Time Nick Message 00:02 jas_ !tell nerzhul network_asio works OK on LAN, can connect to server on remote host A-OK. when I connect to unix-experience.fr, though, i get "connection lost" dialog. 00:02 ShadowBot jas_: O.K. 00:22 jas_ https://github.com/jastevenson303/dcbl_csm/blob/master/init.lua#L31 <-- it's funny, because yaw keeps increasing until you turn the mouse the other way :O (didn't expect that hehe) gn o/ 01:48 Aerozoic Anybody know what causes this server crash error? ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'default' in callback environment_Step(): /usr/local/share/minetest/builtin/common/vector.lua:16: attempt to index local 'a' (a nil value) 10:13 IhrFussel Am I understanding this PR correctly and sofar assumes that most servers have a MAX LAG value of 0.2??? https://github.com/minetest/minetest/pull/6504 10:13 IhrFussel That is completely and utterly WRONG 10:14 IhrFussel Even Xanadu has a max_lag of 0.9 sometimes with 10+ players tenplus1 said recently 10:15 IhrFussel To use the max_lag as "goodness" indicator is a bad idea in general IMO ... you penalize players with lots of mods + players that way, not sure if that's what you want to achive 10:15 IhrFussel servers with lots of mods/players* 10:20 IhrFussel How abou adding a new average lag to the engine? I'm pretty sure that is how most other games do it on servers 10:22 IhrFussel If I look at the lag values my own mod tells me then it makes far more sense: ticks are set to 0.2 secs so 0.2 average means pretty much perfect... now sometimes it goes up to 0.25 or even 0.3 average which then indicates quite a lot of "hangs" 10:23 Krock max_lag is kind of an average value already 10:23 Krock average of maximal lag, however. 10:23 IhrFussel Krock, it is too slow, it does not give the player a "now" value 10:24 IhrFussel If the max_lag spikes to 30 secs (cause of WE) it takes up to TWENTY minutes to go back to normal again 10:24 Krock average values are never a "now" value 10:24 IhrFussel The max_lag only goes down by 0.000099 or something per tick btw 10:24 IhrFussel It's not an average 10:25 Krock it should decrease by half in 5 minutes 10:25 Krock so 1/4 in 10 minutes and 1/8 in 20 minutes 10:25 Krock https://github.com/minetest/minetest/blob/master/src/server.cpp#L491 10:25 IhrFussel My mod still provides more useful lag values of the recent minute that's why I advise my players to use the own lag command 10:26 IhrFussel And my problem is the PR if it gets merged, like I said servers with higher load will ALWAYS have higher max_lag 10:27 IhrFussel The 90+ servers with 0.15 max_lag are probably DEAD ones 10:27 IhrFussel My server is mostly pendling between 1.2 and 2.5 secs max_lag which is alright for such a loaded server 10:29 IhrFussel At least no player complained about lag yet so I guess it itsn't major 10:36 IhrFussel The max_lag can also spike depending on what players are doing on the map...it is a not more fair compared to ping..it is even MORE unpredictable 10:39 IhrFussel Example: max_lag was 3.2 but my lag mod showed only ONE TICK took longer than 0.5s and ALL other ticks were perfect ... now players still see 3.2 in /status and (if the PR gets merged) in the server list 10:39 Krock so renaming max_lag to lag and simply calculating the average would be more suitable? 10:39 Krock which PR are you talking about btw? 10:40 IhrFussel Krock, https://github.com/minetest/minetest/pull/6504 10:41 IhrFussel And yes if the lag value in /status was more accurate for the recent minutes I'd be fine but not if it takes 10+ minutes to go back to normal after 1 large spike 10:42 Krock that PR looks fine. The lag calculation behind just needs tewaking 10:43 IhrFussel Also I find the lag values in his PR to be completely nonsense...like I said even xanadu has a lag of 0.9 sometimes tenplus1 said so if you really merge that PR you'd need to adjust the good/medium/bad indictaors accordingly 10:43 IhrFussel You cannot expect from a server to ALWAYS run at the set tick rate 10:44 IhrFussel That's not how it works on a server with many mods 10:44 Krock some spikes are guaranteed as soon you have moretrees or another mod that calculates the terrain height or places large structures 10:45 IhrFussel Yes and those servers now will get bad indictaors just because of those mods? 10:46 IhrFussel That's why I think the max_lag value needs to be more accurate to the current server situation...that way lag spikes caused by mods aren't present after a few minutes anymore 10:47 IhrFussel And thanks by the way for the unknown node pos PR :) 10:54 shivajiva IhrFussel: looks like a QOS indicator and will not stop players joining to see their friends, might get the dead servers the odd player though 10:54 Fixer today i've learned minetest has SILLY ping indicator that bullshits everyone not living on serverlist continent :/ 10:56 IhrFussel shivajiva, I simply think it is kind of discriminating to give servers with 0 or 1 player and maybe 10 mods a good indicator and servers that built-up over time and therefore have quite a few mods and maybe also lots of players a bad one 10:58 IhrFussel The internal server lag doesn't matter the same on each server...creative servers largely don't care about lag I'd guess cause they need no "realtime" reaction 10:58 shivajiva you will get used to the bullshit ways some things are handled, in my experience none of it matters to the players, only the quality of their gameplay and playing in a dead server doesn't preclude anything other than loneliness ;) 11:01 shivajiva as I recall skyblocks and a couple of other servers spent so much time at the top of the list that they decided it wasn't fair and re-weighted it 11:02 shivajiva even though it's status at the top reflected it's popularity 11:04 shivajiva the list is just being sorted in diff ways to please diff people, clearly it offends sofar, wonder if his server is hosted in the US 11:06 shivajiva I'd like to see the ping and lag displayed in game in real time personally between the client and server 11:10 IhrFussel shivajiva, but do you agree that the max_lag value should be a bit more accurate and not display numbers that happened 5+ minutes ago? 11:11 shivajiva we need some latency or the stability of the overall picture is distorted equally 11:11 IhrFussel Or we could just add a new avg_lag value to /status so we have both avg and max over time 11:13 IhrFussel My server utilizes the areas mod and WHENEVER a player modifies a protection the server lags for 1+ sec CAUSE of the large protection file ... that is not my fault and I refuse to accept it as a fault of my server 11:14 IhrFussel I could name many more examples where I refuse to fault my code for it 11:14 shivajiva yea a current average would be good, wonder if I should investigate db storage for areas 11:14 IhrFussel to blame* 11:16 shivajiva db access becomes viable once the data set gets beyond a certain size and areas can become extremely big 11:16 shivajiva I can't see the first 400 records in the list for skyblocks it's become so big 11:16 Calinou hi 11:16 shivajiva Hi Cal o/ 11:17 Calinou by the way, how many of the servers use PostgreSQL? 11:17 Calinou I've been using it and it works well so far 11:17 IhrFussel I already cleaned up my areas.dat file...I removed any area owned by a account that got deleted...but it's still ~ 7,000 11:18 shivajiva there would be a significant gain from holding the data in a way that can be accessed quickly but adds little overhead to minetest 11:19 shivajiva Cal: only one I haven't tried 11:19 Calinou I'd argue most servers should use PostgreSQL 11:19 Calinou SQLite has its limits, and using it on servers is usually a bad idea 11:19 shivajiva go on then :) 11:20 Calinou (because you might as well use RDBMSes) 11:20 Calinou client-server ones, that is 11:22 IhrFussel Anot example: With ~ 60,000 accounts in auth.txt WHENEVER a player joins the engine updates the last login timestamp so it writes the auth file anew AFAIK ... and that lags my server ~ 0.2 sec 11:22 IhrFussel Another* 11:23 shivajiva give sauth a try fussel 11:23 Calinou yeah, prune unneeded entries 11:24 IhrFussel Is that a mod or what is it? 11:25 Calinou by the way, https://www.phoronix.com/scan.php?page=news_item&px=PostgreSQL-10.0-Released:) 11:25 Calinou just noticed 11:25 shivajiva https://github.com/shivajiva101/sauth 11:34 Shara Hello all 11:34 Krock hi Shara 11:34 Shara Hi Krock :) 11:35 Shara shivajiva: areas on RC scare me as you know. I somehow feel like that will break one day. 11:35 Krock Calinou, so we're doing something wrong? SQLite is the default backend for ages 11:35 Calinou yes, in fact it was wrong since the beginning (or