| Time |
Nick |
Message |
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| 00:53 |
fluxionary |
re: `nodemeta:mark_as_private(...)`, am i understanding the documentation correctly, i need to re-set this every time i set a value for something which previously held the default? |
| 00:53 |
fluxionary |
also, is there a way to use that to mark the inventory as private? |
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sfan5 |
as long as you don't set a meta variable to "" the key-value pair lives on and so does the private marking |
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| 17:06 |
fluxionary |
so yes, if i want to make things private, i have to check every time that the value wasn't empty before i set it. :\ |
| 17:12 |
fluxionary |
or just set it as private after every write. i suppose that's simpler. |
| 17:15 |
Desour |
you could also use modstorage instead of private meta, and remove at on_destruct |
| 17:15 |
Desour |
I wonder how efficient that would be |
| 17:17 |
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| 17:49 |
fluxionary |
on another topic, is there a way to create an invisible formspec field so that i can pass a variable to receive_fields? |
| 17:51 |
Desour |
yes |
| 17:52 |
Desour |
you can make a field with a default value outside of the size[], and it will be clipped away |
| 17:52 |
Desour |
s/"value"/"value," |
| 17:52 |
Desour |
not the default value is outside |
| 17:53 |
Desour |
(the pos is) |
| 17:54 |
Desour |
I haven't seen any mod doing such abusive stuff yet. normally you just use the formname |
| 18:02 |
fluxionary |
okay, that's the solution i came up w/ too |
| 18:02 |
fluxionary |
hm. using the form-name might be a better solution for what i'm doing though. |
| 18:04 |
Desour |
you can also store extra information in a lua table per player name or per formname |
| 18:06 |
fluxionary |
yeah, i'm trying to avoid storing the extra info in a lua table because that seems ... hacky. i'd rather the bit of state i want to track to travel w/ the main message, not through a side channel |
| 18:07 |
Desour |
holding state server-side for an open formspec isn't really hacky |
| 18:08 |
Desour |
if you transport everything through the client, you can leak information, and it costs more network volume |
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| 18:24 |
independent56 |
can worldedit update blocks? |
| 18:24 |
independent56 |
Like make gravel fall and make blinky plants flash? |
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| 20:34 |
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| 20:45 |
sfan5 |
wat |
| 20:56 |
erlehmann |
uh, is it possible to override a mod with a downloaded mod? |
| 20:56 |
erlehmann |
i mean a mod in a game |
| 20:56 |
erlehmann |
i.e. selectively patching kinda |
| 21:13 |
kabou |
sfan5 I made a new proposal re: `on_metadata_inventory_*` issue https://github.com/minetest/minetest/issues/12098#issuecomment-1058038695 |
| 21:13 |
kabou |
its a bit less crude that what I initially proposed |
| 21:14 |
kabou |
and suggest a more broad feature extension |
| 21:14 |
sfan5 |
the concern isn't about mods being handed a 'nil' player |
| 21:15 |
sfan5 |
the concern is about mods not expecting to have callbacks called for actions done via the API |
| 21:16 |
kabou |
yeah, but how much of an issue is that in practice? My proposal mitigates it to a large extent |
| 21:17 |
kabou |
the use cases that I found keep their semantics intact when `player:get_player_name()` returns `""` |
| 21:18 |
sfan5 |
how? imagine a mod that denies any actions (it doesn't even need to touch the player object) but uses add_item to manually put items into the inventory, it would instantly stop working |
| 21:18 |
kabou |
I'll have to ask erlehmann to grep -R his copy of the content DB to check if that holds in general |
| 21:19 |
kabou |
sfan5 I don't want to imagine a mod, I want to know if there are any actual mods that do stuff like that |
| 21:19 |
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| 21:19 |
sfan5 |
I don't think this example is far fetched |
| 21:20 |
kabou |
then we can make a trade-off |
| 21:20 |
erlehmann |
hey, my copy is outdated |
| 21:20 |
erlehmann |
i think sfan5 is right to be conservative here |
| 21:20 |
erlehmann |
hasn't some joker rewritten the entire inventory thing in lua? |
| 21:21 |
erlehmann |
kabou better figure out how contentdb can us all allow to have code search |
| 21:21 |
erlehmann |
because that would make so many discussions about regressions a bit easier tbh |
| 21:22 |
kabou |
sfan5 besides it affects only inventories of nodes that define the `on_metadata_inventory_*` callbacks |
| 21:23 |
sfan5 |
sure |
| 21:24 |
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| 21:27 |
kabou |
so the tradeoff is between tentative obscure mods and an interesting feature enhancement to the engine |
| 21:27 |
kabou |
not just about the `on_metadata_inventory_*` callbacks |
| 21:28 |
kabou |
but having a more generic approach to "acting objects", including not only players, but also the lua engine and lua entities |
| 21:30 |
sfan5 |
you're aware that there's a fix for this that isn't a tradeoff, right? the callback calling behaviour can be made optional, then it won't surprise anyone who isn't expecting it |
| 21:31 |
sfan5 |
or shouldn't at least, excluding 100% of potential error cases is not feasible |
| 21:31 |
rubenwardy |
Not obscure mods, many many mods |
| 21:35 |
kabou |
rubenwardy can you give me examples? I only checked minetest_game and mineclones |
| 21:35 |
erlehmann |
i think kabou has drunk the “let's disregard all mods that are not mine” kool-aid lol |
| 21:35 |
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| 21:36 |
erlehmann |
also i wonder, if this is supposedly so easy, why have people been using fake players |
| 21:36 |
kabou |
erlehmann wrong, it's the "but the engine could be so much better" cool aid. Tastes much better |
| 21:36 |
erlehmann |
kabou have you researched the history of pipeworks |
| 21:36 |
erlehmann |
you should really do |
| 21:36 |
erlehmann |
if you have not |
| 21:36 |
kabou |
people use fake players because that is how they work around the engine |
| 21:36 |
erlehmann |
it will give you a lot of info about your hopper ideas too |
| 21:36 |
erlehmann |
how feasible it is and so on |
| 21:40 |
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| 21:41 |
sfan5 |
again: breaking compatibility is not required to make this work |
| 21:44 |
kabou |
but... breaking compatibility opens up the road to interesting engine enhancements |
| 21:44 |
kabou |
it's a tradeoff |
| 21:54 |
erlehmann |
kabou it's not a tradeoff |
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