Time Nick Message 02:50 gh00p Hi folks. I had a low-battery shutoff while running minetest on Android, and now the game crashes every time I try to load the self-hosted world I was in. I gather something got corrupted in data files. Is there a way to diagnose or repair this kind of thing? Would hate to lose all the stuff I was building. :/ 03:49 Emerald2 gh00p: is there a crash message? 04:55 gh00p Emerald2: nope, the application just quits, before the progress bar even has a chance to move. 04:58 Emerald2 I'm not familiar with minetest on android, so hopefully somebody else has an answer for you. 04:59 gh00p Emerald2: ah, there is a `debug.txt` in /sdcard/Minetest/, with entries at the end which list errors... http://sprunge.us/24tCL3 04:59 gh00p The last line looks the most damning, I think. 05:00 gh00p Anything with "fatal error" seems like a good candidate. :) 05:01 gh00p I'm running version 5.1.0.25 from f-droid, the Play Store version is even older. 05:03 Emerald2 Ahh interesting. Wasn't sure if that file existed on android. 05:06 gh00p Hmm, for kicks, I'll see if I can copy the world directory over to my mac and load it there. 07:08 gh00p Emerald2: this is interesting... 07:08 gh00p sqlite> select count(*) from blocks; 07:08 gh00p Error: attempt to write a readonly database 07:12 gh00p The weird thing here is that while I did open the map in readonly mode, another (working) map did not give me this error. 07:17 gh00p This was a 5.2 minetest running on a mac, using a copy of the map copied over from the android device (5.1). And older backup worked fine, a newer copy crashes the same way. Debug data is here: http://sprunge.us/rvfKsj 07:18 gh00p I even tried copying the newer map file into the "working" world, which then crashed. So it looks like my map.sqlite is corrupt. 07:29 cheapie gh00p: If you have the sqlite CLI installed, you can try loading the map.sqlite up in that ("sqlite3 map.sqlite" in a terminal, from in the world dir) and then running "PRAGMA integrity_check;" (the trailing ; is important) from in there - it won't repair anything, but it should tell you if your map.sqlite is indeed corrupt or not. 07:30 gh00p cheapie: it returns "ok", but the "select count(*) from blocks;" returns 72501,. which seems like too many. 07:30 cheapie 72501 mapblocks doesn't sound like too many to me :P 07:31 cheapie My test world here has 22731, and that's just some tiny test world that I haven't moved very far from the origin in. 07:32 gh00p Ah, right, I just tested some other maps and they're all different. Okay, so how would I diagnose this? 07:32 gh00p If map.sqlite is readable, is it possible it has a locked record somewhere that's getting in the way? I don't even know if that's possible. 07:32 cheapie I'm not sure, but it does sound like an engine bug to me at this point and not a corrupt map. 07:33 cheapie May be worth asking in #minetest-dev given that something internal to the engine seems to be breaking here. 07:34 gh00p Thanks. Oh, did you see my debug info at sprunge, above? 07:37 cheapie The part with the LBM manager stuff crashing? Yep, that's part of why I think it's an engine problem of some sort. 07:38 gh00p I think "EnvArgsEnd not found" might have meant something too. 07:39 gh00p Anyway, off to bed for me. Thanks for the advice. 09:19 gorilla When running in windows singleplayer environment, I have noted that the saplings seem to not grow (yes aware that they are instant from saplings to fully gron). Version 5.2.0 09:33 gorilla I take that back, the saplings do grow but I'm not understanding when... yes, I have been putting them on a dirt block with plenty of sunlight. 10:10 Out`Of`Control On my server saplings grow, but really slow. 10:15 epoch I think most of the "grow" code will trigger at regular intervals and each time the plants have a random chance of growing up. 10:15 epoch also I'm pretty sure saplings won't grow if when they grew they'd be growing through something else 10:35 fruitsnack Hello, how can I check presence of sunlight somewhere? 10:36 fruitsnack is there some flags or something, or the best I can do is to check if there's no nodes above? 