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IRC log for #minetest, 2016-09-11

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07:17 deva I am trying to do some 'inheritance' in node registration
07:17 deva I have made a lua table with all common node traits, then copy each instance and set the final parameters before registration
07:18 deva But I cannot seem to get this working with the light_source attribute
07:18 deva (It does work for tiles)
07:25 deva Here are the contents of my init.lua file: http://pastebin.com/Z1g5xsGq
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07:41 deva Any suggestions to fix this will be greatly appreciated.
07:51 Hijiri deva: I have other problems with your code, but light source nodes need the paramtype "light"
07:51 Hijiri you can search for it in the api doc
07:51 Hijiri my other issues are with the use of globals and reusing the same table for node registration
07:52 Hijiri doing blah = some_table doesn't copy some_table, it's just a reference to the table
07:52 Hijiri so you are changing the original table to have light_source = 14
07:52 Hijiri If you then want to register another node, the base table will start with light_source = 14, and it will stay that way unless you change it
07:53 Hijiri If you want to get an unaltered table there are a couple ways I would suggest
07:53 Hijiri one is to write a function that does a shallow copy of a table and use that
07:53 Hijiri another is to write a function that returns a fresh table with the base table stuff in it
07:54 Hijiri actually a third option, you could just separate those callbacks into local definitions and use them in multiple node definitions
07:54 Hijiri this message makes 11 lines, I think it's a new record for me
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07:56 Hijiri to solve
07:56 Hijiri sorry, didn't mean to hit enter
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07:57 Krock Longest mod name found so far: moremesecons_adjustable_player_detector
07:57 Hijiri deva: the convention for globals is to allow each mod one global with the same name as the mod, so that global variable clashes are avoided (it's impossible to activate two mods with the same identifier)
07:58 Hijiri If you need your variables accessible across different source files, you can make your global a table and put them in there. Otherwise local variables will work fine
07:59 Hijiri I just realized the light thing means you can't have opaque light sources
07:59 Hijiri opaque light-wise, not texture wise
08:00 Hijiri though it must have been something I noticed and forgot in the past too, it doesn't seem that hard to notice
08:01 Chinchou Meaning that a light source node can't block light?
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08:09 deva Hijiri, Thanks for the elaborate answer :-)
08:10 deva It actually also answers a couple of my follow up questions before I even got to ask them :-p
08:11 agaran is there way to disableunderground lava generation?
08:12 deva Hijiri, I also played around with the notion of "self" but couldn't get the node to for example change it's texture this way.
08:12 deva Is the node table used globally for all nodes of this type?
08:12 deva Or how does this work?
08:13 deva I would like to in for example a timer callback do something like local self = minetest.get_node_or_nil(pos) and then self.tiles = {...}
08:14 deva Would that even make sense? Or would I be manipulation all nodes of that type?
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08:23 Krock deva, you can't change the definition of a node in run-time
08:24 Krock so changing the tiles is not possible. You'd have to replace it with another node
08:24 Krock also, the definitions are stored in minetest.registered_nodes["mymod:nodename"]
08:25 Krock .get_node_or_nil does only return the rotation/light and its node name
08:25 deva Krock, so the original node definition table is not used anymore after register has been called?
08:26 deva Ie. it does a deep copy of it?
08:26 Krock used by mods, yes. but not by core, which controls the visuals
08:26 deva oh ok (rotation light), that makes sense
08:27 Krock because it's node-specific. all other things, like textures or draw type are kind of "constant"
08:27 deva Krock, I had an idea of making an object wrapper for the nodes with SetTexture method and so on, but I guess that doesn't make much sense
08:28 Krock it's quite useless when you call it after minetest registered all nodes :P
08:29 deva I guess this "non objects" approach is because having all nodes as objects would be bad for performance?
08:30 deva Lua objects I means... I assume they are objects in C++ :-)
08:30 Krock having each node with its own definition would cause a horrible use of memory
08:31 Krock the node name itself is resolved into a signed 16-bit integer
08:32 deva Why 16bit?
