| Time |
Nick |
Message |
| 00:00 |
* Taoki |
wonders why the commit rate dropped so drastically during the last weeks. Hope it's just vacation and no issues of any sort |
| 00:01 |
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| 04:57 |
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| 05:18 |
Zeno` |
can somebody close or delete https://github.com/minetest/minetest/pull/1560 please? |
| 05:21 |
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| 05:21 |
BlockMen |
pushing this in a few minutes https://github.com/BlockMen/minetest/commit/e9e9e42573a50dbf94370996d65b03dca1d5c284 |
| 05:23 |
Zeno` |
can somebody close or delete https://github.com/minetest/minetest/pull/1560 please? |
| 05:43 |
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| 10:14 |
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| 10:22 |
Megaf |
I really do need help with this https://github.com/minetest/minetest/issues/1556#issuecomment-52167033 |
| 10:38 |
Zeno` |
could be a million things because of the silly try/catch macros BEGIN_DEBUG_EXCEPTION_HANDLER and END_PORTABLE_DEBUG_EXCEPTION_HANDLER |
| 10:38 |
Zeno` |
I do notice that in httpfetch.cpp the result of new is not checked, but I doubt that is the cause |
| 10:39 |
Zeno` |
The result of HTTPFetchOngoing *ongoing = * |
| 10:39 |
Zeno` |
Anyway this is a server build? |
| 10:41 |
Zeno` |
There are about 700 possible points where the exception could be triggered |
| 10:44 |
Megaf |
Zeno`: Yep, that’s my server |
| 10:44 |
Megaf |
it crashes every day because of that bug |
| 10:44 |
Megaf |
and it’s a new bug, sapier is really good in introducing new bugs |
| 10:44 |
Megaf |
im not using redis nor leveldb |
| 10:45 |
Megaf |
and Im using irrlicht 1.8.1 |
| 10:45 |
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| 10:47 |
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| 10:48 |
Megaf |
also, it takes longer to compile after every git pull |
| 10:48 |
Megaf |
not so long ago it would take only 2:50 minutes to compile minetest server here, now it takes 3:50 |
| 10:49 |
Zeno` |
in main.cpp lines 915 to 1945 are wrapped in that try/catch kludge |
| 10:49 |
Zeno` |
so without a full backtrace it's going to be hard to track down |
| 10:52 |
Zeno` |
could be any of those 1000+ lines or the functions they call |
| 10:53 |
Megaf |
so I would need to compile and run in debug mode |
| 10:54 |
Zeno` |
You can get a backtrace without debug mode (if the core is dumped) |
| 10:54 |
Megaf |
How do I do that? |
| 10:54 |
Zeno` |
Are there any .core files in your directories? |
| 10:58 |
Zeno` |
core. * |
| 10:58 |
Megaf |
nope |
| 10:59 |
Zeno` |
yeah, probably because of the try/catch thing |
| 10:59 |
Zeno` |
I'm not sure of the best approach here |
| 11:07 |
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| 11:09 |
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| 11:33 |
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| 11:44 |
kahrl_ |
well, Megaf is gone, but what is producing "C++ exception" is LuaJIT |
| 11:45 |
kahrl_ |
so the way to figure out what's happening is to compile with vanilla Lua |
| 11:46 |
kahrl |
(maybe.) |
| 11:47 |
kahrl |
at least Lua will give a different message, hopefully a more helpful one |
| 11:47 |
Zeno` |
You sure about that? |
| 11:48 |
kahrl |
yeah |
| 11:48 |
kahrl |
I grepped the sources of Lua and LuaJIT |
| 11:50 |
Zeno` |
Yeah ok, END_PORTABLE_DEBUG_EXCEPTION_HANDLER gives a message like "ERROR: An unhandled exception occurred:" |
| 11:50 |
Zeno` |
still, over 1000 lines of code wrapped in that try/catch is... kind of crazy |
| 11:58 |
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| 11:59 |
kahrl |
well the way to make luajit not convert all messages to "C++ exception" is http://luajit.org/ext_c_api.html#mode_wrapcfunc |
| 11:59 |
kahrl |
in fact, ScriptApiBase calls luaJIT_setmode like that |
| 11:59 |
kahrl |
but our script_exception_wrapper only handles LuaError... why? |
| 11:59 |
kahrl |
shouldn't it handle all C++ exceptions? |
| 12:00 |
kahrl |
ShadowNinja: ping |
| 12:01 |
Zeno` |
I'm not a fan of exceptions. I'd rather a crash *shrug* |
| 12:06 |
kahrl |
hah, I remember now |
| 12:06 |
kahrl |
http://irc.minetest.ru/minetest-dev/2013-12-18#i_3501880 |
| 12:07 |
kahrl |
ShadowNinja: I guess change script_exception_wrapper back to the version from the example, if you think that's okay |
