Menus and the inventory
Menus and the inventory
This is one of the main things that makes inventory management a huge pain and generally results in me having lazily organized chests.
When I move an item from my inventory to a chest, there's a delay. Same goes with crafting, furnaces, etc. Why aren't the menus handled client side?
https://github.com/minetest/minetest/issues/1374
When I move an item from my inventory to a chest, there's a delay. Same goes with crafting, furnaces, etc. Why aren't the menus handled client side?
https://github.com/minetest/minetest/issues/1374
- Krock
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Re: Menus and the inventory
To prevent from cheating.bru wrote:Why aren't the menus handled client side?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: Menus and the inventory
Because virtually nothing is handled client-side. Well, that's a bit of an over-statement, but it reflects the general direction.bru wrote:Why aren't the menus handled client side?
Note that, given a considerable coding effort, it could be theoretically possible to move some things to client-side. Though, as said before, it would probably require those things to be done twice, once on each end of the connection, to prevent cheating.
Re: Menus and the inventory
my only question is why these very things lag on an eight-core recent computer with the client and server on same machine (ie: singleplayer)?
there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes.
maybe the player stuff should use sqlite like the maps, perhaps speeding things up versus filesystem access (the sqlite library is highly optimized, transactional (thread-safe), resistant to power-loss conditions, etc.)
I've been considering such a change in my local build of minetest.
EDIT: emphasis
there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes.
maybe the player stuff should use sqlite like the maps, perhaps speeding things up versus filesystem access (the sqlite library is highly optimized, transactional (thread-safe), resistant to power-loss conditions, etc.)
I've been considering such a change in my local build of minetest.
EDIT: emphasis
Last edited by GauVeldt on Tue Oct 28, 2014 19:53, edited 1 time in total.
- Evergreen
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Re: Menus and the inventory
The speed of your computer has nothing to do with lag.GauVeldt wrote:my only question is why these very things lag on an eight-core recent computer with the client and server on same machine?
there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes.
maybe the player stuff should use sqlite like the maps, perhaps speeding things up versus filesystem access (the sqlite library is highly optimized, transactional (thread-safe), resistant to power-loss conditions, etc.)
I've been considering such a change in my local build of minetest.
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Re: Menus and the inventory
I'm not really sure about that as I do some times have the feeling that a client on a slow computer could possibly cause lag on a remote server and even influence the other connected clients. Maybe the rule of the convoy applies that states "the complete convoy moves as fast as the slowest member".Evergreen wrote:...
The speed of your computer has nothing to do with lag.
- rubenwardy
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Re: Menus and the inventory
On singleplayer it does.
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Re: Menus and the inventory
Sorry about that, ignore me. :Prubenwardy wrote:On singleplayer it does.
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Re: Menus and the inventory
I'm sure it would when client are server are on same machine as is the case in singleplayer. I failed to mention singleplayer specifically in my last post but I should have implied it when I said "on same machine".Evergreen wrote:The speed of your computer has nothing to do with lag.GauVeldt wrote:my only question is why these very things lag on an eight-core recent computer with the client and server on same machine?
there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes.
maybe the player stuff should use sqlite like the maps, perhaps speeding things up versus filesystem access (the sqlite library is highly optimized, transactional (thread-safe), resistant to power-loss conditions, etc.)
I've been considering such a change in my local build of minetest.
Re: Menus and the inventory
I worded that poorly. I don't mean the actual items in the inventory.Krock wrote:To prevent from cheating.bru wrote:Why aren't the menus handled client side?
Why is so much of the game server-side, though? I would love to make some client-side mods. Things like custom HUDs, things similar to the immersive sounds, etc. Why does that all have to be handled by the server?
Re: Menus and the inventory
This isn't a decent enough explanation. Many server/client games (think MMOs) need to handle inventory in a similar fashion and do not have the same lag.Krock wrote:To prevent from cheating.bru wrote:Why aren't the menus handled client side?
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Re: Menus and the inventory
Not because of cheating. Mods are server, the easiest way to do menus is server side. It's about extendability. Of course client side prediction with inventories would be good for all of them, including chests.
AFAIK
AFAIK
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