Time |
Nick |
Message |
00:02 |
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FrostRanger joined #minetest-hub |
00:03 |
GreenDimond |
but I dont think I am going to get far in the way of fixing digtron |
00:18 |
GreenDimond |
IhrFussel: Tested on a compiled version, still no change. |
00:19 |
IhrFussel |
GreenDimond, if possible make a video showcasing it ... and then I will try to to everything exactly as you in the video |
00:19 |
IhrFussel |
to do* |
00:25 |
GreenDimond |
IhrFussel: https://nofile.io/f/7mTJhrBRSF5/sharkfail.mp4 |
00:31 |
IhrFussel |
Thanks will do the exact same in a moment |
00:40 |
benrob0329 |
Is there a way to change the max length of a username? |
00:43 |
GreenDimond |
IhrFussel: Are you on Linux or Windows? |
00:45 |
IhrFussel |
Linux (Xubuntu 18.04) |
00:46 |
GreenDimond |
rofl |
00:46 |
GreenDimond |
same here |
00:50 |
GreenDimond |
Identical OS, identical Minetest version, identical mods, different result. |
00:54 |
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Fixer joined #minetest-hub |
00:55 |
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ANAND joined #minetest-hub |
01:02 |
GreenDimond |
IhrFussel: Anything? |
01:10 |
IhrFussel |
Sorry I'm on CTF right now... and the server seems to ignore hits a lot cause of the lag likely... I wonder why nobody tried to optimize the code there...on my server lag with 200 mods is mostly 0.3-0.4 sec max |
01:27 |
ANAND |
Hehe |
01:27 |
ANAND |
rubenwardy: ^ :) |
01:29 |
IhrFussel |
You should enable the mod profiler to see what's wrong...CTF is partly unplayable...like seriously |
01:30 |
IhrFussel |
It might help to increase the server step a little... in case it#s the default (90-100ms) right now |
01:33 |
IhrFussel |
Or decrease active_block_range (but that might be a very drastic change) |
01:35 |
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DoyleChris joined #minetest-hub |
01:35 |
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DoyleChris left #minetest-hub |
01:36 |
rubenwardy |
it's not due to CPU, IhrFussel |
01:36 |
rubenwardy |
it's a network issue |
01:37 |
IhrFussel |
/status shows the internal lag caused by mods..and it is constantly at 0.5-0.6 seconds |
01:37 |
rubenwardy |
no process or core goes above 40% |
01:38 |
IhrFussel |
Just enable the mod profiler once and you see what causes so many ms lag |
01:38 |
rubenwardy |
I have |
01:38 |
rubenwardy |
and it's sauth |
01:38 |
IhrFussel |
That makes sense |
01:39 |
rubenwardy |
it's a lot worse without sauth |
01:39 |
rubenwardy |
almost a second of no packets every 18 seconds |
01:39 |
IhrFussel |
shivajiva told me he's working on a solution...possibly changing the DB structure... one table for each letter so the mod needs to look through less records in on_prejoin() |
01:39 |
rubenwardy |
also, a high thing in status doesn't mean it's mods |
01:39 |
rubenwardy |
it could be network I/O |
01:39 |
rubenwardy |
*blocking network I/o |
01:39 |
rubenwardy |
or just blocking things generally |
01:40 |
IhrFussel |
sauth does cause the most lag on my server too... 200ms when a player connects is unacceptable |
01:42 |
rubenwardy |
I wonder what would happen if I switched to built-in and disabled writing |
01:42 |
rubenwardy |
like, it would all be in memory |
01:43 |
IhrFussel |
I bet you have much more records in your auth DB...I have 150,000 |
01:44 |
rubenwardy |
295638 |
01:45 |
rubenwardy |
should probably make a clean up script |
01:45 |
rubenwardy |
delete all players with < 100 score |
01:45 |
rubenwardy |
well, CTF doesn't actually save player data at all |
01:45 |
rubenwardy |
only auth data |
01:50 |
rubenwardy |
https://gist.github.com/rubenwardy/649c921947c64a60bf123ba4e3eb2bb4 |
01:50 |
rubenwardy |
IhrFussel ^ |
01:50 |
rubenwardy |
most of it is in s* |
01:51 |
rubenwardy |
but there's probably room for improvement in a lot of the mods, such as gauges |
01:51 |
rubenwardy |
don't understand why no_guests takes so long |
01:53 |
IhrFussel |
sauth and sban are the most intensive ones, cause they cause unexpected lag in prejoin() which happens a lot more than many other callbacks I'd say..basically whenever someone tries to connect |
01:55 |
IhrFussel |
I guess no_guests also needs auth so it causes the same lag as sauth itself |
01:55 |
rubenwardy |
oh wait, I do a player_exists check in no_guests |
01:55 |
rubenwardy |
maybe without that it'd be faster |
01:55 |
rubenwardy |
heh |
01:57 |
rubenwardy |
it would be nice if sauth had an in-memory cache of a certain size for the last N online players |
01:58 |
rubenwardy |
or maybe if it could use LuaJIT's extension for C-sided memory to get around the limit |
01:58 |
rubenwardy |
then you could have all players in memory with sqlite for serialisaiton |
01:58 |
rubenwardy |
hey |
01:58 |
rubenwardy |
*heh |
02:00 |
IhrFussel |
That's exactly what shivajiva talked to me about in msg yesterday ... he plans to 1. Add a cache that remembers the last X auth entries and 2. wants to possibly change the data structure so that the records are not in 1 huge table but each letter gets its own like table A table B etc |
02:03 |
IhrFussel |
But then he thought 37 tables might be too much and he thought about merging certain letters |
02:03 |
rubenwardy |
that's bad practice |
02:04 |
rubenwardy |
surely sqlite would have a proper index for that? |
02:06 |
GreenDimond |
IhrFussel: Plz test |
02:08 |
IhrFussel |
I will now |
02:10 |
IhrFussel |
GreenDimond, did you try it with another world yet? Or new world? |
02:15 |
rubenwardy |
!title https://github.com/MT-CTF/capturetheflag/issues/320 |
02:15 |
MinetestBot |
rubenwardy: Performance Issues · Issue #320 · MT-CTF/capturetheflag · GitHub |
02:18 |
GreenDimond |
IhrFussel: Occurs in fresh world as well |
02:18 |
IhrFussel |
