SqlitePlayerDatabase using sqlite + playerdatabase |
19:56 |
sfan5 |
sofar: when a "Database" instance is created the DATABASE_TYPE_PLAYERS or DATABASE_TYPE_MAP is used to differentiate what you actually want the class to do; to me it would be more logical to have two different classes |
19:56 |
sofar |
sfan5: yeah, agreed on that |
19:56 |
sfan5 |
nerzhul: reusing the utilties is good but in this case i think a different way would be better |
19:57 |
nerzhul |
okay, then i should split the specialized database in a generic way and a super class using the backend + the mt interface |
19:57 |
sfan5 |
for example what are you going to put into getBlock() for a class that reads the players for flat files? |
19:57 |
sfan5 |
nothing? |
19:57 |
sfan5 |
uh how would that work |
19:58 |
nerzhul |
you can call it from code yes if you add code for this, it's exact, but it's not the case currently |
19:58 |
nerzhul |
then okay i will refactor this part :) |
19:59 |
sfan5 |
you intend on having a DatabaseSQLite and a PlayerDatabaseSQLite + MapDatabaseSQLite that are child classes of that, nerzhul? |
19:59 |
nerzhul |
yeah |
20:00 |
nerzhul |
playerdatabasesqlite = DatabaseSQLite + PlayerDatabase |
20:00 |
sfan5 |
if you can make that work that's great |
20:00 |
nerzhul |
i can, it's not very difficult, just need to take some time, i will do this now, it's less borring than adding prvious file backend xD |
20:01 |
sofar |
lol |
20:01 |
sofar |
I wish I could c++ :) |
20:01 |
* sofar |
laughs |
20:10 |
|
turtleman joined #minetest-dev |
20:32 |
nerzhul |
okay refactor for SQlite is done, need to do same thing on pg :) |
20:41 |
Fixer |
VanessaE: on newest build: animated lamp from homedecor has no animation: https://i.imgur.com/l4NEpJK.png |
20:41 |
Fixer |
lava lamp has broken animation after some recent commit |
20:57 |
nerzhul |
sofar, sfan5 i did the refactor |
20:57 |
nerzhul |
now we have three base interfaces, Database, MapDatabase & PlayerDatabase |
20:58 |
nerzhul |
Database_Sqlite inherits from Database, MapDatabaseSqlite from dbsqlite + mapdb and analog for player |
20:58 |
nerzhul |
also i removed the Database_Sqlite function exposure, it's masked by MapDatabaseSqlite & Player |
21:00 |
VanessaE |
Fixer: that's the "framed glass" drawtype; the plasma animation is the "liquid" inside the node. I'm gonna redo that to not use that damn drawtype |
21:01 |
Fixer |
VanessaE: so not a bug, right> |
21:01 |
Fixer |
? |
21:01 |
VanessaE |
it's a bug. |
21:02 |
VanessaE |
in the engine |
21:02 |
VanessaE |
(that lamp hasn't been changed in 2 years) |
21:04 |
VanessaE |
(maybe the bulb is burned out ;) ) |
21:04 |
sfan5 |
nerzhul: i'll take a look at it tomorrow |
21:05 |
nerzhul |
no problem, i didn't restore the file backend and i don't have time to reinsert it this evening, i will do it later this week |
21:05 |
nerzhul |
i'm adding the warning now and preparing it |
21:39 |
Fixer |
https://github.com/minetest/minetest/issues/5522 |
21:47 |
|
benrob0329 joined #minetest-dev |
21:53 |
|
Puka joined #minetest-dev |
22:04 |
|
rubenwardy joined #minetest-dev |
22:18 |
|
kaeza joined #minetest-dev |
23:03 |
|
twoelk left #minetest-dev |
23:07 |
|
diemartin joined #minetest-dev |
23:08 |
|
benrob0329 joined #minetest-dev |
23:16 |
|
Warr1024 joined #minetest-dev |
23:32 |
|
octacian_ joined #minetest-dev |