almost) :P 11:35 Calinou at least, recommending it for use on servers is a bad idea 11:35 Calinou it's fine for singleplayer 11:36 Calinou setting up PostgreSQL is not that hard 11:36 Calinou https://wiki.minetest.net/Database_backends 11:36 Calinou I should write some docs on setting up PostgreSQL for Minetest 11:37 Krock but.. dummy is fastest :P 11:38 Calinou :D 11:38 Calinou I used that one on my CTF server, since world data didn't have to be stored 11:39 Krock indeed, helpful there. Also for testing mapgen it's nice to tweak parameters and rejoin 11:40 Calinou it's a shame most popular servers run on underpowered machines, causing lag 11:40 Calinou I wish there was some kind of voting on servers, too 11:40 Calinou (simple upvotes/downvotes, like, every player can vote once per sever) 11:40 Calinou server* 11:40 Calinou so you could vote based on your experience or something 11:41 Krock which, then again, would require a master server to bundle all the information 11:41 IhrFussel Calinou, the problem is that MT uses 1 core only mainly 11:41 Calinou that's not the only problem, the default settings are quite bad 11:41 IhrFussel I'm pretty sure that my server would boost its performance quite a bit if it was able to use all 4 cores 11:41 Calinou look at https://gist.github.com/Calinou/683cb0748efe867be6e18f86f206a6b7, compare it with the default settings 11:42 Calinou also, servers peform better on faster CPUs (single-thread performance), so a dedicated is better than a VPS, too 11:42 Calinou (most sizeable Minecraft servers run on dedis) 11:42 Calinou my server is a VPS, but I'd go dedi if I had 15+ players constantly 11:42 IhrFussel Mine runs on a dedi but not on a $100 one 11:42 Calinou there's dedi and dedi :P 11:42 Calinou the Atom ones are pretty slow 11:42 IhrFussel Opteron 11:43 Calinou Opterons are bad at single-thread performance 11:44 Krock is changing full_block_send_enable_min_time_from_building a good idea? it will increase the traffic 11:44 IhrFussel It can handle MT pretty good but since I needed so many mods (160+) of course it struggles 11:44 Calinou Krock: I don't think that setting is relevant since we have client-side node placement prediction 11:44 Calinou it used to not be the case (before 0.4) 11:44 Calinou any non-zero value will increase perceived lag, since players who need to receive MapBlocks will not have them immediately 11:45 Calinou more blocks need to be sent after all, I increased the view/generate distances to 14 :) 11:45 Calinou (Minecraft uses 15, so I'm still lower than that) 11:46 Krock also, aren't minecraft blocks larger than ours? Y=256 11:46 Calinou they're the same size, but height is only 256 nodes indeed 11:47 Krock ah 11:47 IhrFussel What? They still didn't increase Y? 11:48 IhrFussel What makes them think that buildings don't need to be higher than 256? Ridiculous 11:48 Calinou yeah, Y is 256 in Minecraft since March 2012 :P 11:48 Calinou they tried 512, but it was too slow 11:48 Krock width of an insane s32 is more important!!!! 11:48 Calinou Krock: i128 or bust! 11:48 lisac we've got a taller building on Craigs 11:48 lisac and it's also huge 11:49 lisac https://forum.minetest.net/viewtopic.php?p=227356#p227356 11:49 IhrFussel Too slow? Then they're doing something wrong in the code I'd say...why would the max height of the map slow down map loading? 11:49 Krock we can "easily" rebuild the mt. everest and Burj Khalifa 11:50 Krock no chance for you, minecrafters 11:50 IhrFussel Are there at least mods in MC that increase the height? Or is it hard-coded? 11:50 Krock lisac, I hope WE was used to copy floors, otherwise that's a massive task 11:51 Calinou there was Cubic Chunks for Minecraft Beta 1.7.3 11:51 Calinou (before the height was 256, it was just 128 back then) 11:51 Calinou it increased height to 65,635 11:51 lisac Krock, 100% survival 11:51 Calinou or 4096, I'm not sure 11:51 Krock uh, amazing 11:52 IhrFussel Wait...are you saying MC chunks load Y 256 at ONCE? 11:52 paramat IhrFussel a max lag indicator that is influenced by brief lag spikes is actually reasonable because a player's experence of a server tends to depend on the occasional lag spikes more than the times of lower lag. however agree with adjusting the value->colour encoding (see comment) 11:54 paramat MC doesn't use cubic chunks, our behaviour is identical in all axes 11:54 Krock this means they generate much more useless data than we do 11:54 Krock unless they use a differencial method to save it to the disk 11:55 paramat but then they have less issues caused by 'mapchunks above not being generated yet' like shadow issues etc. 11:57 Calinou IhrFussel: I think it's 2× 128 11:57 IhrFussel paramat, the only problem I see in the PR is that servers likely will get penalized for having (temp) higher load caused by intensive mods running or many players actively playing 11:58 IhrFussel I wouldn't even call 0.5 sec max_lag "high" you can barely notice 0.5 sec lag 11:59 paramat wut 11:59 paramat 0.5s is a long time 12:00 IhrFussel IMO the calculation for max_lag right now is not good...it should calculate a REAL average and not decrease by 0.00...99 per tick if lag is low, that is no real average 12:01 IhrFussel average means add ALL tick times and divide by their amounts 12:01 IhrFussel amount* 12:01 paramat max lag indicator will simply be an indicator of the 'max lag you will experience on a server' so is fair and does not discriminate. all servers will be affected the same way, and most have intensive mods like moretrees and caverealms 12:02 paramat from what i've read about your server red seems accurate, you admit is has long lag spikes 12:03 IhrFussel max_lag 1.5 BUT my avg lag mod reports an AVERAGE of 0.204 12:03 IhrFussel That is a big difference 12:04 nerzhul hello world 12:05 ThomasMonroe hi nerzhul 12:05 Fixer IhrFussel: yes, it loads Y=256 at once 12:05 Fixer IhrFussel: MC chunk is 16x16x256 iirc 12:06 nerzhul Krock, #6505 okay for a merge, if you can just fix the near condition could be nice 12:06 paramat there is no penalization, it's an indication of 'max lag you may experience', players will soon find out that the servers with more features have higher lag so will see it as a price worth paying 12:06 IhrFussel But it is FAR from reality of the recent minutes... here https://pastebin.com/BXQ5z1X4 12:07 IhrFussel When my avg lag mod reports 1.0 max lag in the last minute /status may still display 2.0 or more 12:07 IhrFussel Which is not fair 12:07 Fixer don't forget, max_lag is not a speedometer 12:08 Fixer it works differently 12:08 nerzhul nice Krock thanks, merge asap when you want :) 12:08 IhrFussel Then we need a REAL avg lag indicator like I said 12:08 Fixer you can have huge temporarely spike to say max_lag 100, and then there will be no lag while max_lag itself slowly goes down from 100 to 0 over time 12:08 Krock nerzhul, okay. Will most likely do it this evening 12:08 IhrFussel I rthink that is what players really want... an average of the recent lag values 12:09 IhrFussel Don't take the *highest* lag and call it a day, that is lazy 12:09 Fixer max_lag can be misleading 12:09 paramat "My server utilizes the areas mod and WHENEVER a player modifies a protection the server lags for 1+ sec CAUSE of the large protection file ... that is not my fault and I refuse to accept it as a fault of my server" of course it's your fault, if that lag spike occurs then an indication of that lag spike is fair and accurate 12:10 IhrFussel Okay so it#s my fault when my server has that many areas alright 12:10 paramat Ihr you write so much nonsense =) 12:11 IhrFussel You don't seem to understand that max_lag doesn't tell the player what lag awaits them NOW 12:11 Fixer IhrFussel: it is not possible anyway to now lag up front 12:11 IhrFussel It only tells them what the highest lag in the recent time was 12:12 Fixer IhrFussel: https://forum.minetest.net/viewtopic.php?f=6&t=10884#p167292 12:13 IhrFussel "So even if max_lag is showing, say, 5.6s the current server lag may be (and probably is) a lot less." <<< and that confuses players! 