Time |
Nick |
Message |
01:35 |
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01:53 |
MTDiscord |
<exe_virus> That said... This does help a decent bit, like maybe 30-40% faster overall execution (this piece of the puzzle is like 5x faster than before), but then hits a bottleneck with collision code (which is what this is a part of in that hot path). That would be the next project to tackle. Depending on success there, I'd expect maybe another 2-4x performance boost overall if there isn't something else lurking in the hot path once collisions |
01:53 |
MTDiscord |
are a lot cheaper. I.e. maybe I/we can double the number of supported extremely active entities or more by the time the dust settles in several months. The other cool thing this does, is that static entities that aren't doing much, have no gravity, etc: this really really helps improve performance in those cases. I haven't tested such a server, though YL is probably one such server. |
02:03 |
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02:25 |
Sokomine |
exe_virus: any server with many builders on and having itemframes installed is probably having a lot of passive entities sitting around. builders love itemframes |
02:30 |
MTDiscord |
<herowl> VL has static entities for a bunch of things, so I'd expect good results there too. |
03:22 |
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07:56 |
SFENCE |
#15002 ready for review. |
07:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/15002 -- Check for indent spaces by sfence |
08:22 |
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11:19 |
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11:27 |
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11:43 |
Krock |
Am I the only one fooled by the human-readable mod titles? I kept looking for hidroplane for a solid minute until I realized it's the entry "Shiper DUck Hidroplane" |
11:44 |
Krock |
* "Super Duck Hydroplane" |
11:45 |
Krock |
ended up debugging pkgmgr.render_packagelist to eventually notice that the entry is actually there |
11:50 |
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13:03 |
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13:11 |
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13:32 |
rubenwardy |
Is there a core dev meeting today? |
13:45 |
Krock |
I'd be around but there's no post in the discussions as I wasn't sure whether we'd get enough people this time around |
13:46 |
Krock |
who else would be available? |
13:49 |
Krock |
I suppose if we can get >= 4 people here at once, it could make sense. Aside from the reminder to check the (ne approval) PRs there's currently nothing important noted in the wiki |
13:49 |
Krock |
* (one approval) |
14:04 |
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14:08 |
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14:09 |
luatic |
Krock, rubenwardy: I'd be around |
14:13 |
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14:19 |
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14:21 |
MTDiscord |
<prolller> time to discuss type rename as first step to future ! https://github.com/minetest/minetest/compare/master...proller:minetest:minetest32double |
14:24 |
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14:30 |
luatic |
proller: This type rename would be a major chore which only makes sense if someone was planning on reviewing the follow-up type changes, which are more tricky to review. |
14:30 |
luatic |
I personally have other priorities, especially for 5.10. |
14:39 |
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15:00 |
[MTMatrix]_ |
<Zughy> Core team but I'm around |
15:00 |
[MTMatrix]_ |
<Zughy> If I don't fall asleep |
15:01 |
Krock |
so 3 core devs + 2 team members/contributors. not a lot, as usual. |
15:02 |
sfan5 |
i'm here, somewhat |
15:03 |
[MTMatrix]_ |
<Zughy> 3 and a half, let's go! |
15:03 |
Krock |
sfan.5 |
15:03 |
Krock |
alright then. Let's do a meeting. https://dev.minetest.net/Meetings#2024-08-18 |
15:04 |
Krock |
> https://github.com/minetest/minetest/milestone/27 |
15:04 |
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15:04 |
Krock |
about the touch screen issue: https://github.com/minetest/minetest/issues/14973#issuecomment-2290995235 this appears to the the minimal fix. |
