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IRC log for #minetest, 2020-12-03

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All times shown according to UTC.

Time Nick Message
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03:58 specing Is there a construct in minetest lua that would be like assert, but instead of raising an exception it'd return from function?
03:59 specing I have a lot of code of the form  if cond then print("bla"); return X; end
04:00 specing It'd also be nice if the print call could be replaced by some log function
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06:09 SX specing possible with coroutines at least but not sure if it is that good idea really...
06:11 SX and pcall of course if you want to catch exceptions thrown by assertions but again gets bit complicated to make difference between assert and other faults
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06:16 SX but yeah, can do something like return_if(1 < 2, "Omg 1 is still less than 2")
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10:38 dgsomerton happy to report, all is working. I managed to isolate the server that was blocking me, sent the ticket in and a few minutes later it was unblocked.. Thanks for the help.
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12:28 sfan5 that's great
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13:53 Wuzzy What is the difference between /clearobjects quick and /clearobjects full?
13:54 Wuzzy (apart from speed, obviously)
13:54 Wuzzy Or to put it in a different way: What makes /clearobjects quick "quick"?
13:58 MTDiscord <w​war> I guess (not sure) /clearobjects quick 1-Clears objects in a not very big place. Or, 2-Do not clear all kinds of objects.
14:21 celeron55 Wuzzy: full goes through every generated block, quick just deletes objects from whatever blocks are loaded
14:21 Wuzzy ok
14:22 Wuzzy hmmm i just found a description in lua_api.txt...
14:22 Wuzzy "Clear objects immediately in loaded mapblocks, clear objects in unloaded mapblocks only when the mapblocks are next activated."
14:22 Wuzzy I don't understand the 2nd part of that sentence.
14:22 Wuzzy "only when the mapblock are next activated"? What does "next activated" mean here?
14:25 celeron55 i have no idea what that means
14:26 celeron55 i don't think anything special happens in either mode
14:28 MTDiscord <J​onathon> I know someone who did clearobjects full on a server, locked it up for a hour? At least the way it was explained to me is clearobjects just removes objects in loaded areas, while clearobjects full goes through the whole map and removes them
14:32 sfan5 Wuzzy: the engine stores a timestamp of when clearobjects was last run somewhere
14:33 sfan5 then when a new block is loaded and it's older than the clearobjects timestamp, all objects are removed
14:33 Wuzzy huh?
14:33 Wuzzy so a /clearobjects quick can affect objects long after I executed it?
14:33 sfan5 n?
14:33 sfan5 no?
14:34 Wuzzy hmm
14:34 Wuzzy do you mean, when a new block is loaded *during* the execution of /clearobjects quick?
14:34 sfan5 any time after
14:34 Wuzzy hmmm
14:35 sfan5 it will delay object clearing to when a block is next loaded, while /clearobjects full literally goes and loads each block to remove the objects and save it again
14:35 sfan5 that's it
14:35 Wuzzy ok so I do /clearobjects quick, a few objects die, then after 1 hour a player moves to a new mapblock, loading it.
14:35 Wuzzy and all objects in this NEW loaded mapblocks die as well?
14:35 sfan5 how is the mapblock "new"?
14:36 Wuzzy newly loaded*
14:36 sfan5 yes
14:36 Wuzzy bad language, sorry
14:36 Wuzzy wow, ok.
14:36 Wuzzy interesting.
14:36 sfan5 even more simplified: it will mark all blocks as needing their objects cleared
14:38 celeron55 where is the clearobjects timestamp stored
14:39 sfan5 env_meta.txt
14:40 celeron55 ok now i see where that happens
14:41 celeron55 so due to this it barely makes sense to ever run full clearobjects as this should be completely transparent to any gameplay or server processing
14:41 Wuzzy yeah, i also see now that /clearobjects full doesnt really make much sense anymore
14:42 Wuzzy slightly related question: How do I "get" an object in an area that is not loaded (or I have not checked if its loaded)?
14:42 sfan5 you don't
14:42 Wuzzy ?
