| Time |
Nick |
Message |
| 00:54 |
|
BackupCoder joined #minetest-dev |
| 01:05 |
|
Taoki joined #minetest-dev |
| 03:01 |
hmmmm |
yikes |
| 03:02 |
hmmmm |
so i'm giving mapgen_v6.cpp 'the treatment' (you know, just clean code up and what not) and i am getting like 2x speed improvements on several components |
| 03:02 |
hmmmm |
for example i sped up the base rock generation up from ~3400us to 1800 |
| 03:02 |
hmmmm |
i mean sure that's not much, but it's just demonstrating how doing things the right way can make things better |
| 03:07 |
hmmmm |
can't really wait to sink my teeth into updateLighting() |
| 03:07 |
hmmmm |
flowMud() is going to be another big one |
| 03:35 |
RealBadAngel |
rewriting code x times always brings benefits |
| 03:35 |
RealBadAngel |
i know that from demoscene times |
| 03:36 |
RealBadAngel |
each time you can save a few cycles more |
| 03:36 |
hmmmm |
this isn't rewriting code, this is just cleaning what already exists |
| 03:37 |
hmmmm |
and it's not a few cycles, it's a lot |
| 03:37 |
RealBadAngel |
but you got the meaning :) |
| 03:37 |
hmmmm |
sure |
| 03:37 |
RealBadAngel |
btw i think ive a bug |
| 03:38 |
RealBadAngel |
formspec callback to handle fields doesnt send caller formname |
| 03:38 |
hmmmm |
and it's supposed to? |
| 03:38 |
RealBadAngel |
so every registered callback is called with formname = nil |
| 03:38 |
hmmmm |
nobody's noticed it until now, so i wonder how useful formname is... |
| 03:39 |
RealBadAngel |
well, if you give fields other names it will still work |
| 03:39 |
RealBadAngel |
but if youre trying to do there some extra code youre fucked |
| 03:40 |
RealBadAngel |
i noticed that because my callback was called even before it could be |
| 03:40 |
RealBadAngel |
it was on_rightclick one |
| 03:41 |
RealBadAngel |
and was called when i used inventory |
| 03:41 |
RealBadAngel |
node wasnt placed on the ground so obviously values were nil |
| 03:42 |
RealBadAngel |
started to dig wtf, and found that issue |
| 03:42 |
hmmmm |
i see.... did you find the offending code? |
| 03:42 |
RealBadAngel |
not yet |
| 03:42 |
hmmmm |
ahhhh we have a lot of bugfixes to do |
| 03:43 |
hmmmm |
by the way, is the 6d facedir thing going well? |
| 03:43 |
RealBadAngel |
i just defined what exactly is wrong with it |
| 03:43 |
RealBadAngel |
i need to polish it a bit more, thought it will be ready by weekend |
| 03:43 |
RealBadAngel |
but got stuck in other project and bugs |
| 03:44 |
RealBadAngel |
this last one took me a few hours to hunt |
| 03:45 |
RealBadAngel |
im doing stargates transportation system for servers, and got now almost everything ready |
| 03:47 |
RealBadAngel |
http://realbadangel.imgur.com/all/ |
| 03:47 |
RealBadAngel |
oops |
| 03:47 |
RealBadAngel |
http://i.imgur.com/C5c6uDZ.jpg and http://i.imgur.com/BjqkAF6.png |
| 03:48 |
hmmmm |
those do look pretty sweet |
| 03:48 |
hmmmm |
so where do they teleport you |
| 03:48 |
RealBadAngel |
to another stargate |
| 03:48 |
hmmmm |
that one right there? |
| 03:48 |
RealBadAngel |
which you can pick from list of your own |
| 03:48 |
hmmmm |
you can't have two stargates that close, the wormhole won't connect |
| 03:49 |
RealBadAngel |
or others which are marked as public |
| 03:49 |
hmmmm |
so i take it you have a naquadah ore? |
| 03:50 |
RealBadAngel |
i think i will replace naquadah with mithril :) |
| 03:51 |
RealBadAngel |
this system is meant for server transport, bigger (4x4) will be used for inter-server travelling |
| 03:51 |
|
VanessaE joined #minetest-dev |
| 03:52 |
RealBadAngel |
wb VanessaE |
| 03:52 |
VanessaE |
hey |
| 04:02 |