12:14 Fixer IhrFussel: yeah it does 12:14 Fixer IhrFussel: start up WE, do smth, server halts for 10 seconds, unfreezes, reports 10 sec max_lag that then starts to decline _slowly_ (but there is no lag after that ofc) 12:14 IhrFussel Sometimes player tell me "ADMIN LAG IS HIGH" JUST because /status told them a high number 12:15 Shara I started to educate my players about max_lag.... now they understand what it is. 12:15 Shara These days they mostly just complain if it's increasing over time 12:15 Fixer IhrFussel: lag _was_ high 12:16 IhrFussel Server owners shouldn't act as a teacher here, the server list and /status info should simply be more accurate 12:16 Fixer _max_lag does not show current server lag_ 12:16 Fixer now thats the problem 12:17 IhrFussel That the server lagged for 10 secs cause of WE is not relevant to the player who just joined and it's even less relevant if that WE action was a rare one 12:17 paramat as i wrote, the experience of a server tends to be determined more by the lag spikes more than the times between, so the lag spikes having a big influence on the indicator is ok, it shouldn't be an average as that would rarely ever indicate the lag spikes 12:18 Shara I find max_lag helpful, since it tells me when there has been something unusual I should check on. Which isn't to say another way of measuring it would not be helpful as well 12:18 Shara Stuff in f5 isn't really for a player who just joined anyway 12:18 IhrFussel paramat, just add another value then... just make it so /status shows avg_lag=0.3, max_lag=1.0 for example 12:19 Fixer +1 12:19 Fixer Shara: can you give me that script that prints max_lag? 12:19 Fixer IhrFussel: ^ 12:21 IhrFussel Fixer, http://ihrfussels-server.tk/lagmod.tar.gz ... it tells you the avg/max lag per minute but you can of course adjust the time between measurements 12:21 Fixer nice, ty, i have an idea 12:21 IhrFussel Also remove the depends.txt 12:21 Fixer to visualise the problem 12:31 IhrFussel The best way to visualize it is using WE for a big project and then comparing the minutes after to see how "fast" the max_lag goes down to the ACTUAL lag 12:31 IhrFussel In the meantime my avg lag mod will already display the real recent lag and also the real max value from that time 12:32 Fixer IhrFussel: yeah 12:33 Fixer IhrFussel: that what i wanted, kinda, just to visualise the problem 12:34 Fixer print(minetest.get_server_status()) will probably help 12:34 IhrFussel max_lag is flawed in general because NOBODY really knows where the number started...one player joins and sees it as 20 for example...another sees it as 15 the third as 12 etc etc 12:34 Shara IhrFussel: You actually get such high numbers? 12:35 Shara For me, anything 10+ is a sign somerthing happened that should not have 12:35 IhrFussel No that was an example with WE ... when you modify 10 million nodes any machine will lag 5+ secs 12:35 paramat any single value or icon would be flawed 12:35 Shara People shouldn't really be editing insanely large areas with WE at once on servers. 12:36 Fixer Shara: with GC64 or lua you can 12:36 Shara I expect anyone I give the priv to on my servers to be mindful about what will trigger lag 12:36 Fixer GC64* is scary one though, but it works on windows 12:36 IhrFussel Shara, sometimes you have to...but WE isn't the only concern...MANY mods sometimes cause a high lag spike and max_lag just does *not* tell the player what to expect NOW 12:38 Shara Again, mods doing crazy things that generate high lag with any frequency, probably aren't great to have on a server to begin with 12:38 IhrFussel I don't see why anybody could be against a second avg_lag value in /status ... it doesn't hurt anybody 12:38 Shara I haven't said I'm against it 12:38 Shara Just surprised it's such a big issue 12:39 Shara It only seems to be the more technically aware players that press f5 and check these things, at least from my experience 12:39 IhrFussel Shara, when my avg lag mod tells me < 0.3 secs average most of the time while max_lag is somewhere in between 2-3 then YES I see it as an issue 12:40 IhrFussel Because all that says is there WAS a high lag of 2-3 seconds but nobody knows exactly WHEN or if it will happen again 12:40 Shara I can't check my averages, since right now I have a dead auth file. Auth files corrupting feels a bit more important given the security implications of when the admin account password is no longer recorded 12:41 Fixer i want better lag display too 12:41 Shara Those are the kinds of issues I'd much rather see some time devoted to 12:42 IhrFussel And if the devs won't implement a good avg_lag value I'll have to replace the ENTIRE /status output with my own 12:42 Shara IhrFussel: why not make a PR to add something then? 12:42 Shara That's how I got things I really cared about added 12:43 IhrFussel It's not about creating a PR, I'm sure that can be done in a matter of 10 minutes...I simply want agreement among devs 12:43 Shara YEa, the console option I wanted could have been done by most devs in that time too.. but two versions of me asking and no one wrote it, until I went ahead myself 12:43 IhrFussel Cause since you might know if devs are against a PR they won't merge it => wasted time 12:43 jas_ is there already an issue on tracker for this, IhrFussel? 12:44 IhrFussel jas_, I didn't check yet but there are surely "bug reports" in the forum about it 12:44 Shara The devs will work on what they feel is most important, but every one of us can contribute. 12:45 jas_ but if there's no issue on tracker, then that's a good place to start, i do believe 12:45 Shara If you can do that and just want the devs to confirm if they'd support the idea, you could ask them that directly. 12:45 IhrFussel The max_lag issue wasn't a problem to me by the way UNTIL NOW ... cause now they want to use this misleading value for the server list 12:45 jas_ they do? 12:46 IhrFussel Yes check the newest PR by sofar 12:46 jas_ has it been merged? 12:46 IhrFussel Not yet 12:46 Shara Oh, he wants his server higher I guess 12:46 jas_ PR is pull _request_ 12:46 Shara IhrFussel: link please? 12:46 IhrFussel jas_, but 2 devs already like it 12:47 jas_ this would be a lot less of an issue, if players were able to sort columns. is this even possible in formspec tables? i don't think so 12:47 jas_ (maybe, never tried.) 12:47 IhrFussel https://github.com/minetest/minetest/pull/6504 12:47 jas_ (sort by ping, sort by players, etc) 12:47 Shara thanks 12:47 jas_ or even a "Sort" button, to select how to sort. 12:48 IhrFussel jas_, but to use a value that only tells the players "there was some high lag in the past but nobody knows how high it is now" is a bad idea to me 12:48 jas_ : ) 12:48 jas_ i know 12:49 jas_ if it's any consolation, no one is using minetest-dev on your server. will this be merged into 0.4.17? 12:49 IhrFussel Especially when you look at the time values... < 0.2 = good?? WHAT? 12:49 jas_ 0.02 is way better 12:50 IhrFussel The only servers that have a max_lag of <0.2 are ones with either VERY simple mods or with VERY few players 12:52 Fixer IhrFussel: here is typical example of max_lag reading after game start: https://i.imgur.com/Z1rdY50.png 12:52 Shara Dark Lands flags as orange with only six players there, but I know it's quite playable in general 12:53 Shara This basically just means if you use anything other than a really powerful server or have any players... you're in trouble 12:53 IhrFussel 4.2 max_lag, 0.205 avg lag 12:53 IhrFussel Great now any new player will think the lag is 4.2 secs 12:53 Fixer IhrFussel: have you created issue on github? 12:54 Fixer this may be a good start 12:54 Shara I don't have any issues with max_lag, but that PR is kinda... ugh 12:54 jas_ (for the avg_lag feature request) 12:55 IhrFussel Shara, does your server never go above 0.5 max_lag? 12:55 Shara IhrFussel: I do not mind that it does 12:55 Shara It is always above 1 12:55 Shara (or maybe not.. I need to check again) 12:55 IhrFussel Well you likely would mind if that meant "bad" in the server list 12:55 Shara Did you read what I just said? 12:56 Shara (1:54:19 PM) Shara: I don't have any issues with max_lag, but that PR is kinda... ugh 12:56 Shara I don't like the PR. The PR is the issue, not max lag itself 12:56 IhrFussel Yeah sorry I read it too late 12:56 Fixer i want proper network latency display in server list 12:56 Shara I find max_lag a useful thing to tell me when there's been a problem 12:57 Shara Since if I see max lag is high, there;s probably something worth following up on 12:57 Shara Heh, DL is way too high for example, yet players don't really seem to care much 12:57 jas_ haha just noticed your server in that picture on the PR Ihr, sorry 12:57 IhrFussel It is good for server owners to see when the server hung for lots of secs i agree...but it is not useful to the player who just wants to check how reliable the gameplay/connection would be 12:58 Shara This isn't about whether it's useful for the player. It's not for the player 12:58 Fixer max lag calc: https://pastebin.com/raw/0Cir3QxT 12:58 IhrFussel But players USE it as a lag indicator cause there is nothing else to use 12:59 paramat ok i added a comment to the PR 12:59 Shara I really don't see many, other than those quickly capable of learning how to really use it, commenting on it 13:00 paramat also i commented that 'red' shows up too easily 13:01 Shara sofar says busy servers should peak at 0.02 max_lag? Am I understanding correctly? 