14:43 Wuzzy i suppose the only way to be sure is to emerge first?
14:43 Wuzzy when the emerge finishes, can i be sure that all objects have appeared at this time?
14:43 sfan5 are objects active in forceloaded blocks? dunno
14:44 Wuzzy not forceloaded. minetest.emerge_area
14:44 sfan5 (because just emerging a block will not activate the objects)
14:44 Wuzzy oh jeez
14:45 Wuzzy objects are really tricky to deal with in lua
14:46 calcul0n_ i played a bit with forceload, it looks like entities stay active there
14:47 calcul0n_ and yes, emerge is probably not enough
14:51 MTDiscord <w​war> I suggest (somehow) make the /clearobjects quick do not clear tamed mobs..
14:52 sfan5 Wuzzy: I wouldn't mind if your PR removed /clearobjects full entirely
14:53 Wuzzy idk. maybe there is a weird fringe reason for people to use /clearobjects full. my PR was only about usability anyway, soo. not removing any features in this pr.
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14:54 celeron55 well if you want to clean up a map for sharing
14:54 celeron55 or archiving or something
14:54 sfan5 I wrote a python script that can recompress a map (saving up to 30% or something) and clear objects/meta/whatever months ago but haven't gotten around to releasing it
14:57 Wuzzy sfan5: BleachBit is also capable of compressing maps if they are in SQLite format
14:57 sfan5 that's just sqlite's VACCUM
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14:59 Wuzzy haha @greeter has fun with IPv6
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19:04 tango_ does minetest support gas?
19:04 tango_ like liquids, but spreads out in all directions
19:04 big_caballito[m] tested, my computer is on fire
19:04 sfan5 there is no engine support for that
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19:06 big_caballito[m] *as in fuel, lol
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19:43 tango_ sfan5: would core be interested in an impl?
19:44 * tango_ plans on implementing grisou / firedamp
19:44 sfan5 my personal opinion is "probably not"
19:45 sfan5 also there is another issue to be solved before that: currently almost all places check for == air, but if other non-air nodes are going to be widespread that would have to be changed to check drawtype == airlike
19:45 sfan5 or maybe with a group
19:45 sfan5 (so that you can actually placed nodes / etc into places that aren't air but another gas)
19:48 tango_ ah good point
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19:59 calcul0n_ the musttest game has something like this if you're interested
20:00 calcul0n_ gas pockets which can spread when you mine and poison you
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20:06 tango_ calcul0n_: I was more interested in having it explode if you place a torch in the area
20:06 tango_ but this would conflict with sfan5' remark
20:07 tango_ btw mtg needs better textures, I have troubles telling some ores apart, sometimes even seeing them because I'm colorblind
20:07 tango_ can nodes be made to sparkle if they are illuminated?
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20:13 sfan5 it wouldn't be impossible for the mod to spawn glowing particles
20:13 sfan5 but that's not the preferable solution
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22:32 daiNoZord it's pertinent - does anyone play elite:dangerous?
22:42 daiNoZord I'm only interested in Elite's multi-faceted rank/status structure
23:03 daiNoZord I think my idea is less complicated than it sounds ( it sounds complicated in my head ) but i guess it's broken down into parts...
23:11 tango_ huge dungeon and no chest
23:11 tango_ impossible, right?
23:12 daiNoZord There is a cheap workaround to the first half of my conundrum and that is to guage a monster as 10 blocks and then Warriors and Workers are the same faction and I can use a mod already in existence...
23:13 daiNoZord tango - any experience with self-replenishing chests?
23:13 daiNoZord But that is a tacky solution
23:14 tango_ daiNoZord: nop
23:15 daiNoZord fair enough :)
23:18 daiNoZord 2nd part of conundrum - progress halted upon a level being attained, pending a challenge set by a senior (not admin necessarily) then - Level 2! or 3 or 4 or.....
23:22 daiNoZord I like the idea of seperate factions tho. Players should be able to join/rejoin/leave with their faction with their achievements intact
23:23 daiNoZord But only if they're allied else the rank/status structure would get confusing - hence "leave"
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