GreenDimond, https://nofile.io/f/9jqjWbmXC7p/mobs_debug.mp4 |
02:20 |
IhrFussel |
I probably should've increased the recording resolution...I hope it's clear enough |
02:20 |
GreenDimond |
you are substituting the var inside that output right? |
02:20 |
GreenDimond |
not just printing "it is false"? |
02:21 |
IhrFussel |
minetest.chat_send_all("after_activate() runs ... self._megalodon is '"..dump(self._megalodon).."'") |
02:21 |
GreenDimond |
well then I dont know what to do |
02:22 |
GreenDimond |
IhrFussel: You are printing that before you set it right? |
02:22 |
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FrostRanger joined #minetest-hub |
02:23 |
IhrFussel |
The after_activate() runs directly at the start of the callback but self._megalodon tells that it's nil first and the 'set to false' |
02:24 |
GreenDimond |
Is your print statement at the beginning ofr the after_activate() function |
02:24 |
GreenDimond |
If not its an invalid print |
02:24 |
IhrFussel |
Now I changed the false/true random number to 1,2 ... in theory it should be false or true now randomly |
02:25 |
GreenDimond |
All im saying is print the value right at the start of after_activate |
02:26 |
GreenDimond |
It should say its nil the first time |
02:26 |
GreenDimond |
and false/true the rest |
02:26 |
GreenDimond |
print the value and then check for it/set it |
02:27 |
GreenDimond |
so the first time the mob loads it should print nil |
02:27 |
GreenDimond |
the rest it should print a consistent value |
02:29 |
IhrFussel |
https://nofile.io/f/6JbmHsw3OaH/shark_debug2.mp4 |
02:30 |
GreenDimond |
so yeah |
02:30 |
GreenDimond |
yours works |
02:30 |
GreenDimond |
wait |
02:31 |
GreenDimond |
IhrFussel: You arent using 0.4.17.1 |
02:31 |
IhrFussel |
Let me check multiple activates ina row |
02:31 |
GreenDimond |
What commit of Minetest are you using |
02:33 |
IhrFussel |
AFAIK the devs didn't touch entity code between my commit and 0.4.17.1 ... let me check from when mine is |
02:39 |
GreenDimond |
The commit hash should be on the window title |
02:40 |
GreenDimond |
IhrFussel: I just need to commit hash |
02:41 |
IhrFussel |
I will compile 0.4.17.1 |
02:41 |
GreenDimond |
Guess ill test with 0.4.16 then |
02:43 |
GreenDimond |
No difference |
02:45 |
IhrFussel |
git checkout 0.4.17.1 is enough right? After that I just execute cmake & make |
02:46 |
GreenDimond |
you dont need to cmake |
02:46 |
GreenDimond |
er |
02:46 |
GreenDimond |
if you already have the build |
02:46 |
GreenDimond |
If its a fresh build then yeah |
02:46 |
GreenDimond |
I was downgrading from an already existing build so I didnt need to cmake |
02:47 |
IhrFussel |
But the -b flag is not needed in checkout? |
02:48 |
GreenDimond |
correct |
02:48 |
GreenDimond |
unless you want it as a new branch |
02:51 |
IhrFussel |
Compiling takes a bit on my local PC... 65% now |
02:58 |
rubenwardy |
https://i.rubenwardy.com/TT4lg.png |
02:58 |
rubenwardy |
note that 100 score can be gained in a single kill |
03:00 |
GreenDimond |
how much of that is bots before you added bot handling |
03:04 |
IhrFussel |
Why do you still call them 'bots'? They are regular people like me and you...they just happen to use an app to connect to servers and that app gives them (by default) a randomly generated username and randomly generated password... 99% of them don't bother/don't know to change that name and just choose a server |
03:05 |
IhrFussel |
Their app tends to give them a NEW generated name once in a while so that explains why one IP sometimes has 30+ different names |
03:06 |
GreenDimond |
IhrFussel: What? I mean bots. |
03:06 |
IhrFussel |
They are likely confused as heck cause they don't know that they actually play on a 'Minetest' server...since their app is called 'Exploration 3D' or something like that |
03:06 |
GreenDimond |
Im gonna stop you right there |
03:06 |
GreenDimond |
I mean literal bots |
03:07 |
IhrFussel |
There are barely any real bots on servers |
03:07 |
GreenDimond |
Oh really |
03:07 |
GreenDimond |
I beg to differ :) |
03:07 |
GreenDimond |
A player that sits at the exact location they spawned in and punches air for 10 minutes is a bot |
03:07 |
IhrFussel |
I have my server since almost 3 years and am online up to 10 hours per day... I should know when I have bots |
03:08 |
GreenDimond |
a player that wanders at random going no further than 10 meters in a bot |
03:08 |
GreenDimond |
HOMETOWN had bots |
03:08 |
GreenDimond |
They exist |
03:08 |
GreenDimond |
And just because your server was lucky to not have them doesnt mean they dont exist |
03:08 |
GreenDimond |
I know for a fact they exist |
03:09 |
GreenDimond |
My server has a rules interface that sends a chat message when someone hits disagree or agree |
03:09 |
IhrFussel |
No those are not bots...bots are the ones that advertize something in the chat...or there were bots that 'float' in one direction ... randomly walking players are no bots |
03:09 |
GreenDimond |
Roughly 3 times per day a user will log on and press both buttons at the same time |
03:09 |
GreenDimond |
Thus sending both chat messages at once |
03:10 |
GreenDimond |
> bots are the ones that advertize in chat |
03:10 |
GreenDimond |
bs |
03:10 |
GreenDimond |
Most of the time they dont |
03:10 |
GreenDimond |
> randomly walking players are no bots |
03:10 |
GreenDimond |
When they go in literal circles and punch air, they are |
03:10 |
GreenDimond |
They go no further than 10 blocks from spawn |
03:10 |
GreenDimond |
There is no exploratio |
03:10 |
GreenDimond |
+n |
03:10 |
GreenDimond |
they dont even look at other players, they dont seem to have any goal |
03:10 |
GreenDimond |
they move around at random and punch nothing |
03:11 |
IhrFussel |
