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MTDiscord |
<fatalisterror> it basically just lets you simulate C code and run C libraries tektatietwte |
00:35 |
MTDiscord |
<fatalisterror> at least in LuaJIT |
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01:21 |
repetitivestrain |
lhofhansl (if he is around): ... as I mentioned that is the original PR... The initial fix would be to increase server_unload_unused_data_timeout, which defaults to 29s. ... it simply doesn't work, and it is too dicey for a map generator that cannot tolerate errors at all |
01:21 |
repetitivestrain |
one error of this character can destroy a 5x5 block area of a map |
01:22 |
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09:42 |
sfan5 |
I would be worrying about a mapgen that takes more than 29s to generate a given area |
10:13 |
repetitivestrain |
29 seconds is simple: a 29 second lag spike, inopportune swapping, or hibernation would be more than sufficient to induce premature unloading |
10:13 |
repetitivestrain |
and 40 seconds/chunk is par for the course under PUC Lua |
10:15 |
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10:15 |
sfan5 |
I would also worry about the user's hardware and or the game if 29 second lag spikes ever happen |
10:16 |
repetitivestrain |
i've personally seen multiple-minute lag spikes on a server that was thrashing desperately |
10:16 |
repetitivestrain |
it was misconfigured, but no accidental misconfiguration or run of ill fortune should damage the map |
10:17 |
sfan5 |
your mapgen should fail safely if something unexpected happens |
10:17 |
[MatrxMT] |
<Blockhead256> a mod can get stuck pretty badly without it being fatal, and so, yes, not damaging the map is important in that case |
10:17 |
sfan5 |
but I guess the fault is on the engine here |
10:18 |
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10:18 |
sfan5 |
(though I don't think any map damage happens out of the box with e.g. mgv7) |
10:20 |
repetitivestrain |
Not possible without visible interruptions in features--since features generated in an incompletely generated chunk might also extend and depend on the contents of neighboring chunks |
10:22 |
repetitivestrain |
sfan5: it would be worse if the player should chance to build something in a partially generated chunk... |
10:22 |
repetitivestrain |
at least my mapgen protects all chunks that have not been completely post-processed |
10:23 |
repetitivestrain |
so that only generated features sustain damage from such engine errors |
10:23 |
repetitivestrain |
might also extend into* |
10:24 |
sfan5 |
the player could potentially destroy nodes in the overlapping blocks if there are structures there |
10:24 |
sfan5 |
but not build something new due to the ignore nodes |
10:24 |
sfan5 |
the risk of this ever being a problem in practice is practically zero if your mapgen is fast |
10:25 |
repetitivestrain |
I actually saw this in practice all the time, even on hardware where it generates chunks in 700-1000 ms |
10:25 |
repetitivestrain |
or I would not have written this patch |
10:25 |
sfan5 |
what is "this"? |
10:26 |
repetitivestrain |
The engine repetitiously generating chunks that have already been reported to register_on_generated callbacks after "couldn't grab block we just generated" |
10:27 |
sfan5 |
I'm not talking about that |
10:27 |
repetitivestrain |
ah you mean building in partially generated mapchunks |
10:28 |
repetitivestrain |
i would not be so sanguine, though it's been months since i last attempted anything substantial with the built-in mapgens |
10:29 |
repetitivestrain |
since ignore nodes should only replace mapblocks that failed to generate, not every mapblock such a mapchunk |
10:30 |
[MatrxMT] |
<Blockhead256> ignore nodes are routinely placed when decorations extend into neighbouring ungenerated chunks though |
10:31 |
[MatrxMT] |
<Blockhead256> the rest of the block gets filled with ignore temporarily |
10:32 |
repetitivestrain |
this is supposed to be impossible with my map generator, which doesn't post-process (execute decoration placement in) MapBlocks until all mapblocks that could thereby be overwritten have already been reported to on_generated |
10:32 |
repetitivestrain |
and larger decorations (structures etc.) are laid out long before the base terrain leaves the emerge thread |
10:33 |
sfan5 |
the edge blocks will exist anyway and given enough time the player could possibly use a pistonto push a node into them |
10:33 |
sfan5 |
(assuming mesecons doesn't prevent this) |
10:33 |
repetitivestrain |
mcl_pistons (we don't use mesecons any longer) respects area protection |
10:33 |
repetitivestrain |
therefore that should be impossible |
10:34 |
repetitivestrain |
mobs also will not spawn or move till their surroundings are generated and cannot pathfind or interact with ungenerated MapBlocks |
10:34 |
repetitivestrain |
cannot pathfind into or interact with ungenerated mapblocks* |
10:36 |
repetitivestrain |
