Minetest logo

IRC log for #minetest-dev, 2020-05-05

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
01:33 Miner_48er joined #minetest-dev
01:38 nephele_ joined #minetest-dev
02:19 fluxflux joined #minetest-dev
05:24 calcul0n joined #minetest-dev
05:25 ANAND joined #minetest-dev
06:16 erlehmann_ joined #minetest-dev
06:26 nerzhul joined #minetest-dev
06:29 nerzhul joined #minetest-dev
06:35 nerzhul mergng #9813
06:35 ShadowBot https://github.com/minetest/minetest/issues/9813 -- Fix small typo by oilboi
06:36 nerzhul and #9812
06:36 ShadowBot https://github.com/minetest/minetest/issues/9812 -- [NO SQUASH] Script API: Rename fields for consistency by SmallJoker
06:38 nerzhul and #9804
06:38 ShadowBot https://github.com/minetest/minetest/issues/9804 -- Fix broken client if openal cannot be opened by nerzhul
06:42 nerzhul and #9740
06:42 ShadowBot https://github.com/minetest/minetest/issues/9740 -- Add MSVC build by adrido
06:43 ANAND lol
06:43 ANAND Inputs required regarding #9662. Thanks in advance!
06:43 ShadowBot https://github.com/minetest/minetest/issues/9662 -- Low-level HUD element to allow mods to "draw" elements on the screen
06:43 nerzhul it's the breakfast merging party, when i read reviewed PR and either merge the one which are, or the one which miss approval :D
06:44 nerzhul hard to stay under 160 PR these weeks (and i'm also one who have some opened PRs haha)
06:46 ANAND Yeah, PR count is increasing faster than they can be merged (or maybe even rejected)
06:46 ANAND Minetest is gaining popularity :)
06:47 nerzhul to be honest it depends
06:47 nerzhul 2 years ago we got so many PR, and we found to lower it to ~100
06:47 nerzhul the only thing which always increase and never decrease is the issue amount
06:48 nerzhul i don't know how we can cleanup those
06:48 ANAND I'm seeing a lot of new faces. That and the increasing PR/issue count made me come to that conclusion. :)
07:00 nerzhul_ joined #minetest-dev
07:15 Taoki joined #minetest-dev
07:15 Icedream joined #minetest-dev
07:15 EvergreenTree joined #minetest-dev
07:15 unclouded joined #minetest-dev
07:50 Powi joined #minetest-dev
08:00 ShadowNinja joined #minetest-dev
08:25 YuGiOhJCJ joined #minetest-dev
08:26 _Zaizen_ joined #minetest-dev
08:41 erlehmann joined #minetest-dev
08:57 erlehmann joined #minetest-dev
09:01 Beton joined #minetest-dev
09:24 Fixer joined #minetest-dev
09:33 proller joined #minetest-dev
09:58 erlehmann joined #minetest-dev
10:27 _Zaizen_ joined #minetest-dev
10:28 Jordach__ joined #minetest-dev
10:29 Powi joined #minetest-dev
10:30 lisac joined #minetest-dev
10:36 NetherEran joined #minetest-dev
10:45 mntmn joined #minetest-dev
10:47 Anulo2 joined #minetest-dev
12:24 jas__ joined #minetest-dev
12:26 jas_ joined #minetest-dev
12:49 erlehmann joined #minetest-dev
14:00 Taoki joined #minetest-dev
14:16 Darcidride joined #minetest-dev
14:57 sfan5 merging #9820 in 5m
14:57 ShadowBot https://github.com/minetest/minetest/issues/9820 -- Server: Improve some log messages by sfan5
15:40 nerzhul joined #minetest-dev
15:56 Powi joined #minetest-dev
16:04 Lone_Wolf joined #minetest-dev
16:08 nerzhul sfan5, thanks for your comments permitting to enhance more the server split pr #9769. I fixed the PR and answer related comments, it should be okay now
16:08 ShadowBot https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul
16:08 nerzhul now we have a proper way to manage detached inventories, 2 layers of enhancements from you & me
16:16 sfan5 I'll look at it later
16:23 powi_ joined #minetest-dev
16:38 ANAND_ joined #minetest-dev
16:50 nerzhul sfan5: #9627 approved
16:50 ShadowBot https://github.com/minetest/minetest/issues/9627 -- Make Mapgen (mostly) work multithreaded again by sfan5
17:24 NetherEran joined #minetest-dev
17:26 nerzhul merging #9627
17:26 ShadowBot https://github.com/minetest/minetest/issues/9627 -- Make Mapgen (mostly) work multithreaded again by sfan5
17:29 sfan5 thanks
17:31 nerzhul thanks for this amazing return back
17:34 nerzhul emerge multithread can now be useful
17:35 sfan5 yeah, having only a single mapgen thread did seriously annoy me
17:35 sfan5 when you have CPUs with e.g. 12 cores these days
17:36 Lone_Wolf Does this mean I can use all of my 8 cores now?