| 12:08 |
kahrl |
I didn't fully understand what that code did at the time |
| 12:14 |
kahrl |
Zeno`: the problem with just crashing is that the exception message goes to highly system specific place, if it gets logged at all |
| 12:14 |
kahrl |
with our try-catch we can log it to debug.txt like everything else |
| 12:14 |
kahrl |
goes to a* |
| 12:17 |
Zeno` |
a specific case within 1000+ lines of code |
| 12:18 |
kahrl |
? |
| 12:19 |
kahrl |
the exception message is supposed to tell you what happened, but in Megaf's case LuaJIT clobbered it |
| 12:19 |
Zeno` |
in main.cpp between lines 915 to 1945 how do do tell where the exception occurred (without a backtrace)? |
| 12:20 |
kahrl |
how would you do it without the try-catch? |
| 12:21 |
Zeno` |
Honestly, I'd do it the C way and just not use try-catch at all |
| 12:22 |
Zeno` |
the problem, as I see it, is that try-catch is used as a... catch-all |
| 12:23 |
kahrl |
so you'd use error return codes? |
| 12:23 |
Zeno` |
so there are heaps of new statements that don't even check that NULL is not returned; instead the exception system is expected to handle it |
| 12:23 |
kahrl |
new never returns NULL, it raises std::bad_alloc |
| 12:24 |
Zeno` |
err, yes it does |
| 12:24 |
Zeno` |
my bad |
| 12:25 |
kahrl |
with error return codes, there would be lots of places in minetest that don't check those and then cause a failure much later |
| 12:27 |
Zeno` |
yes |
| 12:28 |
Zeno` |
I guess what needs to be seen is what difference refactoring main() and run_game() would do |
| 12:29 |
Zeno` |
To me, and maybe I'm stupid, those two functions are very... difficult |
| 12:34 |
kahrl |
everyone requests refactoring those because it's easy; nobody refactors those because it's hard |
| 12:36 |
Zeno` |
heh |
| 12:38 |
kahrl |
anyway, I'm not a big fan of exceptions myself, but in most cases where minetest uses them it's useful (e.g. serialization code would be horribly cluttered otherwise) |
| 12:55 |
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| 17:20 |
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| 17:46 |
VanessaE |
RealBadAngel: YOur lighting changes skipped something. |
| 17:46 |
VanessaE |
nodeboxes aren't being shaded. |
| 17:48 |
kahrl |
I noticed that when testing earlier, but it wasn't much different from master so I didn't mention it |
| 17:49 |
VanessaE |
maybe it's just with shaders turned off. I'll check that in a moment |
| 17:49 |
VanessaE |
(I'm playing without them right now) |
| 17:49 |
VanessaE |
strike that, shaders were turned on. |
| 17:49 |
* VanessaE |
turns them off. |
| 17:50 |
Calinou |
no shading on nodeboxes with shaders on |
| 17:50 |
VanessaE |
seems to lack face shading either way. |
| 17:50 |
VanessaE |
that's a regression for sure. I know it worked before - I removed a bunch of redundant textures from Homedecor in response to it working, a while back. |
| 17:53 |
Calinou |
if only smooth lighting worked on nodeboxes too… like in Voxelands |
| 17:53 |
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| 17:53 |
VanessaE |
yeah |
| 17:53 |
Megaf |
yes |
| 17:53 |
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| 18:04 |
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| 18:08 |
kahrl |
Megaf: did you see my earlier suggestion? |
| 18:08 |
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| 18:08 |
Megaf |
kahrl: I think I missed it, can you please tell me again? |
| 18:08 |
Megaf |
sorry |
| 18:09 |
kahrl |
Megaf: can you try compiling without luajit? |
| 18:09 |
kahrl |
and running your server with just normal lua |
| 18:09 |
kahrl |
(if the machine can handle it) |
| 18:09 |
kahrl |
because luajit is what changes C++ exception messages to "C++ exception" |
| 18:13 |
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| 18:15 |
Megaf |
I see |
| 18:15 |
Megaf |
Im not even sure if luajit can be disabled |
| 18:15 |
sfan5 |
-DDISABLE_LUAJIT=1 |
| 18:15 |
sfan5 |
rtfm |
| 18:15 |
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| 18:15 |
sfan5 |
http://dev.minetest.net/CMake_Options |
| 18:16 |
sfan5 |
I didn't spend my time to make that page so that nobody reads it |
| 18:18 |
Megaf |
anyway, my server wont handle the load without luajit |
| 18:19 |
sfan5 |
why not? |
| 18:22 |
Krock |