08:32 Krock so I wouldn't say that it's an object in C++.. but not sure
08:35 Krock typedef u16 content_t;
08:35 Krock because of that
08:36 Krock dunno exactly why 16 bits were choosen
08:36 Krock oh wait. there's a struct "MapNode", so this would mean it's a kind of object
08:38 Krock lol. the day and night light values are squashed into a 8-bit integer
08:38 deva u16 probably means that it is unsigned :-)
08:38 Krock yes
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08:39 deva I guess MapNode should at least store the ndoe metadata
08:39 deva At least it seems from the docs that these are store per node
08:40 Krock no, metadata is stored seperately
08:41 deva ok
08:41 Krock because not all nodes have one
08:41 * deva afk
08:42 Krock ack
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09:12 IhrFussel Krock, can you confirm that the map won't get corrupted if I delete blocks from DB?
09:12 Krock haven't tested it on my own but it should not corrupt anything
09:13 IhrFussel Oh wait..were you the one who said it shouldn't happen if I didn't change map settings?
09:13 Krock yes
09:13 Krock I doubt that you changed the map params, so no problem
09:13 IhrFussel Will /deleteblocks do the same?
09:13 Krock yes
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09:15 IhrFussel Okay I will do a backup before though just to be on the safe side
09:15 IhrFussel Cause I'm planning to delete 300+ mapblocks
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09:27 Krock 300 aren't that many
09:28 IhrFussel Krock, well more than /deleteblocks here :P
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10:15 IhrFussel Krock, do you know when a mapblock contains "air" as node? I'm guessing only when there was another node at that spot before and got replaced or removed? Otherwise every mapblock would contain lots of air nodes
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10:25 Krock huh? empty mapblock means that it's filled with air
10:26 Krock otherwise it wouldn't even exist
10:27 Krock all nodes in the mapblock are set to a content id, so you can't have "void spots"
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10:41 IhrFussel Krock, sfan5's script takes the DB hex values and converts them to human readable format and not every mapblock has "air" but exists
10:41 Krock that's strange
10:41 IhrFussel I found a mapblock with timestamp "undefined"
10:41 Krock like.. it has nothing inside?
10:42 Krock I would understand if it was filled with stone
10:42 Krock or water
10:42 IhrFussel Krock, is an undefined timestamp correct or a bug?
10:42 Krock bug, I think
10:43 Krock or the map was not saved properly when the server crashed
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10:44 IhrFussel Krock, http://pastebin.com/A8z5GaM6
10:45 Krock most likely a bug
10:45 IhrFussel What is weird is that I just deleted all blocks with only 1 node "air" and this one somehow survived
10:45 Krock but that shouldn't crash minetest or similar
10:46 IhrFussel I will just delete that one manually again
10:47 Krock how did you delete them? un-hex and un-compress each mapblock and analyze it? That takes somewhat long
10:49 sfan5 IhrFussel: no "undefined" timestamp is not a bug
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10:50 IhrFussel Krock, DELETE FROM blocks WHERE pos = [position]
10:50 Krock that's logical but how did you know the positions?
10:51 IhrFussel sfan5's script tells it I just pasted part of the mapblock output in pastebin
10:51 Krock sfan5, not a bug? then why did it fail to read it?
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10:56 IhrFussel Krock, this is sfan5's python script to parse the mapblock https://gist.github.com/sfan5/52917a0e1338bcda2176edbc416dae60 called by the shell script at the bottom
10:57 Krock nice
10:58 Krock o("Timestamp: %s", "undefined" if ts == 0xffffffff else str(ts))
10:58 Krock (u32)-1
10:58 Megaf !server Megaf
10:58 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/1 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 6ms
10:58 Krock !server pony
10:58 Megaf 0 players!
10:58 MinetestBot Krock: No results
10:59 Megaf Good morning all
11:00 IhrFussel Krock, is it safe to delete mapblocks with only "ignore" ?