RealBadAngel |
bbl, cya |
| 04:02 |
VanessaE |
cya |
| 07:25 |
|
BackupCoder joined #minetest-dev |
| 08:27 |
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iqualfragile joined #minetest-dev |
| 08:41 |
celeron55 |
crap, finding something from the scriptapi implementation in github's source view just became about impossible |
| 08:42 |
celeron55 |
the split is not logical enough, ctrl+f is useless and github doesn't have such code search |
| 09:56 |
|
proller joined #minetest-dev |
| 10:01 |
celeron55 |
http://forum.minetest.net/viewtopic.php?id=5059 |
| 10:02 |
celeron55 |
it shouldn't need any of that if this is done: http://dev.minetest.net/Releasing_Minetest#Tweak_Windows_package_a_bit |
| 10:02 |
celeron55 |
so i ask: y u make broken packages? |
| 10:22 |
|
serengeor joined #minetest-dev |
| 10:38 |
|
Calinou joined #minetest-dev |
| 10:38 |
thexyz |
oh crap |
| 10:38 |
thexyz |
i forgot wrap_oal.dll |
| 10:39 |
thexyz |
i'll repackage it in a moment |
| 10:41 |
thexyz |
done |
| 10:41 |
thexyz |
so, are we migrating to stl? |
| 10:43 |
celeron55 |
i wonder what could be done to these kinds of things that would need a bit of testing before putting upstream |
| 10:43 |
celeron55 |
they always seem to be a pain |
| 10:45 |
celeron55 |
i vote for just merging it, it has been hanging around for too long already |
| 11:11 |
|
darkrose joined #minetest-dev |
| 11:11 |
|
darkrose joined #minetest-dev |
| 11:13 |
|
Taoki joined #minetest-dev |
| 11:37 |
thexyz |
why should we >Avoid iterators like the plague? |
| 11:59 |
|
Taoki joined #minetest-dev |
| 12:43 |
Taoki |
Is the GIT dead? There haven't been updates in 2 weeks |
| 12:54 |
proller |
8) |
| 12:55 |
proller |
moved to https://github.com/minetest/minetest.git |
| 13:10 |
Taoki |
Yeah, fixed it |
| 13:15 |
|
hmmmm joined #minetest-dev |
| 13:33 |
celeron55 |
thexyz: who says that? |
| 13:39 |
thexyz |
celeron55: http://dev.minetest.net/Code_style_guidelines |
| 13:40 |
thexyz |
hmmmm does |
| 13:44 |
celeron55 |
that's quite vague |
| 13:44 |
celeron55 |
i don't know why it even is there |
| 13:44 |
celeron55 |
by the way, one thing i disagree with in that is "with the exception that cases in switch statements are indented a level" |
| 13:45 |
celeron55 |
the linux kernel style is what minetest's code has always used |
| 13:45 |
celeron55 |
also, one thing that minetest's code mostly does is use m_ prefix for member variables; it isn't mentioned in there |
| 13:47 |
celeron55 |
actually, these days i code so that if it's a class, most of it's state is private and has m_, if a thing is a struct, most of it's state is public and it won't have any prefixes; i'm not sure how well the code might conform to that |
| 13:50 |
celeron55 |
one thing i have bitched in the past is whitespace between "if" and "(", and ")" nad "{", but these days i don't even care, as long as it's either zero or one space |
| 13:59 |
thexyz |
hmmmm: i think we should "merge and pray" my STL commit |
| 14:00 |
thexyz |
it's not like anyone is going to review it |
| 14:24 |
Taoki |
BTW, I have a suggestion regarding the Creative inventory menu: Can it be made so blocks are filtered by mods? Would make keeping it organized a bit easier |
| 14:24 |
Taoki |
eg: Separating stuff from Technic mod and HomeDecor mod, etc |
| 14:31 |
|
celeron55 joined #minetest-dev |
| 14:35 |
RealBadAngel |
hi all |
| 14:36 |
RealBadAngel |
taoki: its easy apply filter with mod name |
| 14:36 |
Taoki |
ok. I'm using the default creative inventory menu so that's probably why I didn't see |
| 14:37 |
RealBadAngel |
delete it and use UI |