13:01 Shara 0.2* 13:01 IhrFussel If it's not for player we need to implement a value for players...I think I will really create an issue for that later 13:01 Shara Up to 2 on max_lag is certainly fine for playing 13:02 Fixer what is "SEnv step" ? 13:02 jas_ "Busy servers will peak out above 0.2" <-- i believe that is a very large range, indeed 13:02 IhrFussel Shara, paramat says 0.5 is high 13:02 Fixer is that what we need? server step? 13:02 IhrFussel 0.5 AVERAGE would be high 13:02 Shara You know, a lot of my players on RC tell me they love the server due to how well it runs. 13:03 Shara I could understand DL not getting a green rating, but if RC doesn't there's something off 13:03 IhrFussel But we aren't talking about average... "max_lag *= 0.9998; // Decrease slowly (about half per 5 minutes)" << this has NOTHING to do with average calculation 13:03 IhrFussel At least I learned it differently in school 13:05 paramat yes 0.2 max lag is low and doesn't deserve a red 13:05 IhrFussel IMO max_lag < 0.5 is PERFECT, 0-5 - 1.0 is GOOD, 1.1 - 3.0 is OKAY and everything above can be "bad" 13:05 Shara paramat: even 2 does not deserve a red, probably not even 3 13:06 Shara 5 + maybe 13:06 jas_ there's always some coloring going on in the server list now (pictures in PR screenshot). i think sorting ability is more valuable 13:06 jas_ sort by players, alphabet, actual ping, max_lag AVERAGE 13:06 Shara jas_: Yes! Sorting ability would be lovely 13:06 jas_ and "default" weighting 13:06 IhrFussel You think wrong about max_lag paramat you think too much "average" 13:06 paramat i didn't write 0.5 was high, i wrote 0.5 is easily caused by various mods 13:07 Shara paramat: May I please recommend that once I have RC up again, you spend some time idle there just to track max lag compared to number of players 13:07 Shara you'll see max_lag gets higher than this with the game still fully playable 13:08 jas_ what amount of time does max_lag average over, anyway? 13:08 jas_ is it ten minutes? 13:08 Shara My servers are successful and players like them. Why should I be penalised when players don't have complaints? 13:09 IhrFussel jas_, "max_lag *= 0.9998; // Decrease slowly (about half per 5 minutes)" 13:09 jas_ sofar's PR is a good concept, poor implementation, imho 13:09 jas_ i don 13:10 Shara Yes, agreed 13:10 jas_ i don't know what that means, actually HHAA 13:10 jas_ but yeah, the client needs to ping all the servers, like in quake (sorry, is that right?) 13:10 jas_ to get actual ping, and then add sort buttons. visually seeing which servers run "hot" might be nice, but there's always coloring in server list 13:10 IhrFussel jas_, it means the value will always decrease by the same amount and if there is no more higher max_lag it would be 0 after 10 minutes 13:11 paramat Shara "you'll see max_lag gets higher than this" higher than what value? and note i do agree with you 13:11 Shara easily higher than 2 at peaks 13:11 Shara Though I think much above that is rare 13:11 jas_ allowing the client to sort this list, and giving them actual ping information, seem reasonable -- why is this not so? is it because pinging all the servers is not ideal? in quake, you had to hit the "refresh server list" to get new ping values 13:11 jas_ (bbfn, gl hf) 13:11 Shara Unless we're doing anything big with WE (and then we warn players in advance) 13:12 Fixer paramat: people need display of current lag, not some smoothed smth 13:12 IhrFussel On my high loaded server on a dedi I get max_lag between 1.5 and 2.5 mostly...depending on what players do it can peak to 4 or 5 once but then goes down to 1-2 again but it is pretty constant at 1-2 secs most of the time 13:13 Shara It's making me want to block these app users more and more :( 13:13 IhrFussel Shara, I sometimes get the feeling those 3rd-party-apps demand more server performance (send more data or more requests maybe) 13:14 Shara way back, the thing that made lag felt on RC was player joins...switched to remote media and it helped 13:14 Shara But all thos eocnstant joins are not helpful 13:15 paramat and i agree that 'max lag' is perhaps not the most useful value to show to players on the serverlist, but ping is meaningless of course 13:15 Fixer why can't minetest client ping itself? 13:16 Shara Fixer: Yea, was trying to think that through 13:16 Fixer like other games 13:16 Shara What matters is ping for the player 13:16 paramat Shara i don't need to join RC to experience that, i take your word for it 13:16 Shara But that also doesn't help on server list, since everyone sees the same server list at the moment 13:16 Shara paramat: thank you 13:16 Fixer for example minetest can get server list and use its ping values at first but then it starts pinging himself and reordering everything, serverlist ping is backup 13:17 Shara I assume client list syncs with main public list currently 13:17 paramat 2s of lag is annoying when it happens but is ok if it is rare, it doesn't indicate the playability of the server 13:18 Shara paramat: exactly. But due to how max lag works, it stays at the higher value for along time 13:18 IhrFussel If it would I would probably have no players anymore...2 secs lag is really not *that* rare on my server but the players seem to be able to handle it just fine 13:18 Shara I really do like and find max_lag useful as an indicator of problems, but it's not really accurate for saying how good a server is to play on 13:21 IhrFussel max_lag can only be constantly low with mods+many players on extremely powerful servers really 13:22 IhrFussel I already pay $25 monthly for my dedi ... and it would be wrong if another person who plays $100 or more gets a better ranking cause they paid more money 13:22 IhrFussel pays* 13:23 Shara Yes 13:24 IhrFussel I already find it stupid that the amount of lag decides whether or not players can glitch through nodes on the map but nobody cared 13:24 paramat so IhrFussel thinking on this i agree with you in a way. if players understood how max_lag works there wouldn't be much of an issue, but they mostly won't and are likely to see the icon as a playability indicator 13:25 Shara I agree with the PR in that ping is currently not a good indicator (why can't we do what Fixer suggested to fix this?) 13:25 Shara But using max_lag like this instead is bad 13:25 IhrFussel paramat, yes °I agree there...we can keep the max_lag but we really need another indictaor for playability then 13:25 Shara And unfairly favours servers that do not need to run the usual mods due to non-standard gameplay 13:25 IhrFussel indicator* 13:27 IhrFussel nerzhul's test server mostly has a max_lag of < 0.1 BUT only cause there is maybe 1 or 2 players + minetest_game only 13:31 paramat anyway please comment in that PR, your concerns don't need a separate issue 13:32 nerzhul IhrFussel, yeah stresstest is needed :p 13:32 nerzhul but after fixing Fixer problem and your black screen problem 13:33 Fixer IhrFussel: https://github.com/minetest/minetest/issues/6508 13:34 IhrFussel paramat, my suggestion to add a second lag value to /status will be its own issue 13:34 nerzhul does someone cancel builds on travis ? 13:38 rubenwardy server max_lag is a good indicator on how under load a server is 13:38 rubenwardy however 13:38 rubenwardy different types of servers require different step sizes 13:39 rubenwardy CTF would be awful with > 0.05 13:39 rubenwardy but creatives would probably be ok up to 0.3 or so 13:39 Shara rubenwardy: problem is max_lag peaks, then stays up 13:39 Fixer rubenwardy: problem is you don't know CURRENT LAG 13:39 Fixer we want to know LAG NOW 13:39 Shara You realise you've been playing on RC and it's never that low? 13:39 Fixer Not some weird 0.997 avg 13:40 Shara Yet if RC was less than okay, you or many others would be complaining. 13:41 rubenwardy what was RC usually? 13:41 Shara I can be 2+ 13:41 Shara It* 13:41 Shara Especially when busy 13:41 Shara The thing is, it's not constantly 2+, but that's what max lag will make it look like 13:42 Shara If servers are to be ranked on lag, it should be a much more up to date value 13:42 IhrFussel WAIT WAIT WAIT.... it says "lag": 0.20199376344680786, in the server list for my server, so it CANNOT be the max_lag value 13:43 rubenwardy servers should be penalised if they regularly go above 1s (eg: minutely), but not if they went above a second 15 minutes ago 13:43 Shara (Fussel, thsi is why I asked clarification on meaning earlier, but no one has said my assumption is wrong) 13:43 rubenwardy IhrFussel, *1000 13:43 rubenwardy !math calc 0.201*1000 13:43 ShadowBot rubenwardy: 201 13:44 IhrFussel 201 ms but max_lag right now above 1.5 13:44 rubenwardy huh 13:44 Krock https://github.com/minetest/minetest/blob/master/src/server.cpp#L559 13:44 Krock because lag != max_lag 13:45 IhrFussel You simply take the current server step time and send it to the server 13:45 rubenwardy yeah, I meant m_lag 13:45 Krock the lag reported to the server list is an actual average lag value of 100 measures 13:45 IhrFussel list 13:45 rubenwardy 100 measures, so a bit less than 100 ticks to stablise? 