Time |
Nick |
Message |
00:00 |
Fixer |
4-5 compiles, sucks |
00:01 |
Fixer |
good night, have fun |
00:01 |
Fixer |
VanessaE: post your confirmation if you seen this bug |
00:01 |
VanessaE |
meh |
00:01 |
VanessaE |
old bug. |
00:10 |
bkeys |
rubenwardy: I am getting a 400 error; it seems like maybe it is having trouble parsing the JSON data? |
00:11 |
bkeys |
I would think the data itself would be unstructured and you could order it however you want so long as the same fields are there |
00:13 |
rubenwardy |
Make sure you don't have syntax errors in you JSON |
00:14 |
bkeys |
https://da.gd/tJ6J |
00:14 |
bkeys |
This is the JSON I am sending up |
00:15 |
VanessaE |
bkeys: just what are you doing anyway? |
00:15 |
bkeys |
VanessaE: Trying to use the minetest master server for my non minetest game |
00:15 |
VanessaE |
ah |
00:15 |
rubenwardy |
It's probably an abuse tbh, you're better off writing your own |
00:15 |
rubenwardy |
it's not very complicated as a piece of software |
00:16 |
bkeys |
I know that; but this is kind of more for personal satisfaction anyway |
00:16 |
bkeys |
What part of this is specific to minetest? |
00:16 |
bkeys |
It looks pretty generic |
00:17 |
rubenwardy |
well, for one it checks that the address leads to a valid Minetest server by sending a Minetest hello packet |
00:17 |
bkeys |
Hmm; anything beyond that? |
00:19 |
bkeys |
And with the hello packet, as long as it is through the REST API the functionality itself should still be generic |
00:19 |
bkeys |
If anything these seem like features that a person would want to be available in any master server |
00:30 |
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00:32 |
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01:00 |
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01:19 |
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01:21 |
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02:14 |
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02:23 |
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02:55 |
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02:56 |
Wayward_One |
Rather late, but regarding the name suggestions, I really like Kuutio as well (FWIW) |
02:59 |
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03:15 |
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03:22 |
paramat |
if game#793 is merged please merge game#1387 too |
03:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
03:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1387 -- Gunpowder (and tnt.burn) will trigger the on_ignite of nodes by Ferk |
03:29 |
paramat |
game#1668 can have sounds corrected on merge as author is long absent |
03:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1668 -- add snow and ice stairs and slabs by timsoftgit |
03:32 |
paramat |
nore do you oppose game#1693 ? if so it can be closed (3 disapprovals) |
03:32 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
03:33 |
nore |
paramat: don't close it before the gui conf stuff is merged, please |
03:33 |
paramat |
ok no problem |
03:46 |
paramat |
game#1547 should be closed i feel, more opinions? |
03:46 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1547 -- [suggestion] Make obsidian glass `glasslike_framed` |
04:01 |
paramat |
^ nore sofar |
04:08 |
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05:07 |
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05:08 |
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05:48 |
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06:20 |
sofar |
nerzhul: got a sec? |
06:41 |
nerzhul |
hi sofar , what do yuo want ? |
06:41 |
sofar |
so, nore and me have been thinking of trying to see if we can make setPos() safer |
06:41 |
nerzhul |
yeah ? |
06:42 |
sofar |
by sending the new block immediately before the teleport setPos |
06:42 |
sofar |
problem is, I have no idea where in the stack it's the easiest to do so |
06:42 |
sofar |
or even what method would be the right one to use to do this |
06:42 |
sofar |
I tracked lua down to setPos() in content_sao.cpp |
06:43 |
sofar |
where the new pos is set and queued |
06:44 |
sofar |