10:37 sfan5 compare get_node_light for the air above, it can return both the day and night light 10:37 sfan5 and if day light > night light, the sun reaches there 10:38 sfan5 this isn't perfect in presence of artifical light but the best I could think of 10:38 fruitsnack Well, I mainly wanted to use it to check if player is sheltered 10:38 sfan5 might work though since artifical light has values < LIGHT_SUN 10:39 fruitsnack I thought mese lamp from default has the same light value as the sunlight 10:41 fruitsnack And another question, how perfomance-costly raycasts are? Is it faster to do one raycast or to interate over a few nodes above the player? 10:42 fruitsnack to check if there's nodes above,for example to the end of mapblock 10:46 sfan5 hard to say, I suggest benchmarking it 11:16 fruitsnack hm, really inconclusive, results on my machine seems to be approximately the same, but there's quite a lot of jitter 11:17 fruitsnack both go from 0.03 to 0.1 ms, without any visible increase with increasing distance 11:30 rubenwardy minetest.get_node_light() for day time equal 15 13:46 juangh hello there guys. goot time for all of you and, please, keep safe. 13:46 Conradish006 Hello? 13:47 juangh i need your help: how can i increase the ram memory in my server to be used? 13:47 Conradish006 You mean increase the actual hardware? 13:47 juangh when i use wordedit, for example, and i made some kind of edition, the server crash around 2GB of ram memory... 13:47 juangh no no 13:47 sfan5 are you using luajit? 13:47 Conradish006 Oh okay 13:48 juangh can i configure the server to let it use more ram? 13:48 juangh i have a server with 64GB of ram 13:48 Conradish006 I figured it would automatically 13:48 Conradish006 Mine did 13:49 juangh the proccess crash when i made a world edition... 13:49 Conradish006 I dunno, try asking someone who hosts a server at home 13:49 juangh ;-) thanks! 13:50 juangh 2020-05-22 14:07:33: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: OOM error from mod 'worldedit_commands' in callback on_chat_message(): not enough memory 13:50 juangh 2020-05-22 14:07:33: ERROR[Main]: Current Lua memory usage: 1412 MB 13:50 Conradish006 I did host a server at home, but my internet was too unreliable 13:50 juangh this is an example 13:50 juangh this was last 22 13:51 sfan5 so are you using luajit or not? 13:51 sfan5 because luajit has a 2GB limit unless you use LuaJIT in its "gc64" variant 13:52 juangh sfan5 i'm sorry, i don't read it before...no...let me see...what luajit is? 13:52 sfan5 try minetestserver --version 13:52 sfan5 and see if you have USE_LUAJIT=1 or USE_LUAJIT=0 13:53 juangh 1 13:53 juangh USE_LUAJIT=1 13:54 juangh looking for information about how it affects the server... 13:54 sfan5 unless you want to mess with compiling luajit *and* minetestserver the only advice I can give it to select smaller regions when using worldedit 13:54 juangh what is the best choice? 13:54 juangh mmmm ok ok 13:54 juangh i installed luajit now...it figure as if not been installed 13:56 Emerald2 Yeah I was going to ask what size area you're worldediting. 13:56 juangh and, even if i don't use world edit, and i just want to give to the proccess more ram memory...can i give more? 13:56 Conradish006 My server is currently having issues with the protections 13:56 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest_game: Add node particles when leafdecay removes a node (#2686) 1384da00a https://git.io/JfV6h (152020-05-25T13:56:23Z) 13:56 Conradish006 It allows players to still break protected areas 13:57 Conradish006 And I've there has been a ton of griefing since it happened 13:57 PGimeno juangh: LuaJIT can't use more than 2MB (1MB in Linux 64 bits) 13:57 Conradish006 One player even melted down a reactor 13:57 PGimeno juangh: sorry, I mean LuaJIT 2.0 13:58 Conradish006 Anybody know what the issue could be? 13:58 Conradish006 I use the protection mod for BlockySurvival 13:58 Conradish006 Same one that Vanessa uses 13:58 juangh PGimeno: mmmm, i understand... 