13:45 IhrFussel Then it's so high cause I set my server_step to be 0.2 instead of 0.1 13:46 sfan5 rubenwardy: it would be easier to fix the max_lag calculation not to include lagspikes so heavily 13:46 IhrFussel So you penalize servers that don't need such a high update frequency 13:47 IhrFussel 0.1 is too much for my machine but 0.2 is still very playable... so do you want to FORCE server owners to set server_step to 0.1? 13:47 rubenwardy all servers which use chests and doors need < 0.5 step, as that's how long you'd need to wait for something to happen due to no client side prediction 13:48 rubenwardy and 0.2 is fine for a creative server 13:49 IhrFussel It should also be fine for a non-pvp-focused survival server 13:50 rubenwardy if they don't have mobs then yes, they're basically equivilent to a creative server but with hunger/health 13:50 IhrFussel Where's the difference in crafting/mining/building/chatting between 0.1 vs 0.2? 13:51 IhrFussel I'd say even with mobs (like mine) it's okay... you don't need realtime action to fight those simple mobs this is not WOW 13:51 rubenwardy I disagree, entity movement is annoying > 0.12 or so 13:52 IhrFussel We are talking about "playability" and 0.2 steps make a server with mobs still playable 13:53 IhrFussel Either that or myself and all my active players have an extremely low requirement for playability 13:55 IhrFussel Well but since we actually know now what the "lag" value in the server list really means (an actual average over time) I'm less against merging the PR 13:56 rubenwardy https://github.com/minetest/minetest/pull/6504#issuecomment-334936784 13:57 IhrFussel The only problem is that some servers set a different server_step value and if the PR can take that into account 13:58 rubenwardy that shouldn't matter really. The quality of multiplayer is linked to the step size and the variation of step size 13:58 rubenwardy although actually 13:58 rubenwardy as said different subgames require different step sizes 13:59 paramat Shara and server owners please can you express your need for an option in https://github.com/minetest/minetest/pull/6490 so that it doesn't look like just me requesting it? 13:59 IhrFussel I'd be fine with those values...my server would be yellow then and maybe I'd decide to switch to 0.15 steps to make it green 14:00 IhrFussel green-yellow* 14:00 rubenwardy 0.201 would be green-yellow too 14:03 rubenwardy the point of this should be to highlight servers which don't have lag spikes and have a consistent low server step 14:03 rubenwardy so 0.2 is way too low as a value 14:04 rubenwardy I might get rid of green-yellow in my table, and combine it with green 14:04 Shara I think things you have in green-yellow should be green 14:05 rubenwardy done 14:05 IhrFussel rubenwardy, the values the server list reports are actually pretty close to the ones my own avg_lag reports too (between 0.20 - 0.30 depending on load) 14:05 IhrFussel mod* 14:06 Shara I'm wondering if it's just that sofar has said max_lag instead of m_lag but... I don't know 14:12 Fixer PROMISE ME THE LIGHT 14:15 * rubenwardy checks out sauth 14:15 nerzhul Fixer, are you around ? 14:15 IhrFussel Not sure but m_ in c++ usually just indicates that it's a member var or something like that 14:15 Fixer nerzhul: yes 14:16 nerzhul i need you to help me 14:16 rubenwardy shivajiva: why haven't you released sban/sauth to the server? They're very useful 14:16 nerzhul to understand your bug 14:16 rubenwardy should I be using them on a production server? :D 14:16 Shara They can be used 14:17 Shara I'll probably switch to sauth soon given what happened today 14:17 rubenwardy also, "It's not required for multiplayer games" -> don't you mean singleplayer? 14:18 nerzhul IhrFussel, Fixer : i push force my branch, i reduced the commit number 14:19 nerzhul i rebase it too 14:22 Fixer nerzhul: so how can I help you? 14:22 nerzhul i'm thinking :p 14:23 nerzhul the first thing i want to understand is why you are disconnected 14:23 nerzhul can you capture some packets on your machine ? 14:24 shivajiva ruben you are correct it's not clear I'm referring to the auth,txt, released to server? You mean minetest mods I guess, wanted a bit more ground testing and feedback 14:25 nerzhul i'm interested to have a network capture (with wireshark for example as you are on windows) 14:25 nerzhul Fixer, you have the same problem on my server right ? 14:25 Fixer nerzhul: kinda same 14:25 rubenwardy *to the forums 14:25 nerzhul Fixer, nice it's easier then 14:26 shivajiva ah, yea I should 14:26 nerzhul Fixer, can you connect on my server one time now i need to gather your ip and kill the client ? 14:26 Fixer kill the client? 14:26 shivajiva seems like they should be fused together though? 14:26 Fixer it crashes anyway 14:27 nerzhul yeah maybe :p 14:27 nerzhul i just need you to connect once first to gather your IP, can you ? 14:27 nerzhul (with the latest code) 14:27 Fixer nerzhul: done 14:28 Fixer nerzhul: tried to connect 14:28 nerzhul i see 14:28 nerzhul let me a second 14:28 nerzhul ok try it another time with freshly started client 14:29 nerzhul and tell me when it's done 14:29 Fixer nerzhul: done 14:29 nerzhul ty 14:29 nerzhul i have the capture i can analyse 14:34 nerzhul Fixer, wow 14:35 nerzhul bad checksum on your TCP packets 14:39 nerzhul sorry on server TCP packet 14:39 nerzhul very strange 14:41 Fixer kekek 14:48 IhrFussel paramat, commented but looks like we are in the minority (I'm neutral too by the way but all for fairness) 14:49 IhrFussel I mean neutral as in "it doesn't affect me" 14:50 * Shara changes server step on RC to 0.1 again just to see what happens 14:51 nerzhul Fixer, can you do another test i missed some packet data in the capture 14:51 paramat Shara Megaf benrob0329 rubenwardy i tried arguing for an option in https://github.com/minetest/minetest/pull/6490 'Correct smooth lighting at covered corners' but have had enough now, it's up to others now to argue for it, i'm neutral. it looks very likely an option will not be added 14:51 Fixer yes 14:51 nerzhul Shara, you will just increase CPU usage 14:51 Fixer nerzhul: ready? 14:51 nerzhul yes 14:51 nerzhul look at appletree for a good step :p 14:51 nerzhul 0.025 14:52 Fixer done 14:52 Shara paramat: so more is broken for players again 14:52 rubenwardy CTF is consistently at 0.05, the dedicated_server_step. Might try halving it again 14:52 Shara nerzhul: I will also report lower in lag, which is now possibly quite important 14:52 nerzhul it's not real 14:53 Shara I know my server does not need this, but if the public list PR is accepted... 14:53 nerzhul lag depend on server step loop, if you have many long action you will just increase it if they doesn't depend on timers 14:53 Shara Well, I have cpu to spare 14:53 Shara RC used to report 100 or 99 lag way back... I changed server step and it reported 148 14:53 Shara Yet gameplay was actually better 14:54 Shara Now if you're adding indicators of how good a server is based on this value... 