do I have to figure out how to call SendBlockNoLock() manually for the blockpos somehow? |
06:44 |
sofar |
e.g. src/server.cpp :2290 |
06:45 |
nerzhul |
you want to send block if block not in range when doing setPos ? can be a nice idea, i should go to work, i will be back in 30mins |
06:46 |
sofar |
nerzhul: I'll be long gone in bed |
07:19 |
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07:20 |
nerzhul |
i'm back sofar |
07:25 |
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08:19 |
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09:10 |
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09:18 |
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09:40 |
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09:42 |
Megaf |
Hi all |
09:43 |
Megaf |
is dis a bug in Minetest? http://paste.debian.net/plain/929841 |
09:43 |
Megaf |
that's from a fresh master clone |
09:46 |
Megaf |
Here's the full thing http://paste.debian.net/plain/929844 |
09:59 |
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10:09 |
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10:11 |
Megaf |
problem was here, please ignore it, thanks. |
10:44 |
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11:01 |
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13:18 |
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13:58 |
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14:10 |
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14:18 |
rubenwardy |
Slept on it - decided I really like the name Kuutio |
14:21 |
nerzhul |
it's a quite good name, but not for voxel i think, but why not. And really, if we want to rename, just do it after release not before, if 0.5 is for breaking things, include name is okay |
14:21 |
nerzhul |
it permit to break mods with kuutio.get_node instead of minetest.get_node |
14:21 |
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14:21 |
nerzhul |
(note: using core instead of minetest everywhere is better... i don't know why we kept this namespace) |
14:23 |
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14:26 |
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14:30 |
rubenwardy |
nerzhul, it's not development related |
14:30 |
rubenwardy |
it's basically just branding |
14:30 |
rubenwardy |
and I agree it would be a good 0.5 thing |
14:31 |
nerzhul |
rubenwardy: hopefully yes, it's related, it's in every mod, in every android build, in every linux package, it's also in natural referencing on search engine, it's not a simple thing to do |
14:31 |
rubenwardy |
we'll be a little more Finnish-ed then |
14:31 |
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14:36 |
kilbith |
changing of name would hurt our etablished reputation |
14:38 |
kilbith |
can we simply stop wasting our time on unproductive subjects |
14:38 |
sfan5 |
^ agree |
14:40 |
Megaf |
+1 |
14:40 |
Fixer |
sfan5: here is demo of my problem, protector redo: https://imgur.com/a/JUZZi |
14:41 |
sfan5 |
i don't think this is new |
14:41 |
behalebabo |
it's not |
14:41 |
sfan5 |
entities are not rendered if you face away from then regardless of size |
14:41 |
sfan5 |
them* |
14:42 |
Fixer |
sfan5: new on my setup, had no problem with like in .13 .14 .15... |
14:42 |
Fixer |
i will pinpoint a commit that changed it |
15:19 |
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15:24 |
nerzhul |
i approve kilbith and sfan5 before discussings like politics, merge pr merge pr merge pr :D |
15:31 |
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15:45 |
red-001 |
could someone reopen #3050? |
15:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3050 -- Shutdown progress bar not rendered if inventory is open |
16:00 |
celeron55 |
changing the name could be done as a competition by having an official friendly fork and seeing how popular it gets on its own without pulling people from the existing community |
16:01 |
celeron55 |
i could do that on my own without any effect on current development (other than me being busy doing that) |
16:03 |
celeron55 |
i don't need any permission to try that of course but... what do people think? |
16:04 |
red-001 |
well it's an intersting idea |