17:36 sfan5 for mapgen sure
17:39 ANAND Wow, neato :)
17:39 ANAND Would it make sense to engage multiple cores for mapgen by default?
17:40 ANAND (Or does the PR already do that?)
17:40 rubenwardy it's a setting, defaults to 1
17:40 sfan5 it doesn't and the "new" y=48 bug with mgv7 should be investigated before that is done
17:40 Krock sorry what? one process is still limited to one CPU?
17:41 ANAND Oh, ok. I thought the y=48 was fixed too.
17:41 Krock more threads can fill NOP gaps better, but not use more than one core. Please correct me if I'm wrong there
17:42 sfan5 depends on the kind of hyperthreading your cpu has (or doesn't)
17:42 Krock Intel CPUs better have theirs turned off
17:45 Krock #9177 likely won't see a nice RemotePlayer-handover from ServerEnv to ObjectRef like requested by rubenwardy
17:45 ShadowBot https://github.com/minetest/minetest/issues/9177 -- Add core.get_player_or_load by SmallJoker
17:46 Krock problem is that the pointer might be used one, or twice. its origin being unclear
17:46 Krock ServerEnv  std::vector<std::shared_ptr<RemotePlayer>> m_players;   could probably work around it, but I'm not sure whether that's actually a good approach
17:46 rubenwardy I think invalidating refs when a player joins is perfectly fine
17:46 sfan5 I just tried /emergeblocks and it apparently only runs singlethreaded
17:47 sfan5 uh oh MT is eating all my ram
17:47 rubenwardy mods shouldn't care about keeping player data in memory using their reference
17:47 Krock rubenwardy: thing is, ServerEnv does not know about ObjectRefs at all
17:47 rubenwardy which makes sense
17:47 Krock ObjectRefs are handled in Lua, ServerEnv by Minetest
17:49 Krock I could try linking them with the shared_ptr approach, but I'd say syncing those two areas could be quite dangerous
17:49 rubenwardy are you referring to updating or invalidating the objectrefs?
17:49 Krock both
17:50 Krock ensuring that the hand-over works well (i.e. all data is kept and re-used in both places) and invalidating (so that it's really deleted)
17:51 Krock former would directly conflict what you wanted to avoid in the "kick ghost players" PR: >it feels like it would be easy to end up with networking bugs. I'd prefer a kick and rejoin
17:52 Krock but kick&rejoin isn't an option here, because the player may join at any time, so data loss is not wanted
17:52 sfan5 Lone_Wolf, ANAND: here's a demonstration https://0x0.st/i2YK.mp4
17:52 Krock data loss being temporary changes from Lua, not saved yet.
17:52 rubenwardy the kick ghost players PR is a state thing - you have to make sure to resend any HUDs / set up, and clear the known chunks for a player
17:53 Krock sfan5: interesting. which CPU?
17:53 sfan5 Ryzen 5 2600
17:53 rubenwardy the update ObjectRef could be equivalent to a close and then update to point to the online object ref
17:53 rubenwardy invalidation is perfectly fine as well
17:53 ANAND Nice!
17:53 Lone_Wolf Neat
17:53 Krock so far only seen results from Intel. AMD's threading really seems to make use of all cores. lovely.
17:54 rubenwardy I just don't like the idea of mods having so much control over how long player info is in memory, and whether a player is blocked from joining
17:56 rubenwardy sfan5: the decrease in CPU usage all at the same time is suspicious to me - is there a shared lock when writing back?
17:56 sfan5 sqlite has locking yes
17:56 rubenwardy oh, each thread map gens straight to sqlite?
17:57 sfan5 I think so yes
17:57 rubenwardy fair enough
17:57 sfan5 emergethreads are also responsible for loading blocks from the map
17:57 sfan5 even though that doesn't make too much sense multi-threaded
17:58 sfan5 at least not with sqlite
18:17 Lone_Wolf For #9792 do I add docs on everythink you listed or just the ones you have to do with pure lua? @Krock
18:17 ShadowBot https://github.com/minetest/minetest/issues/9792 -- Add note to docs on how to override privileges by LoneWolfHT
18:17 Lone_Wolf Chatcommands have override_chatcommand()
18:20 sfan5 pushing http://sprunge.us/8Erg2S?diff in 5m
18:23 Krock Lone_Wolf: tbh I do neither know what's the preferred way of modifying those tables, nor the best way to document it
18:25 Krock the tables can be modified in various ways, thus I'd rather only put notes for those that cannot be modified on Load-Time and add a description about what's generally possible with the other tablse
18:25 Krock *those that can only be modified on Load-Time
18:27 sfan5 rubenwardy: minimal really needs a formspec you can go through to ensure everything looks as expected
18:27 rubenwardy sfan5: /formspec
18:27 sfan5 ...
18:27 sfan5 does that have everything?
