new flux API mods #2623

Closed
opened 2022-09-06 21:19:47 +00:00 by flux · 7 comments
Member

i'm cleaning some stuff i copied into yl_commons and putting them into actual published mods. also, i'm trying to remove some of the duplicate codes in various mods of mine and put them into meaningful mods of their own.

  • futil
    "flux utility" mod. routines and data structures i use a lot.
  • action_queues
    way to schedule code to run in batches, with various ways to limit the size of the batch
  • builtin_overrides
    sort privs/status, don't crash if server sends a long chat message
  • craftsystem
    api to register craft recipes and replacements separately
  • debuggery
    useful commands for debugging server issues
  • node_entity_queue
    action queue which throttles the processing of LBMs for managing node-bound entities (smartshops, anvil, signs, etc.)

that's all for the moment.

there's also a full list of my published mods here:

@AliasAlreadyTaken i can handle adding the mods to yourland-mods if you want, but usually you do that.

i'm cleaning some stuff i copied into yl_commons and putting them into actual published mods. also, i'm trying to remove some of the duplicate codes in various mods of mine and put them into meaningful mods of their own. * [x] [futil](https://github.com/fluxionary/minetest-futil) "flux utility" mod. routines and data structures i use a lot. * [x] [action_queues](https://github.com/fluxionary/minetest-action_queues) way to schedule code to run in batches, with various ways to limit the size of the batch * [x] [builtin_overrides](https://github.com/fluxionary/minetest-builtin_overrides) sort privs/status, don't crash if server sends a long chat message * [x] [craftsystem](https://github.com/fluxionary/minetest-craftsystem) api to register craft recipes and replacements separately * [x] [debuggery](https://github.com/fluxionary/minetest-debuggery) useful commands for debugging server issues * [x] [node_entity_queue](https://github.com/fluxionary/minetest-node_entity_queue) action queue which throttles the processing of LBMs for managing node-bound entities (smartshops, anvil, signs, etc.) that's all for the moment. there's also a full list of my published mods here: * https://gist.github.com/fluxionary/bec6407b7baec310bf74d82f3c6fa147 @AliasAlreadyTaken i can handle adding the mods to yourland-mods if you want, but usually you do that.
flux added the
1. kind/enhancement
2. prio/critical
labels 2022-09-06 21:19:47 +00:00
AliasAlreadyTaken was assigned by flux 2022-09-06 21:19:47 +00:00
Author
Member

with bf835029c8 i have started to refactor yl_commons, make it dependent on these APIs, and have removed redundant functionality from that mod.

with https://gitea.your-land.de/your-land/yl_commons/commit/bf835029c89182c32f61c609b0a514e7e66ea6e4 i have started to refactor yl_commons, make it dependent on these APIs, and have removed redundant functionality from that mod.
flux added a new dependency 2022-11-02 21:47:37 +00:00
https://gitea.your-land.de/your-land/administration/issues/173

So far we got

minetest-action_queues
minetest-craftsystem
minetest-debuggery
minetest-fmod
minetest-futil
minetest-name_monoid
minetest-smartshop

Considered

https://github.com/fluxionary/minetest-choppy

So far we got minetest-action_queues minetest-craftsystem minetest-debuggery minetest-fmod minetest-futil minetest-name_monoid minetest-smartshop Considered https://github.com/fluxionary/minetest-choppy
Author
Member

Considered

https://github.com/fluxionary/minetest-choppy

the wooodcutting mod is an easy thing to replace and revert; switching to my mod at some point won't create any problems reverting back to what we used before.

there might be reasons to avoid my mods in general due to the license, but this is one mod-switch that would be trivial to undo at a later date.

also, as i've said elsewhere, i'd rather change the license so that you feel happy using my mods, than hold out on principles that aren't working for me.

> Considered > > https://github.com/fluxionary/minetest-choppy the wooodcutting mod is an easy thing to replace and revert; switching to my mod at some point won't create any problems reverting back to what we used before. there might be reasons to avoid my mods in general due to the license, but this is one mod-switch that would be trivial to undo at a later date. also, as i've said elsewhere, i'd rather change the license so that you feel happy using my mods, than hold out on principles that aren't working for me.
flux added this to the flux's TODO list project 2023-03-22 23:34:31 +00:00
Author
Member

@AliasAlreadyTaken adding "node_entity_queue" would significantly help w/ the big client-side lag spike you can get when running through the merchants' quarter.

@AliasAlreadyTaken adding "node_entity_queue" would significantly help w/ the big client-side lag spike you can get when running through the merchants' quarter.
flux added the
4. step/at work
label 2023-05-03 00:33:14 +00:00

node_entity_queue is now a canidate as of 1.1.119

node_entity_queue is now a canidate as of 1.1.119
Author
Member

this is live, closing.

this is live, closing.
flux closed this issue 2023-05-26 16:55:50 +00:00
flux added
5. result/fixed
and removed
4. step/at work
labels 2023-05-26 16:55:58 +00:00
flux removed this from the flux's TODO list project 2023-05-26 16:56:02 +00:00
AliasAlreadyTaken was unassigned by flux 2023-05-26 16:56:05 +00:00
Sign in to join this conversation.
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Reference: your-land/bugtracker#2623
No description provided.