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IRC log for #minetest-hub, 2019-03-09

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All times shown according to UTC.

Time Nick Message
00:28 Calinou https://0x0.st/zH8w.txt
00:28 Calinou does anyone know if those global moreblocks functions are being relied upon in other mods?
00:28 Calinou I'd like to make them local to make luacheck pass
00:28 Calinou (so I can add Travis CI to moreblocks without adding more ignored functions :P)
00:28 Calinou VanessaE: ^
00:30 VanessaE I don't think any of my mods use those
00:30 VanessaE (too lazy to check ;) )
00:30 sofar +1 for luachekc
00:39 Calinou it's complaining about the function being unused if I make it local :|
00:42 rubenwardy !book luacheck
00:42 MinetestBot rubenwardy: Automatic Error Checking - https://rubenwardy.com/minetest_modding_book//en/quality/luacheck.html
00:42 rubenwardy (doesn't answer your question
00:47 Calinou I could add "-- luacheck: ignore" above every function considered unused but that's meh
00:48 Calinou how does one typically declare local functions that will be used in other files/by other mods?
00:48 sofar through a table
00:48 sofar but I usually don't
00:50 Calinou I forgot how modname: prefixes even work for functions too
00:55 Calinou anyway, I added `-- luacheck: no unused` to various functions fix the issue for now
01:03 Calinou there, Travis CI is set up on More Blocks now :)
01:14 VanessaE CI... on a Lua mod.
01:14 VanessaE something just sounds wrong about that.
01:14 VanessaE :)
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01:58 kaeza luacheck++
02:00 kaeza ~karma c
02:00 ShadowBot kaeza: Karma for "c" has been increased 4 times and decreased 0 times for a total karma of 4.
02:45 kaeza Reposting from #lua : [20:24]  <leafo> For those using luarocks.org, there was a security vulnerability reported that could potentially compromise the integrity of all packages on the site. We don't see any evidence of someon exploiting it, but I've just added  bunch of security and audit tools so people check over their packages: https://luarocks.org/security-incident-march-2019
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03:21 GreenDimond a lot
03:22 GreenDimond they pull from the same repos debian does
03:22 GreenDimond context: I keep forgetting to [off]
04:01 sofar Try ClearLinux! :D
04:01 sofar </spam>
04:02 VanessaE debian or gtfo. :)
04:02 sofar they don't pay me to use debian
04:02 VanessaE heh
04:02 sofar money or gtho
04:03 VanessaE eh, money isn't everything :)
04:03 * sofar sits in dry, warm house
04:04 sofar more snow outside today
04:04 sofar *g*
04:04 VanessaE yeach... that ugly, cold, white shit? no thanks.  you can have your snow and you can KEEP it. :)
04:07 Emerald2 lmao sofar
04:08 sofar we had 8 inches in the last 3 days, enough to make me have to use chains again once
04:09 rubenwardy ( ͡° ͜ʖ ͡°)
04:31 * kaeza hasn't seen snow, ever.
04:33 kaeza Well, not in person.
04:34 sofar I can see snow every day of the year (clouds permitting)
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05:42 benrob0329 sofar: I'm about ready to complain to management about the unruly amount of advertisements in the channel :P
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07:33 paramat IhrFussel i replied here http://irc.minetest.net/minetest/2019-03-09#i_5508357
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08:33 Krock o/
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09:11 IhrFussel I will reply to paramat later...too early in the morning for that now... is damage completely server side?
09:11 IhrFussel Or can modified clients ignore all damage?
09:15 IhrFussel One of my staff members told me they saw a player who apparently ignored damage by mobs and fall damage
09:18 ANAND I've seen hacked clients that ignore fall damage
09:18 ANAND I've no idea why fall damage is client-side (or is it?)
09:20 IhrFussel Fall damage is client side cause you can easily 'cheat' it with sneak at the right moment
09:20 IhrFussel (depends on physics mode on server)
09:20 IhrFussel AKA new move code vs old move code
09:28 IcyDiamond minetest's autojump is way better than minecraft's
09:28 IcyDiamond XD
09:41 ANAND Ah, good point...
09:42 ANAND I guess this is better than having it server-side - at least players will have to use a hacked client now. :)
09:42 Calinou I remember when you could sometimes avoid fall damage just by sneaking and jumping anywhere
09:42 Calinou (when landing)
09:42 Calinou that was in 0.3.x era
09:42 ANAND :O
09:43 ANAND Tried that once and my brain splattered all over the floor :|
10:22 IhrFussel Does set_hp() on players call 'on_punchplayer()' ?
10:22 IcyDiamond is there a way to make entities not go black when inside a node?
10:23 IcyDiamond i want it to behave with a nodebox
10:23 IcyDiamond but the entity is just rendered as a black model "inside" it
10:25 IcyDiamond also no way to use animated textures for entity?
10:26 IcyDiamond yeah ok that was the problem
10:26 Krock IhrFussel: no, because there's no punch action
10:27 Krock call it manually
10:27 Krock IcyDiamond: set their glow to 15
10:27 Krock or set a Y light position offset, if that's merged already
10:29 IhrFussel Krock, so set_hp() only calls on_hpchange() right?
10:30 IhrFussel I'm trying to find a bug in my mod code that's why I wonder
10:31 Krock yes
10:33 IcyDiamond setting texture on entity does nothing
10:34 IhrFussel Then it must be somewhere in that callback... thanks
10:36 IcyDiamond sigh i hate working with entities, i can never get them to work the way i want
10:41 Emerald2 Is there more info about how the noise params in mapgen effect the generated terrain? (already looked at the lua_api)
11:21 IcyDiamond https://i.lunasqu.ee/2019-03-09_13-20-05.mp4
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11:26 Emerald2 What's that Icy?
11:39 IcyDiamond https://i.lunasqu.ee/2019-03-09_13-38-29.mp4
11:42 Emerald2 Oh hey that's a cool thing you're working on.
11:49 Krock nice fluids
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12:43 IcyDiamond The goddamn torch keeps crashing my game
12:44 IcyDiamond I don't know what to do about it
12:44 IcyDiamond s/game/server/
12:48 IcyDiamond Ok protectors is crashing it
12:49 IcyDiamond When you place a torch in a protected area the torch causes a crash
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12:59 IcyDiamond https://github.com/minetest/minetest_game/issues/2330
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13:28 Krock IcyDiamond: gdb
13:59 * Krock opens email
13:59 * Krock sees first player offset complain emails
14:14 Fixer Krock: closes email
14:16 Krock Fixer: got a directory for that. 95 emails so far
14:16 Krock sorry, 106
14:26 Fixer Sokomine: usually it is someone who used that google engine to display some maps, so I can't switch anything
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14:48 IhrFussel Either I'm dumb or player:set_hp() DOES call on_punchplayer()
14:49 IhrFussel In my case I want a node to hurt a player when they dig it... I do that via set_hp() but punchplayer() seems to log this event
14:51 IcyDiamond does anyone else have this issue with hbsprint where it doesnt regenerate?
15:01 IhrFussel Either (my version of) lucky_block mod has a critical bug or set_hp() calls punchplayer() but ONLY if it gets called from a on_dignode()
15:11 IhrFussel This happens when I dig a lucky block and the random function that runs is explosion (note there is not a single :punch() call in the entire lucky block file)
15:11 IhrFussel 2019-03-09 16:09:18: ACTION[Server]: punchplayer(): IhrFussel tries to punch IhrFussel
15:11 IhrFussel 2019-03-09 16:09:18: ACTION[Server]: hp_change: IhrFussel -> -23
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15:28 Fixer Krock: just two more years and then you will be haaaaappppyyy
15:31 IhrFussel Okay I'm completely confused...if I call set_hp() directly inside the on_dig() callback it works as expected without punchplayer()
15:33 Krock Fixer, IhrFussel, TommyTreasure: DO you have any input on #8282 ?
15:33 ShadowBot https://github.com/minetest/minetest/issues/8282 -- Key settings: Clear with backspace or delete by SmallJoker
15:34 Krock delete and backspace will now erase the assigned key
15:37 Fixer Krock: i guess it makes sense...
15:37 Fixer Krock: it will be nice to have it
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15:47 TommyTreasure personally, i've only used key assignments twice.  to move 'drop items' and to turn on 'cinematic view'.  sounds good though
15:50 IhrFussel I only use default controls but the idea sounds good
15:53 benrob0329 Inventory -> Tab
15:58 Fixer Krock:  "I extended that request to remove all default values from the config file" now that's nice, config will look much slimmer, if it affects all values...