11:00 Krock lol. ignore shouldn't even be generated
11:01 Krock well, yes. I think
11:02 IhrFussel Krock, maybe the mapblock has to contain at least 1 node to store objects in it?
11:02 Krock dunno how objects are stored so I can't tell :/
11:03 Krock usually they get inactive before they reach ungenerated area
11:04 IhrFussel Krock, here is one full output of such a mapblock http://pastebin.com/4C09bqJB
11:04 Krock hmm. it says it was generated
11:05 Krock strange
11:16 IhrFussel Well I deleted all mapblocks with only 1 node "air" or "ignore" ... total was over 500
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11:39 Megaf IhrFussel: whats the size difference now?
11:41 IhrFussel Megaf, old size 2744833024 , new size 2744833024
11:42 IhrFussel Oops
11:42 IhrFussel xD
11:42 Krock delta size = 0
11:42 IhrFussel Wait..seems like the size didn't change at all
11:43 Megaf dat delta
11:44 Megaf i wonder if clearobjects change the size at all
11:44 IhrFussel How is that possible? I deleted at least several MBs of blocks
11:47 Megaf Mysteries of life
11:48 IhrFussel Megaf, I found the reason "The size of a SQLite database file does not necessarily shrink when records are deleted. If auto_vacuum is not enabled, it will never shrink unless you perform a vacuum operation on it."
11:48 Megaf Yep
11:49 Krock like fragmentation
11:49 Megaf On my db vacuum will only reduce the size in 100 MB or so, so I don't even bother
11:50 IhrFussel Krock, so did I fragment my map file now and its performance is worse?
11:50 Krock oh yes, it will lag horribly :P
11:50 Megaf Not necessarily IhrFussel
11:50 Krock no, this is a common situation in a database and the guys from sqlite surely had to do with that problem
11:50 Megaf But if you can shutdown the server, then sqlite3 map.sqlite vacuum do it
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11:53 IhrFussel Vacuuming the DB defragments it again?
11:53 Krock yeah
11:54 Krock well, at least it removes the blank places in the database
11:55 IhrFussel Krock, vacuuming is the same as "shrinking" or something else? Cause I read shrinking damages the DB file when used too much
11:56 Krock uh
11:56 Krock no idea
11:56 Out`Of`Control how do you vacuum?
11:57 Megaf Out`Of`Control: I wrote it a couple of lines up
11:57 Megaf Go back 5 minutes
11:57 Megaf Or 6
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11:58 Megaf Oo
11:58 Krock IhrFussel, select the table you want to vacuum and use "VACUUM table_name;", that's all
12:00 Volkj if a db is vacuumed a reindex is needed?
12:00 Volkj on firefox it was used like "sqlite3 database.sqlite VACUUM; sqlite3 database.sqlite REINDEX"
12:00 Krock reindex? the index is used as position
12:01 Krock so you would destroy the coordinate system
12:01 Volkj my bad, reindex of the sqlite database
12:08 Volkj tried the vacuum & reindex couple on a new singleplayer game, mapfile was reduced in filesize of some KBs (5100 > 4900) after a vacuum, no sign of map damages
12:09 Megaf Hm, I had never reindexed my map, wonder if it would make any difference at all.
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12:19 Hirato_ depends a lot of how you use it, or format the queries for that matter
12:20 Hirato_ but basically that stuff is to fix up the indexes so they're not as fragmented
12:20 Hirato_ in theory it's faster, but in practice that's not really the case, however it does decrease the size by quite a considerable margin if it's really fragmented
12:21 Volkj does it acts like a defrag to minimize access to the map file?
12:21 Hirato_ well, depends how sqlite works
12:22 Hirato_ normally the indexes and stuff tend to get cached in memory once queried and stay there
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13:08 deva Is it possible to locate a block (specifically its position) in the world by its name?
