| Time |
Nick |
Message |
| 00:39 |
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| 08:00 |
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| 09:16 |
sfan5 |
I consider a review approach to be infeasible |
| 09:21 |
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| 09:38 |
sfan5 |
merging #11290, #11281, #11031 in 5m |
| 09:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/11290 -- Fix cloud fog being broken for high clouds (maybe) by Wuzzy2 |
| 09:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/11281 -- UnitSAO: Prevent circular attachments by SmallJoker |
| 09:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/11031 -- Fix misleading builtin command syntax of /shutdown by Wuzzy2 |
| 09:38 |
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| 11:16 |
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| 13:15 |
specing_ |
sfan5: Why? |
| 13:16 |
specing_ |
Are there no reviews of contentdb mods? |
| 13:19 |
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| 14:07 |
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| 14:17 |
sfan5 |
contentdb is an optional, additional way to install mods. if you have a private server, being forced to upload your SSCSM to cdb would be unreasonable |
| 14:18 |
sfan5 |
even if you have a public server and are rapidly iterating on new features having to wait for reviews would be a bottleneck |
| 15:03 |
specing_ |
And that's unreasonable compared to the current situation of no SSCSM support at all? |
| 15:03 |
specing_ |
What's the blocker on SSCSMs, anyway? |
| 15:37 |
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| 15:39 |
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| 15:39 |
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| 16:10 |
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| 16:11 |
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| 16:39 |
MTDiscord |
<exe_virus> Mostly distrust of Lua sandboxing and lack of great reasons to support them |
| 16:40 |
MTDiscord |
<exe_virus> But we'll get there I'm sure. The first step is a SSCSM for physics |
| 16:42 |
sfan5 |
specing: here onwards https://github.com/minetest/minetest/issues/10594#issuecomment-720562520 |
| 16:43 |
sfan5 |
but mostly it's really "someone needs to do it" |
| 16:46 |
specing |
exe_virus reviewed contentDB for CSMs would mitigate sandboxing concerns, lack of great reasons? Wielded light? Animation based on node content/properties without having to pollute the registered node space? |
| 17:10 |
MTDiscord |
<exe_virus> Obviously it's not enough content or someone would have made it correctly already haha, it just takes time and obviously we all have different priorities at the moment. I personally will tackle it within 1-2 years if it doesn't exist by then |
| 17:11 |
specing |
sfan5: what needs to be done? API? |
| 17:11 |
MTDiscord |
<Jonathon> you guys do realize that the active reviewer count on cdb is pretty low |
| 17:14 |
sfan5 |
"API"? |
| 17:14 |
sfan5 |
someone needs to write the code that does the stuff mentioned in the issue |
| 17:15 |
sfan5 |
if there's anything we don't need at this point it's yet another API added to CSM before the rest works |
| 17:17 |
specing |
sfan5: that means "static client storage"? |
| 17:17 |
specing |
but CSMs already have modstorage... |
| 17:17 |
sfan5 |
what are you referring to? |
| 17:18 |
specing |
* `minetest.get_mod_storage()`: |
| 17:18 |
specing |
* returns reference to mod private `StorageRef` |
| 17:19 |
sfan5 |
I mean: where did you see static client storage and why do you think it would be needed? |
| 17:20 |
specing |
Last comment on that issue |
| 17:20 |
specing |
"So I support adding a static client storage, usable by SSCSM. After all, isn't server media already cached on client?" |
| 17:20 |
sfan5 |
ah |
| 17:20 |
sfan5 |
I should be have been more precise on what posts I meant |
| 17:21 |
sfan5 |
https://user-images.githubusercontent.com/1042418/97895938-b65d3a00-1d34-11eb-9603-d05d73e87999.png < this is a TODO list I made |
| 17:21 |
sfan5 |
"have the server send mods for the client to execute" if the main point of course but there's other things to be figured out before that |
| 17:23 |
specing |
sfan5: have you looked into how it's done in SpringRTS? |
| 17:23 |
sfan5 |
I don't know what that is, sorry |
| 17:24 |
specing |
FOSS RTS game engine |
| 17:25 |
specing |
it's lockstep, so all clients execute the same lua code, but it has both synced lua (one that has to run) and unsynced lua code (GUI) |
| 17:26 |
specing |
And it has supported player provided local mods for a very long time |
| 17:26 |
specing |
each mod is composed of multiple lua scripts and media files |
| 17:27 |
specing |
lua scripts are divided between "widgets" and "gadgets" |
| 17:27 |
specing |
"gadgets" handle physics, damage, etc and have both synced and unsynced parts |
| 17:28 |
specing |
"widgets" handle GUI |
| 17:28 |
specing |
errors in each lua widget only crashes that script (which is auto-disabled), but can be reenabled in F11 menu |
| 17:29 |
specing |
errors in gadgets well...spoil the match :) but they can also be reloaded |
| 17:33 |
specing |
all mods (called games in springrts) are downloaded from a central server, which caches their development repositories. |
| 17:33 |
specing |
The latter also means that players can play on almost every commit in a game |
| 17:37 |
specing |
I'm not sure if there are any extra threads involved |
| 18:50 |
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| 20:29 |
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| 20:59 |
MTDiscord |
<exe_virus> I'm against doing all that and very much for trusting Lua to sandbox correctly using it's built-in methods to do so. We don't expose file handling and we give it a separate Lua context, that uses a limited RAM allocator, so it tops out at 1.8 GB, and then gracefully fails. As for what else we expose, that's a different question |
| 21:00 |
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| 21:05 |
specing |
Oh, and lua can do OpenGL calls directly in SpringRTS |
| 21:06 |
specing |
things like pushmatrix, popmatrix, add vertices etc |
| 21:14 |
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| 21:21 |
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| 21:25 |
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| 21:31 |
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| 22:50 |
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| 22:55 |
MTDiscord |
<exe_virus> We could do that ourselves, but no need to expose that low of a level in our case |
| 23:33 |
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