Megaf, LuaJIT is nice and fast :) |
| 18:23 |
kahrl |
Krock: "without", not "with" |
| 18:23 |
Krock |
I didn't get the problem. *gets logs* |
| 18:25 |
Krock |
Megaf, would be interested if you could rewrite it.. http://irc.minetest.ru/minetest-dev/2014-08-13#i_3866066 |
| 18:28 |
kahrl |
Megaf: another thing to try (with luajit) is this patch: https://gist.github.com/kahrl/c81254227e11f09fd31f |
| 18:30 |
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| 18:37 |
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| 18:37 |
VanessaE |
sfan5: would you be willing to make a quick patch to the screwdriver mod? |
| 18:37 |
sfan5 |
maybe |
| 18:38 |
sapier |
wtf since when do some ppl define coding style without discussion and in a quite silly and incomplete way |
| 18:38 |
VanessaE |
something at about line 59 that checks for a group, say norotate=1, that if present, causes the screwdriver to do nothing. |
| 18:38 |
Megaf |
kahrl: I don’t have the knowledge to do it |
| 18:38 |
sfan5 |
sapier: not my fault, that was ShadowNinja |
| 18:38 |
VanessaE |
for nodes that have facedir but should not be rotatable by the screwdriver (e.g. anything composed of two or more nodes) |
| 18:39 |
sapier |
silly because it defines how content of comment which noone can truly define correct but doesn't even mention multiline comments which are quite common |
| 18:39 |
sfan5 |
anyway: --foo comments are ugly |
| 18:39 |
sfan5 |
use -- foo |
| 18:39 |
Megaf |
kahrl: what is your patch supposed to do? |
| 18:39 |
sapier |
I'm gonna remove all comments ... quite easy |
| 18:40 |
sfan5 |
lolno |
| 18:40 |
sapier |
and that crazy 8 spaces thing again ... goddamn ShadowNinja can't you one time accept decisions beeing made without using any chance to push your personal which again |
| 18:42 |
rubenwardy |
There is a lot of dead code in Minetest. Just search for #if 0 |
| 18:42 |
sfan5 |
dead code is something different |
| 18:42 |
kahrl |
Megaf: it "wraps" C++ exceptions thrown inside code called by lua, so the message survives getting handed up through the lua calls |
| 18:43 |
rubenwardy |
the_game is huge |
| 18:43 |
VanessaE |
sfan5: reason I ask for this is because I've got a few objects in homedecor that, if first rotated with a screwdriver and then dug, will cause a crash. I can prevent the crash easily, but these items should *never* be rotated, ever, and it would take some rather hacky, honestly nasty code to undo such rotations. |
| 18:43 |
Megaf |
so it doesn’t avoids the crash, it only gives more information on the crash, right? |
| 18:44 |
kahrl |
Megaf: yeah |
| 18:44 |
kahrl |
at this point I don't even have the slightest clue where the crash could be |
| 18:45 |
kahrl |
VanessaE: why should they never be rotated? |
| 18:46 |
Calinou |
VanessaE, no_rotate, not norotate |
| 18:46 |
VanessaE |
kahrl: because they consist of side-by-side, paired nodes. think X/Z equivalent of doors. |
| 18:46 |
rubenwardy |
52 sections of dead code using #if 0 |
| 18:46 |
kahrl |
oh, ok |
| 18:46 |
VanessaE |
a desk, pool table, or bed for example. |
| 18:47 |
sapier |
can we move wiki to github? I don't wanna memorize a 4th password for minetest only |
| 18:47 |
sfan5 |
sapier: heard of .txt files? |
| 18:47 |
kahrl |
what if someone wants to put a bed on (below) the ceiling? |
| 18:47 |
VanessaE |
Calinou: no_rotate = 1 seems right, yes. sfan5 can you add a check for this? :) |
| 18:47 |
sfan5 |
VanessaE: quite busy atm |
| 18:47 |
VanessaE |
kahrl: then I would add the necessary code in my mod to autorotate it on place. |
| 18:47 |
kahrl |
or in a house standing sideways |
| 18:48 |
VanessaE |
if you tried to use a screwdriver to rotate it, you'd have to rotate both nodes AND move one of them to follow. |
| 18:49 |
VanessaE |
sfan5: ok. |
| 19:01 |
sapier |
http://dev.minetest.net/Lua_code_style_guidelines ok now lets discuss about them to get a version everyone can live with |
| 19:01 |
sapier |
ShadowNinja: thanks for the work you did it's a good base for review |
| 19:03 |
VanessaE |
sfan5: well if you feel inclined, I guess it would be: if (ndef.groups and ndef.groups.no_rotate == 1) then return end right after line 80 in screwdriver/init.lua |
| 19:04 |
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| 19:07 |
sapier |
sfan5 did you only read or did you test it too? |
| 19:08 |
