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07:27 |
nerzhul |
sfan5: #9769 is now ready to be merged. I restored the old initialization model, now we can merge it |
07:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
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17:13 |
nerzhul |
sfan5, Krock, #9769 waits :( i need it before continuing my work, else it will be rebase powa |
17:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
17:26 |
sfan5 |
nerzhul: I didn't test that code snippet, not sure if that compiles |
17:27 |
nerzhul |
testing now |
17:27 |
nerzhul |
the function constness is fine |
17:27 |
nerzhul |
no it doesn't, will fix & push the fix |
17:28 |
nerzhul |
okay last comments are adressed |
17:28 |
nerzhul |
the original code was totally out performant with many lookups, now it's pretty nice :D |
17:28 |
nerzhul |
thanks for the various returns, i should have audited the original code, i will do that on next code move, not just reorganize |
17:29 |
sfan5 |
doubt it makes a noticeable difference, but yeah no need to do it inefficiently |
17:29 |
sfan5 |
did you push the changes yet? |
17:29 |
nerzhul |
yep |
17:29 |
nerzhul |
https://github.com/minetest/minetest/pull/9769/commits/58bb159f5af9cab91d8c16275961ed0cd9549fdd |
17:30 |
sfan5 |
I see |
17:31 |
sfan5 |
2020-05-07 19:31:09: WARNING[Main]: GUIInventoryList::draw(): The inventory location "detached:creative_trash" doesn't exist |
17:31 |
sfan5 |
smells like a bug |
17:31 |
nerzhul |
fresh minetest_game ? |
17:32 |
nerzhul |
maybe before we sent all like ugly boys now we send only the real thing people wants to send this show bugs ? |
17:32 |
sfan5 |
yes fresh minetest_game |
17:33 |
nerzhul |
okay let me try, i tested on minimal was fine |
17:33 |
sfan5 |
creative_trash should have owner == "" and be sent to everyone |
17:33 |
nerzhul |
okay let me check |
17:34 |
Krock |
INVALID peer ID and owner=="" |
17:34 |
Krock |
it might skip/return too early somewhere |
17:35 |
nerzhul |
yep |
17:38 |
nerzhul |
where did you see that ? |
17:38 |
nerzhul |
i have the Krock one |
17:39 |
nerzhul |
note |
17:39 |
nerzhul |
for the Krock warning, it doens't exist before |
17:39 |
nerzhul |
Krock can you add the same warning on master and verify if it's present ? |
17:39 |
sfan5 |
2020-05-07 19:30:59: WARNING[Server]: Failed to send detached inventories to peer_id=2, player not found. |
17:39 |
sfan5 |
oh interesting |
17:40 |
nerzhul |
see the diff from there: https://github.com/minetest/minetest/pull/9769/files#diff-ad60d65b34e16a3319296bb5d683acd6L2763 |
17:40 |
nerzhul |
and precisely here: https://github.com/minetest/minetest/pull/9769/files#diff-ad60d65b34e16a3319296bb5d683acd6L2717 (where the check was done before) |
17:41 |
nerzhul |
we just ignore offline players |
17:41 |
Krock |
nerzhul: sorry, didn't see it. just assumed it was likely that problem |
17:41 |
nerzhul |
i added because if wanted to see if there is regression, but it seems not |
17:41 |
nerzhul |
seems we just ignored and send them inventories after no ? |
17:42 |
nerzhul |
the only problem is the inventory location sfan5 shown, how can i reproduce it ? |
17:42 |
sfan5 |
1) enable creative mode 2) join minetest_game world 3) open inventory |
17:42 |
nerzhul |
exact i got it after adding the priv |
17:48 |
nerzhul |
ok found haha |
17:48 |
nerzhul |
... |
17:48 |
nerzhul |
or not |
17:51 |
nerzhul |
i think the problem is the peer id not found |
17:52 |
nerzhul |
in fact we send the full inventory when peer is not found then we do incremental but there is nothing to push |
17:53 |
nerzhul |
you know what, i will send the inventories on ready client and not in init2, where session is not ready |
17:53 |
nerzhul |
there is no ense to do that early |
17:53 |
nerzhul |
yeah now it's fine |
17:54 |
nerzhul |
i don't know what in the previous spaghetti work make it work, but now it's clean we break thing hidden by old code |
17:54 |
nerzhul |
and seinding the inventories with the playerlist when session is ready is better than seinding before entering world |
17:55 |
nerzhul |
i pushed the code change, Krock, sfan5 can you test ? |
18:05 |
sfan5 |
I don't see a commit |
18:05 |
nerzhul |
oops pushed on wrong remote, it's fine now |
18:06 |
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18:14 |
sfan5 |
nerzhul: I prefer this fix https://0x0.st/i_id.png |
18:14 |
sfan5 |
then the sending does not have to be moved to happen later |
18:15 |
Krock |
is this thread safe? |
18:15 |
Krock |
speaking of getClient()->getName() |
18:16 |
sfan5 |
getClient is called from the serverpackethandler everywhere else without locks too |
18:16 |
Krock |
that aside, I'd also prefer this suggested variant |
18:17 |
nerzhul |
okay fine to me |
18:17 |
nerzhul |
let me test it |
18:17 |
nerzhul |