No they could just be confused ... I've never seen players walking in circles then... mine walk in one direction for a bit at least before they stop and turn around or walk backwards again... I see no bot behavior in that |
03:11 |
GreenDimond |
Just because you've never seen it doesnt mean it doesnt exist |
03:11 |
GreenDimond |
So stop using it as a reason |
03:11 |
GreenDimond |
:) |
03:12 |
IhrFussel |
Most of the ese randomly generated names are NOT bots... I am right in that |
03:12 |
GreenDimond |
I dont care about that |
03:12 |
IhrFussel |
So blocking them means you block most mobile users |
03:12 |
GreenDimond |
That's fine |
03:13 |
GreenDimond |
None of that was my point |
03:13 |
GreenDimond |
My point is bots exist |
03:13 |
GreenDimond |
I almost found it offensive when you said "Why do you still call them 'bots'?" |
03:13 |
GreenDimond |
I never did |
03:14 |
GreenDimond |
You immediately jumped to the conclusion that I call every randomly generated name a bot |
03:14 |
GreenDimond |
I call bots 'bots' |
03:14 |
GreenDimond |
When 99% of players that join my server with a randomly generated name press 2 buttons at once, they are bots. |
03:21 |
IhrFussel |
It's not 99% ... maybe you have a bug in your formspec then |
03:21 |
IhrFussel |
It still works in 0.4.17.1 ... data is set to true/false |
03:21 |
GreenDimond |
IhrFussel, do not tell me what is and what isnt. |
03:22 |
GreenDimond |
99% of the players that join with a randomly generated name press both buttons at once |
03:22 |
GreenDimond |
There is no bug |
03:22 |
GreenDimond |
Because it works fine for other players |
03:22 |
IhrFussel |
Maybe their app code is broken...did you know that clients are able to HALT map sending for everyone? |
03:23 |
GreenDimond |
Yes I do know that |
03:23 |
IhrFussel |
Those are also not bots |
03:23 |
GreenDimond |
And I refuse to chalk it up to app code |
03:23 |
GreenDimond |
If their app does that then they wont be able to play the server anyway |
03:23 |
GreenDimond |
Stop trying to defend them |
03:24 |
GreenDimond |
You do things your way, ill do things my way. |
03:24 |
GreenDimond |
Thank you for trying to help me with the mob problem, I have no idea why it works for you and not me. |
03:25 |
IhrFussel |
Maybe you just spend more time with them to see who they really are...I find it disrespectful to call them 'bots' just because they might use a broken app on iOS which has no official MT version... it's not their fault in this case ... most app users I see seem to know what they do... they can look at you and follow you...they can read signs or just look around ... don't tell me 'bots' could do that |
03:25 |
IhrFussel |
Maybe you should just* |
03:26 |
IhrFussel |
You only see if they look at you when you use 'playeranim' |
03:28 |
GreenDimond |
IhrFussel, stop. You clearly dont get what I am saying and I refuse to entertain this argument. |
03:28 |
GreenDimond |
iOS users are iOS users and bots are bots. |
03:28 |
GreenDimond |
And that's all I have to say. |
03:30 |
IhrFussel |
99% are not bots dude...this cannot be true in any shape or form...more like 99% are mobile users and 1% bots maybe ... but believe what you want to believe ... I doubt that you spend enough time on your server to know that so many bots connect to it |
03:30 |
GreenDimond |
lol |
03:30 |
GreenDimond |
Did I say 99% are bots? |
03:30 |
GreenDimond |
Were you reading? |
03:31 |
GreenDimond |
I spend almost every waking hour watching my server |
03:31 |
GreenDimond |
Maybe I shold repeat myself |
03:32 |
GreenDimond |
99% of the players that join with a randomly generated name press both b |
03:32 |
GreenDimond |
buttons at once* |
03:32 |
IhrFussel |
You said they are bots just because they somehow manage to press both buttons at once ... that can have many reasons... for example I think some clients don't receive a certain formspec on my server at all after they join |
03:32 |
GreenDimond |
Did I say 99% of players are bots? |
03:33 |
IhrFussel |
After you join you are asked to either enable or disable PvP ... and many of them press neither |
03:33 |
GreenDimond |
If you didnt tell it to not exist when they press escape, then they can press neither. |
03:34 |
IhrFussel |
You said that if 99% of random generated names press both buttons they are bots |
03:34 |
GreenDimond |
Yay you read it |
03:35 |
IhrFussel |
Yes so you meant 99% of those are bots |
03:35 |
GreenDimond |
Yes good you got it :) |
03:35 |
GreenDimond |
Every player gets the formspec, that I am certain of. |
03:35 |
GreenDimond |
Thats easily seen |
03:35 |
GreenDimond |
The chat message is only sent when they press a button |
03:36 |
GreenDimond |
So no formspec, no button, no chat message. A chat message is always sent, so they always get the formspec. |
03:37 |
IhrFussel |
No no you don't know whether or not their APP displays the formspec ... some of those fake apps are badly programmed I tell you |
03:37 |
GreenDimond |
Ok? |
03:37 |
GreenDimond |
So they shouldnt be playing |
03:37 |
GreenDimond |
Works for me |
03:38 |
GreenDimond |
But yes, it does display. |
03:39 |
GreenDimond |
If you really think that a player can randomly tap a screen and manage to press 2 very specifically placed buttons at once, I would rethink a few things. |
03:39 |
IhrFussel |
That's what no_guests is for ... but server that use this mod and are not CTF are largely dead when using it ... cause FACE IT... ~ 90% of MT userbase is mobile players |
03:39 |
GreenDimond |
When did we start talking about that |
03:39 |
GreenDimond |
All my users receive the formspec |
03:40 |
GreenDimond |
And every time a user with a randomly generated name joins, both buttons are pressed at once. |
03:40 |
IhrFussel |
Again you don't know that...the client is instructed to do what you want but if it's badly programmed it might not do what you want...it might actually even crash |