18:27 rubenwardy not everything
18:27 rubenwardy but I've been asking for examples to be added in every formspec PR since 5.1
18:28 Lone_Wolf Would like Wuzzy's devtest to be merged
18:28 rubenwardy well,  /formspec was added when I did StyleSpecs
18:28 rubenwardy since then is when it's been maintained
18:28 rubenwardy it does contain a lot though
18:28 Lone_Wolf ^
18:29 rubenwardy sfan5: I also have 2 PRs open which will automate formspec testing by comparing before and after
18:29 Krock the devtest game is nice, but not well usable in my setup
18:29 rubenwardy Krock: how come?
18:29 Krock rubenwardy: mainly lack of "default". broken testing worlds
18:30 rubenwardy it's for engine testing
18:30 rubenwardy default is a MTG thing
18:30 sfan5 ...is this the expected rendering? https://a.uguu.se/OF6kh4iao5sK_.png
18:30 rubenwardy yes
18:30 sfan5 good to know
18:30 rubenwardy it's loads of off placement to test clipping in the scroll container
18:34 rubenwardy #9188 and #9189
18:34 ShadowBot https://github.com/minetest/minetest/issues/9188 -- Add standalone formspec renderer by rubenwardy
18:34 ShadowBot https://github.com/minetest/minetest/issues/9189 -- WIP: Add formspec rendering tests by rubenwardy
18:39 Lone_Wolf Hmmmm, I can't switch into third person anymore
18:40 Krock change key
18:40 Lone_Wolf Where is that? I can't find it
18:41 Lone_Wolf OH
18:41 rubenwardy same
18:41 Krock keymap_camera_mode = KEY_F7
18:41 rubenwardy why?
18:41 Lone_Wolf It was set to C
18:41 Lone_Wolf Which Cinematic mode overrode
18:44 djenkins_ joined #minetest-dev
18:46 nerzhul Krock, can't you just put a accessdeined to the previous session to drop it ?
18:47 Krock yes, that's easy. Originally I wanted to recycle attachments
19:08 Lone_Wolf ATM the only things I'll be adding to the docs are for entities and privileges. I feel like it'll be simpler to just say you can edit those, AFAIK the entities are the only case where there might be something semi-unexpected, and I've mentioned that
19:10 Lone_Wolf From what I can see everything else either has a function for overriding or can't be overridden during runtime
19:14 erlehmann joined #minetest-dev
19:14 Lunatrius joined #minetest-dev
19:20 erlehmann joined #minetest-dev
19:25 erlehmann joined #minetest-dev
19:32 calcul0n joined #minetest-dev
19:33 Guest81707 joined #minetest-dev
19:33 erlehmann joined #minetest-dev
19:34 calcul0n joined #minetest-dev
19:41 Lunatrius joined #minetest-dev
20:02 nerzhul Krock not sure it's needed
20:07 calcul0n joined #minetest-dev
20:08 erlehmann joined #minetest-dev
20:23 Walker joined #minetest-dev
20:26 Walker hi, i compiled old versions of minetest last time and found again that large core elements of minetest itself are implemented in lua "builtin"
20:26 Walker and I just wanted to ask, are there any projects that not only create a subgame, but also reimplement builtin?
20:27 Lone_Wolf Nodecore kinda does iirc
20:28 Walker ok nice thx
20:28 Wuzzy joined #minetest-dev
20:30 Walker wait ... is nodecore not just a subgame ?
20:30 Walker i already played it and dont replased "builtin"
20:30 Lone_Wolf It modifies builtin functions
20:31 sfan5 what falls under "large core elements" in your opinion, Walker?
20:33 Walker thinks like the builtin/game folder ...
20:34 Walker with that you can influence some basic behavior or not?
20:35 Walker things like how voxel are treated
20:36 Walker I have to say: I don't know exactly what the builtin directory contains ... is there a wiki somewhere?
20:36 Walker dont find much abaout it in the /doc folder
20:36 sfan5 half of the builtin/game folder are lua parts of basic engine functionality, the other half could possibly be removed if you wanted the engine to do nothing out of the box
20:37 sfan5 there isn't because the organization of builtin isn't even relevant for modders
20:40 Walker well, I'm going to play around a bit and see what I can learn from the structure ^^
20:43 sfan5 rubenwardy: did you just review your own PR https://a.uguu.se/Z5lrfDj5iNNh_.png
20:43 rubenwardy I added notes for later
20:43 rubenwardy :D
20:44 sfan5 ok sounded a lot like you reviewed the PR without knowing it was your own code
20:44 rubenwardy it hasn't been _that_ long
20:44 sfan5 which would be a quite an accomplishment
20:44 rubenwardy not saying that isn't something I would do
20:53 LoneWolfHT joined #minetest-dev
21:01 Wuzzy how is a translated represented internally, when sent over the net?
21:01 Wuzzy translated string*
21:03 sfan5 https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L603
21:04 Wuzzy thank you
21:14 proller joined #minetest-dev
21:23 Miner_48er joined #minetest-dev
21:37 fluxflux joined #minetest-dev
22:22 mizux joined #minetest-dev
22:23 erlehmann joined #minetest-dev
22:38 erlehmann joined #minetest-dev
23:39 mizux_ joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext