Time |
Nick |
Message |
03:13 |
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05:47 |
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06:45 |
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08:23 |
luk3yx |
Yay, I finished my PR (#8397) |
08:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/8397 -- WIP: Add hidden players and objects by luk3yx |
10:39 |
BuckarooBanzai |
luk3yx: oh, nice.. |
11:08 |
IhrFussel |
Does on_punch() of entities behave the same no matter if I just 'return' or 'return true'? |
11:08 |
IhrFussel |
The docs state it should return true or false but my code just uses 'return' |
12:05 |
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12:19 |
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12:23 |
IhrFussel |
If I make travelnet nodes unpointable can I still interact with them? The issue right now is that their selection box makes it impossible to interact with anything outside of the net when you stand inside one |
12:26 |
IhrFussel |
Or I try to make their selection box thinner |
12:57 |
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13:02 |
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13:04 |
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14:51 |
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15:34 |
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16:29 |
IhrFussel |
time_from_last_punch is always the identical with a few options ... basically either server step or a multiple of the server step which makes me think that the server only checks the punches once per step |
16:30 |
IhrFussel |
And I guess the reason for the various values of server steps is network related |
16:32 |
IhrFussel |
To clarify: My server step is now at 0.12 secs and when I log the time_from_last_punch in the entity's on_punch() I get either 0.119... 0.239... 0.359... 0.479... etc and the number is always the EXACT same like |
16:32 |
IhrFussel |
2019-05-29 18:25:29: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.47999998927116 |
16:32 |
IhrFussel |
2019-05-29 18:25:29: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.47999998927116 |
16:41 |
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16:43 |
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16:45 |
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17:40 |
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18:52 |
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19:04 |
IhrFussel |
Krock, is it intended that time_from_last_punch only tells exact server step times? |
19:04 |
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19:04 |
IhrFussel |
I mean it is never something in between, always at least 1 server step but mostly 2 |
19:05 |
Krock |
yes, because the time increases each step |
19:05 |
Krock |
I think I said that yesterday |
19:05 |
Krock |
fixing it would be easy though. getting the absolute time instead of waiting for :step() |
19:08 |
IhrFussel |
So is the skipping of steps likely network related? |
19:09 |
Krock |
yes. udp delays, causing the packet to arrive late |
19:09 |
Krock |
re-sent packets, for example |
19:11 |
IhrFussel |
Hm...cause currently I store the time_from_last_punch per player and only allow an actual hit when it exceeded 0.35 seconds ... but as you can see here it often only fires after 5 steps (server step set to 100ms now) |
19:11 |
IhrFussel |
2019-05-29 21:09:40: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.50000001490116 |
19:11 |
IhrFussel |
2019-05-29 21:09:41: ACTION[Server]: PUNCH DEBUG: IhrFussel -> 0.40000000596046 |
19:13 |
IhrFussel |
That makes punching mobs kinda inconsistent =/ but I guess there is not much I can do about it |
19:13 |
Krock |
well.. what's the tool punch interval? |
19:18 |
IhrFussel |
1.5 seconds but that is only for full punch... I allow mobs on my server to be spam punched but only want the hits to count every ~ 400ms |
19:19 |
IhrFussel |
If you hold the punch button all tools should constantly send packets or not? |
19:23 |
Krock |
depends on game.cpp, object_hit_delay |
19:23 |
Krock |
0.2s punch delay min |
19:24 |
Krock |
there won't be any punching shorter than that on objects |
19:24 |
Krock |
restricted client-side |
19:26 |
IhrFussel |
That could also explain the various values I get server side |
19:28 |
IhrFussel |
For example when the client reached the 0.2s and sends the packet to the server and the server JUST passed a step and receives the packet on the next step only |
20:00 |
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21:08 |
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21:16 |
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21:28 |
IhrFussel |
Whenever a player decides to dig a deep deep hole into the ground and triggers map generation lag always jumps to 0.6 secs ... I think there is nothing I can about that |
21:29 |
IhrFussel |
I already use a SSD |
21:46 |
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22:02 |
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22:09 |
paramat |
mapgen mods can be very intensive |
22:11 |
IhrFussel |
I use nether and caverealms_lite |
22:27 |
paramat |
yes 0.6 gen time for a mapchunk is expected then |
22:29 |
IhrFussel |
Would it help if I set gen distance to something higher? Would it result in one larger lag spike but then be fine for a longer time? |