03:40 |
GreenDimond |
*sigh* |
03:40 |
GreenDimond |
You dont get it do you |
03:40 |
GreenDimond |
If they cant see the formspec, THEY CANT PRESS BUTTONS |
03:40 |
GreenDimond |
Especially 2 at the same time |
03:41 |
GreenDimond |
But they do |
03:41 |
GreenDimond |
which means it CAN |
03:41 |
GreenDimond |
and they DO |
03:42 |
IhrFussel |
That could be part of the "convenience" gameplay ... why do you think apps started to give their users random names and passwords? Cause more and more server disallowed empty names and many didn't know what to do when that happens |
03:42 |
GreenDimond |
"convenience gameplay".... |
03:43 |
GreenDimond |
being..? |
03:43 |
IhrFussel |
You should try out such a fake app... it gives you a nice random name, random password like X5GhjIop pre-determined so you only have to click connect |
03:43 |
GreenDimond |
"press all buttons in your formspec at once!" |
03:43 |
GreenDimond |
I have, Ihr. |
03:43 |
GreenDimond |
I have. |
03:43 |
GreenDimond |
I get how it all works. |
03:43 |
GreenDimond |
I KNOW this stuff. |
03:43 |
GreenDimond |
You dont need to tell me. |
03:43 |
GreenDimond |
and you know what else I know? |
03:43 |
GreenDimond |
I KNOW that the players with randomly generated names ALWAYS press both at once |
03:44 |
GreenDimond |
So you mean to tell me they ALL use the SAME app that does the SAME "convenience function" (lmao) to press BOTH buttons at once that they might not even SEE? |
03:44 |
GreenDimond |
Let me know when pigs fly |
03:44 |
IhrFussel |
That the bad clients press all buttons at once could be bad code... I don't see that happen on my server btw...players either enable or disable PvP and that displays in the chat...not once did I see both at the same time... so I cannot confirm what you say |
03:45 |
GreenDimond |
> I cannot confirm what you say |
03:45 |
GreenDimond |
So? |
03:45 |
GreenDimond |
Just because you cant confirm it doesnt mean it doesnt happen |
03:46 |
GreenDimond |
Look at it this way |
03:46 |
GreenDimond |
I've never seen a mobile client that presses all buttons at once |
03:46 |
GreenDimond |
Ever |
03:46 |
GreenDimond |
Which is why its a bot |
03:46 |
GreenDimond |
because its NOT a mobile client |
03:46 |
IhrFussel |
It means for now it only happens on your server until someone else confirms the same behavior on theirs |
03:46 |
GreenDimond |
That what happens? |
03:46 |
GreenDimond |
Bots? |
03:46 |
GreenDimond |
lol |
03:46 |
GreenDimond |
they happened on HOMETOWN too |
03:46 |
GreenDimond |
and CTF |
03:46 |
GreenDimond |
and literally every other server |
03:47 |
IhrFussel |
Then ask yourself what a 'bot' would gain from connecting to random MT servers and pressing all buttons, randomly moving in circles and punching... what is the point?! |
03:48 |
GreenDimond |
Who cares? |
03:48 |
GreenDimond |
Take up server resources for one |
03:48 |
GreenDimond |
Scrape data for two |
03:51 |
IhrFussel |
I recommend to install 'playeranim' and THEN watch them again while they walk around...watch their heads... if they always look in the same direction or move in certain patterns then it might be a non-human ... but anyone who's able to look at me is no bot |
03:51 |
GreenDimond |
No :) |
03:51 |
GreenDimond |
I dont need to do extra work to over confirm what I already know and what you dont know |
03:51 |
GreenDimond |
And thats fine with me |
03:52 |
GreenDimond |
You dont need to play my server |
03:52 |
GreenDimond |
And I dont expect you to |
03:53 |
IhrFussel |
I just get mad at server owners calling most mobile players 'bots' cause some of those 'bots' built stuff no regular name managed to do ... and Shara agrees there |
03:53 |
GreenDimond |
Thats a good thing |
03:53 |
GreenDimond |
mobile players arent bots |
03:53 |
GreenDimond |
bots are though :D |
03:53 |
GreenDimond |
Good day :) |
04:00 |
IhrFussel |
I never claimed that MT has no bots...but calling 99% of the players with random names "bots" is bit too far-fetched |
04:13 |
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04:48 |
sofar |
why would someone spider the PRMS and download a file every x seconds, taking 4 days to download a pitiful amount of data (maybe a few mb, lol) |
04:55 |
sofar |
I don't even understand how they managed to get a good sha1 list in the first place without a MT client |
04:55 |
sofar |
bizarre |
07:51 |
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08:24 |
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08:59 |
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09:08 |
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11:11 |
Shara |
Guh at Fussel dropping my name to try and win.. whatever that was. |
11:13 |
Shara |
I can only go by what I've seen personally, and I've never yet seen player behaviour that matches what GreenDimond describes. I have seen players who run about banging into things, then pause, and who seem hopelessly lost, but the behaviour isn't structured or patterned in any way. Just seems like young kids bashing buttons. |
11:14 |
Shara |
Left long enough, a lot of them just start standing in spawn changing their skins over and over again, because they can't read the signs but do eventually figure out how to do that. |
11:39 |
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11:39 |
Krock |
o/ |
11:50 |
nerzhul |
i just released a new android APK based on the stable-0.4 |
11:50 |
nerzhul |
https://github.com/minetest/minetest/releases/download/0.4.17.1/Minetest-0.4.17.3.apk |
11:50 |
nerzhul |
can users with problems test it ? |
11:50 |
nerzhul |
i just tested it on my phone at works it works as intendee |
12:22 |
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15:29 |
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15:31 |
IhrFussel |
