Lucien_II reports: note:during lag @6 today. I ca ... #4391
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#4391
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Lucien_II reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
this is because purple chests use a node metadata formspec, whereas shared chests require a round-trip interaction w/ the server to get the formspec. this prevents players w/out access to interact w/ the chest from seeing its contents, which the purple chest does not.
Which one is the superior mechanic? I assume the one that doesn't send all the contents to the client if there is no interact priv?
neither one is superior, they've both got their ups and downs.
node metadata formspecs are much faster for clients to open, particularly if there is lag. the client gets this data when it loads a mapblock from the server. however, they are static - they will look the same to all players in all contexts (though they can be changed as often as you want). this means that you can't "hide" them.
the other formspecs (minetest.show_formspec) are much more flexible, but lag can make them unusable sometimes, and these can actually result in a huge amount of network traffic (e.g. unified_inventory searches).
in the future, i hope SSCSM will provide a mechanism for generating dynamic formspecs client-side.