16:01 Krock affects all key settings
16:02 Krock not keen on doing the same for all settings
16:04 Krock thanks for the feedbacks
16:05 Krock IhrFussel: I cannot reproduce the u_i performance issue with a debug build
16:06 Krock peak execution time 9ms
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16:11 IhrFussel Krock, are you sure that you did it exactly like in my videos?
16:11 IhrFussel You need to remove a few slots of items first before pressing the button again
16:13 xerox123 o/
16:44 Krock IhrFussel: yes, I even wrote statistics for it. start/stop measuring
16:48 Krock IhrFussel: https://krock-works.uk.to/u/u_i_speed-2019-03-09_17.45.56.mp4
16:50 Krock the first action (fills all fields) took nearly 12ms
16:51 Krock and each stack movement took in average 65ms
16:51 Krock * 65us
16:55 Krock IhrFussel: https://krock-works.uk.to/u/patches/unified_inventory_speed_measure.diff
16:55 Krock rudimentary measuring but it works
17:00 IhrFussel Krock, you don't use the button at the bottom to switch to the craft grid...maybe that's it about?
17:01 Krock it's the same functionality
17:02 IhrFussel Is it about the network then?
17:27 Krock I don't think so. The network should not affect Lua execution
17:56 IhrFussel Did you use 0.4.17.1?
17:58 Krock 5.0.0-dev
17:58 Krock * 5.1.0-dev
17:59 Krock testing in 0.4.17.1 now
18:00 Krock initial copy: 8ms
18:01 Krock two books removed: 5ms
18:04 IhrFussel Try to remove all but 1
18:04 IhrFussel For example only leave the top center item in
18:08 Krock IhrFussel: https://krock-works.uk.to/u/u_i_test04171-2019-03-09_19.07.12.mp4
18:09 Krock same result when keeping the middle item
18:13 IhrFussel 2019-03-09 19:12:45: ACTION[Server]: CRAFT TIMER: IhrFussel moved 1 default:bookshelf to craft grid (239781 µs)
18:13 IhrFussel When I only leave the center item in (very center)
18:14 IhrFussel And note I only press the '1' button
18:14 IhrFussel And that button causes 0.2 secs lag ... how is that possible then?
18:16 IhrFussel Another note: The lag does not happen if I either leave the very first slot or very last slot in
18:17 IhrFussel Wait...testing some more
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18:18 Krock did you also test the PR locally, without any glibberish modifications around it?
18:18 Krock I cannot debug your code
18:20 IhrFussel I didn't change the file in any other way after applying it to my u_i version
18:21 IhrFussel Only added minetest.log()
18:21 IhrFussel I can download it to my local PC and test
18:30 IhrFussel Welp... I can't reproduce it locally with my server version of u_i either
18:30 IhrFussel Then the question is WHAT can make itemstack moving lag so much
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18:30 Krock *shrug*
18:30 IhrFussel lua is singlethreaded so that should mean nothing can run while the button loops through the inventory of a player
18:31 Krock hello kaeza :D
18:31 IhrFussel So...nothing should be able to bother the loop
18:31 IhrFussel Right?
18:31 Krock IhrFussel: right
18:31 Krock the network however is threaded afaik. quite complicated structure there
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18:37 IhrFussel Krock, could you change your server step?
18:37 IhrFussel To 0.15 (that's the value on my server)
18:37 IhrFussel I cannot do that somehow...it won't accept my SP server step value
18:38 Krock singleplayer does not use the server step
18:39 Krock needs [x] Host Server to be checked
18:40 Krock full craft grid copy: 7552us @ step 0.3
18:41 Krock although that does not matter at all
18:41 Krock those Lua callbacks are run async to the server step
18:42 IhrFussel Do the callbacks wait for the network?
18:42 IhrFussel That would mean something kinda slows down the execution
18:43 Krock I hope not.. those packets are usually sent through a queue which is then processed independently
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19:19 Sokomine any speakers of other languages than english or german present (and willing to add translations for my travelnet mod?)
19:21 sofar yes (no)
19:21 Sokomine maybe french, (brazilian?) portugese and russian might be most urgent
19:23 kaeza Sokomine: I can do Spanish.