Shara: I didn't use your name to win an argument ... I said that you and me both saw players with random names that build better than most players with "normal" names |
15:32 |
IhrFussel |
Oh and "GUI scaling is fine" -> ihrfussels-server.tk/apkss.png |
15:33 |
IhrFussel |
nerzhul ^ |
15:33 |
nerzhul |
IhrFussel: fine without backporting all fixes ? nice :D |
15:34 |
IhrFussel |
You ignore the fact that this bugfix release is partly unusable on many devices and you don't care either it seems |
15:35 |
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15:37 |
nerzhul |
i didn't looked at the screenshot |
15:38 |
nerzhul |
this release fix crashes on many devices |
15:38 |
nerzhul |
now we can go ahead and backport the other fix |
15:38 |
nerzhul |
do you remember who don't have scaling problems but app crashing on startup ? |
15:38 |
nerzhul |
with that at least we ensure this release is valid |
15:38 |
nerzhul |
(for this problem) |
15:39 |
IhrFussel |
You should look at the screenshot |
15:39 |
IhrFussel |
It is HORRIBLE |
15:40 |
IhrFussel |
Of course fixing a crash is more important... But why not fix as many things as possible in a "bugfix release" ? |
15:40 |
nerzhul |
time |
15:41 |
nerzhul |
and push the first fix asap they are available and tested |
15:41 |
IhrFussel |
Now I have to tell my players "sorry you need to wait for another apk update to adjust your settings, this one only fixes crashes on sone phones" ... This will sound really silly |
15:41 |
nerzhul |
do you remember when the scaling problem occurs ? |
15:41 |
nerzhul |
or is this an historical problem ? |
15:42 |
IhrFussel |
It was always there and was fixed in 5.0.0-dev so I really hoped that it will make it into the very next bugfix release |
15:43 |
nerzhul |
okay, then users never played on android because it never works |
15:43 |
nerzhul |
then they don't wait for a regression fix |
15:43 |
nerzhul |
they wait for gameplay on android |
15:43 |
nerzhul |
the main problem on play store is crash reports |
15:43 |
nerzhul |
(on the reviews) |
15:44 |
nerzhul |
if someone without scaling problem but crash can confirm i can push |
15:45 |
nerzhul |
we should really have more tiny dev cycles |
15:45 |
nerzhul |
i don't know if we can apply it to core engine or not |
15:46 |
nerzhul |
and if other coredev can agree to have a faster dev cycle, faster than 2 years dev cycle |
15:49 |
nerzhul |
these days i'm very busy at work and today is a special day for me then i cannot do more this week than reviewing because of this special day, sorry IhrFussel. I know you want all, but we should be more agile and push fixes on the rythm we can :( |
15:50 |
IhrFussel |
Many many just don't use Minetest Android cause the controls SUCK...like literally, cause 0.4.X still uses those stupid arrows for movement |
15:50 |
rubenwardy |
we don't normally have a 2 years dev cycle |
15:50 |
rubenwardy |
it's normally 6 months |
15:50 |
nerzhul |
controls are in 5.0.0 |
15:50 |
nerzhul |
and they are interesting |
15:50 |
nerzhul |
rubenwardy i know |
15:51 |
nerzhul |
rubenwardy: can you take time to polish your remaining features blocking release this week or next week ? |
15:52 |
IhrFussel |
I know that pretty much everything got improved in the 5.0.0 apk ... I'm saying many will still not install/use the newest bugfix apk cause the controls still suck there |
15:52 |
nerzhul |
controls will not be part of 0.4.17 |
15:55 |
IhrFussel |
I didn't expect it to... I listen to what my players say...and I hear a lot about "i use [enter 3rd-party client here] cause controls are not good in Minetest for android" |
15:56 |
IhrFussel |
So controls are a very big reason why so few use the official app *right now* |
15:56 |
nerzhul |
i understand the point, but we are not talking about 5.0.0 now :( |
15:57 |
IhrFussel |
We talked about why people don't use the official app kinda so I wanted to add that reason |
15:58 |
nerzhul |
yeah but both releases has different goals :) |
15:59 |
nerzhul |
i hope we can release the 0.4.17.X on android before 5.0.0, else it will be waste of time |
15:59 |
nerzhul |
i wait 1 or 2 days and promote the previous 0.4.17.3 release to production if i don't see a major issue on my phone |
16:00 |
nerzhul |
and next i will try to take time to look to backport the scaling issue, but maybe it will be better for focus on the 5.0.0 release |
16:01 |
IhrFussel |
The crashes only affected "older" Android versions right? So we need people with old devices... Average lifespan of a smartphone nowadays is 9 months last I heard |
16:04 |
nerzhul |
android 5 and older if i remember |
16:05 |
nerzhul |
i hope it's not 9 months, or it's ridiculous, i keep mine 2 years at least :p |
16:06 |
IhrFussel |
A week ago I had someone on my server with that INVALID_ENUM bug ... He said he cannotread the chat cause it is full of errors ... I told him to install 0.4.16 in the meantime...when I see him I can ask him to install -3 |
16:07 |
IhrFussel |
You also fixed the ENUM chat flood right? |
16:08 |
nerzhul |
the release was done with a very clear machine in relese mode |
16:09 |
jas_ |
wow impressive post by xiong on stu's unofficial andrioid thread. |
16:10 |
jas_ |
other interesting bug reports/feedback |
16:13 |
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16:23 |
jas_ |
hi |
16:44 |
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17:40 |
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18:06 |
sofar |
Calinou: do you have appimages of 0.4.13 or 0.4.11? |
18:09 |
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18:46 |
Calinou |
sofar: nope |
18:46 |
Calinou |
if you need to run them, I guess you should build them from a container if current compilers are too new |
18:46 |
Calinou |
(or run the Windows binary in WINE :P) |
18:47 |
