Time Nick Message 10:15 ANAND Any of the null_command_handler entries in the *commandTable arrays can be used for new packet types, right? 15:23 ANAND Both PlayerSAO and RemotePlayer classes provide getPeerId(). Is there a reason one should be chosen over the other? 15:25 Krock depends on context. it's the same number anyway in-game 15:26 ANAND It will be used in script/lua_api/l_object.cpp 15:28 Krock PlayerSAO. No need to do the way over RemotePlayer there 15:28 ANAND Alright, thanks 15:36 ANAND Any of the null_command_handler entries in the *commandTable arrays can be used for new packet types, right? 15:37 ANAND can be replaced by new packet types* 15:39 Krock yes 15:39 ANAND Right, thanks again :) 15:39 Krock null_command_handler discards the packet, so keep that in mind when providing backwards compatbility 15:40 Krock but well, that's currently not an issue due to what 5.0.0-dev is 15:41 ANAND Yes, I was about to clarify that... 15:53 Krock lhofhansl: #7188 15:53 ShadowBot https://github.com/minetest/minetest/issues/7188 -- Do not crash if the world is read only by HybridDog 15:53 lhofhansl Just found that one. :) 15:54 lhofhansl That one avoids any client only changes. What I have in mind is that a game can proceed, nodes added/removed/etc. 15:54 lhofhansl Perhaps I should play around the rollback. 16:03 lhofhansl I'll file a PR and we can have a discussion there. 16:05 Krock sounds good :) 16:09 lhofhansl #7544 16:09 ShadowBot https://github.com/minetest/minetest/issues/7544 -- Allow an optional readonly base database by lhofhansl 16:10 lhofhansl Just 10 lines or so of changes. 16:11 lhofhansl Any comments on #7542? 16:11 ShadowBot https://github.com/minetest/minetest/issues/7542 -- Reduce block load glitches by lhofhansl 16:11 lhofhansl Mostly interested in whether this should be configurable or not. 16:12 lhofhansl Options are nice, but MT has sooo many options already. 16:13 sfan5 regarding 7542: IMO we don't need an option for this 16:13 lhofhansl I tend to agree. I will say that this could potentially load a lot of more blocks from the server (especially in huge underground caverns). 16:14 lhofhansl To which I will add that huge underground cavern currently suck big time (because not enough blocks are loaded) 16:14 lhofhansl :) 16:17 lhofhansl So yeah, this is currently broken and we should make it the default and not configurable. 16:38 lhofhansl Can anybody explain why we still need the max_simultaneous_block_sends_per_client setting? 16:38 lhofhansl It defaults to 10, which is way to low, especially when there's latency between the server and client. 16:39 lhofhansl It seems we should just remove this and let the network be the natural limiter. (I tried that by setting this to 1000, and everything is loading faster with bursts up to 100). 23:32 ANAND {server|client}CommandFactory table has a "channel" field of u8 data-type. What is it and what value should be used for new packets? 23:33 sfan5 pick whatever all other packets have 23:34 ANAND Alright, and how about reliable (bool)? Should be true? 23:34 sfan5 depends on the packet 23:35 sfan5 but you probably want to set it to true 23:35 ANAND Ok thanks