Time |
Nick |
Message |
00:00 |
epoch |
not sure if there's a way to script a minetest command after connecting yet. |
00:01 |
epoch |
I might have to write a command line option for it. |
00:02 |
epoch |
the path portion of a minetest url could just be a string that gets passed to the minetest server somehow and it can do whatever it wants with it |
00:25 |
Edgy1 |
do we have any estimations about when 5.1 will get released? |
00:28 |
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00:50 |
Helenah |
VanessaE: ;) |
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06:28 |
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06:30 |
Nigel |
Mornin all. <lowering expectations> Does anyone know of any documentation at all about how to set up apache to serve the server media files to clients with curl? |
06:30 |
Nigel |
my server is getting lag spikes when new users connect & I'd like to minimise it by offloading the media downloads... |
06:35 |
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06:48 |
Nigel |
Ok, I just found https://forum.minetest.net/viewtopic.php?f=14&t=18951 |
06:48 |
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06:50 |
Nigel |
so another question, if the media isn't available from sofar's public server, will the client fall back to loading from my server? |
06:59 |
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07:10 |
Nigel |
nm, having read the thread, I'll just add sofar's public media server as my mediasource, fantastic service sofar, thanks ;-) |
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14:38 |
Helenah |
buffer 36 |
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14:46 |
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14:47 |
hisforever |
Hi runninh mt 5.0.1, i butlt a House but when I try to add a chair aist it link so I can share the Debug File? pleasein the room I get a fatal crash. Can anybody give me the p |
14:47 |
hisforever |
please? |
14:47 |
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15:14 |
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15:32 |
lllI1I |
I'm writing up a death mechanic, wherein the player instead of having the default formspec is sent to a respawn waiting area, but I'm hitting a few snags: first, the death handling is hard-coded, so I need to make sure my function runs before the player actually dies |
15:33 |
lllI1I |
I managed to get that working somewhat, by registering on player hpchange and running the function if it would have been a fatal change, which works so far, but it's not an ideal situation |
15:34 |
lllI1I |
I emulate the death event by calling all the registered death functions, and I do the same for respawning |
15:35 |
lllI1I |
but my problem comes from if another mod would change the hpchange after my function runs, as that could make an otherwise okay blow lethal and vice-versa |
15:36 |
lllI1I |
if I could guarantee that my function runs last, after all the other modifiers have gone, that would solve this issue |
15:36 |
lllI1I |
but if I don't register this function as a modifier, the default death happens as well |
15:37 |
lllI1I |
can anyone offer a hand with this? |
15:38 |
lllI1I |
or, if nothing else, would anyone be opposed to breaking the death handling out of its hard-coded shell so that there could be a more sophisticated way to do this? |
15:44 |
sfan5 |
you can fudge around in order of registered callbacks after all mods have loaded |
15:45 |
lllI1I |
how do I do that |
15:47 |
sfan5 |
there's a minetest.registered_on_hpchange (or whatever else), which is just a list you can touch and reoder |
15:47 |
sfan5 |
reorder* |
15:50 |
lllI1I |
and I would do that in the uhh "on_all_mods_registered" function or whatever it's called? |
15:53 |
lllI1I |
found it, thanks |
15:58 |
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17:00 |
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17:17 |
lllI1I |
how do I handle minetest.after when a server goes down before it fires |
17:18 |
lllI1I |
because I'm stuck in purgatory now, never to respawn |
17:19 |
Krock |
that sucks. you could try to add pending query entries in the mod storage |
17:22 |
lllI1I |
how uh does that work |
17:23 |
Krock |
are you familiar with the Lua syntax? |
17:23 |
Krock |
however, in your mod's init.lua file you can get its storage data using https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4648 |
17:24 |
Krock |
afterwards you can use the returned Settings userdata (~class) like the regular Minetest settings API |
17:25 |
Krock |
although there are a few more options for settings (aka StorageRef): https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5056 |
17:26 |
Krock |
or just forget about "settings" because that might just confuse since those are two different types of userdatra |
17:27 |
lllI1I |
yeah I should be able to figure out how mod storage works |
17:27 |