Calinou |
I should build a 0.4.17.1 AppImage by the way |
18:48 |
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19:00 |
sofar |
trying to repro something with an old client, lol |
19:00 |
sofar |
I found a 32bit appimage, but, my distro doesn't like it much XD |
19:03 |
sofar |
heh, somehow I had the foresight to clone a 0.4.13 tree at some point |
19:03 |
sofar |
let's see if it still compiles |
19:03 |
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GreenDimond joined #minetest-hub |
19:04 |
sofar |
amazig |
19:04 |
sofar |
whodathunk that it still just compiles! |
19:06 |
GreenDimond |
Shara: I dont know of many servers with a rule formspec on_join that kicks/grants when the deny/accept buttons are pressed respectively and send a chat message to the server _and_ Discord where it is there to read later. So I am sad but not surprised that I am the only one experiencing this :/ |
19:07 |
sofar |
btw about that |
19:07 |
sofar |
I just realized that even fsc won't properly protect against that |
19:08 |
sofar |
it'll be a 50-50 chance that they get through |
19:08 |
GreenDimond |
Against what? |
19:08 |
sofar |
essentialy it's a formspec input abuse tactic |
19:08 |
sofar |
you would have to ban on anyone who clicks the wrong button |
19:09 |
GreenDimond |
I just kick them |
19:09 |
sofar |
if they click accept and reject within a second I would ban them |
19:09 |
sofar |
if they click reject first, just kick |
19:09 |
sofar |
if they accept, and reject, ban |
19:09 |
GreenDimond |
Oh thats an interesting idea |
19:09 |
sofar |
here's what I would do |
19:10 |
sofar |
when they click, wait 1 second to process the input |
19:10 |
GreenDimond |
The problem is that both messages are sent and are pretty spammy |
19:10 |
sofar |
capture all inputs |
19:10 |
sofar |
after 1 second, if both responses are received, ban |
19:10 |
GreenDimond |
Good idea |
19:10 |
sofar |
if only one choice, kick or grant |
19:11 |
GreenDimond |
I had a funny thought |
19:11 |
sofar |
just have the formspec handler store the input in a table |
19:11 |
GreenDimond |
I could add hidden buttons in a few places that only bots would press |
19:11 |
sofar |
and run a minetest.after after each input to handle all input |
19:12 |
GreenDimond |
Right |
19:13 |
sofar |
I would also seriously think about logging client version and IP address |
19:13 |
GreenDimond |
Already logging IP addresses |
19:13 |
Shara |
GreenDimond: it's more about the moving in circles and punching air thing. |
19:13 |
GreenDimond |
Im going to add a logger with a ratio of kicks to bans with randomly generated names |
19:13 |
GreenDimond |
Shara: Hm? |
19:14 |
Shara |
Was replying to: |
19:14 |
Shara |
GreenDimond: Shara: I dont know of many servers with a rule formspec on_join that kicks/grants when the deny/accept buttons are pressed respectively and send a chat message to the server _and_ Discord where it is there to read later. So I am sad but not surprised that I am the only one experiencing this :/ |
19:14 |
GreenDimond |
Yes I figured that part |
19:14 |
GreenDimond |
What's more about the moving in circles and punching air thing? |
19:14 |
GreenDimond |
Most people experience that? Or dont? |
19:14 |
Shara |
I've seen plenty of random/weird movement and punching from players, but have even spoken with a few of them after watching them, and it's usually that the mpa hasn't loaded well and they have no clue what they're doing |
19:15 |
GreenDimond |
Yes, but when the player doesnt move far enough for the chunk to not load? |
19:15 |
Shara |
I've never seen anyone walk in what seems like bot-like movement (apart from you know who that one time when he was doing you-know-what) |
19:15 |
GreenDimond |
heh |
19:16 |
Shara |
The chunk can always not load |
19:16 |
GreenDimond |
When I say "circle" I mean sparatic movement with no clear goal |
19:16 |
Shara |
Useless connection/device isn't so rare sadly |
19:16 |
GreenDimond |
usually ending up where theyve already been |
19:16 |
Shara |
It's not methodical enough to make me think it's automated when I see things like that |
19:17 |
GreenDimond |
Things dont have to be methodical |
19:17 |
GreenDimond |
Random values determining direction make things seem natural |
19:17 |
Shara |
Yet I spoke to enough of them after they finally got their act together to know there are genuine players who baheave just like this |
19:17 |
GreenDimond |
especially random values within a given range |
19:17 |
Shara |
behave* |
19:17 |
Shara |
I do know how you can program somethign to have random values/movement intervals |
19:18 |
Shara |
But it all seems very unlikely given there's absolutely no reason for it |
19:18 |
Shara |
And since, as I said, a lot of these players ended up actually playing once they sorted themselves out |
19:18 |
GreenDimond |
Shara, I dont deny that some could be normal players. Most of the "random-walkers" on HOMETOWN would mosey around for about 10 minutes around spawn doing nothing and then log off. |
19:19 |
GreenDimond |
And we'd have 10 of those at once |
19:19 |
GreenDimond |
> absolutely no reason for it |
19:19 |
GreenDimond |
players take resources |
19:19 |
Shara |
Deciding there is a bot epedemic of bots that do nothing and serve no purpose seems bordering on paranoia to me to be honest |
19:19 |
Shara |
Sure,t hey take resources... what does that gain "them" |
19:19 |
GreenDimond |
Who decided that? |
19:19 |
Shara |
? |
19:19 |
GreenDimond |
Did you decide there is a bot epidemic? Because I didnt. |
19:19 |
GreenDimond |
I said bots exist |
19:20 |
GreenDimond |
Does it really matter what they gain? |
19:20 |
Shara |
Just seems to be where we've ended up before when people start casually calling those kinds of players bots |
19:20 |
GreenDimond |
Like I said to Ihr, I am not one of those people. |