13:59 sfan5 PGimeno: I think you mean GB ;) 13:59 PGimeno juangh: LuaJIT 2.1 with GC64 can use more, but that needs a custom compilation 13:59 PGimeno and yes, I mean GB sorry :) 13:59 juangh PGimeno: let me ask you: i have a few instance (diferents worlds) in the same server, its are running, but, i don't know if i could may it work better... 14:00 juangh Yes yes, i undestand about MB and GB ;-) 14:01 juangh now i have two scripts, one to kill the proccess filtering by the port, and then starting it again...i'm thinking to make a kind of web interface to let others do that 14:06 nephele Conradish006, it's possible that some you have overwrites blocks without checking protection 14:06 nephele mod* 14:11 Conradish006 I'll check 14:11 Conradish006 Thanks! 14:12 PGimeno juangh: if there's a question, I don't know what it is :) 14:13 juangh PGimeno: That's right! :D 14:14 juangh PGimeno: I ask if there is other way to be running multiples instance (worlds) in the same server...just that. 14:15 juangh Now i'm using the same recommendation that is in the official docs... 14:15 bavariaball why i cant join servers 14:15 bavariaball i mean it says connecting to the server 14:15 PGimeno juangh: what's the OS of the server? 14:15 bavariaball but im waiting for like a 10 minutes 14:15 bavariaball idk i just joined one from the server list 14:15 juangh Ubuntu Server (Focal) 14:15 sfan5 bavariaball: firewall? security software? 14:15 juangh PGimeno: Ubuntu Server (Focal) 14:15 bavariaball nope 14:16 bavariaball i have endless OS 14:17 bavariaball and minetest is automatically downloaded 14:18 rubenwardy *googles Minecraft* 14:18 rubenwardy *endless OS: we've automatically downloaded Minetest for you* 14:18 Conradish006 Frickin internet keeps disconnecting me 14:18 Conradish006 I hate my ISP 14:19 PGimeno juangh: all I can give you is advice for finding the process ID of the server, e.g. if the server is executed with bash, doing: 'minetestserver & ; minetest_pid=$!' gets you the process id so you can be sure it's the one you executed 14:20 bavariaball can someone give me an endless os server? 14:21 sfan5 you can run a server from the main menu 14:22 Conradish006 I suggest using the server client tho 14:22 sfan5 either way since endless OS seems to be Linux based maybe there are more conventional ways of installing Minetest 14:22 Conradish006 Be it from Windows or Ubuntu 14:23 nephele another ostree distro i see 14:40 PGimeno sfan5: would you consider this patch? https://notabug.org/pgimeno/minetest-worldedit/pulls/1 14:41 sfan5 the line endings have bothered me for a while but having a huge diff to change them was something I decided against in the past 14:41 sfan5 the .gitattributes file might be useful though (doesn't git understand text vs binary by default?) 14:42 PGimeno sfan5: yes but it leaves the LFs untouched. You can create a local .gitattributes with these contents and normalize yourself. 14:42 PGimeno it leaves the Line endings* untouches 14:43 PGimeno you can normalize yourself without having a .gitattributes file in the repo, you just create it locally and use it to normalize 14:44 sfan5 hm 14:44 PGimeno I think it's easy to review in GH by checking the diff without space changes or something like that 14:45 juangh PGimeno: I'm reading all the information about server. Yes, i made two scripts, one to start and other to kill the proccess...using "pkill -f port" 14:45 PGimeno juangh: works too, I guess 14:46 PGimeno I'm just a bit nervous that -f might match the wrong thing 14:46 juangh PGimeno: to release that responsability to others, i will make a kind of "dashboard" with a single button and proccess checker...if it is up, green and nothing to do, if it is down the color is red, then one button to run the scripts...that is the idea 14:47 juangh PGimeno: something really simple, but working 14:48 juangh thanks a lot to sfan5 and PGimeno...i will try to make somethink simple and share this idea using github... 