19:23 Sokomine that would be great, keaza
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20:00 Krock Sokomine: https://github.com/Sokomine/travelnet/pull/35
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20:26 IhrFussel Krock, any idea what could cause it on my server then?
20:27 Krock *shrug* I guess you'll have to debug it yourself
20:27 Krock I don't know
20:28 Krock although.. you could try to compare the bookshelf recipe with one that does not have any groups inside
20:28 Krock if the no-groups-recipe does not suffer from the performance issues, then it would be a clear case
20:28 Krock otherwise it might be network/C++ related
20:32 IhrFussel It happens with carpets too which only require 6x green wool
20:32 IhrFussel But it only happens when the craft grid was not empty before
20:34 scr267 There is a bug in skinsdb which cause textures to appear 50% below the player.  I've openned an issue at https://github.com/minetest-mods/skinsdb/issues/23
20:34 IhrFussel Maybe I could check if the entire craft grid is empty and otherwise abort the moving and display a message to the user?
20:34 scr267 But if someone could point me in the correct direction, perhaps I might be able to push a patch to it
20:39 Krock scr267: already reported a year ago https://github.com/minetest-mods/skinsdb/issues/12
20:39 Krock update minetest_game and use the 5.0.0 branch
20:39 scr267 Oops, ill close the issue i openned then.
20:39 scr267 I did update minetest_game and am using the 5.0.0 branch
20:40 Krock also update 3d_armor if you've got that
20:40 IhrFussel Krock, could this 'fix' the lag for now? If I add before the moving loop 'if not player_inv:is_empty("craft") then return end'
20:40 Krock IhrFussel: well yes, but then you'd skip the entire filling function
20:41 Krock and if you still experience lags, then it's not a problem of u_i
20:41 IhrFussel Well I don't want the server to lag
20:41 Krock or at least not of my code
20:41 IhrFussel Like I said if the craft grid is EMPTY before I press the moving buttons the lag is less than 10ms
20:41 IhrFussel But if it#s non-empty the lag can go up to 300ms
20:46 IhrFussel It happens with recipes that contain groups and ones that only require single items
20:46 IhrFussel I'm not sure but I feel like the lag gets more the more slots are missing
20:46 IhrFussel So if I take only 1 item slot from the craft grid it still executes faster than when I take 8 out
20:47 IhrFussel But if I take all 9 out the execution time is almost instant
20:48 scr267 Krock: Thanks for the info.  As per the issue I'm trying out the dev branch by bell07... seems to work  :)
20:51 Krock i.e. the opposite of the execution time which should actually happen
20:53 * Sokomine stares angrily at always changing doors
20:58 IhrFussel My temp hack works
20:59 IhrFussel You can only move things if your grid is empty else error
20:59 IhrFussel And with that method even moving 10 takes only ~ 5ms
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22:34 sofar wow, no mt 5.0.0 builds for centos yet
22:38 benrob0329 People game on centos?
22:38 sofar oh great gcc-4.8.5
22:38 sofar no, run the server
22:38 benrob0329 Then they can probably compile it :P
22:38 sofar CMake Error at CMakeLists.txt:217 (message):
22:38 sofar Insufficient gcc version, found 4.8.5.  Version 4.9 or higher is required.
22:38 sofar nope
22:39 benrob0329 Or..they can't because Centos is ancient
22:40 sofar I'm very tempted to swupd take over this system
22:40 sofar since, screw RH
22:45 sofar # ./ld-linux-x86-64.so.2 ./swupd
22:45 sofar FATAL: kernel too old
22:45 sofar argh, fail
22:46 Emerald2 rip
22:48 sofar so no gcc-4.9, and no clearlinux
22:48 sofar 5.0.0 is going to be annoying on this system
23:05 sofar compiling a compiler
23:05 sofar what a flashback
23:10 sofar -g -O2 -O2  -g -O2
23:11 sofar maybe I need to add -g -O2 some more to make sure it's compiled correctly
23:16 Sokomine finally anaged to update my travelnet mod
23:16 * Sokomine hides because it took so long and many good PRs accumulated
23:17 Sokomine sofar: good luck! hope compiling won't take too long
23:26 Calinou compiling GCC on an high-end system takes about 40-50 minutes IIRC
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23:36 Fixer Calinou: by all the cores
23:36 Fixer o/ o/ o/
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