19:21 |
Shara |
That's great then. |
19:21 |
Shara |
But still, people don't generally make bots for no reason. |
19:21 |
Shara |
It eats someone else's resources too after all. Not just the server they join. |
19:21 |
GreenDimond |
Not my problem. What is my problem is they do make bots and I dont like it. |
19:22 |
Shara |
Better to assume players, not bots, until proven otherwise. |
19:22 |
GreenDimond |
As far as I am concerned, pressing 2 buttons with microsecond precision is proving otherwise. |
19:22 |
Shara |
You can still kick them if they're a bother or you need to make space for players who actually can play, of course. |
19:23 |
Shara |
Seems more likely to be some stupidity in the app to me. |
19:23 |
GreenDimond |
*sigh* |
19:23 |
GreenDimond |
And thats where I draw the line |
19:23 |
Shara |
Yes, sigh. |
19:23 |
GreenDimond |
I refuse to chalk it up to "stupidity in the app" |
19:23 |
GreenDimond |
If thats the case, they cant play anyway. |
19:23 |
GreenDimond |
Cant press one button at once? Then you cant play. |
19:23 |
Shara |
Well, I saw enough of that already that I gave up thinking "stpid apps won't be so stupid" |
19:24 |
Shara |
I just said kicking them is fine either way. |
19:24 |
GreenDimond |
When you have one core and one thread running a heavy server you need to keep useless users at just about zero |
19:24 |
Shara |
I haven't argued with that, have I? |
19:25 |
GreenDimond |
Indirectly |
19:25 |
Shara |
No |
19:25 |
GreenDimond |
> you can still kick them if theyre a bother or you need to make space for players who can actually play |
19:25 |
GreenDimond |
implying I should wait until those conditions arise |
19:25 |
Shara |
Not at all. |
19:25 |
GreenDimond |
Sure looks like it |
19:25 |
* Krock |
grabs some popcorn |
19:25 |
Shara |
If your server is busy, you need the space right away, yes? |
19:26 |
GreenDimond |
Generally |
19:26 |
Shara |
So the moment you have any marker they can't play, whatever it is, kicking is fine. |
19:26 |
GreenDimond |
Fine |
19:26 |
Shara |
Player or bot, doesn't matter. |
19:27 |
* Shara |
steals Krock's popcorn. |
19:27 |
* Krock |
runs after Shara |
19:27 |
Shara |
Nooo, mine now! |
19:27 |
Krock |
naah but it's mine |
19:27 |
GreenDimond |
tl;dr: Not all "wanderers" are bots but bots exist, and GreenDimond wants to find away to keep the bots out :) |
19:28 |
Krock |
you mean thief you |
19:28 |
Shara |
I know right :( |
19:28 |
* GreenDimond |
dusts of popcorn machine |
19:28 |
GreenDimond |
off* |
19:28 |
GreenDimond |
I cen spel |
19:28 |
Shara |
I could if I had space to not have my keyboard sideways :D |
19:29 |
Krock |
time for a larger desk |
19:29 |
Shara |
Yea, would love one. |
19:29 |
Shara |
But then I'd need space for that too |
19:29 |
GreenDimond |
time for a larger workspace |
19:30 |
Shara |
Or I could just rearrange things, but... time/effort |
19:31 |
Krock |
you'd be thankful later |
19:31 |
Shara |
This room is stupidly shaped. I have tried a couple of times and it never ends up well |
19:33 |
Shara |
What I actually need to do is set up stuff for work in another room, so I don't have my stuff + work stuff all in the same space |
19:34 |
Krock |
or have it in easily accessible (front) stackable boxes |
19:34 |
Shara |
I don't think that works for computer equipment I need access to every day... but getting kidn of offtopic anyway. |
19:34 |
Shara |
kind* |
19:34 |
GreenDimond |
Can I ban a player and remove them |
19:35 |
GreenDimond |
or do they need to be in the database to be banned |
19:35 |
Krock |
built-in banning? |
19:35 |
Shara |
Depends if whatever you use records the ban info somewhere |
19:36 |
GreenDimond |
well I use xban |
19:36 |
Krock |
banning will most likely check whether the auth exists, so delete after banning |
19:36 |
GreenDimond |
right |
19:36 |
GreenDimond |
I was just thinking if it checks if they are banned and they dont exist it might not work |
19:37 |
Shara |
I think sban lets you ban an IP address even if it never connected, but would have to look to be sure |
19:37 |
GreenDimond |
but xban should be fine with it |
19:37 |
GreenDimond |
I dont currently use sban because I think it was too much work to set up |
19:37 |
Krock |
banning is done with the on_(pre)joinplayer so auth doesn't matter if the name matches |
19:37 |
Shara |
I just like the information I can pull from it more |
19:37 |
GreenDimond |
Yes sban info is great |
19:37 |
Shara |
Plus xban was constantly corrupting no matter what I did toward the end |
19:37 |
GreenDimond |
HT started using sban |
19:37 |
GreenDimond |
Yes |
19:38 |
GreenDimond |
xban was corrupting a lot on HT as well xD |
19:38 |
Krock |
inb4 there's now safe_write_file |
19:38 |
GreenDimond |
I should probably start using it |
19:38 |
Krock |
but sqlite3 for multi-megabyte databases is good too |
19:39 |
GreenDimond |
Doesnt look too hard to set up |
19:39 |
GreenDimond |
oh gosh 1700 lines all in one file |
19:40 |
GreenDimond |
um |
19:40 |
GreenDimond |
sban has no way to access the ban method outside of it |
19:41 |
GreenDimond |
xban has a ban function |
19:41 |
Krock |
GreenDimond: I can tell you that biome_lib was 750-ish lines but very hard to understand |
19:41 |
GreenDimond |
Can confirm |
19:41 |
Krock |
whereas sban should be well structured |
19:41 |
GreenDimond |
it is |
19:41 |
GreenDimond |
and ctrl+f is e z |
19:41 |
Krock |
<GreenDimond> xban has a ban functio |
19:41 |
Krock |
o rly? |
19:41 |
GreenDimond |
yes |
19:42 |
GreenDimond |
xban.ban_player |
19:42 |
Krock |
that was sarcasm |
19:42 |
GreenDimond |
sban does not |
19:42 |
GreenDimond |
fine |
19:42 |
Krock |
ah, I see that you're talking about API functions |
19:42 |
GreenDimond |
xban has a global* ban function |
19:44 |
GreenDimond |