16:07 |
celeron55 |
it's relatively easy to merge minetest into the fork if it works out and people love the name, and if the name didn't turn out to be worth anything, then just drop the fork |
16:09 |
red-001 |
that's not a bad idea |
16:16 |
Fixer |
i have insane suggestion |
16:17 |
Fixer |
there was discussion about uselessness of locked doors, we have keys... what about using key (say protector key) for locking ANY node? |
16:25 |
nerzhul |
today i coded a lua interface onto my IRC bot, and in fact Lua is great, but having too many Lua result to an increasing memory usage, not reclaimed by GC, just reused by Lua GC when needed |
16:25 |
nerzhul |
then memory usage on Lua stack could not decrease if references are lua variables |
16:25 |
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16:25 |
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16:26 |
nerzhul |
other problem, Lua copy the memory segments from/to Lua, this cause many overhead when using string, especially |
16:26 |
nerzhul |
concrete example, use minetest http api, download a 1MB page, the whole memory segment of the page is copied from C++ to Lua and then when GC Pass on Lua, 1MB is not retrieved by system and kept in Lua buffer pool |
16:27 |
nore |
nerzhul: so all the strings that are used somewhere in the API calls are leaked? |
16:28 |
nerzhul |
pointers are invalidated and deleted, but memory is kept by Lua stack for future usage |
16:28 |
nore |
oh |
16:28 |
nore |
could this explain the OOMs? |
16:28 |
nerzhul |
i don't think |
16:28 |
sfan5 |
np |
16:28 |
sfan5 |
no* |
16:28 |
sfan5 |
and i don't think lua has memory leaks by default |
16:28 |
sfan5 |
the gc will pick it up |
16:29 |
nerzhul |
because lua memory usage is high, but it's recycled |
16:29 |
nerzhul |
it's like JVM memory in fact |
16:29 |
nore |
yeah, that was what I was thinking |
16:29 |
nore |
so the OOMs are somewhere else |
16:29 |
nerzhul |
your commited memory increase at each time you got it, and you reuse the current commited memory when GC pass |
16:30 |
nerzhul |
also lua uses markspeed like java 7/8 default GC |
16:30 |
nerzhul |
marksweep* |
16:31 |
nerzhul |
nore, but if you Luastack take 700MB at a point, they will never be reclaimed |
16:31 |
nore |
nerzhul: yes |
16:31 |
nerzhul |
so having more intelligent core side call can reduce the Lua memory copy/GC overhead |
16:32 |
nerzhul |
atomic calls are a pain in terms of performance |
16:32 |
nore |
something I was wondering was if the lua voxel manipulators could not be a cause of some kind of leak |
16:32 |
nerzhul |
it's also why voxelmanipulator is slow, you copy the memory blocks between lua and C++ |
16:32 |
nerzhul |
lua leak, no, but huge memory pool yes |
16:33 |
Fixer |
OOMs are strange in my case |
16:33 |
Fixer |
mem usage is 20-40-60-40-30 mb... and then just OOM |
16:33 |
nerzhul |
the only way to reduce memory usage for this part is, i think, i use object references which include other objects on the heap and remove them when lua reference is destroyed by gc |
16:33 |
Fixer |
even on newest dreambuilder |
16:34 |
nerzhul |
maybe i will look at this after this release, i have some little refactor optimizations to send as PR in the next 4 weeks, Lua performance can wait a little bit |
16:40 |
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16:57 |
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17:08 |
Krock |
nerzhul, I think you misunderstood something in https://github.com/minetest/minetest/pull/5647#discussion_r113301039 |
17:08 |
Krock |
"Scripting" itself should be some kind of a glue that contains a _pointer_ for the specified scripting type |
17:09 |
Krock |
overall this class is not larger than a pointer (32/64 bits) + enum/int (32/64 bits) |
17:11 |
Krock |
I'm looking for a way to get access to the current present scripting API from the node metadata and inventory code - but will hopefully find an elegant way tomorrow |
17:12 |
sfan5 |
int is 32-bit usually |
17:12 |
sfan5 |
and "enum" is not a type |
17:13 |
Krock |
but it also relies on a type |
17:24 |
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17:25 |
benrob0329 |