13:08 Krock I think you mean "node", a 1x1x1m big cube
13:09 Krock yes, you can do an ABM on it (active block modifier), so it gets the specified nodes after a specific time
13:10 Krock there's also a function like minetest.find_nodes_in_area(p1, p2) - simply look up the lua_api.txt file
13:10 deva Aah, yes, that seems to be what I want :-)
13:12 agaran Krock: seen 'valley' generator?
13:17 Krock agaran, uhm not yet
13:18 agaran very interesting..
13:18 Krock unless you mean the valleys mg
13:18 agaran valleys mg yes
13:18 Krock oh yes, it generates a great landscape
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15:08 deva I s there a way to store a persisted value with a player?
15:09 deva Think: "store the positions of all player-locked checsts in a game"
15:10 deva Theoretically the minetest.find_nodes_in_area works for me, but the area I'm looking at is much larger than the function can handle within reasonable time
15:10 deva So I would like to store the block positions with the player object as they are added to the world
15:11 deva ... which works while playin, but when I log out and back in the list is empty...
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15:20 IhrFussel deva, AFAIK the only way is a file
15:21 deva IhrFussel, A server-side store file?
15:21 IhrFussel Yes, for example the areas mod uses that to store all protected areas on the map
15:22 deva Sounds like it could be a solution
15:22 IhrFussel !mod areas
15:22 MinetestBot IhrFussel: Advanced area protection [areas] by ShadowNinja - https://forum.minetest.net/viewtopic.php?t=7239
15:22 IhrFussel Maybe you can use some of its code
15:23 deva Looks like it yes :-)
15:23 deva Thanks a lot
15:26 Megaf IhrFussel: so, I just vacuumed and reindexed my servers map.sqlite.
15:27 Megaf size before vacuum. 4453740. After vacuum 4324116. In KB
15:27 Megaf reindex didnt affect db size
15:27 Megaf !mod green_screen
15:27 MinetestBot Megaf: Green screen [green_screen] by Megaf - https://forum.minetest.net/viewtopic.php?t=9494
15:27 Megaf :)
15:28 Megaf 129.6 MB smaller
15:33 IhrFussel Megaf, awesome, I will vacuum mine later too...how long did it take?
15:37 Megaf hm, around one hour maybe
15:37 Megaf max
15:38 Megaf reindex was much quicker
15:38 Megaf IhrFussel: Actually I have no idea, 30 minutes maybe
15:39 Megaf it depends on your CPU moslty
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15:42 Megaf !server Megaf
15:42 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/0 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms
15:42 Megaf server is back, with db vacuumed
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15:49 Volkj Megaf: do the vacuum makes the game less laggy?
15:49 Megaf Volkj: I have no idea. I don't have Minetest here at the moment, will let you know after I get it and join the server
15:50 agaran good afternoon
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15:51 Megaf good afternoon agaran
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15:55 Volkj Megaf: thank you. Playing on a server that got some serious lag spikes (10s of seconds, iirc ~120 seconds max) and wondering if "fragmented" map files, or ones with corrupted data, may be a source of that lag
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15:58 Megaf sometimes minetest admins just dont know what they are doing... They just get minetest from a prebuilt package and throw a lot of mods on it hoping it will run gracefully well
15:58 Megaf Volkj: ^
15:59 Volkj problem was that lag was low with .13, starting to grow since the server was updated to .14
15:59 agaran Volkj: yesterday sfan5 discovered that sometimes certain mods leave lots of metadata even after node was removed.. that causes some issues (at least on IhrFussel's server to my knowledge)
16:00 Megaf sometimes server lag spikes when it is saving the map to disk. Decreasing the save to disk interval might help
16:00 sfan5 nope not certain mods
16:00 sfan5 it just happens
16:00 sfan5 no mods involved
16:00 sfan5 the lots of metadata issue was with craftguide and the nodes were still there
16:00 agaran sfan5: so not only leftovers?
16:01 sfan5 the issue i reported on minetest/minetest is not leftovers, it's simply a bug
16:01 Megaf I don't fully understand what you meant by empty inventories in mapblocks
16:01 Megaf where these inventories came from?