sfan5 |
sapier: read |
| 19:09 |
sapier |
great ... so everyone is bitching around about the unimportant things again and real problems go in undetected |
| 19:10 |
sfan5 |
the real problem is you writing bad code |
| 19:11 |
sapier |
well at least I do look for bugs instead of some ppl bitching around about coding style as ShadowNinja ... find that damn user deletion issue ShadowNinja it's caused by your player unload fix |
| 19:11 |
sapier |
and don't rely on a workaround as the pull request we have |
| 19:13 |
sapier |
I don't blame anyone for adding bugs but I get mad if someone doesn't fix the bugs she/he added |
| 19:16 |
sapier |
any comments about renaming the "tracing" pull to accounting? |
| 19:17 |
VanessaE |
sapier: profiling |
| 19:17 |
sapier |
yes but is it really profiling? we don't store full function trace |
| 19:17 |
VanessaE |
accounting would seem to suggest the same thing, to me anyway |
| 19:18 |
sapier |
hmm |
| 19:18 |
VanessaE |
tracing, even worse |
| 19:18 |
VanessaE |
that suggests instruction-level :) |
| 19:18 |
sapier |
well profile would at least result in "save_mod_profile" ... sounds better then "save_mod_bill" :-) |
| 19:19 |
VanessaE |
haha |
| 19:19 |
VanessaE |
I get enough bills in the post every week anyway ;) |
| 19:20 |
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| 19:38 |
sapier |
sfan5 nevertheless I fixed almost all your comments ... still we need to check that style guide and settle the questionable points |
| 19:38 |
* sfan5 |
nods |
| 19:39 |
Jordach |
you'll have a field day with BFD ;3 |
| 19:39 |
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| 19:40 |
sapier |
As I said I agree to most of those rules but I don't like unspecific rules which don't actually specify anything ... same things are in c++ guidelines too but not as rule but as suggestion ... that's where they belong (imho of course) |
| 19:41 |
sapier |
does anyone know a tool to create doc from luadoc comments? |
| 19:42 |
sapier |
hmm examples on luadoc page result in 404 ... not very trustworthy ;-) |
| 19:42 |
sfan5 |
direct any rants to ShadowNinja please :) |
| 19:43 |
sapier |
well shadow is hiding for weeks now ;-P |
| 19:44 |
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| 19:45 |
kahrl |
wasn't he here this week? I remember him asking me something |
| 19:50 |
Miner_48er |
sapier https://github.com/keplerproject/luadoc/blob/master/doc/us/examples.html |
| 19:50 |
Miner_48er |
http://keplerproject.github.io/luadoc/examples/lfs/lfs.luadoc |
| 19:53 |
sapier |
Miner_48er: where's the doc? I just see 404 on the example links provided there |
| 19:55 |
kahrl |
last release 2008? |
| 19:56 |
kahrl |
looks either unmaintained or very mature |
| 19:57 |
sapier |
it ain't marture |
| 19:57 |
sapier |
eclipse uses luadoc for it's outline in lua plugin and there it's in quite early development state |
| 20:01 |
sapier |
for mobf I use lua2dox ... a lua to doxygen converter ... better then luadoc but stil beta |
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| 22:23 |
RealBadAngel |
VanessaE, i will check the nodeboxes tommorow |
| 22:24 |
RealBadAngel |
but if it is not working with them it can mean only one thing, that normal vectors for nodeboxes are screwed |
| 22:25 |
RealBadAngel |
only condition when shading are normal to the vertex |
| 22:25 |
RealBadAngel |
sorry, and being a lightsource -> shading off |
| 22:29 |
RealBadAngel |
kahrl, here? |
| 22:31 |
RealBadAngel |
anyway, for the record, you were wrong bout need to have finalColorBlend reimplemented in shaders |
| 22:31 |
RealBadAngel |
when day/night ratio changes vertex colors are refreshed in mapblockMesh::animate |
| 22:32 |
RealBadAngel |
shaders just need current vc, nothing more |
| 22:32 |
RealBadAngel |
even more, theres absolutely no need for vertex shader to calculate it again each render step |
| 22:33 |
RealBadAngel |
so im going to remove that code from shaders |
| 22:34 |
RealBadAngel |
(tested/works) |
| 22:35 |
RealBadAngel |
but on the second hand, theres another option |
| 22:36 |
RealBadAngel |
started to type but then thought "no" |
| 22:36 |
RealBadAngel |
GPU time is way more precious than CPU |
| 22:37 |
RealBadAngel |
especially when multiple rendering passes are about to happen |
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