liquid transforms are the only remaining mechanic that is liable to alter ungenerated mapblocks, and as mineclonia will soon gain a lua-based liquid transformation system, this won't be an issue for much longer |
10:39 |
repetitivestrain |
caves are largely generated from noise, and during the generation of each mapblock, the generator searches for non-noise cave systems which originate within a distance of 8 16x384x16 columns from the mapchunk being generated and replays their generation within the VM's emerged area |
10:40 |
repetitivestrain |
which is also luanti's own cave generators's MO, AFAIK |
10:47 |
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15:06 |
bracket |
x |
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18:44 |
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18:45 |
lmat |
Good afternoon! I'm running luantiserver and I get http://pastie.org/p/2PLd4o3yDY6r2uaSUFqKAj |
18:47 |
lmat |
I built from source (master branch as of now) and I did everything the same way I build minetest maybe a year or two ago. I'm assuming "Game [] could not be found." means that I failed to install the "minetest" game into my server (which was installed by default before). What should I do differently? |
18:49 |
MTDiscord |
<luatic> you need a copy of https://github.com/minetest/minetest_game in your games directory |
18:51 |
MTDiscord |
<luatic> (assuming a run in place build now) then you can run ./bin/luanti --gameid list and that should include minetest_game, and then you can pass --gameid minetest_game when starting the world. |
18:51 |
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18:59 |
lmat |
luantic: thank you! I'll give it a go ':-) |
19:01 |
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19:07 |
lmat |
Worked like butter! I think I didn't need --gameid when starting luantiserver because minetest_game is the only game. Thank you! |
19:29 |
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19:37 |
MTDiscord |
<luatic> np :) |
20:04 |
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20:09 |
SwissalpS |
/15 |
20:09 |
[MatrxMT] |
<Bracket> what does that mean? random pressing? |
20:10 |
SwissalpS |
switching channels in irssi, a space snuck in first |
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22:04 |
[MatrxMT] |
<leca> Hi there! I was wondering, why does Luanti not use some pretty user i/o library like minecraft does? |
22:04 |
[MatrxMT] |
<leca> I mean, I really like using the MC server console: it has autocomplete and allows you to scroll through the history, which is, afaik, is not possible in CURSES mode in Luanti server. Why is it like that? Is it considered a "useless dependency" or some kind of not very useful think to waste core team's time on? |
22:04 |
[MatrxMT] |
<leca> If it is the second case, I might try to implement such thing... |
22:04 |
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22:05 |
sfan5 |
the immediate reason is that nobody wrote the code |
22:05 |
sfan5 |
in the bigger picture it has never been a priority and IIRC the curses console was also just an one-off contribution from someone |
22:06 |
sfan5 |
chat autocomplete has been suggested but has never be done because it would need to be flexible enough to support the different commands mods might want to add |
22:07 |
sfan5 |
so: contributions welcome |
22:07 |
[MatrxMT] |
<leca> I thought of some flexible api with which you could like describe a command and its arguments so that it could autocomplete |
22:08 |
[MatrxMT] |
<leca> like there would be "classes" of arguments: player names, coordinates, etc |
22:09 |
[MatrxMT] |
<leca> you could write a file that would say, for example: |
22:09 |
[MatrxMT] |
<leca> ban [player] [time](s) |
22:09 |
[MatrxMT] |
<leca> and it would be parsed and when you press tab after "ban", it would understand that you want a players name so it would iterate through player names |
22:10 |
[MatrxMT] |
<leca> But I'm afraid that I'll come with PR and core team'll say "frick you thats a bad idea/implementation" |
22:11 |
[MatrxMT] |
<leca> Huge stone just dropped from my soul (this means "I am very relieved" in case if English doesn't have this phrase) |
22:11 |
[MatrxMT] |
<leca> Thanks a lot |
22:11 |
[MatrxMT] |
<leca> I really wanna contribute to luanti so I guess this will be my start |
22:13 |
sfan5 |
see https://github.com/luanti-org/luanti/issues/9663 |
22:18 |
sfan5 |
for reasons mentioned there a good balance would probably be if mods could just declare a simplified parameter order to indicate where player names can appear |
22:19 |
[MatrxMT] |
<leca> Why just player names? I think the idea of referencing lua snippets is brilliant, isn't it? |
22:20 |
sfan5 |
the often mentioned SSCSM does not exist and won't for a while |
22:20 |
sfan5 |
besides how do you run the client mods on the server to enable autocompletion in the curses console? |
22:20 |
sfan5 |
that would require lots of special handling if not an entirely different API |
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