16:01 sfan5 the other thing is: craftguide nodes take 32k bytes of metadata space
16:02 sfan5 Megaf: tl;dr useless data in mapblocks
16:02 agaran so better to not have that one..
16:02 Megaf 15,01You have no choice, It's believed it was a bug. Not sure if the bug still present or not.
16:03 Megaf bold on black rocks
16:05 Volkj could be unified_inventory linked to the metadata issue?
16:05 sfan5 no
16:05 everamzah i always assumed minetest.remove_node(pos) cleared metadata :$
16:06 Megaf if it doesn't that's clearly a bug
16:06 sfan5 i'm pretty sure it does that too
16:07 everamzah oh, so it's different if it's dug?
16:07 sfan5 ???
16:08 Megaf !server Megaf
16:08 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/0 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms
16:08 Megaf Volkj: joining my server to check lag and stuff
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16:10 Megaf ok, something is very wrong with my db after vacuum and reindex
16:10 Volkj it corrupted?
16:11 Megaf <ERROR> 2016-09-11 13:10:55: [Server] Item "mesecons:wire_11100000_off" not defined
16:11 Megaf and some nodes had been rotated
16:12 rubenwardy does minetest.set_node(pos, { name = "air" }) remove metadata?
16:13 everamzah or is it that pre-existent air nodes are getting inventories attached to them?  (happy to add to the confusion.)
16:13 Megaf ok, wires fixed
16:18 IhrFussel Now I found another mapblock "Compressed map metadata (2607 bytes, 31410 bytes uncompressed)" ... it only contains 1 dirt node and 1 dirt_with_grass node
16:19 IhrFussel 31k meta doesn't sound correct
16:21 IhrFussel 77k meta in block with 0 objects, 1 air and 1 wool:pink
16:22 IhrFussel And lots of those...some have wool:cyan instead of wool:pink
16:23 agaran sfan5: wild guess, could be that when node is loaded and has no metadata sometimes it gets previously-existing metadata from uncleared memory then write, seeing valid meta writes it?
16:28 IhrFussel 287 mapblocks with the exact node count of 2, all of them have the same size I think and many of them have no flags, some have "day_night_differs"
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16:30 IhrFussel Another example: Mapblock with dirt,dirt_with_grass,wool:white, 0 objects 39k meta
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16:31 IhrFussel air,wool:cyan,wool:pink, 0 objects, 77k meta
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16:33 IhrFussel air,moreblocks:clean_glass,default:aspen_wood, 0 objects 60k meta
16:34 IhrFussel air,default:stone,building_blocks:Marble, 0 objects, 78k meta
16:36 IhrFussel I could flood the chatroom with DOZENS of those, but the node count can have ANY amount with 0 objects and have >50k meta
16:39 sfan5 agaran: we don't do manual memory management, this can't happen
16:39 sfan5 everamzah: inventories are not the problem
16:39 agaran sfan5: ok,  I use/know only C, not sure if C++ constructors clear mem on creation or not..
16:39 sfan5 i just said inventories because i didn't understand the meta serialisation format yet
16:39 sfan5 no it's not even that
16:40 sfan5 C++ container are always empty when you create them
16:40 sfan5 there is no way around that
16:40 agaran good, I use(d) pure C on bare-metal.. no memory protection...no kernel nothing.. so bit different perspective..
16:42 agaran IhrFussel: did you ever encounter MapBlock::deSerialize(): Ignoring an error in log?
16:42 IhrFussel Even a mapblock with 8 general nodes (air,default) has 36k meta
16:42 IhrFussel I can check for that
16:44 IhrFussel agaran, are you sure the engine logs those errors without --verbose and --info?
16:44 agaran hmm, no..