15:05 |
Krock |
is anyone interested in proposing a PR? |
15:06 |
sfan5 |
I think we can just push that |
15:07 |
Krock |
thanks |
15:07 |
sfan5 |
hiding the settings and such as rubne mentioned is less important |
15:09 |
MTDiscord |
<landarvargan> I haven't tested this in a fresh MT instance yet but whenever I enable e.g the snippets mod for a world in ~latest dev it sets load_mod_snippets = share/snippets in the world.mt, instead of load_mod_snippets = true |
15:09 |
Krock |
how exactly does SDL make a difference there? I re-read the explanation from grorp but couldn't figure that out |
15:10 |
sfan5 |
we don't have touchscreen support without SDL (on windows), so if there's no SDL we shouldn't enable touch features automatically |
15:12 |
Krock |
I see. So it's indeed just the one-liner. Just to be sure, I'll open a PR so that it can be tested and reviewed properly |
15:13 |
Krock |
next: #14972 |
15:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/14972 -- Windows release archive contains broken client/shaders/Irrlicht symlink |
15:13 |
Krock |
this appears to be a packing issue. what's the origin? a script, or our CMakeLists? |
15:14 |
sfan5 |
we tell irrlicht to install files and it just makes a copy of the symlink |
15:14 |
sfan5 |
the symlink is only valid within a source checkout |
15:14 |
Krock |
and Windows might or might not support symlinks |
15:15 |
sfan5 |
it does if you are admin |
15:15 |
sfan5 |
but the symlink shouldn't be there anyway |
15:15 |
Krock |
and if the partition is not *FAT* |
15:15 |
Krock |
right. recursive copy without skipping symlinks |
15:16 |
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15:16 |
Krock |
used by RenderingEngine::RenderingEngine |
15:17 |
sfan5 |
the shaders are used by the opengl3 and ogles2 driver |
15:17 |
sfan5 |
so doesn't affect any normal users |
15:17 |
sfan5 |
(i think opengl3 is not even enabled by default?) |
15:17 |
sfan5 |
@landarvargan that's not necessarily an issue but I found something else relating to this |
15:18 |
rubenwardy |
I disagree with the touchscreen thing - that branch is fundamentally flawed and should be removed completely. Just because a windows laptop has a touchscreen doesn't mean that touch controls should be enabled by default. A lot of windows laptops come with touchscreens that are barely used |
15:20 |
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15:20 |
Krock |
and if users wanted to make use of the touchscreen, it is still accessible in the settings |
15:20 |
Krock |
so perhaps disable by default |
15:21 |
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15:22 |
Krock |
it would be great to have a method provided by the WinAPI to check whether a keyboard or mouse is present |
15:23 |
sfan5 |
well why was it merged then |
15:24 |
rubenwardy |
I have no idea |
15:24 |
Krock |
probably because most devs use Linux and it was a thing like "LGTM" |
15:24 |
sfan5 |
for 5.9.1 it should suffice if we fix the autodetection on win32 |
15:25 |
rubenwardy |
this case was literally mentioned in the PR so I don't know why it wasn't noticed |
15:26 |
Krock |
rubenwardy: which exact sentence do you mean? |
15:27 |
MTDiscord |
<landarvargan> I was going to report it and also found https://github.com/minetest/minetest/issues/15004 |
15:28 |
rubenwardy |
nevermind, I misread "The scenario where this can get wrong is laptop with touchscreen." |
15:29 |
MTDiscord |
<landarvargan> To be clear the mod doesn't load when the world.mt has load_mod_snippets = share/snippets. I'll create an issue |
15:29 |
rubenwardy |
where is the mod installed? |
15:29 |
MTDiscord |
<landarvargan> minetest/mods/ |
15:29 |
sfan5 |
no need, it's all the same root cause |
15:30 |
rubenwardy |
ahh, I'm guessing that like share == user in portable? |
15:30 |
sfan5 |
yes |
15:31 |
MTDiscord |
<landarvargan> Oh, it even duplicates in the mod selection menu |
15:31 |
MTDiscord |
<landarvargan> I'll leave it at that then, thanks |
15:33 |
SFENCE |
Looks like sideeffect from #14905 |
15:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/14905 -- Add shared mods path to get_modpaths by j-r |
15:33 |
grorp |
planning to rebase #14749 and merge it afterwards |
15:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/14749 -- [no squash] Split touch controls from UI by okias |
15:35 |
Krock |
grorp: where's the 2nd approval? |
15:35 |
sfan5 |
i wanted to merge it yesterday, you can count that as one |
15:36 |
sfan5 |
a bit funny that debian was carrying a patch like this for years when it totally breaks run_in_place builds |
15:38 |
Krock |
about 5.9.x: https://stackoverflow.com/a/51594404 might solve the autodetection on windows better. Listening to the first touch input works too, but it seems that the GUI and touch input are tightly bound together, thus would need a forced formspec update |
15:39 |
Krock |
so getting it right for 99% of the cases upon startup would be somewhat less disturbing |
15:40 |
Krock |
I could test this code with winegcc + Wine and propose a patch if that's accepted. - opinions? rubenwardy ? |
15:41 |
rubenwardy |
I feel like it's starting to get a bit too complicated. Also, Windows doesn't support touch currently witrhout SDL |
15:41 |
grorp |
Krock: "but it seems that the GUI and touch input are tightly bound together, thus would need a forced formspec update": that's exactly what the PR I'm merging fixes |
15:42 |
grorp |
ok, not exactly |
15:43 |
Krock |
so the setting "touch_controls" will then define whether to show the touch inputs |
15:43 |
Krock |
and "touch_gui" scales the thing |
15:44 |
Krock |
I don't know why but I currently cannot wrap my head around this topic |
15:47 |
sfan5 |
Krock: btw, a tablet can have a keyboard but still no mouse |
15:47 |
sfan5 |
https://cdn-dynmedia-1.microsoft.com/is/image/microsoftcorp/surface-pro-11th-edition-sapphire-compare-render-copilot?scl=1 |
15:48 |
SFENCE |
Btw, I have tablet which have touchscreen, hw keyboard and touchpad also. |
15:48 |
sfan5 |
ok well I missed the touchpad there, it does have a mouse |
15:48 |
sfan5 |
but do we want touch controls or not in this casE? |
15:48 |
sfan5 |
(and there are also tablet keyboards without touchpad) |
15:49 |
Krock |
we'd prefer keyboard and mouse where it's present |
15:49 |
Krock |
so checking against keyboard AND mouse would be necessary. otherwise check against touch support. if none is present then good luck |
15:50 |
Krock |
RIM_TYPEKEYBOARD && RIM_TYPEMOUSE |
15:52 |
Krock |
I'll test this briefly and propose a PR in the next few days if successful. I believe that also master would benefit from that. Ofc, that's all only when SDL2 is enabled. |
15:55 |
SFENCE |
On my android 6, I am able to use hw keyboard, touchpad and touchscreen at same time. |
15:55 |
sfan5 |
blindly returning true for android does not account for chromebooks btw |
15:56 |
Krock |
dear god it gets worse |
15:56 |
Krock |
there's code for Linux, so perhaps parts of it also work on Android/ChromeOS? |
15:57 |
Krock |
luatic: the link in #14992 is dead by now |
15:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/14992 -- Behavioral change in `get_bone_position` |
15:58 |
Krock |
luatic: follow-up question. it appears that you plan to work on this? is that correct? |
15:59 |
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16:01 |
celeron55 |
here's what came to my mind: what if the touch_controls setting had four possible values: disabled, enabled, auto_disabled and auto_enabled. auto_disabled would automatically switch to auto_enabled and show the touch controls when touching the screen, and auto_enabled would automatically hide touch controls if mouse movement is detected, and the others would not do any auto detection |
16:01 |
rubenwardy |
what's the user demand for this? |
16:01 |
rubenwardy |
I don't it |
16:01 |
celeron55 |
that way most users could just play without touching any setting, and if someone gets annoyed of the autodetection, then they can force it on or off |
16:02 |
rubenwardy |
the interactions that cause the switch don't do anything on the other mode |
16:02 |
celeron55 |
user demand: no idea, possibly none |
16:02 |
grorp |
#14542 |
16:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/14542 -- [no squash] Auto-toggle TouchScreenGUI in-game when receiving touch/mouse input by grorp |
16:03 |
celeron55 |
i guess my point is that if automatic switching is done, then there needs to be a way to also disable automatic switching |
16:03 |
rubenwardy |
but why |
16:03 |