14:54 Shara I need value to be lower 14:54 IhrFussel Shara, cause 0.2 steps means automatically "0.2 sec lag per step" 14:54 Shara RC now reports 100 lag instead of 148 14:55 nerzhul Fixer, can you do another test ? i'm ready 14:55 Fixer yes 14:55 IhrFussel Yes the value the server list reports is HIGHLY dependend on the server_step setting which is why that's not fair still 14:55 Fixer done 14:55 Shara Totally not fair. :) 14:57 nerzhul Fixer, it seems each time server disconnects you when pushing meshes 14:59 rubenwardy lol 14:59 rubenwardy remote media is massively triggering rate limiting on my server 15:00 nerzhul Fixer, another test ? i added a crash on the disconnection to have the backtrace :p 15:00 Fixer done 15:01 nerzhul okay you are disconnected due to packet sending error 15:02 IhrFussel Shara, if the server_step is set to 0.2 and the previous step took <= 0.2 secs then it would usually mean ZERO lag 15:04 Shara When my server was on the default, it reported 100 lag. I switched to .015 (it improved some problems I had back then) and it reported 148 lag. These values were pretty consistent in most cases 15:04 Shara Now it's back to default and again reports 100 15:05 IhrFussel Yes but if the step didn't take longer than the set value in minetest.conf then I don't consider it to be "lag" 15:05 Shara But I think I won't leave it here, as for some reason CPU use goes up disproportionately for me 15:05 IhrFussel Cause it "ticked" at the correct speed 15:05 Shara Well, neither do I, but I am not the one in charge of the server list :) 15:06 IhrFussel The lag calculation should be PER SERVER and take the server_step setting into account 15:06 IhrFussel And not just assume all servers run at 0.1 steps 15:07 Shara Well, there should also probably be somethign to check server_step isn't some ridiculous value 15:07 Shara Since that alone could make a server quite unplayable 15:08 IhrFussel Yes that too... but 0.2 steps is playable, no question 15:08 nerzhul Fixer, can you do another test and update your git tree, i added more logs on the disconnection 15:09 Fixer nerzhul: you want test now, or after git tree update? 15:10 IhrFussel I had my server on 0.4 for some time in the past and the only thing I noticed lagging horribly were the player model updates since I use playeranim 15:10 nerzhul yeah compile the new version and connect 15:10 nerzhul i should have interesting logs telling me why there are a sending error 15:12 Fixer okay 15:14 IhrFussel Sometimes I just think core devs are focused too much on singleplayer and they have little understanding about how long-term servers perform/what they need 15:15 nerzhul IhrFussel, it depend on who, every coredev has his own roadmap 15:15 nerzhul for me the light bug should be fixed, it's just definitively a bug, i understand players are using workaround, but they can fix it 15:15 nerzhul IhrFussel, you seems to have an example usecase, show us :) 15:16 IhrFussel nerzhul, it's not just that...for example (most) core devs thinking that a max_lag on servers of 2-3 is "critical" just shows me they rarely play on servers it seems 15:17 IhrFussel I'm talking about things that you simply can't experience in singleplaayer...you have to connect regularly to servers to understand them 15:17 nerzhul it's critical to have the more accurate value to reflect to users, but it doesn't block mt work 15:19 IhrFussel Yes but there were many more things the majority of server owners disliked but still was merged 15:19 IhrFussel Because (most) core devs cannot think like server owners 15:20 IhrFussel They have other priorities 15:21 nerzhul it's not always easy to make good decisions, the lag decision should not be based on the idea that bad laggy server are currently green in serverlist whereas they are unplayable 15:21 nerzhul Fixer, do you recompile the whole project each time ? :p 15:21 paramat '(most) core devs thinking that a max_lag on servers of 2-3 is "critical"' not 'most', and it depends how often that kind of extreme lag happens 15:21 Fixer yes, i will modify the script later 15:22 paramat i think your players do have a low standard because you admit you have many long lags 15:22 IhrFussel nerzhul, do you consider a 0.2 timeframe to be "lag"? I'm pretty sure 99% of players can't even tell the difference in gameplay in most situations 15:22 nerzhul 200 ms is laggy, yellow lag 15:23 nerzhul to show you a concret example, in World of warcraft lag is yellow after 100ms and red after 500ms 15:23 IhrFussel But if the server_step is set to 0.2 it would mean internally there is *no* lag 15:23 paramat core devs actually have server's and player's needs as a high priority, higher than you think, but sometimes get it wrong of course 15:24 IhrFussel Why would the intended tick rate be "lag" is what I wonder 15:24 Fixer in my experience, for online fps play you need at least 50 ms, 100ms - starts to suck, 150ms - sucks/unplayable 15:25 paramat but WOW probably doesn't have as much variability as MT with lua mods running, so we have to be more lenient 15:26 paramat server step should be included i think, as that adds to the experienced lag, otherwise a server could set server step to 1s and still get a green rating 15:26 Shara Fixer: yea, but that's FPS servers. 15:26 nerzhul Fixer, erf i got a crash in my logs, i will play with my wife some minutes, will fix it later 15:26 Shara Why should a creative be marked less than green for not meeting FPS standards? 15:27 Fixer minetest is first person sh...something 15:27 paramat yeah 15:27 paramat (yeah to Shara's comment) 15:27 Shara A CTF server needs to meet that standard, yes. 15:27 Fixer nerzhul: compile done 15:27 Shara My creative doesn't. 15:28 Shara Light survival servers without a massive focus on mobs wouldn't need it either. 15:29 IhrFussel My survival server that's not focused on PvP works too and nobody complains...so why should I need to reduce the step time to 0.1 if 0.2 works? And I still get a penalty for it? 15:29 Shara I never had issues on your server Fussel (unless your moderators were playing "let's WE crazy large areas at once") 15:30 Shara And that was only really bad the one time. :) 15:30 IhrFussel Just make the server send their server_step time to the list and take it into calculation... you could make it so >= 0.3 steps is ignored for example 15:31 Shara I'm going to leave RC on 0.1 fo r awhile anyway, just to see how it holds up 15:31 rubenwardy woo! remote media now works with Nginx 15:31 IhrFussel You honestly created this issue yourself core devs... I mean you added the option to adjust the server_step and now you say "if you set it higher you will have a disadvantage" 15:32 rubenwardy https://gist.github.com/rubenwardy/ab93c2ec5947d36af2e8c4c5e4e5f03f 15:33 sfan5 why would you do rate limiting? 15:33 rubenwardy to stop abuse 15:33 Shara Can't avoid things getting implemented seperately and then adding up to make a problem somewhere. So no blame on the devs there. It's just about whether it gets taken into consideration or that PR is merged as is. 15:33 rubenwardy although they're lots of small files, tbf 15:33 IhrFussel Why even implement that option then in the first place? If the option wouldn't have existed I would've WATCHED the server performance more as I added new mods...but since I though nobody will complain about 0.2 that's what I based everything on 15:34 rubenwardy :/ 15:34 rubenwardy because different servers can get away with different step sizes, so it doesn't make sense to have no option 15:35 IhrFussel But it makes sense to penalize those different servers? 15:35 paramat IhrFussel your serverstep counts because it adds to experienced lag, as i just wrote above 15:36 IhrFussel Let's be real guys there is no huge difference between 0.1 and 0.2 steps in server gameplay 15:36 Shara paramat: just how to balance it? On one hand, reducing server step on a server where being able to shot at players matters would in itself be an issue, but on a creative... There's no negative impact here 15:37 IhrFussel Some players might even live so far away that their network lag exceeds the server step time that's why I find a server_step of 0.1 not that important 15:38 Shara Should the server list be strict, in that it measures based on what the highest requirements for a good server might be (CTF for example), or more relaxed, where it measures based on a server with lower requirements? (probably creative) 15:38 Shara ? 