| 14:37 |
Taoki |
Also, I noticed there's a customized creative menu in one of the mods. But it goes away and reverts to the old one after clicking the first button |
| 14:37 |
thexyz |
RealBadAngel: where can I download your "Stargate" mod? |
| 14:37 |
RealBadAngel |
thexyz: its part of technic but its not finished |
| 14:38 |
RealBadAngel |
im polishing it right now |
| 14:38 |
thexyz |
RealBadAngel: so it can't be used without technic, can it? |
| 14:38 |
RealBadAngel |
it can be |
| 14:38 |
thexyz |
great then |
| 14:38 |
RealBadAngel |
it is indpendent mod, but share same space |
| 14:39 |
|
tW4r joined #minetest-dev |
| 14:40 |
RealBadAngel |
taoki, that behaviour is when u havent deleted default creative |
| 14:40 |
RealBadAngel |
such overhauls need creative to be deleted |
| 14:40 |
Taoki |
ok, I probably will then. Though I still use it in a world where I disable mods |
| 14:41 |
RealBadAngel |
have you seen latest UI? |
| 14:41 |
RealBadAngel |
and hear it? |
| 14:41 |
Taoki |
Only gave it a short test. It looks pretty awesome though :) |
| 14:41 |
RealBadAngel |
http://i.imgur.com/NMvhjbM.png |
| 14:42 |
RealBadAngel |
curent version is nicer |
| 14:42 |
RealBadAngel |
it has also hotbar higlighted |
| 14:43 |
Taoki |
Yeah, nice stuff |
| 14:43 |
Taoki |
If only the item hotbar could also be themed like that |
| 14:43 |
RealBadAngel |
sooner or later |
| 14:43 |
RealBadAngel |
its not that hard |
| 14:43 |
RealBadAngel |
it is that we are doing many things at the time |
| 14:44 |
RealBadAngel |
and we cannot split ourselves |
| 14:44 |
RealBadAngel |
to code more |
| 14:44 |
tW4r |
O, um... Hi guys :) |
| 14:44 |
RealBadAngel |
hi, you? |
| 14:45 |
Taoki |
RealBadAngel: When it's done, I hope HUD elements will be moved to LUA too, and players allowed to define their own drawables |
| 14:46 |
Taoki |
But yeah, it is true |
| 14:46 |
RealBadAngel |
ive seen my next goal |
| 14:46 |
RealBadAngel |
hud related |
| 14:46 |
RealBadAngel |
minimap |
| 14:47 |
RealBadAngel |
one is working on lua version |
| 14:47 |
thexyz |
https://github.com/minetest/minetest/pull/520 |
| 14:47 |
RealBadAngel |
theres no minimap |
| 14:47 |
thexyz |
but hud can be defined from lua there |
| 14:48 |
RealBadAngel |
you think lua can handle minimap? |
| 14:48 |
RealBadAngel |
i doubt so |
| 14:48 |
thexyz |
i didn't say that |
| 14:48 |
Taoki |
Interesting |
| 14:48 |
Taoki |
Nah, no way to do a minimap in lua YET |
| 14:48 |
Taoki |
I see animation blending there though. I hope that is indeed working |
| 14:49 |
RealBadAngel |
thexyz, you have said you tested luajit, right? |
| 14:49 |
thexyz |
i wonder why's he implemented another language for hud definition |
| 14:49 |
thexyz |
RealBadAngel: i did |
| 14:49 |
RealBadAngel |
thexyz, but can you say what mods have you tested with it? |
| 14:50 |
thexyz |
hm... |
| 14:50 |
thexyz |
well |
| 14:50 |
thexyz |
RealBadAngel: why not test it yourself? |
| 14:50 |
RealBadAngel |
i already know the answer |
| 14:50 |
thexyz |
i can't remember everything |
| 14:51 |
thexyz |
i think i tested animals + some other mods |
| 14:51 |
thexyz |
but i cannot be sure |
| 14:51 |
RealBadAngel |
you havent tested mods that require calculations. all over |
| 14:51 |
thexyz |
and according to profiler report I've got slight perfomance decrease |
| 14:51 |
RealBadAngel |
mesecons, technic |
| 14:51 |
thexyz |
probably |
| 14:51 |
thexyz |
test it yourself then |
| 14:52 |
RealBadAngel |
we are using heavy maths there |
| 14:52 |
thexyz |
like, multiplying numbers? :P |
| 14:52 |
thexyz |
what do you use, actually? |
| 14:53 |