Hi Krock |
17:25 |
benrob0329 |
Oh..opps |
17:26 |
Fixer |
sfan5: pinpointed exact commit that introduced that entity render change, that is "soft node overlay" commit |
17:30 |
nerzhul |
enum size is int, except in C++11 where we can say: enum Sth : uint8_t { .. }; |
17:30 |
nerzhul |
it's very nice C++11 heh :D |
17:40 |
* sofar |
wakes up (somewhat) |
17:40 |
* nerzhul |
throw an apple to sofar |
17:44 |
Krock |
merging #3497 and #5652 in 20 minutes |
17:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/3497 -- Allow mesh and nodeboxes to wave like plants or leaves. by sofar |
17:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/5652 -- Make torch digging instant again by HybridDog |
17:48 |
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17:50 |
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17:50 |
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17:51 |
sofar |
nerzhul: about the 'safe teleport' |
17:51 |
nerzhul |
you mean the thing you talked this morning CEST ? |
17:53 |
nerzhul |
Krock: sofar -> #5548 needs you |
17:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5548 -- [CSM] Add event on_place_node API lua by Dumbeldor |
17:53 |
sofar |
nerzhul: yes, so, sending out a block for a player getting teleported |
17:53 |
paramat |
all devs, the ninja will not be here tomorrow for our PR review so i am organising it. how about we make it later at 8pm instead of 6pm UTC to be better for our USA devs? |
17:54 |
nerzhul |
sofar: it seems to be an interesting idea, but it needs a delay no ? and why do you want to send mapblocks before teleporting ? to prevent waiting player for asking for mapblocks ? |
17:54 |
nerzhul |
8pm UTC ? |
17:54 |
nerzhul |
it's 10pm CEST no? |
17:55 |
sofar |
nerzhul: because if the map area has significantly changed at the teleport area |
17:55 |
nerzhul |
UTC is your timezone paramat right ? |
17:55 |
sofar |
nerzhul: the player ends up falling if everything was previously air |
17:55 |
paramat |
UTC = GMT |
17:56 |
nerzhul |
sofar: for example, you visited the area, it's loaded, you are very far, somebody do worldedit on it, you don't know it's modified you teleport, you are un previous mapblock, you want new mapblocks and it's not very consistent ? |
17:56 |
nerzhul |
paramat: 8pm is 8pm for you ? |
17:56 |
nerzhul |
you are un UKxit ? |
17:56 |
sofar |
nerzhul: this is especially painful in our "itb" project |
17:56 |
paramat |
i'm GMT + 1, british summer time (unfortunately) |
17:56 |
nerzhul |
okay, i'm GMT +2 if i remember |
17:56 |
sofar |
nerzhul: where we use vmanips to build up and tear down large amounts of blocks and teleport the player to it |
17:57 |
sofar |
nerzhul: so it's almost guaranteed that the client has the wrong blocks |
17:57 |
nerzhul |
sofar: objective ? arenas ? |
17:57 |
sofar |
something like that, yes |
17:57 |
nerzhul |
sofar: the only thing i can suggest is sending mapblocks just before sending set_pos |
17:57 |
nerzhul |
in the same loop |
17:57 |
nerzhul |
and only if distance pos > configured_distance |
17:58 |
nerzhul |
it's the shorted way to dev it |
17:58 |
sofar |
something like that |
17:58 |
sofar |
but I'm lost in OOP hell |
17:58 |
paramat |
^ celeron55 nore rubenwardy sfan5 Krock is 8pm UTC ok for tomorrow's PR review? could be 7pm if better |
17:58 |
nerzhul |
10PM for me, i hope i will not be into bed :p |
17:58 |
paramat |
hm maybe 7pm is better |
17:59 |
Krock |
got to do on sunday. can't tell if I'll have time for it |
17:59 |
paramat |
any problems with 7pm? |
18:00 |
paramat |
.. UTC, too late for anyone? |
18:02 |
Krock |
AFAIK 7/8 PM UTC always worked quite good for the most people |
18:04 |
kilbith |
not good for Zeno` |
18:08 |
paramat |
quite late in Finland though |
18:08 |
paramat |
ok let's do 7pm UTC tomorrow |
18:11 |
rubenwardy |
that's fine |
18:12 |
garywhite |
7pm UTC/2pm ET/12pm PT |
18:20 |
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18:22 |
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18:26 |
Fixer |
bug detected |
18:26 |
Fixer |
impossible to place a block on top of locked chest with shift-click |
18:27 |
Fixer |
you are welcome |