15:38 IhrFussel In fact it means basically I make it a lot more fair to players with slow ping 15:42 paramat Shara true, but these are small changes in server step: 0.1 vs 0.2, i don't agree with marking those using 0.2 as 'less playable', i'm arguing for more leniency 15:42 IhrFussel Shara, such a strict rule would basically "disallow" mixed servers... like my server is PvP enabled (according to the server list) but in reality it's completely optional-per-player and doesn't rely on realtime actions 15:43 paramat .. so more relaxed 15:43 Shara IhrFussel: it would not disallow anything, but it would lower the rating of any server, regardless of type, not meeting that strict standard 15:43 Shara But I'd support what paramat just said 15:43 IhrFussel Yes my server is survival but relaxing survival...I'd call it "social survival" 15:44 Shara paramat: thing is, it's not just about server step, but the impact it has on reported lag 15:44 Shara IhrFussel: Well, you know I was running round there killing things with no armour, so yes, I'd say very relaxed :) 15:44 paramat anyway i have asked we reconsider what value should be used and at what values each colour is shown 15:47 paramat lag spies tend to be high, 3+s, so the server step being 0.1 or 0.2 makes little difference to that 15:47 IhrFussel I said I'd be fine with "yellow-green" when step is set to 0.2 but such a measurement would depend a lot on that setting 15:47 paramat hehe *spikes 15:47 nerzhul Fixer, i pushed the logging fix 15:47 paramat a server with 0.2 step should be able to get green certainly 15:48 paramat which is why i disagree with sofar's initial PR 15:50 Shara Hmm 15:50 Shara From the PR: "All english spoken servers are likely focussed more on US player base" 15:50 Shara Total nonsense 15:50 IhrFussel I can only tell that my avg lag mod mostly reports 0.2-0.21 if there is no max_lag higher than 0.5 secs ... when more players connect it can go up to 0.22 - 0.25 which tells me there have been a few little spikes and sometimes it reaches 0.3 which is critical so such an indication makes sense 15:51 Shara Most servers I spent any time on had english speaking players for all parts of the world 15:51 Shara Though I do still agree ping isn't a great measure either way 15:52 IhrFussel About the ping...not sure if it would be good to ping the server directly (c++ code abuse possible) 15:53 rubenwardy it's bad for privacy 15:53 rubenwardy if we need ping, it would be better to host serverlist-style servers around the world, and have them ping each server. Players then connect to the closest one based on IP 15:54 IhrFussel People then could also re-code their client to bomb a server with ping requests 15:54 rubenwardy or maybe just have them report the ping to the serverlist, and the serverlist serve ping = { uk = 0.2, us = 0.4 } etc 15:54 rubenwardy they could do that already 15:55 rubenwardy there's even a very easy python script for it 15:55 IhrFussel I mean they already can but if the "ping directly to server" code is implemented they likely just need to adjust the interval anymore 15:56 Krock rubenwardy, people from asia or australia won't be happy 15:56 Krock "that number is unreliable for us" 15:57 rubenwardy then have asian and australian servers, and show nothing if there is no near ping server. This is a lot of infrastructure though, so I'd say it's not worth it 15:57 Krock and minetest isn't known enough to have such a big network 15:57 IhrFussel How do other big games do it? They probably have not only one server list server worldwide 15:58 Krock ping each server client-sided 16:00 IhrFussel Oh yeah...since most games aren't open source the code is safe and can't be abused 16:00 rubenwardy that's not the problem 16:00 rubenwardy the problem is privacy 16:01 rubenwardy it's already trivial for someone to ping a server 16:01 IhrFussel Why privacy? What else does it tell other than the time it took? 16:01 rubenwardy especially for the sort of people who want to abuse networking 16:01 rubenwardy every single person that opens up Minetest would have their IPs given to all servers 16:02 IhrFussel And the big game companies don't care? 16:02 rubenwardy yeah 16:02 shivajiva first one - https://forum.minetest.net/viewtopic.php?f=9&t=18603 16:02 rubenwardy wooow 16:03 rubenwardy oop 16:03 rubenwardy +s 16:03 IhrFussel And connected to a server the client already pings the server directly right? 16:03 rubenwardy *woooo 16:03 rubenwardy I should probably wait until I need to ban someone before making a comment 16:03 shivajiva impressive post count huh 16:04 Fixer nerzhul: failed to connect to your server 16:04 shivajiva yea, good idea ruben :) 16:04 rubenwardy also, pinging every server would be sllooow 16:04 nerzhul Fixer, i forgot to start it :) it's done 16:04 Fixer lol 16:04 Shara I've ban lot sof people with sban so far. Works fine :) 16:05 Fixer nerzhul: "connection lost" 16:05 Shara Regular and temp bans both tested 16:06 shivajiva better the client gives the ping and a distance would be awesome for actually reporting something meaningful 16:07 IhrFussel Wouldn't that require a geoip lookup? 16:07 Calinou clients should just ping servers directly, but it's just me :P 16:07 jas_ IhrFussel: ping me 16:07 Calinou it works like this in every other game 16:07 jas_ tell me how many ms 16:07 jas_ there's your number 16:07 Calinou that would require a lot of refactoring, though 16:08 Calinou the server list formspec would also need to be able to update asynchronously 16:08 IhrFussel 0.174 from Germany 16:08 jas_ well, in certain older fps, you had to hit the refresh button (or hit space hehe) 16:08 shivajiva Calinou is correct 16:08 jas_ greetings from maine 16:09 IhrFussel But to get the location and calculate the distance requires geoip I think 16:09 Calinou jas_: it has to be done asynchronously, so that you don't need to wait for all servers to be pinged to see the list 16:09 Calinou else, it'll take much more time than needed 16:09 Calinou Cube/Cube 2 games do it right 16:09 Calinou in fact, all server information is gathered from the server directly, IIRC 16:09 Calinou not from the master server (it only has a list of IPs) 16:10 jas_ well if you're going to do it, you may as well do it right 16:11 IhrFussel jas_, trying to remember where maine is in the world xP 16:12 jas_ it's the head of the cow 16:12 jas_ oh wait. nevermind that. it's eastern us 16:12 shivajiva http://www.ip2location.com/tutorials/find-distance-between-2-ips-using-bash 16:15 IhrFussel Ah so USA ... quite a large ping 16:15 IhrFussel But the largest would be from Japan I guess 16:27 jas_ nerzhul: did you fix it? 16:28 jas_ you wanna try me hosting and you connecting? 16:33 nerzhul jas_, no thanks :p 16:35 jas_ ok i'm putting it on dcbl.duckdns.org:30002 anyway 16:37 Krock can you become a git master by git checkout master? 16:37 jas_ i think that's right 16:39 Calinou git checkout username 16:39 Calinou "username checks out", as Reddit says 16:57 nerzhul Fixer, can you test another time please ? :) 16:57 nerzhul i really want to handle this crash properly :p 16:57 nerzhul this log* 17:00 Hijiri well, #5612 and #5819 are waiting for one approval if someone wants to eliminate them 17:00 Krock https://github.com/minetest/minetest/pull/5612 - Allow overriding tool capabilities through itemstack metadata 17:01 Krock https://github.com/minetest/minetest/pull/5819 - Fix default item callbacks to work with nil users 17:01 Hijiri bot broken today? 17:01 * Krock is a slow bot 17:01 Krock Hijiri, merely wrong channel 17:01 Hijiri oh 17:01 nerzhul bot doesn't answer on -hub it's not the dev chan 17:02 nerzhul jas_, can you connect to my server ? if you have same problem as Fixer it's nice for me 17:02 Hijiri yeah, I meant to post in #minetest-dev since paramat was talking about rising issue counts 17:02 Hijiri but if it's here it will probably be seen anywa 17:02 nerzhul just have an up-to-date tree 17:19 shivajiva second one - https://forum.minetest.net/viewtopic.php?f=9&t=18604 17:22 Fixer nerzhul: i'm back 17:23 nerzhul Fixer, nice, test when you want 17:23 Fixer nerzhul: will test now 17:23 ThomasMonroe hey Fixer what was that fix for the item frame problem in mesecons? 17:23 Fixer nerzhul: done 17:24 rubenwardy bot should probably answer in this channel, as it's supposed to be a dev-server-community channel or w/e 17:24 Fixer ThomasMonroe: no idea.. 17:24 ThomasMonroe how do you make it not pushable? 17:24 ThomasMonroe wait, maybe i can copy some code somewhere.... 17:28 nerzhul Fixer, connection reset by peer is the error 17:28 nerzhul Fixer, can that be due to a firewall/antivirus ? 17:29 jas_ 2017-10-07 13:29:09: ERROR[ClientConnectionThread]: Failed to read packet headerfrom 62.4.22.5:30001, disconnecting user. Error: End of file 17:30 jas_ connection lost 17:30 nerzhul yeah we now have logs in both sides 17:30 nerzhul 2017-10-07 19:29:08: ERROR[ServerConnectionThread]: Failed to send packet to 172.101.13.131:33970, disconnecting user. Error: Can't assign requested address 17:30 nerzhul here is yours jas_ 17:30 nerzhul Can't assign requested address, very strange 17:30 jas_ weird i don't even see your attempt 17:31 jas_ welp, gn o/ 17:31 ThomasMonroe Fixer, i found it, i just add: mesecon.register_mvps_stopper("itemframes:frames") 17:36 sofar I see the flamewar has started 17:36 sofar we can just remove the ping and not put anything back 17:36 sofar and it would be an improvement 17:39 Shara That I'd agree with 17:40 nerzhul Fixer, i added more accurate logs, can you test ? also when the test finish i think you can have some interesting client error logs 17:40 Shara Though it would be nice if there was something genuinely better 17:40 Fixer nerzhul: connect to your server? 17:40 sofar max_lag is actually a really good indicator 17:40 Fixer nerzhul: do i need recompile? 17:40 sofar why shouldn't lag spikes like WE matter? 