RealBadAngel |
no, deep first search with remembering parent vertice |
| 14:53 |
thexyz |
how's that "heavy math"? |
| 14:53 |
RealBadAngel |
familiar with it? |
| 14:53 |
thexyz |
of course i am |
| 14:54 |
RealBadAngel |
so you know remembering parent is not part of regular algorithm |
| 14:54 |
thexyz |
i wonder what should be called "regular algorithm" |
| 14:55 |
RealBadAngel |
those defined |
| 14:55 |
thexyz |
DFS is just DFS, no matter what |
| 14:55 |
RealBadAngel |
i added my own modifications to it |
| 14:55 |
thexyz |
you may remember entry/exit times and it's still DFS |
| 14:56 |
RealBadAngel |
im aware some did the same propably |
| 14:56 |
thexyz |
you may color vertices, it's still DFS |
| 14:56 |
RealBadAngel |
but i needed very specific way |
| 14:57 |
RealBadAngel |
regular dfs wont tell you way back to the point of origin |
| 14:57 |
thexyz |
where can I look at your code? |
| 14:57 |
RealBadAngel |
or let you replay it |
| 14:57 |
RealBadAngel |
its for months in technic |
| 14:57 |
thexyz |
it depends on what're you calling "regular dfs" |
| 14:58 |
thexyz |
there is no regular implementation i think |
| 14:58 |
RealBadAngel |
keepin wireing alive is using it |
| 14:58 |
RealBadAngel |
but but but |
| 14:59 |
RealBadAngel |
no matter what we should agree at another point |
| 14:59 |
RealBadAngel |
Lua is not made for such things |
| 14:59 |
thexyz |
fine, check it with luajit then |
| 15:00 |
RealBadAngel |
i will |
| 15:00 |
thexyz |
i don't get how language may be "not made for such things" though |
| 15:00 |
RealBadAngel |
its not the language name, or something |
| 15:01 |
RealBadAngel |
way of execution |
| 15:01 |
RealBadAngel |
strict Lua version needed several seconds to spawn big oak |
| 15:02 |
thexyz |
I'm not sure that was caused by Lua slowness |
| 15:02 |
RealBadAngel |
c++ version is instant (point of user view) |
| 15:02 |
thexyz |
looks more like lua<->minetest slowness |
| 15:03 |
RealBadAngel |
it is also possible |
| 15:03 |
RealBadAngel |
but not in such degree |
| 15:04 |
RealBadAngel |
ive read a lot bout luajit and learned that benefits with heavy calculations |
| 15:04 |
RealBadAngel |
not easy steps, but hard loops |
| 15:33 |
Taoki |
http://forum.minetest.net/viewtopic.php?id=5072 Very curious what others think of this idea, and if it can be done currently. |
| 15:36 |
|
jin_xi joined #minetest-dev |
| 15:37 |
Taoki |
BBL |
| 16:00 |
|
Jordach joined #minetest-dev |
| 16:01 |
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iqualfragile joined #minetest-dev |
| 16:02 |
jin_xi |
hey all, little rambling coming up :) |
| 16:03 |
jin_xi |
i've started working on taking the turtle system out of treegen to make something more general |
| 16:04 |
jin_xi |
i think such a system paired with logo/forth/some dsl could be very powerful for generating all kinds of structures |
| 16:04 |
jin_xi |
the branch is here: https://github.com/obneq/minetest/commits/turtle |
| 16:06 |
celeron55 |
Taoki: it's Lua, not LUA |
| 16:07 |
jin_xi |
here is some lua to use it: http://paste.ubuntu.com/5605147/ |
| 16:08 |
jin_xi |
i am looking for help and ideas on how to proceed, pls let me know what you think about the idea, kthxbai |
| 16:19 |
|
Calinou joined #minetest-dev |
| 16:23 |
thexyz |
inb4 jin_xi reimplements lua as "more advanced" turtle system |
| 16:26 |
|
PilzAdam joined #minetest-dev |
| 16:33 |
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PilzAdam joined #minetest-dev |
| 17:07 |
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rubenwardy joined #minetest-dev |
| 17:13 |