celeron55 |
whether there's demand for automatic switching - i don't know |
16:03 |
grorp |
have you looked at the PR? |
16:03 |
grorp |
there is |
16:03 |
SFENCE |
Dynamic switching between mouse/touchscreen control sounds good to me. |
16:03 |
grorp |
can I merge #14749 now? |
16:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/14749 -- [no squash] Split touch controls from UI by okias |
16:04 |
Krock |
sfan gave the approval, thus yes. |
16:05 |
celeron55 |
grorp: ah i see, this PR does what i described, aside from remembering the detected setting at next launch |
16:06 |
Krock |
grorp: although ruben left a comment... |
16:06 |
grorp |
...and I implemented that and asked again on IRC |
16:06 |
Krock |
this time around I seem to be behind |
16:07 |
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16:09 |
grorp |
I should have been clearer. |
16:11 |
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16:12 |
Krock |
and as for fixing the issue in 5.9.1, are we going to use "USE_SDL2 && defined(_WIN32)" ? Everything else does not matter there due to lack of SDL2. |
16:12 |
Krock |
(I keep returning to this because it's labelled as High priority) |
16:14 |
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16:15 |
Krock |
#15003 |
16:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/15003 -- Fix Windows enabling touch controls due to existence of touchscreen by rubenwardy |
16:17 |
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16:18 |
sfan5 |
it's being adressed so I think we can skip to the next one |
16:20 |
Krock |
ah yes sorry. I was distracted by improving the Windows part |
16:20 |
Krock |
> #15000 this one is currently WIP |
16:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/15000 -- Major Server Performance Regression |
16:21 |
Krock |
waiting for profiler data or bisect results |
16:21 |
Krock |
> #14765 |
16:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/14765 -- New 5.9.0-dev networking is not allowing legitimate players to connect under some rare circumstances |
16:21 |
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16:21 |
sfan5 |
needs investigation by me but quite unlikely that a fix will be ready for 5.9.1 |
16:22 |
Krock |
it's also strange that Sokomine reported issues with server version 5.8.0 |
16:22 |
Krock |
that might be separate issues |
16:25 |
Krock |
also thanks for having a look at that issue :) |
16:25 |
Krock |
> #14999 |
16:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/14999 -- minetest 5.9 mapblock flickering depending on camera view |
16:26 |
Krock |
checking quickly |
16:36 |
Krock |
reproducing or bisecting would be nice to have here |
16:36 |
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16:37 |
Krock |
the remaining two milestone entries are 1x PR (in review) and 1 less priorized bug. |
16:37 |
Krock |
end of the milestone. Any other topics? |
16:39 |
sfan5 |
we might have to discuss some day how we want to handle minetest.register_on_item_drop and possible future additions |
16:39 |
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16:39 |
sfan5 |
(for cases where there's already a function that mods could override) |
16:39 |
Krock |
namely #14916 (and potentially more) |
16:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/14916 -- Add minetest.register_on_item_drop callback by zmv7 |
16:42 |
Krock |
yes. I think we can discuss this later. Maybe even in the issue. I got to leave soon anyway so I wouldn't be sad about ending the meeting :3 |
16:45 |
Krock |
thanks for participating. |
16:46 |
[MTMatrix]_ |
<Zughy> Thoughts about https://github.com/minetest/minetest/issues/14134#issuecomment-2294911788? |
16:49 |
[MTMatrix]_ |
<Zughy> @Warr1024 are #14113 and #14114 still a thing? |
16:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/14113 -- ERROR[Server]: Got packet command: 23 for peer id #### but client isn't active yet. Dropping packet |
16:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/14114 -- WARNING[Server]: active block modifiers took 201ms (processed ### of ### active blocks) |
16:53 |
MTDiscord |
<warr1024> let me check |
16:55 |
MTDiscord |
<warr1024> 14114 confirmed still a thing |
16:55 |
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16:56 |
MTDiscord |