16:45 agaran this will go in warning stream
16:45 agaran if happens
16:45 IhrFussel Warning stream gets logged
16:46 agaran and if you did not get that, it is good.. no errors is always good
16:46 IhrFussel agaran, grep is still running
16:47 IhrFussel Nope no results "grep -E "MapBlock::" .minetest/debug.txt"
16:49 IhrFussel Most recent warning was this "2016-09-11 15:41:20: WARNING[Server]: active block modifiers took 367ms (longer than 200ms)"
16:50 IhrFussel But that problem is most likely connected to the meta data problem
16:56 Megaf agaran: How hard would it be making minetest a baremetal application?
16:56 agaran Megaf: too hard if you ask me
16:57 Megaf even removing all network stack and using framebuffer instead of OpenGL?
16:57 agaran Megaf: you would need to port/provide a lot of stuff it uses
16:57 Megaf framebuffer is kinda standard
16:57 agaran still you need something to render data..
16:58 agaran bare metal means you have no os that initializes stuff for you, nothing that provides you keypress event etc...
16:58 agaran it is doable but I doubt if it makes sense..
16:58 Megaf I know what baremetal means :) It's worse than DOS applications
16:58 agaran bare metal for small things, like sensors, embeded controllers for psu/smps/charger..
16:58 agaran DOS wasn't even half bare..
16:58 agaran you had bios interrupts and dos interrupts..
16:59 Megaf oh, by baremetal you mean not even BIOS?
16:59 agaran I was writing stuff using debug.exe in asm when i was youngster..
16:59 agaran you have no bios on ARM.. bios is x86/pc specific..
16:59 agaran on sun hardware you have prom, but it is not same..
16:59 Megaf yup
17:00 agaran and by bare metal I mean something that has nothing like that.. either cortex M3/M4 arm, or avr8/mcs51..
17:00 Megaf sfan5: IhrFussel: just opened a block at random in sqlitebrowser. There's "ignore" written on it
17:01 Megaf ok, so minetest baremetal is definnetally doable. It will just take a lot of time
17:01 IhrFussel Megaf, I had those only ignore node blocks too with lots of meta...I just delete them
17:02 Megaf 75 bytes in this block
17:05 IhrFussel Megaf, are you using sfan5's parse-mapblock.py script?
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17:06 Megaf nope, I'm reading the db directly
17:07 IhrFussel https://gist.github.com/sfan5/52917a0e1338bcda2176edbc416dae60 take a look
17:08 IhrFussel It lists large mapblocks nicely together with position at top and object count, node size, meta size, node count, node type, node timers
17:14 IhrFussel agaran, I deleted 600+ mapblocks from the DB this morning now I found 324 more with lots of meta
17:16 agaran hmm do you have list of positions you deleted to compare if any of them got again overloaded with meta?
17:20 IhrFussel agaran, that can't happen cause I delete the entire block, if it happens again it's not about the mapblock position
17:20 agaran ok what I wanted to know if same mapblocks happen to get overloaded (thus current version causes that), or that are old blocks which are big or grow big
17:22 IhrFussel I wanted to check the timestamp of such a mapblock "So 3. Mai 20:14:51 CET 1970"
17:22 IhrFussel Sunday May 3 1970...that's weird
17:22 agaran thats some hours after start of epoch, I did not know that minetest was working since then ;)
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17:26 IhrFussel agaran, epoch started in Jan not May xP
17:26 agaran oh, minor detail so few hours and some months
17:29 IhrFussel Do all mapblocks start at epoch time?
17:30 IhrFussel Or maybe the timestamp is not even unix time?
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17:35 sfan5 no the timestamp is not unix time
17:36 IhrFussel Guys how am I supposed to delete all the mapblocks that contain >50k meta but only have regular nodes with no meta attached... sfan5 whats the format?