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rubenwardy_ joined #minetest-dev |
| 17:18 |
PilzAdam |
hmmmm, http://www.zimg.eu/i/64030040 |
| 17:19 |
jin_xi |
i think surface dungeons are intentional (and intentionally left open) from reading the code |
| 17:22 |
VanessaE |
but the non-reflowed water? |
| 17:22 |
VanessaE |
that's a bug for sure |
| 17:23 |
PilzAdam |
the abm by proller forces an update after a while |
| 17:30 |
VanessaE |
what about with non-finite water? |
| 18:07 |
|
Jeija joined #minetest-dev |
| 18:13 |
Jeija |
I need some help concerning the packet format of minetest, does TOCLIENT_INIT look like that: |
| 18:13 |
Jeija |
4 bytes protocol id | 2 bytes server peer id | 1 byte channel | 1 byte TYPE_ORIGINAL | 2 bytes TOCLIENT_INIT | data |
| 18:13 |
Jeija |
Is that correct? |
| 18:19 |
Jeija |
ok, I just checked it and it worked |
| 18:19 |
jin_xi |
https://github.com/celeron55/minetest/blob/master/doc/protocol.txt |
| 18:24 |
Exio |
minetest/minetest |
| 18:25 |
rubenwardy |
so https://github.com/minetest/minetest/blob/master/doc/protocol.txt |
| 18:26 |
jin_xi |
oops yes |
| 18:29 |
Jeija |
thx |
| 18:54 |
|
proller joined #minetest-dev |
| 19:32 |
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jin_xi joined #minetest-dev |
| 19:46 |
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rubenwardy joined #minetest-dev |
| 19:49 |
Taoki |
http://i45.tinypic.com/an1lj4.png I like how this looks (done manually tho) |
| 19:50 |
thexyz |
Taoki: I love the second block in your inventory |
| 19:51 |
thexyz |
it hurts my eyes, yet i still love it |
| 19:51 |
Taoki |
Yeah, haven't really placed it. It's called the frame or something, part of technic |
| 19:52 |
Taoki |
Probably hurts the eyes cuz it creates the illusion of being inside out. Or 4D :) |
| 20:30 |
hmmmm |
PlizAdam, yes? |
| 20:31 |
hmmmm |
i didn't touch the transforming_liquids - that's not my fault at all |
| 20:31 |
hmmmm |
and i am aware that it does that at times |
| 20:32 |
PilzAdam |
I actually wanted to point you to dungeons being generated at surface |
| 20:32 |
hmmmm |
besides, i see water_flowing blocks coming from the lake. |
| 20:32 |
PilzAdam |
but I heard that its intentonal, so nvm |
| 20:32 |
hmmmm |
actually, that's 100% intentional and good |
| 20:39 |
hmmmm |
[09:50 AM] <celeron55> one thing i have bitched in the past is whitespace between "if" and "(", and ")" nad "{", but these days i don't even care, as long as it's either zero or one space |
| 20:39 |
hmmmm |
this------^ why |
| 20:39 |
hmmmm |
i have been fixing those no-spaces for some time |
| 20:40 |
hmmmm |
if(you_do_this) you're+a+hacker(4/5+3,11,v2s16(x,y)); |
| 20:41 |
hmmmm |
while(you_look_at_how_condensed_my_code_is){this_is_killing_your_eyes=4+52-0*look_at_how_leet_i_am(m_some_stupid_member_variable); } |
| 20:42 |
hmmmm |
like christ.... control statements keywords are not functions, they're control statement keywords |
| 20:42 |
hmmmm |
and that is most definitely _NOT_ the linux kernel coding style |
| 20:43 |
hmmmm |
the style that was used for the longest time was some bastard child of GNU and leet_h4x0r |
| 20:44 |
thexyz |
hmmmm: any idea on what to do with STL patch? |
| 20:44 |
thexyz |
celeron55 agreed to merge it |
| 20:44 |
thexyz |
so i think it's fine |
| 20:44 |
hmmmm |
i'll merge it, i just hope it doesn't add any bugs |
| 20:44 |
hmmmm |
this needs to be done really soon |
| 20:45 |
thexyz |
ok |
| 20:46 |
hmmmm |
avoid iterators because they're worthless invention that serves to do nothing but attempt to hide pointers because pointers are "so horrible" and introduce subtle bugs |
