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Do not emerge blocks in the active_object_send_range_blocks range #14152

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merged 3 commits into from Dec 29, 2023

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lhofhansl
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@lhofhansl lhofhansl commented Dec 23, 2023

See comments on #14148

When I added the extra range to active_object_send_range_blocks a while back the intention was to keep active objects that were already seen on loaded blocks in sight.

When looking at #14148 I noticed that all of these blocks are placed on the emerge queue. This is neither intended nor desired.
In particular it lead to the same blocks being enqueue over and over again if they have not been generated, yet.

Most folks do not set active_object_send_range_blocks and so won't be affected by the problem.

  • Goal of the PR
    Do not emerge that only on the active_object_send_range_blocks range. Activate them when existing, ignore them otherwise.

  • How does the PR work?
    This these blocks in a separate list. Blocks in the active_block_range are emerged as before, but extra blocks in the active_object_send_range_blocks view cone are only activate when they exists and not emerged otherwise.

  • Does it resolve any reported issue?
    No. But it reduces load on the emerge threads and DB if active_object_send_range_blocks is set to larg'ish value.

  • Does this relate to a goal in the roadmap?

  • If not a bug fix, why is this PR needed? What usecases does it solve?

To do

This PR is Ready for Review.

How to test

Set active_object_send_range_blocks larger than active_block_range. Observe that visible any entities out of active_block_range but sight in closer than active_object_send_range_blocks are still visible (as long as their block is visible).

@sfan5
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sfan5 commented Dec 23, 2023

Most folks do not set active_object_send_range_blocks and so won't be affected by the problem.

?
It's set by default and higher than active_block_range.

src/serverenvironment.cpp Outdated Show resolved Hide resolved
@lhofhansl
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lhofhansl commented Dec 23, 2023

@sfan5 How about this?

src/serverenvironment.cpp Outdated Show resolved Hide resolved
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sfan5 commented Dec 23, 2023

almost, how about this? http://sprunge.us/0FxRyA?diff

The idea is that everything is in blocks_added and extra_blocks only whether it should be emerged or not.

@lhofhansl
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That's not quite right either. When the block is on the added list and the extra list we need to emerge.

The initial logic, while a bit convoluted makes that all pretty clear. I reverted back to that for now.

@sfan5 sfan5 self-requested a review December 23, 2023 19:11
@lhofhansl
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lhofhansl commented Dec 24, 2023

I think this is as good as it gets, when possible use a standard set operation, use hand-coded loops when multiple actions happen in the loop.
(This can be all done with set operations in this same order, but then you'd 5 loops over the various sets instead of 3.)

@lhofhansl
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Also, we might want to let it generate blocks in the active_block_range. If I were a player I'd want active blocks around present regardless of whether need to be loaded from disk or be generated. I can add that here - a one line change, or in another PR.
(Right now Map::getBlockOrEmerge(...) only enqueues blocks for loading from DB, not for generation.)

Find out which blocks on the old list are not on the new + extra list
*/
std::set_difference(m_list.begin(), m_list.end(), newlist.begin(), newlist.end(),
std::inserter(blocks_removed, blocks_removed.end()));

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@sfan5 sfan5 Dec 29, 2023

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Exhaustively testing would be a waste but I'd do something like this to maybe catch the case where someone messes it up again in the future:

assert(newlist.size() >= extralist.size());
assert(blocks_removed.size() <= m_list.size());
if (!blocks_added.empty())
  assert(newlist.count(*blocks_added.begin()) > 0);
if (!extra_blocks_added.empty()) {
  assert(newlist.count(*extra_blocks_added.begin()) > 0);
  assert(extralist.count(*extra_blocks_added.begin()) > 0);
  assert(blocks_added.count(*extra_blocks_added.begin()) == 0);
}
if (!blocks_removed.empty()) {
  assert(newlist.count(*blocks_removed.begin()) == 0);
  assert(extralist.count(*blocks_removed.begin()) == 0);
  assert(m_list.count(*blocks_removed.begin()) > 0);
}

(should compile to no-op if NDEBUG)

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I assume you mean ... count(*....begin() ...

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@sfan5 sfan5 Dec 29, 2023

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oh, sure

edit: also added two more

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Added the basic sanity checks.

@lhofhansl lhofhansl merged commit c99196d into minetest:master Dec 29, 2023
13 checks passed
siboehm added a commit to Astera-org/minetest that referenced this pull request Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (minetest#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (minetest#14057)

Fix unittest failure for release versions (minetest#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (minetest#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (minetest#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (minetest#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929)

Warning: inform about entity name when bug detected about attachement (minetest#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (minetest#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (minetest#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092)

MinGW toolchain refresh

Add dithering (minetest#9014)

Android: Pause rendering while the app is paused (minetest#14058)

Hand roll UTF-16 conversion in CGUITTFont (minetest#14121)

Extend bone override capabilities (minetest#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (minetest#14054)

Partially address minetest#13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (minetest#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (minetest#14060)

Optimize and improve built-in PNG writer (minetest#14020)

Update CMakeLists.txt to fix MacOS build (minetest#14160)

Co-authored-by: sfan5 <sfan5@live.de>

Support both mouse and touch input in GUIs in a single binary  (minetest#14146)

Avoid short overflow with large viewing ranges (minetest#14175)

Rename `hud_elem_type` to `type` (minetest#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (minetest#14148)

Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <parona@protonmail.com>

Method add_pos for object/player (minetest#14126)

Comply with base64 license terms (minetest#14199)

Remove reference to defunct gitlab docker image

see minetest#14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (minetest#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206)

Remove server's address and port from pause menu (minetest#14082)

Touchscreen: Recognize double-taps as double-clicks  (minetest#14187)

Fix GameUI text staying visible during shutdown. (minetest#14197)

Don't run CDB update_detector more than once (minetest#14214)

Remove controls listed in the pause menu (no touchscreen) (minetest#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (minetest#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (minetest#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
siboehm added a commit to Astera-org/minetest that referenced this pull request Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (minetest#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (minetest#14057)

Fix unittest failure for release versions (minetest#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (minetest#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (minetest#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (minetest#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929)

Warning: inform about entity name when bug detected about attachement (minetest#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (minetest#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (minetest#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092)

MinGW toolchain refresh

Add dithering (minetest#9014)

Android: Pause rendering while the app is paused (minetest#14058)

Hand roll UTF-16 conversion in CGUITTFont (minetest#14121)

Extend bone override capabilities (minetest#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (minetest#14054)

Partially address minetest#13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (minetest#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (minetest#14060)

Optimize and improve built-in PNG writer (minetest#14020)

Update CMakeLists.txt to fix MacOS build (minetest#14160)

Co-authored-by: sfan5 <sfan5@live.de>

Support both mouse and touch input in GUIs in a single binary  (minetest#14146)

Avoid short overflow with large viewing ranges (minetest#14175)

Rename `hud_elem_type` to `type` (minetest#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (minetest#14148)

Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <parona@protonmail.com>

Method add_pos for object/player (minetest#14126)

Comply with base64 license terms (minetest#14199)

Remove reference to defunct gitlab docker image

see minetest#14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (minetest#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206)

Remove server's address and port from pause menu (minetest#14082)

Touchscreen: Recognize double-taps as double-clicks  (minetest#14187)

Fix GameUI text staying visible during shutdown. (minetest#14197)

Don't run CDB update_detector more than once (minetest#14214)

Remove controls listed in the pause menu (no touchscreen) (minetest#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (minetest#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (minetest#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
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