<warr1024> 13113 I cannot confirm. I don't have the ability to reproduce it at will. |
16:56 |
MTDiscord |
<warr1024> I didn't find any instances in logs in the last 5 days. It may take months to show up on my server, so if you want to be sure, ask somebody with one that gets more traffic. |
16:57 |
MTDiscord |
<warr1024> I can't say "fixed in 5.9" because I saw instances of it in 5.8, but it's been quiet for a month or two at least. |
17:04 |
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17:06 |
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17:08 |
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17:14 |
Juri |
I can't post on GitHub, but I still want to tell about my experience with max_packets_per_iteration |
17:16 |
Juri |
For a long time I used a pretty high value until more and more players reported stunned clients under specific circumstances |
17:17 |
Juri |
It was very reliably happening when the server "flooded" the client with packets in areas where a lot was going on (mesecons, technic, pipeworks) |
17:18 |
Juri |
Either the clients just timed out or, much less often, they get really weirdly out of sync |
17:18 |
sfan5 |
yeah I don't suggest just increasing it |
17:18 |
Juri |
Like chat messages showing up minutes(!) later on the client while other things worked fine |
17:18 |
sfan5 |
the network code is sensitive to whatever the defaults for it are |
17:20 |
Juri |
Exactly, that's my point, I reduced it to almost default and since then the timeouts are much less frequent and since then there wasn't a single report of a stalled client |
17:21 |
Juri |
So I really really suggest leaving it default, even doubling it was enough to stun clients again |
17:22 |
Juri |
Mainly two things seem to contribute to those timeouts or stunned clients: low end devices and/or a bad connection |
17:22 |
sfan5 |
(it's really just the netcode being terrible) |
17:23 |
Juri |
I'm not in a position to judge, I just try to help by telling what I observed so far |
17:24 |
Juri |
Oh almost forgot, view range makes a difference as well |
17:26 |
Juri |
A player once was stuck in a area where she always timed out or the client got out of sync so fast that she couldn't teleport away fast enough |
17:26 |
Juri |
She got out by setting view range to 20 and join, which then left her enough time to teleport away |
17:26 |
Juri |
I reproduced it twice on my own |
17:27 |
sfan5 |
if you can reproduce that situation at will writing down the steps somewhere would be useful |
17:28 |
Krock |
we could try to introduce more channels, and with that, more bugs :3 |
17:29 |
Krock |
for rate limited connections that won't solve anything, though. |
17:31 |
Juri |
It kinda is hard to reproduce, especially since I reduced max_packets_per_iteration again... But I would be fine to crank it up again for a while to test |
17:31 |
Juri |
The most reliable way so far is by teleporting into a players base, he has a huge array of machines and stuff |
17:33 |
Juri |
I should mention it, my server is still on 5.8 |
17:35 |
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17:36 |
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17:41 |
Juri |
I just realized testing on my server is useless unless I upgraded... |
17:57 |
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18:02 |
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18:09 |
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18:22 |
sfan5 |
I think a big mistake made in 5.0 is not replacing the networking implementation with something incompatible |
18:24 |
MTDiscord |
<prolller> enet! |
18:25 |
MTDiscord |
<prolller> btw one fork can have mt+enet protocols in one running server on two ports |
18:25 |
sfan5 |
no ipv6 support. |
18:25 |
MTDiscord |
<prolller> lol, i use enet with ipv6 last 10 years |
18:26 |
sfan5 |
well upstream seems to not have it |
18:26 |
MTDiscord |
<prolller> and what? there is 3+ enet ipv6 forks |
18:27 |
MTDiscord |
<prolller> it just works, 1000% better than mt net |
18:27 |
sfan5 |
so it's not even maintained anymore? |
18:28 |
MTDiscord |
<prolller> almost not |
18:28 |
MTDiscord |
<prolller> its perfect |
18:28 |
MTDiscord |
<prolller> okay, usrsctp is better and maintained |
18:29 |
sfan5 |