17:36 sfan5 that's more complicated
17:36 sfan5 i don't have time to help with anything now anyway
18:03 IhrFussel agaran, this is a pure nightmare...I'm at 8 nodes with >50k meta now...I'm guessing even many blocks with 10 or more default nodes contain that much
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18:27 agaran IhrFussel: hmm, what worries me most is how they happen to occur,
18:40 srifqi joined #minetest
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18:40 srifqi hi Jordach
18:41 Megaf hey jojoa1997
18:41 Megaf Jordach:
18:41 Jordach meow
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18:48 Megaf !server Megaf
18:48 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/1 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms
18:49 jojoa1997 hmpf Megaf pinging me
18:50 srifqi !ping Xanadu
18:54 Megaf jojoa1997: yep
18:54 Megaf did it again
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18:54 Megaf how are you?
18:54 Megaf dat IPv6
18:56 aix https://i.aix.ovh/60285.png
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19:01 Megaf lol aix
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19:09 Fixer added new moreblocks buug https://github.com/minetest-mods/moreblocks/issues/55
19:10 aix yay
19:10 aix bugs are fun
19:11 Fixer fix is simple
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19:17 IhrFussel !server IhrFussel
19:17 MinetestBot IhrFussel: IhrFussel's Server | 81.169.215.250:25000 | Clients: 17/35, 8/17 | Version: 0.4.14-dev / minetest | Ping: 15ms
19:20 Megaf https://www.youtube.com/watch?v=e5lcETwAItA
19:20 Megaf !title
19:20 MinetestBot Megaf: Ghostbusters (8 Bit Remix Cover Version) [Tribute to Ray Parker, Jr.] - 8 Bit Universe - YouTube
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19:22 Megaf ヾ(⌐■_■)ノ♪
19:22 Megaf ♪(┌・。・)┌
19:22 Megaf ヾ( ͝° ͜ʖ͡°)ノ♪
19:22 Megaf ヾ(-_- )ゞ
19:22 Megaf Ok, I stopped
19:23 Megaf http://japaneseemoticons.me/dancing-emoticons/
19:23 Megaf !title
19:23 MinetestBot ConnectionResetError: [Errno 104] Connection reset by peer (file "/usr/lib/python3.4/socket.py", line 374, in readinto)
19:23 Megaf !title
19:23 MinetestBot Megaf: Dancing Japanese Emoticons | Kaomoji, Emoji & Dongers
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19:23 Megaf I think this one is better https://www.youtube.com/watch?v=PChnIc6Twik
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19:48 agaran I wish that lua had 'next' like in perl for loops..
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19:52 rubenwardy like "continue"
19:57 agaran well.. perhaps?
19:58 Fixer rubenwardy: you here?
19:58 rubenwardy yes
19:58 Fixer rubenwardy: i have one problem with awards mod
19:58 rubenwardy oh noes
19:59 Fixer rubenwardy: iirc when F5 debug text is on, awards appear somewhat behind that text (obscured a little)
20:00 agaran rubenwardy: awards is awesome.. I was testing mapgens.. and enabled awards.. it is simply awesome, just way to keep anouncements visible bit longer could be neat, plus removing/disabling ones that are not possible (no pvp/no damage, you can't stack bones)
20:03 agaran rubenwardy: so 'continue' does exist? I just want to avoid if (a)... <do some prep> if b...  again next steps if (c).. and so on
20:03 rubenwardy no, lua doesn't do continue
20:03 agaran meh, so nested if's have to stay
20:03 rubenwardy http://stackoverflow.com/questions/3524970/why-does-lua-have-no-continue-statement
20:04 Hijiri you could do something sort of like continue with coroutines, but it would be verbose
20:04 Hijiri also it might be too expensive if it's a hotpath
20:05 agaran do break end seems interesting..
20:05 rubenwardy that's hacky
20:05 rubenwardy but then again it's lua
20:05 rubenwardy awards currently show for 3 seconds, agaran: https://github.com/minetest-mods/awards/blob/master/api.lua#L319
20:05 agaran well this piece of code it is repeated some hundred times when network is scanned, so I wouldn't want it to be too slow
20:06 agaran rubenwardy: yes.. first time I notice blink only and was 'wtf' as I forgot it is awards enabled.. ;)
20:06 agaran well I just did git pull..;)
20:08 agaran and it will be probably optional dependency for my thing.. I can imagine quite a few awards related to building industry stuff..