lllI1I |
how would I uhm use this to handle respawning better |
17:28 |
lllI1I |
timers and etc |
17:29 |
Cornelia |
You make a note that a player needs to respawn and when the server shutdowns that note is saved. When the server is relaunched, you read the saved data and use it to restart whatever timers you need. |
17:31 |
Krock |
use it like a queue. push back new actions when minetest.after was/is called, pop front once the callback was executed |
17:31 |
Krock |
on server start you can then simply check whether the queue is non-empty and process the leftover actions as soon the player joins |
17:31 |
Krock |
or well.. rather "on player join you can then..." |
17:32 |
lllI1I |
so a few queues then, one per player? |
17:32 |
Krock |
or one, for the entire mod |
17:33 |
lllI1I |
I'm not sure I understand then |
17:33 |
Krock |
my_mod_storage:set_string("playername", minetest.serialize({ action = "teleport", pos = {??}})) |
17:34 |
Krock |
for playername, data in pairs(my_mod_storage:to_table().fields) do |
17:34 |
Krock |
local action_data = minetest.deserialize(data) -- do something .... end |
17:35 |
Krock |
or, when the task completed before server is shutting down: my_mod_storage:set_string("playername", nil) |
17:35 |
lllI1I |
but then what if a different player logs in |
17:36 |
lllI1I |
would we just go through the entire queue and ignore ones that aren't for this player? |
17:37 |
Krock |
that or faster: :get_string("joined_playername") .. if it's empty or nil: nothing pending |
17:37 |
Krock |
beware this can only hold one action. you might figure out another mechanism to keep multiple actions in the queue |
17:38 |
Krock |
(as in: multiple actions per queue/per player) |
17:39 |
lllI1I |
what about deserializing the queue, adding another action, reserializing for storage? |
17:39 |
lllI1I |
that would be a bit more CPU consuming but it would handle more actions |
17:40 |
lllI1I |
I'd probably also want a timestamp of sorts in the action def, or else people could exploit by quitting and rejoining before the timer's up |
17:40 |
Krock |
of course, that would be an option :) |
17:40 |
Krock |
hehe. already thinking about possible exploits. I like. |
17:41 |
lllI1I |
that's how I figured out that my function needs to come last |
17:42 |
lllI1I |
OH speaking of, it looks like the respawn code in the engine doesn't check to see if a player is dead before running the respawn events |
17:42 |
lllI1I |
someone with a cracked client could potentially use this to abuse |
17:42 |
lllI1I |
I haven't tested it or anything but that's what it looks like |
17:44 |
Krock |
handleCommand_Respawn L943 |
17:44 |
Krock |
there's a player->isDead protection |
17:44 |
lllI1I |
which file |
17:44 |
Krock |
network/serverpackethandler.cpp |
17:45 |
Krock |
like all other handleCommand_* functions |
17:45 |
lllI1I |
sorry, only recently started looking at the C++ source |
17:45 |
lllI1I |
how did I manage to miss that |
17:46 |
Krock |
np. it's sometimes hard to find the right location. this was an easy one, though. |
17:47 |
lllI1I |
I'm fairly certain I looked all over |
17:47 |
lllI1I |
must not have huhu thanks |
17:48 |
Krock |
!next |
17:48 |
MinetestBot |
Another satisfied customer. Next! |
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20:59 |
lllI1I |
how can I invalidate or cancel a minetest.after callback |
21:08 |
lllI1I |
it looks like there is nothing returned by the function |
21:09 |
lllI1I |
if I add a timer back when the player joins again, the respawn function will be called at least twice when the timer ends |
21:09 |
lllI1I |
perhaps more if they spam join/parts |
21:50 |
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21:50 |
Jojo69duku_ |
hello girls ! |
21:51 |
Jojo69duku_ |
just to tell you something is wrong with 5.01 on linux and android, when you put a password on a server to register et log in you cannot click on "connection" |
21:52 |
Jojo69duku_ |
XoXo ! |
21:52 |
sfan5 |
can you elaborate on "cannot click"? |
21:54 |
Jojo69duku_ |
yeah sure |
21:54 |
Jojo69duku_ |
if you click nothing happen |
21:59 |
Jojo69duku_ |
(i select a server and click on "connect", minetest say me i need to enter a password, after entered /digit /all/ or nothing ( i tried all possibilities), i click on" register" and nothing happen) |
22:04 |
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22:08 |
Jojo69duku_ |
maybe i can report this on github ? |
22:08 |
Jojo69duku_ |
@sfan5 ? |
22:09 |
sfan5 |
that would be a good idea to ensure it is seen by the devs |
22:09 |
Jojo69duku_ |
ah.. |
22:09 |
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22:10 |
Jojo69duku_ |
ok i'm going to do this |
22:10 |
Jojo69duku_ |
ciao creepy fag ! |
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23:59 |
lllI1I |
I don't suppose there's a way to change node physics based on player properties is there? |