sheesh |
19:44 |
GreenDimond |
ima have go globalize it myself I guess |
19:44 |
GreenDimond |
not hard |
19:44 |
GreenDimond |
hecc maybe I should PR it too |
19:45 |
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19:47 |
tumeninodes |
sounds like Shara needs a rolodex-like workspace design |
19:47 |
Shara |
Hi tumeninodes :) |
19:48 |
tumeninodes |
Hi |
19:49 |
tumeninodes |
o...m...g I swear, every single time I just hop onto irc... my phone rings |
19:50 |
Krock |
maybe mentions in IRC use the ring sound? |
19:50 |
Krock |
tumeninodes ^ |
19:50 |
* tumeninodes |
is suspicious |
19:50 |
tumeninodes |
hahaha, that would be extremely funny |
19:50 |
Krock |
Kowalski: Analysis. |
19:51 |
GreenDimond |
oof |
19:51 |
tumeninodes |
ring ring. "Hello?" (dial tone) "WHO IS THIIIIS!!!??" |
19:51 |
Krock |
This is Patrick |
19:52 |
tumeninodes |
I thought you were stupid? |
19:52 |
Krock |
That's where you're wrong (kiddo) |
19:52 |
tumeninodes |
"Nooo, I'm Texas!" |
19:53 |
Krock |
I don't know a meme sentence for that one |
19:53 |
tumeninodes |
you are not the SpongeBob fan you presented yourself to be |
19:53 |
tumeninodes |
fraud |
19:54 |
tumeninodes |
dammit, this one's relentless, I have to answer it brb |
20:07 |
GreenDimond |
sofar: one second seems like too long |
20:07 |
GreenDimond |
half a second might be better |
20:10 |
sofar |
tune it to your liking |
20:18 |
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20:32 |
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garywhite joined #minetest-hub |
20:40 |
rdococ |
aw, Gun Party doesn't seem to be up |
20:41 |
tumeninodes |
the what? ^ |
20:41 |
rdococ |
the "Gun Party" server |
20:41 |
tumeninodes |
ohhhh, phew |
20:41 |
rdococ |
lol |
20:41 |
GreenDimond |
Krock: There, I made the PR https://github.com/shivajiva101/sban/pull/23 |
20:42 |
tumeninodes |
why has no one just made a random_ban mod? |
20:43 |
Krock |
GreenDimond: I think the local scope is intended for a few of those functions |
20:44 |
Krock |
such as update_login |
20:44 |
tumeninodes |
btw something on the idea of this might be more fun for servers, and weed out the riff-raff https://www.youtube.com/watch?v=q5PiPIffTxg&list=PLbKW2l97ZjJKdiaX-piRebshJYkEhuHyo&index=16&t=0s |
20:44 |
tumeninodes |
!title |
20:44 |
MinetestBot |
tumeninodes: Last To Leave Minecraft Server Wins $1000 - Challenge - YouTube |
20:45 |
tumeninodes |
minus a cash reward but, when spawned into a server, before one can even read the rules, they have to pass a challenge |
20:45 |
GreenDimond |
local function randomban() if math.random(1,1337) == 1337 then for _,player in pairs(minetest.get_connected_players()) do if math.random(1,42) == 42 then minetest.ban_player(player:get_player_name()) return end end end |
20:45 |
GreenDimond |
oh whoops |
20:45 |
tumeninodes |
or a puzzle of some sort |
20:45 |
GreenDimond |
add minetest.after(60, function() randomban()) before the last end there |
20:46 |
tumeninodes |
woops sorry to interrupt dudes |
20:46 |
GreenDimond |
tumeninodes: Theres your random ban mod^ |
20:46 |
tumeninodes |
haha sweet |
20:46 |
GreenDimond |
Krock: Which ones should I un-globalize |
20:48 |
rdococ |
make people solve calculus problems before being allowed into the server |
20:48 |
GreenDimond |
get_id, next_id, update_login, reset_orphan_record Krock? |
20:49 |
tumeninodes |
Calculus was a tyrant |
20:49 |
tumeninodes |
3rd ruler of Algebra |
20:53 |
GreenDimond |
Krock: Removed those; also fixed unsban.ban_player ;P |
21:06 |
Krock |
GreenDimond: I'd rather ask shiva instead of me. I didn't write the mod |
21:06 |
Krock |
rdococ: regular text input sucks if you're asked for a formula |
21:19 |
* Sokomine |
bans the random ban mod |
21:22 |
* benrob0329 |
has an idea for world portals in Lua |
21:27 |
tumeninodes |
aww :( |
21:30 |
benrob0329 |
is there a way to mark nodes/entities as visible or non visible per-player? |
21:31 |
rubenwardy |
no |
21:31 |
benrob0329 |
or to make them fully culled when viewed from behind? |
21:32 |
benrob0329 |
So that if you have say, a sphere with inverted normals you can't see the inside from the outside? |
21:40 |
rubenwardy |
that's possible if you enable(?) backface culling |
21:43 |
benrob0329 |
This is a different problem, because while backface culling will not render the backs of polygons, it will render any forward facing polygons that would otherwise be behind the back of the mesh |
21:43 |
benrob0329 |
rubenwardy: this could be considered a bug, but probably not as I believe this is pretty standard behavior |
21:45 |
benrob0329 |
If we had an option to enable hidden-face culling or something, that would be useful |
21:46 |
benrob0329 |
ah, hidden surface detection seems to be the general purpose name |
21:46 |
benrob0329 |
*determination |
21:48 |
benrob0329 |
I do wonder though, with server-side mapblock culling, would a hidden node simply not be sent to the client? |
21:50 |
rubenwardy |
culling is on a per-mapblock basis, not pernode |
21:50 |
rubenwardy |
all nodes in a mapblock are sent |
21:51 |
benrob0329 |
I see |
22:02 |
rdococ |
russian roulette |
22:03 |
rdococ |
instead of dying, you get banned |
22:24 |
rdococ |
I wish there was a PvP duel server |
22:30 |
benrob0329 |
rubenwardy: which do you think would be more likely to be included, per player entity visibility or hidden face culling? |
22:30 |
benrob0329 |
if I made a feature request |
22:31 |
benrob0329 |
or should I make both as they are both useful and see if one gets a PR? |
22:32 |
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scr267a joined #minetest-hub |
22:48 |
garywhite |
Happy (late) New Year |
23:29 |
benrob0329 |
#8045 |
23:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/8045 -- Allow Changing Entity Visibility On A Per-Player Basis |