20:09 rubenwardy "This is a common complaint. The Lua authors felt that continue was only one of a number of possible new control flow mechanisms ("
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20:09 agaran well I understand that..
20:10 agaran but if I have some prereq which I can check before doing more expensive computation.. then I want to do so
20:10 agaran (like table/hash looped lookups etc)
20:10 agaran and nested ifs decrease readability in this case but I can live with that
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20:18 Hijiri they could have added call/cc
20:18 Hijiri tfw no scheme API
20:20 Hijiri though with call/cc you need other messy stuff like dynamic wind
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20:24 kruug So, I know there isn't an "on_point" function...what would be the best way to register that the player is pointing at a node?
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20:26 Hijiri there isn't a good way right now, I think there are a couple PRs that introduce a raycasting function like used by the client
20:27 Hijiri once that gets in you could check every step where the client is pointing, though that might be expensive if you are casting far
20:27 Hijiri if we get client-side scripting a pointing thing would probably go there
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20:28 Hijiri I mean, if you wrote the raycast every step thing it would go in there
20:28 Hijiri that way you don't have to calculate for all players on the server, the client script can just send point events (something defined by the mod) to the server
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20:29 rubenwardy !g https://youtu.be/L967yXhh3NU
20:29 kruug Yeah, it would be client-side
20:29 MinetestBot rubenwardy: Problem getting data from Google.
20:29 rubenwardy "Top down multiplayer shooter sandbox"
20:30 kruug Hmmm...yeah, I wouldn't have any idea where to start with raycasting...
20:31 agaran kruug: technic has -some- code working like raycasting but I don't know how good it is, or how well it works, just remember that I saw it while I was reading/glancing thru code
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20:36 Hijiri well it should be possible to raycast correctly completely in lua, but it might be slow since if there are a lot of entities you may have to do a lot of lua<->C++ switches getting the collisionboxes of them. Not to mention reading the map.
20:37 Hijiri selectionboxes I mean
20:37 Hijiri actually looks like objects don't have a separate selection_box
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20:40 everamzah https://github.com/minetest/minetest/blob/master/src/game.cpp#L3315 Does this mean mobile minetest has aux1 afterall? (as long as their fast mode is toggled on?)
20:43 rubenwardy everamzah, it means that the E (aux1) button is always down when in fast mode
20:43 rubenwardy so you are always running
20:43 rubenwardy android does have aux1, you just can't press it due to no keyboard
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21:44 Chinchou rubenwardy, there actually are some devices with a hardware keyboard(mine has one), but they're extremely rare
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22:15 nolsen Hardware keyboards are the best android keyboards.
22:15 Fixer hehe
22:16 T4im shouldn't people just be able to connect a standard keyboard to the android phones usb port? (with a usb converter of course)
22:16 Jordach yeeep
22:16 Jordach my old tablet had a kb extension
22:16 Jordach which could be used with very old MT builds
22:16 Fixer dunno
22:17 Fixer better buy a normal PC
22:17 * T4im finds the thought amusing though of people playing minetest on their phones with actual keyboards attached
22:17 Fixer yeah
22:18 T4im certainly will get you some look in a in a café or tram
22:18 Fixer it is like removing your teeth via ***l way
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22:23 Chinchou I hate android(and similar) for other reasons
22:23 Chinchou rather just use a laptop, carrying them in a bag isn't difficult.
22:23 Chinchou I am curious how MT will play on the Pyra once I have mine...
22:25 Chinchou For that matter, I am now imagining someone playing FlightgearFS on a Pyra.  The thought is strangely amusing to me.
22:55 Fixer Chinchou: https://en.wikipedia.org/wiki/Masochism
22:56 Chinchou Fixer:  For?  FGFS?  I'm well aware that it won't work well.  Why do you think I'm amused?
22:59 Chinchou I'm now imagining someone carrying around a flight yoke...
22:59 * Chinchou snorts
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