14:52 fruitsnack haha, just went to see what's endless OS and they have minetest on their front page, under content section 14:52 fruitsnack A screenshot from it as a thumbnail for "games" 14:55 Conradish00643 I swear to god! I'm gonna switch to AT&T 14:55 PGimeno sfan5: the advantage of having .gitattributes is that it helps with future additions from a Windows system 14:57 PGimeno without a .gitattributes, EOL is committed verbatim; with it, it's translated to LF on commit and, on windows, to CRLF on checkout 14:57 Conradish00643 Could someone please kick @Conradish006 so I can log back in? 14:57 PGimeno *.png was not really necessary 14:58 nephele aslong as you don't switch to deutsche telekom :D 16:01 PGimeno sfan5: does keep_loaded https://github.com/Uberi/Minetest-WorldEdit/blob/master/worldedit/common.lua#L48 - rely on the garbage collector not clearing the 'manip' local? 16:15 PGimeno if so, I suggest this patch: https://notabug.org/pgimeno/minetest-worldedit/commit/afe56032bbee7507e265e1e91cc616c2224b0074 16:17 sfan5 I think the intention there is just to load the map once and hope it doesn't get unloaded 16:17 sfan5 not sure if the vmanips even make use of the garbage collector 16:17 PGimeno oh so the engine does not ensure it's loaded for as long as the object exists? 17:18 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Silence GCC warning in mapblock_mesh 135311a27 https://git.io/JfV9j (152020-05-25T17:10:23Z) 17:32 sfan5 https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_vmanip.cpp#L396 17:32 sfan5 https://github.com/minetest/minetest/blob/master/src/map.h#L466 17:33 sfan5 PGimeno: ^ yes, seems like it doesn't do that at all 17:33 PGimeno does that mean that a block can be unloaded while it's manipulated? ew 17:33 PGimeno thanks 17:34 sfan5 sure, but it's not like that would matter since the vmanip stores a copy 17:34 sfan5 when you call read_from_map that is 17:35 PGimeno oh! and when you save to a block that is unloaded, is it reloaded in order to modify it? 17:35 PGimeno if so, then everything's good 17:36 sfan5 hm actually it keeps a copy of every block, so it doesn't need to reload them 17:37 sfan5 but essentially yes 17:37 PGimeno ok, all good then, sorry 17:37 sfan5 will add a comment to the worldedit.keep_loaded implementation though 17:37 sfan5 because this isn't obvious at all 17:38 PGimeno thanks 18:16 PGimeno juangh: still there? I think you can try this mod: https://notabug.org/pgimeno/ffi_accel 18:28 MinetestBot oil_boi: May-24 20:56 UTC Hilarious! xD https://youtu.be/DpSIV648DaI?t=7748 18:30 oil_boi texmex, hahaha, yes, the boat on top of tnt on top of a pig riding a spider has a 0.002% chance to spawn :P 18:31 luvo hahaha 20:12 MinetestBot 02[git] 04paramat -> 03minetest/minetest: L-System trees: Remove hardcoded use of 'mapgen_dirt' alias (#9931) 13b546e89 https://git.io/JfVFS (152020-05-25T20:11:57Z) 22:19 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Rename “Minimal development test” to “Development Test” (#9928) 13083b285 https://git.io/JfVhI (152020-05-25T22:17:52Z) 22:25 PGimeno hm, should I say goodbye forever to my "minimal" worlds? 22:27 sfan5 they haven't worked since yesterday already 22:29 PGimeno I guess I can make some tweaks to add the game with another name and rename the world's game or something 22:33 rubenwardy you can grab the last version from git 22:34 PGimeno yeah, we'll see how the renaming affects it... any ideas on stuff that I should adjust after renaming the game, apart from the name in world.mt? 22:35 rubenwardy most of the node names have changed 22:35 rubenwardy it's a completely new test game 22:36 PGimeno sorry, what I'm doing is copying the old 'minimal' (pre-9450) with another name, so that I can go back and forth in git history without getting conflicts 22:36 rubenwardy oh right 22:36 rubenwardy yeah, that's a good idea 22:37 PGimeno so, after renaming minimal to minidev (which I did) and adjusting world.mt for the worlds (which I did), anything else that comes to mind that needs adjusting? 22:39 PGimeno well, it says "All test pass" on current master, so it seems it's all good 22:41 rubenwardy that should work 23:41 rschulman Is there a way to make some parts of a mesh type node transparent or semi-transparent? 23:43 NathanS21 Use an alpha texture. 23:43 NathanS21 For partial transparency you need to set something in the nodedef 23:44 NathanS21 use_alpha_texture = true