18:27 |
nerzhul |
please review #5674 (fairly trivial) |
18:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/5674 -- [CSM] add screenshot api lua by Dumbeldor |
18:27 |
paramat |
ok. i will be less corperate, no words like 'meeting', 'item', 'agenda' or 'minutes' :] |
18:29 |
ShadowNinja |
I plan to merge my getTime patch soon. |
18:31 |
Fixer |
ahttps://github.com/minetest/minetest_game/issues/1715 |
18:35 |
paramat |
Krock ShadowNinja are you ok with game#793 being merged? |
18:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
18:36 |
Krock |
+1 on the concept but haven't tested it |
18:39 |
ShadowNinja |
paramat: Looks O.K in theory, haven't looked too closely at it. |
18:39 |
paramat |
ok i will merge games 793 1387 and corrected 1668 later if no-one else has |
18:41 |
Krock |
the other two are fine |
18:47 |
Krock |
paramat, is 5533 still in your "to test" queue? |
18:48 |
paramat |
stripped sneak? yes certainly, will do a thorough review |
18:48 |
Krock |
thanks a lot :) |
18:54 |
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18:57 |
paramat |
might do that tonight |
18:59 |
Krock |
no rush - as long it doesn't get forgotten ;) |
19:10 |
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20:00 |
ShadowNinja |
Ehm, protection_bypass wasn't done very well. Now the protetction check boilerplate is even bigger, and it's duplicated functionality shince protecting mods already implement thoir own protection bypass privileges. |
20:00 |
ShadowNinja |
Eg, my mod has the "areas" priv which allows changing areas and bypasses protection. |
20:01 |
DS-minetest |
IMO having one for all is better |
20:02 |
ShadowNinja |
DS-minetest: But now you've got two. I ca't remove my priv because it's needed for all the other area administration stuff. |
20:03 |
ShadowNinja |
More importantly, you now need to copy/paste at least 4 lines to handle each protecting check. |
20:04 |
DS-minetest |
ShadowNinja: then only use that priv for area administration stuff |
20:04 |
DS-minetest |
for the other* |
20:05 |
ShadowNinja |
DS-minetest: If you can change areas at will then you can already override protection, so there's no sense in making you add yourself to the area for that and having a seperate privilege. |
20:06 |
ShadowNinja |
The way that I designed the privilege API basically means we have to options: make every protection mod handle protection overrides, or make every other mod handle it in their boilerplate. |
20:07 |
ShadowNinja |
I think that the first option is much more reasonable. |
20:11 |
ShadowNinja |
We could of course create a protection API v2 (probably not a bad idea anyways), but without doing that I think it has to be one of those two ways*. |
20:11 |
ShadowNinja |
* without horrible ugly unthinkable metatable hacks. |
20:16 |
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20:18 |
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20:28 |
sofar |
FYI I can't make tomorrow's meeting (I'll be at a birthday party) |
20:30 |
paramat |
ShadowNinja i don't like protection bypass either, seems a mess |
20:38 |
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20:39 |
paramat |
.. the extra lines needed to be added everywhere |
20:46 |
nore |
can't make it either (in a plane again, coming back from Sweden) |
20:52 |
paramat |
ok |
20:58 |
paramat |
#4524 is updated, might be ready now |
20:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch |
20:58 |
paramat |
i need to review the update though |
21:03 |
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21:06 |
sofar |
oh good he updated that? |
21:07 |
sofar |
just nerzhul check that it's fixed the way he wanted |
21:08 |
paramat |
well, i think 'cloud params' is better than 'cloud parameters', see my line comments |
21:09 |
paramat |
shorter and more consistent |
21:11 |
sofar |
meh |
21:11 |
sofar |
fix-on-merge if you insist :P |
21:23 |
paramat |
yes i'm happy to do that if the author is not |
21:25 |
paramat |
or maybe fix after merge as it is a lot of changes and mistakes likely |
21:25 |
paramat |
i would be happy to do that too |
22:24 |
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