yeah that would have been my pick |
18:31 |
MTDiscord |
<prolller> then you can start from here https://github.com/freeminer/freeminer/blob/master/src/network/fm_connection_sctp.cpp |
18:31 |
rubenwardy |
I would be against a hard network break again, but supporting legacy MT + something else (usrsctp?) would be ideal |
18:32 |
MTDiscord |
<prolller> start from here 8) https://github.com/freeminer/freeminer/blob/master/src/network/fm_connection_multi.cpp |
18:35 |
MTDiscord |
<prolller> need to make small changes in masterserver to allow multiprotocol announce and auto select best proto + port |
18:35 |
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18:36 |
sfan5 |
best would be to have both protocols on one port and client and server just agree to upgrade to sctp if they want to |
18:36 |
sfan5 |
from a quick look this is possible with usrsctp |
18:37 |
MTDiscord |
<prolller> its will be toooo complicated and broke some sctp features like multiip |
18:38 |
sfan5 |
well we don't want that |
18:38 |
sfan5 |
alternative hack I just thought up: vendor a tcp implementation, each reliable channel is one tcp "connection". tack unreliable packets on that somehow |
18:38 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit chat goes to #minetest. https://dev.minetest.net/ https://irc.minetest.net/ https://github.com/minetest |
18:40 |
luatic |
Krock: #15007 |
18:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/15007 -- Make getting bone overrides return the "same" euler angles by appgurueu |
18:41 |
MTDiscord |
<prolller> how its better than just use two protos ? |
18:44 |
Desour |
if we replace the network protocol, we can also go with quic |
18:45 |
Krock |
last time I checked, quic was not commonly found in repositories |
18:45 |
Krock |
luatic: perfect. thanks. |
18:47 |
sfan5 |
https://pkgs.org/search/?q=usrsctp huh this is more than I expected |
18:49 |
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18:55 |
Krock |
https://github.com/sctplab/usrsctp the readme is glorious. Why would you ever want to use this library? |
18:57 |
Krock |
manual.md on the other hand is very nice |
19:01 |
sfan5 |
if I had a few days off I'd go and implement this right now |
19:03 |
Krock |
no mention of multithreading, though. |
19:05 |
Krock |
e.g. for separate receive and send tasks. The Minetest server code is mostly single-threaded due to Lua callbacks, thus I suppose that does not make too much of a difference |
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19:33 |
sfan5 |
for some reason the client init is not sent as a reliable packet?!! |
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19:38 |
Krock |
lol that might explain a thing or two |
19:40 |
Krock |
> { "TOSERVER_INIT", 1, false }, // 0x02 |
19:41 |
Krock |
and TOCLIENT_MOVE_PLAYER is reliable, whereas it could be unreliable. |
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19:53 |
MTDiscord |
<nrz0> sfan5 it was a question i had 8 years ago when i created the New packets handlers, and i decided to keep compat |
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21:32 |
MTDiscord |
<exe_virus> Lol |
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22:34 |
[MTMatrix]_ |
<Zughy> Another funny bug #15010 |
22:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/15010 -- Can't take screenshots anymore whilst in game |
22:35 |
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22:35 |
MTDiscord |
<warr1024> whomst added the whilst, I wonder 🤔 |
22:35 |
MTDiscord |
<warr1024> wonderst * |
22:37 |
[MTMatrix]_ |
<Zughy> Imagine a world where there are more English variants than US English |
22:43 |
MTDiscord |
<warr1024> I checked it out and "whilst" is considered definitely archaic in en_US but apparently it's disputed in en_GB. Even in en_GB though I've only ever heard it used for comedic effect, so I assumed that was the intent here. |
22:45 |
[MTMatrix]_ |
<Zughy> ok, serious stuff now: are you able to reproduce the bug? |
23:03 |
rubenwardy |
can you reproduce on 5.9.0? |
23:03 |
rubenwardy |
with X11 |
23:05 |
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23:07 |
[MTMatrix]_ |
<Zughy> rubenwardy: nope |
23:08 |
rubenwardy |
ah good, not for 5.9.1 then |
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