| 20:46 |
hmmmm |
they're a worthless* |
| 20:46 |
hmmmm |
bloaty syntax |
| 20:47 |
hmmmm |
like what makes an iterator so much better than for (int i = 0; i != foo.size(); i++) {? |
| 20:47 |
hmmmm |
can anybody explain to me why that's inferior? |
| 20:47 |
hmmmm |
no, it's simple, it works, and it's done the right way, but C++ had to come along and fuck it up |
| 20:47 |
thexyz |
hm.. |
| 20:48 |
thexyz |
doesn't *i look simplier than foo[i]? |
| 20:48 |
hmmmm |
there's no reason to do that though when you have a non-C++ equivalent that is even more clear |
| 20:49 |
hmmmm |
the only time i'd use iterators is when dealing with std::map. that's all. |
| 20:49 |
thexyz |
std::set |
| 20:49 |
thexyz |
std::list |
| 20:49 |
thexyz |
what else? |
| 20:50 |
hmmmm |
std::set is now only used in that one circumstance |
| 20:50 |
|
Taoki joined #minetest-dev |
| 20:50 |
hmmmm |
std::list doesn't require the use of iterators |
| 20:50 |
hmmmm |
unless you're using find(), but in that case you'd probably be better off using std::map if this is something you needed to search |
| 20:51 |
thexyz |
hmmmm: how are you going to iterate std::list then? |
| 20:51 |
hmmmm |
oh, the linked list. yeah, you need to use it there. do we use a std::list at all though? |
| 20:51 |
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sapier1 joined #minetest-dev |
| 20:52 |
thexyz |
we do |
| 20:52 |
thexyz |
everywhere |
| 20:52 |
sapier1 |
any chance to get this merged: https://github.com/minetest/minetest/pull/531 |
| 20:52 |
hmmmm |
haven't noticed |
| 20:52 |
hmmmm |
well yeah, i'll do that later |
| 20:52 |
hmmmm |
gotta merge some things.. |
| 20:53 |
sapier |
this commit just moves the function where it belongs |
| 23:09 |
hmmmm |
thexyz, wait, are you ilya zhuravlev? |
| 23:09 |
hmmmm |
when I cherry picked your STL migration thing that's what comes up as the author |
| 23:24 |
hmmmm |
also, nice one sapier, the get_all_craft_recipes move doesn't even compile |
| 23:29 |
RealBadAngel |
lol |
| 23:29 |
RealBadAngel |
funny to see migration of own code ;) |
| 23:30 |
RealBadAngel |
propably missing .h |
| 23:31 |
hmmmm |
yeah i already did that |
| 23:31 |
sapier |
it did when I issued the pull request |
| 23:31 |
hmmmm |
oh crap |
| 23:32 |
RealBadAngel |
what? |
| 23:32 |
sapier |
btw what happened to the build bot? |
| 23:32 |
hmmmm |
which means there's a duplicate prototype somewhere else |
| 23:32 |
hmmmm |
ugh i don't care |
| 23:32 |
sapier |
leave it out I'll try to fix it with latest github version tomorrow |
| 23:33 |
hmmmm |
IT'S ALREADY BEEN FIXED jeez |
| 23:33 |
sapier |
what was the problem? |
| 23:33 |
RealBadAngel |
hmmm remember that missing formname bug i mentioned? |
| 23:33 |
hmmmm |
what do you guys make of this https://github.com/minetest/minetest/issues/534 |
| 23:33 |
hmmmm |
the function prototype was missing from scriptapi_craft.h |
| 23:33 |
hmmmm |
RBA, yeah? |
| 23:34 |
RealBadAngel |
i got back from work and its gone |
| 23:34 |
hmmmm |
hm? |
| 23:34 |
hmmmm |
that's not good |
| 23:34 |
RealBadAngel |
the variable is there |
| 23:34 |
RealBadAngel |
i havent changed the sources |
| 23:34 |
RealBadAngel |
dunno wtf |
| 23:35 |
RealBadAngel |
something is screwed there definitely |
| 23:35 |
sapier |
hmm sound's like i missed to commit the header ... sorry my fault |
| 23:36 |
RealBadAngel |
sapier, before pulling do clone |
| 23:36 |
RealBadAngel |
and compile |
| 23:36 |
RealBadAngel |
it catches such mistakes |
| 23:36 |
sapier |
yes but requires lots and lots of time |
| 23:37 |
sapier |
and won't fix errors on update of pull requests |
