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14:13 |
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14:14 |
grorp |
luatic: Can you please finish your review of #13964? 🙏 |
14:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/13964 -- Add Lua API function to resolve node/collision/selection boxes by grorp |
14:14 |
grorp |
It's been three months. |
14:17 |
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14:29 |
MTDiscord |
<luatic> grorp: ouch, sorry, lost track of it (this was a review I started before I was core dev, so I didn't mark it anywhere..) |
14:38 |
grorp |
luatic: I see... |
14:38 |
grorp |
The actual problem is not this specific case, the actual problem is that it always takes multiple months to get non-bugfix PRs merged. |
14:38 |
grorp |
well, not always, but usually |
14:39 |
MTDiscord |
<luatic> The problem is an overwhelming amount of PRs currently |
14:39 |
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14:39 |
MTDiscord |
<luatic> The only way I can see us tackle that is if we convert more competent, trusted active contributors to core devs |
14:40 |
grorp |
however, review/merge delays weren't shorter when there were like 80 PRs |
14:42 |
grorp |
I agree with more core devs as a solution. but the quality of merged code shouldn't suffer either :\ |
14:43 |
MTDiscord |
<luatic> 80 vs 100 isn't much of a difference. It's about the trend: Can we handle PRs faster than they pop up? And currently the answer is no. |
14:43 |
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14:43 |
MTDiscord |
<luatic> And if that doesn't change, delays will necessarily go up. |
14:45 |
grorp |
a solution could be that core devs are exclusively reviewers, so that they don't contribute to the PR heap and do more reviewing (obviously wouldn't work) |
15:19 |
[MTMatrix] |
<Zughy> I mean, if it helps we got rid of dual wielding + 2 related PRs since there was no activity... so a big thing, for better or for worse, gone |
15:35 |
celeron55_ |
it's not a good idea to avoid making PRs as a core dev - core devs are one of the people who will have the best ideas and solutions for features |
15:36 |
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15:37 |
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15:39 |
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15:39 |
grorp |
this was no serious suggestion |
15:40 |
rubenwardy |
I always feel guilty opening PRs and try to review some first, probably irrational |
15:42 |
grorp |
I can relate to that |
15:55 |
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17:43 |
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17:43 |
LandarVargan |
How common is it to get "Ran out of sequence numbers!" in the verbose logs? |
17:45 |
celeron55_ |
you need to purchase the sequence numbers DLC |
17:50 |
Krock |
or try to get a hacked Minetest version from Fitgirl |
17:51 |
Krock |
technical point of view: it just means that a packet queue is full. probably because the peer does not receive them in time |
17:52 |
Krock |
this likely means package loss, which is not nice but not much can be done about that |
17:52 |
Krock |
s/package/packet/ |
17:53 |
celeron55_ |
this species of network animal is genetically very close to the disconnect animal |
17:54 |
Krock |
bench the player. he's not useful. |
17:55 |
LandarVargan |
So the sequence numbers are per-peer then? |
17:56 |
Krock |
no, per-channel. there's currently 2 channels per peer. |
17:57 |
Krock |
which logically means that channel 1 and channel 2 packets aren't guaranteed to arrive in sequence |
17:58 |
LandarVargan |
Ah, ok |
17:58 |
Krock |
in practice, the server might process player movement packets before punching, even if the player clicked before moved. |
18:14 |
sfan5 |
in short: if the player is experiencing packet loss or a disconnect, that's it |
18:15 |
sfan5 |
or a mod might be hammering the engine too hard |
18:15 |
sfan5 |
or a yet undiscovered engine bug |
18:15 |
sfan5 |
(note as of 5.9.0-dev connection with severe interruptions should disconnect quite quickly) |
18:15 |
sfan5 |
(please test any bugs you might want to report on that first) |
18:19 |
LandarVargan |
I suspect someone discovered another DoS exploit, but there's a chance I've just managed to break something without realizing. Still looking around through the logs |
18:31 |
MTDiscord |
<warr1024> If "sequence numbers" is the thing we use for sound or particle IDs, the way they were allocated was changed recently to fix a bug. |
18:32 |
ROllerozxa |
I assume sequence numbers refers to the networking code |
18:33 |
MTDiscord |
<warr1024> Hmm, I thought there was an internal sequence generator for handle IDs, which was changed in https://github.com/minetest/minetest/pull/14059 |
18:34 |
MTDiscord |
<warr1024> the idea being instead of reusing the lowest free one, it should keep counting and then wrap around at the end ... but who knows how long since wrapping around was actually tested? |
18:34 |
MTDiscord |
<warr1024> if it's specific to networking ... well, I guess that's just the pain of reinventing SCTP then I guess. |
18:37 |
sfan5 |
it is the latter |
19:14 |
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19:22 |
LandarVargan |
Is walls of `Server::peerAdded(): peer->id=<random number>` (Presumably for every online player) every second normal? |
19:25 |
LandarVargan |
Alongside `Server: Handling peer change: id=<peerid>, timeout=0` followed by `Server: Handling peer change: id=<peerid>, timeout=1` in the same pattern I think |
19:27 |
LandarVargan |
The server eventually just stops accepting connections (and the irc mod's relay times out), and I have to kill the minetestserver process to restart it |
19:31 |
sfan5 |
no, you should update |
19:31 |
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19:33 |
grorp |
merging #13964 in 10 min. thanks for reviewing, luatic. |
19:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/13964 -- Add Lua API function to resolve node/collision/selection boxes by grorp |
19:35 |
MTDiscord |
<luatic> np, LGTM. I'd merge #14330 in 15 min then now that the corresponding Irrlicht changes have been merged. |
19:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/14330 -- Support absent scene node names by appgurueu |
19:35 |
sfan5 |
it will not work |
19:36 |
MTDiscord |
<luatic> sfan5: I suppose I would need to create an IrrlichtMT release? |
19:37 |
MTDiscord |
<luatic> (for the CI to work) |
19:38 |
MTDiscord |
<luatic> I mean we could also wait for gltf and just have everyone check out irrlichtmt v14 till then |
19:38 |
sfan5 |
I'd prefer that |
19:38 |
sfan5 |
and yes you'd need to create a release on the irrlichtmt repo and upload the right artifacts with the right names |
19:41 |
MTDiscord |
<luatic> alright |
19:42 |
sfan5 |
fwiw you could already merged them now if you put and #if around it |
19:45 |
sfan5 |
LandarVargan: (assuming you're not running a version state from about Jan 20) |
19:55 |
proller |
why irrlicht still not added as submodule ? |
19:57 |
MTDiscord |
<luatic> proller: it is planned to merge it into the minetest tree soon (TM) |
19:57 |
ROllerozxa |
just merge irrlichtmt already |
19:59 |
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20:07 |
nrz |
yep just merge and clearnup will be done overtime |
20:15 |
LandarVargan |
I'm running latest dev with a few added commits like the object observers PR, I'm currently waiting to see if I have issues with raw minetest-dev |
20:32 |
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23:33 |
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