crazy refacto pr, again :D |
18:17 |
nerzhul |
i hope the api abstraction layer will not last so long as there is not many things :D* |
18:18 |
nerzhul |
commit pushed & test |
18:18 |
nerzhul |
it's fine |
18:19 |
nerzhul |
i really want to rewrok the session model of minuetest at a point |
18:19 |
nerzhul |
as you see in this PR there is 2 way to gather the name, and they are not the same, with not the ame implications |
18:20 |
sfan5 |
the client vs. player distinction is expected to be relevant when you deal with code that runs before the player has fully joined |
18:20 |
nerzhul |
yep, i totally agree with that, but it's a nice melting pot in the say we develop |
18:21 |
nerzhul |
the duplicate name (and maybe other thing) between the session and the player object is crazy in terms of dev |
18:22 |
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18:24 |
Krock |
RemotePlayer and RemoteClient should be merged at some point |
18:25 |
Krock |
where the result contains a PlayerSAO pointer whenever the player is done initializing |
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18:46 |
nerzhul |
yep i think a thing like this is to be done |
18:46 |
nerzhul |
it's no so easy |
18:58 |
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19:03 |
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19:05 |
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19:07 |
Syntaxxor |
Hey, all. I've decided to get back into working on shadowmapping. Been a while since my last attempt. Right now, my idea is to work with the plain renderer. Is there any issue with this? Should I be trying to work on the core renderer or something? |
19:09 |
sfan5 |
uh, which renderer are you referring to? |
19:09 |
sfan5 |
ah src/client/render |
19:10 |
sfan5 |
shouldn't really matter where the code ends up, not like it's impossible to move later |
19:14 |
Syntaxxor |
Alright. I actually realized that I should change what I'm doing so I'm moving it to the core renderer. |
19:41 |
sfan5 |
Krock: http://sprunge.us/upwKNh?diff |
19:43 |
Syntaxxor |
How does one add an option? |
19:43 |
sfan5 |
in minetest.conf? |
19:46 |
Syntaxxor |
Was trying to find that. Realized you need to close the game once first. Thanks! |
19:51 |
Syntaxxor |
Alright. That doesn't exactly seem to be what I'm looking for. I would like to add an option for setting the shadow quality. It's not super important but would be nice to have. |
19:52 |
sfan5 |
you add a default value to defaultsettings.cpp, you can fetch it any point using the right g_settings->get() method |
19:52 |
sfan5 |
and to properly document the setting you can add it to settingtypes.txt (later) |
20:01 |
Krock |
sfan5: LGTM |
20:01 |
sfan5 |
thanks, pushing that |
20:07 |
Syntaxxor |
That's what I needed. Thanks, sfan5! |
20:26 |
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20:33 |
sfan5 |
reminder that there's quite a few PRs in need of a second review https://github.com/minetest/minetest/pulls?q=is%3Aopen+is%3Apr+label%3A%22One+approval%22 |
20:35 |
sfan5 |
it might also be a good idea to start deciding which features need/should go into 5.3 |
20:37 |
nerzhul |
merging #9769 |
20:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
20:38 |
nerzhul |
when do we expect a release for that ? |
20:38 |
nerzhul |
i'd like to see my abstract API pr finished & merged before |
20:42 |
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20:43 |
sfan5 |
5.3 was originally target to be roughly one month after 5.2 |
20:55 |
nerzhul |
WE ARE A LITTLE BIT LATE HAHA |
20:55 |
nerzhul |
oops caps |
20:55 |
nerzhul |
why so close ? and not just a patch release branch ? |
20:56 |
rubenwardy |
the changes to fix android aren't just bug fixes |
20:56 |
rubenwardy |
and non-trivial back porting ends up painful |
20:56 |
rubenwardy |
release early, release often |
21:03 |
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21:12 |
sfan5 |
Krock: aren't the type check errors supposed to have a backtrace? |
21:12 |
sfan5 |
wait nvm |
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21:49 |
nerzhul |
rubenwardy i agree with you, if we don't do 1 month dev and 1 month QA freeze, PR merge is painful in terms of time it will be frustrating for contributors |
21:50 |
nerzhul |
release often means be reactive on bug, but can make linux package owners crazy :D |
21:59 |
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22:14 |
Syntaxxor |
As I'm working with this, I'm remembering why I wasn't able to last time. Mainly, Irrlicht has little to no control over the actual rendering process and framebuffers are nonexistent. Is there any way around this? |
22:17 |
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22:41 |
Syntaxxor |
How can I print a value to the in-game console? |
22:42 |
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