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IRC log for #minetest-dev, 2019-08-28

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All times shown according to UTC.

Time Nick Message
00:27 paramat joined #minetest-dev
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00:39 paramat merging #8867
00:39 ShadowBot https://github.com/minetest/minetest/issues/8867 -- Various settingtypes.txt improvements by paramat
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02:05 paramat merging game#2449 note: because Krock indicated support for a merge in IRC earlier
02:05 ShadowBot https://github.com/minetest/minetest_game/issues/2449 -- add_new_tnt_sounds by TumeniNodes
02:19 paramat oh and game#2452 thanks for reviewing =)
02:19 ShadowBot https://github.com/minetest/minetest_game/issues/2452 -- Spawn: Avoid spawning outside small worlds by paramat
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10:21 ANAND I just realised what QuickTune is, and I'm amazed we have such a system in place for testing and debugging stuff. Kudos to C55 for this idea!
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11:02 BuckarooBanzai ANAND: whats QuickTune?
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11:49 ANAND BuckarooBanzai: It's a way to modify (numeric) variables at run-time, without having to recompile the code after every single modification.
11:50 ANAND It makes use of the quicktune_blah_blah keymaps, which I religiously ignored every time I open the "change keys" dialog.
11:52 ANAND See https://github.com/minetest/minetest/blob/4291961e09db7851fbc940eac58a1b919668d935/src/quicktune.h#L21
11:53 ANAND The example in L25 is exactly what I'm going to use this for, first. ;)
11:54 ANAND i.e. #8755
11:54 ShadowBot https://github.com/minetest/minetest/issues/8755 -- ItemDefinition: Add wield_offset and wield_rotation by ClobberXD
12:01 BuckarooBanzai Oh nice, macro magic :)
12:01 BuckarooBanzai Really useful function though..
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13:20 ANAND Indeed :)
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15:27 DS-minetest is it ok if the whole mapblock is sent when block meta is sent?
15:28 DS-minetest set*
15:35 sfan5 probably
15:38 rubenwardy in the latest devs, the graphs are in a different order
15:38 rubenwardy this is messing me up
15:42 sfan5 Update frame [ms] and FPS are kinda redundant as graphs
15:43 sfan5 since one is 1/x of the other
15:47 rubenwardy FPS would include draw time too?
15:51 sfan5 hmm
16:05 DS-minetest is it a problem if a PR title lets people think that there's a new unread comment?
16:06 DS-minetest #8870
16:06 ShadowBot https://github.com/minetest/minetest/issues/8870 -- Block meta (1) by DS-Minetest
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17:52 ANAND Krock: Re #8856, std::cout doesn't print anything to the console. I faced this issue for some of my PRs too, and I ended up using warningstream and/or errorstream instead.
17:52 ShadowBot https://github.com/minetest/minetest/issues/8856 -- Send cumulated inventory changes only each step by SmallJoker
17:52 ANAND I did revert the "Remove log messages" commit, btw
17:52 Krock cannot reproduce
17:52 Krock cout works perfectly for me
17:53 ANAND Meh
17:53 Krock do you have any local changes that redirect cout to another stream?
17:53 ANAND Not as far as I know
17:54 Krock does it also happen with xterm?
17:54 ANAND But what I've observed is that it correctly prints to the console when inserted in some parts of the code, while it doesn't, when inserted in other parts of the code
17:54 Krock "console" implies windows. in this case -- powershell?
17:54 ANAND I use Ubuntu 18.04
17:55 Krock same here
17:55 ANAND Weird
17:55 ANAND But the aforementioned log streams are pretty consistent
17:57 ANAND Krock: Does #8834 warrant a protocol bump? I'm still not exactly sure as to when the protocol is bumped, sorry.
17:57 ShadowBot https://github.com/minetest/minetest/issues/8834 -- [no squash] Send ActiveObjects along with definitions once connection is established by ClobberXD
17:58 Krock chceking
17:58 ANAND Thanks
18:00 ANAND Network-wise, the PR sends an existing unmodified packet to the client upon the latter's completion of Init2
18:00 ANAND Proto bump probably not required, but just wanted to be sure...
18:07 Krock noticed something else: why do you run getClient() twice in INit2
18:09 Krock oh no
18:10 Krock > m_state = CS_InitDone; @notifyEvent
18:10 Krock This one sits behind an event queue. TOSERVER_INIT2 adds this entry and now you're checking in the very same function whether it's set
18:10 Krock dangerous
18:11 ANAND Uh oh
18:11 Krock hold on. event() usunlike other events not a queue. iconic.
18:11 ANAND Oh yeah, it's just a bunch of nested switch-cases
18:12 ANAND The second getClient is to ensure that `client` is properly initialised in case the code skipped the previous getClient call
18:12 ANAND Dunno why I thought that way
18:13 Krock it looks like the inner loop code for sending entities is kept functionally unmodified
18:13 Krock in this case it's entirely compatible with the protocol
18:14 Krock You also assume that `client` is valid after the second call, and use the pointer without checking to get the protocol version
18:14 ANAND Yes, that's correct - I just moved the AO retrieval code to a separate function. Thanks for confirming.
18:14 Krock it was already like that before, so the first getClient() call ought to be enough for the entire thing
18:15 ANAND Yes, I'm removing the second one
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18:21 ANAND Krock: https://github.com/minetest/minetest/compare/838bc8b949a60ec9a33b4a6cbbda1e0af7eedbba..06ccf05b89b479997dee99d5fb96faa91865f16a
18:22 Krock thanks
18:22 ANAND Re #8856, doesn't Lua inventories get modified at most only once every step?
18:22 ShadowBot https://github.com/minetest/minetest/issues/8856 -- Send cumulated inventory changes only each step by SmallJoker
18:23 Krock see example
18:23 ANAND I saw, but I don't understand why it is so :)
18:24 Krock there's plenty of calls within the same step. each inventory modification by Lua immediately calls to SendInventory
18:24 ANAND Oh!
18:24 ANAND Makes sense now
18:24 Krock !next
18:24 ShadowBot Another satisfied customer. Next!
18:24 ANAND I somehow saw that coming :P
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