| 23:37 |
RealBadAngel |
but will catch stupid mistakes |
| 23:37 |
RealBadAngel |
like missing file or header |
| 23:39 |
sapier |
I know but on the other hands using 5 minutes 100 times to catch a fault fixed in 30 seconds isn't quite efficient |
| 23:39 |
sapier |
and yes I know bugs like that are anoying and I try to avoid them wherever possible. |
| 23:40 |
sapier |
534 seams to occur on windows only is this correct? |
| 23:42 |
hmmmm |
i guess, but there's something more interesting about it |
| 23:42 |
hmmmm |
he says that happens on startup |
| 23:42 |
hmmmm |
clearly, line 1802 is only executed on shutdown |
| 23:43 |
sapier |
isn't 1802 the catchall exception handler? |
| 23:44 |
hmmmm |
line 1802 is actually } catch (std::exception &e) { |
| 23:44 |
hmmmm |
so actually that's only executing because there was an exception that happened which was caught by that exception handler |
| 23:44 |
hmmmm |
and it somehow segfaults |
| 23:45 |
sapier |
address=0 ? do we use function pointers somewhere? |
| 23:46 |
hmmmm |
no, but we use virtual functions |
| 23:46 |
hmmmm |
hmm |
| 23:46 |
sapier |
member functions normaly have at least an offset |
| 23:46 |
sapier |
maybe a constructor doesn't have an offset |
| 23:46 |
hmmmm |
i'm saying that maybe that field was initialized to 0 when the object was allocated |
| 23:47 |
hmmmm |
the vtable isn't filled until after the constructor |
| 23:47 |
sapier |
sounds reasonable |
| 23:47 |
hmmmm |
that's one way that could've gotten there |
| 23:47 |
hmmmm |
also stack overflow |
| 23:47 |
sapier |
does minetest run within valgrind? |
| 23:48 |
hmmmm |
no |
| 23:48 |
sapier |
let me be more precise can minetest be run within valgrind ;-) |
| 23:48 |
hmmmm |
i mean you can try but it probably won't work out very well this time either |
| 23:49 |
hmmmm |
erm but nevermind that whole theory of yours |
| 23:49 |
hmmmm |
notice it says address is 0, not the faulting address |
| 23:49 |
hmmmm |
the faulting address is 0x6954AC8E, which attempted a write of 0 at address 0 (NULL) |
| 23:49 |
hmmmm |
so if this guy had debug symbols we'd have a chance at tracking what that is. |
| 23:50 |
sapier |
at least if he can provide the binary |
| 23:50 |
hmmmm |
look at how high up that address is, i'm willing to bet that the segfault happened in a DLL |
| 23:51 |
sapier |
this is windows ... maybe we already have the binary? |
| 23:51 |
Exio |
sapier: you can run it, you will get between 1 FPM to 2~ |
| 23:51 |
Exio |
(frames per minute) |
| 23:51 |
sapier |
there aren't many ppl out ther compiling itself |
| 23:51 |
hmmmm |
so, what libraries are dynamically linked against with windows? irrlicht, openal, other things? |
| 23:51 |
hmmmm |
sapier, the thing is, his OS decides what goes at that address which is not necessarily in the binary |
| 23:52 |
sapier |
yes but we could make absolutely sure it's not within minetest itself |
| 23:52 |
hmmmm |
i'm 98% sure that it's not within minetest |
| 23:52 |
hmmmm |
my money is on OpenAL, personally. |
| 23:52 |
sapier |
if this guy used a precompiled version most dlls are included within this package |
| 23:53 |
sapier |
strange I thought of openal too once you suggested dll's ;-) |
| 23:53 |
hmmmm |
maybe if those DLLs had a preferred load address, you'd need a PE file viewer in order to see though |
| 23:55 |
sapier |
unless we know which version he did use we can only guess ... I'm asking him to provide more information |
| 23:59 |
hmmmm |
ugh, git stash apply totally screwed up what i was working on |
| 23:59 |
hmmmm |
what the hell do i even do now |