17:40 sofar they do affect gameplay 17:41 Shara That's not why I disagree with it. 17:41 sofar still reading the thread, lol 17:41 nerzhul Fixer, it can be better as the logs are also cleint side 17:42 Shara Hmm, I guess 0.1 server step is fine on RC anyway. CPU isn't maxing out with 20 players. 17:42 Fixer recompiling 17:43 nerzhul Shara, just use default, 0.09 17:43 sofar many servers are at 0.05 btw 17:44 sofar I'm going to collect a shit ton of data and make some actual statistical meaningful statements 17:44 Shara Performance for players was already totally acceptabe at .15 17:44 sofar might take me 2 days 17:44 sofar btw I have no issues with adjusting the scale or even the colors 17:45 Shara sofar: in fairness, I'll probably be fine with it if you relax it 17:45 sofar yeah 17:45 Shara I would really prefer a better measure in general though 17:45 sofar but like i said, there's only about 15 or so servers that are not "green" with this range 17:45 Shara The thing is, some kinds of server don't need to be as fast as others 17:46 sofar which is fine, players can decide for themselves 17:46 Shara sofar: yea, but guessing one of mine is included, and that's a bit annoying, everything considered 17:46 sofar that's the thing, now that the icon actually means something, players can make up their minds better 17:46 sofar with the ping icon, that was impossible 17:47 Shara sofar: maybe you can help me understand this better. 17:47 Shara If a server reports around 5.8 max_lag every time I actually check it, yet is showing arround 220 on the server list.. which value are you looking at? 17:49 sofar It's just using the value that servers send and have been sending, so I gotta trace down in code first what that value actually is (doing so, now) 17:51 Shara RC is reporting max_lag=0.621458, with 21 players, and 100 for lag on the list, which feels fine 17:51 Shara But then DL reports max_lag=5.62744 and shows 224 on the list 17:51 Shara So I don't really understand the relationship between the two lag values 17:51 sofar src/server.cpp: m_lag 17:52 * Shara reads 17:53 nerzhul Fixer, tell me when you tested 18:02 Fixer i'm back again 18:03 Fixer nerzhul: done 18:04 nerzhul Fixer, do you have a firewall enabled or an antivirus ? 18:04 nerzhul for me you closed connection 18:04 nerzhul is there any MT interesting error logs on your side ? 18:06 nerzhul Fixer, ^ 18:07 Fixer nerzhul: those https://pastebin.com/raw/7B92tSp9 (warning i did some translations, could be wrong) 18:07 Fixer nerzhul: i have firewall but minetest is enabled in it 18:07 nerzhul nice Fixer it's the problem 18:07 nerzhul the UDP sending failure make your client disconnect 18:08 nerzhul Fixer, i know what is the problem, i provide a patch in 5 minutes 18:09 Fixer ok 18:13 nerzhul Fixer, i pushed the fix, it's pure client side, you ar e free to test it asazp 18:14 Fixer ok 18:20 sofar https://i.imgur.com/45iGmTe.png <- different m_lag visual 18:20 sofar looks better, not as harsh if you ask me 18:20 Shara sofar: Seriously, why is RC not green? 18:20 sofar lemme check data for it 18:21 Shara It's reporting 99 on the server list right now 18:21 Shara max_lag=0.684356 18:21 Shara There is no way a creative server needs more than this 18:21 sofar 0.68 o_O 18:21 sofar that's... terrible? 18:21 Shara No, not at all 18:22 rubenwardy m_lag, remember 18:22 rubenwardy 0.6s would be terrible 18:22 Shara That's a very low max_lag for aserver with 20+ players 18:22 Shara Yup 18:22 sofar let me show you what the values are on all the servers 18:22 rubenwardy red cat is currently at 0.99 18:22 rubenwardy m_lag 18:22 Shara I know Dark lands has issues currently, but I have no clue what in the world to do to fix them 18:23 rubenwardy no 18:23 rubenwardy 0.099 18:23 Shara But if RC is not green, your valkues are wrong 18:23 Shara values* 18:23 sofar https://gist.github.com/sofar/c0a2f83368fccc52aee7b2add031b79f 18:23 sofar these are all current lag values, sorted 18:23 sofar notice that only the bottom 10 will be labelled red 18:24 sofar 9 will be orange, then 18:24 Shara That doesn't matter 18:24 Shara RC should be green. 18:24 sofar look 18:24 sofar stop that 18:24 sofar "my server should be green" is entirely irrelevant 18:25 sofar please, at least say "m_lag value xxx should be yyy" 18:25 Shara Any server that is perfectly playable should be green 18:25 sofar tantrum 18:25 Shara I use RC as an example because it happens to be the server I monitor most closely. 18:25 sofar we don't have that data 18:25 sofar we have a perfectly usable indicator for server responsiveness 18:25 rubenwardy except her server is 100, so should be in the green under your own algorithm. Probably an old screenshot 18:25 Shara Not a tantrum at all. 18:25 sofar I can fetch rc's data, it will take some grepping 18:26 Shara RC has, righ tnow, 21 players, is #1 in the public list, and displays 99 for lag on the public list 18:26 sofar I don't know what "99 lag" means 18:26 sofar 99 seconds? 18:26 Shara That tells me it performs quite well under all circumstances 18:27 Shara Very few servers show lower than 99 18:27 rubenwardy sofar, / 1000 18:27 rubenwardy so 0.099 18:27 sofar lets find the value in the data, like real scientists? 18:27 Shara Your reds seem to be thos ethat show as 200+ on the server list 18:27 sofar 0.205+, yes 18:27 Shara Red to me would sifnify unplayable, which also might be a bit harsh at thos evalues 18:27 Shara signify* 18:28 sofar I was already stating that we can adjust the scale 18:29 rubenwardy Shara, red cat is green for me with that PR 18:30 rubenwardy the screenshot is out of date 18:30 Shara Anyway, you'll note I reported all the values and didn't just winge about my server being too low with no factual data, so I'd appreciate you drop the accusations of tantrums. 18:30 sofar "lag": 0.09997858107089996 18:30 Shara rubenwardy: thanks. Good to know. 18:30 rubenwardy ha! 18:30 sofar it's green now 18:30 rubenwardy the server list appears to search case sensitively 18:30 sofar it was 100% red when I took the screenshot 18:31 Shara But unless there is somethign wrong with the values currently displaying on the server list, I think anything not too far above 100 should be green 18:31 Shara What's 100% red? 18:31 rubenwardy nevermind 18:31 sofar over .205s 18:31 sofar green is under .105s 18:31 sofar about 85% is green atm 18:32 Shara RC above that would be... odd. But not too important. 18:32 sofar I've been watching my own server, and it hobbles up and down much more than i previously expected 18:32 Shara 99 would be norm for the default server step, from what I understand 18:33 sofar there's only 10 servers with a server step < 0.1 18:33 sofar wait 18:33 sofar there's only 10 servers with a server step < 0.09 18:33 Shara But there can be fluxuation. 18:33 Shara RC had .15 until today, but I might change it back. 18:33 sofar there's 5 servers with a 0.9 server step 18:33 IhrFussel sofar, I refuse to have my server labeled as "unplayable" when the avg lag is a bit over 0.20 cmon now 18:33 Shara It's a creative, so it didn't need more 18:34 sofar IhrFussel: then you really hate the current ping graphs 18:34 IhrFussel Do you even know what unplayable means? 18:34 sofar because they label any non-EU server as unplayable 18:34 Shara sofar: we're not arguing in favour of keeping ping as a rating. 18:34 IhrFussel That's another issue the ping doesn't mean as much to players as lag I'd say 18:34 sofar besides, it doesn't mean that "red" equals "unplayable" 18:34 sofar that's your interpretation 18:35 Shara People will read it that way. 18:35 IhrFussel Red for < 0.3s is wrong no matter how you see it... 0.3s means there were a few larger spikes but not constantly high lag 18:35 sofar do I have to repeat myself again? 18:35 sofar I was already stating that we can adjust the scale 18:35 Fixer nerzhul: "connection lost" 18:35 sofar I just want people to look at the actual data first 18:35 Shara You sometimes see servers on the public list showing 500+Those would be red I think. 18:36 sofar https://gist.github.com/sofar/c0a2f83368fccc52aee7b2add031b79f 18:36 sofar where should the cutoff be? 18:36 sofar 0.5sec? -> only 1 server goes over, so entirely meaningless to even use red 18:36 Shara No, not meaningless 18:36 sofar well, 2 18:36 Fixer i can see that majority is under 0.11 18:37 sofar 0.25sec for red? 5 servers 18:37 Shara But red should be reserved for somethign really poor 18:37 sofar sure, fair enough 18:37 Shara To me, red is like a warning to keep out 18:37 sofar mind you, there's 200 servers, so 1% red? 18:37 IhrFussel I'd make everything < 0.3 at least yellow 18:37 Shara How many of them in active use? 18:37 sofar is 1% acceptable to label as "red"? 18:38 sofar that's 2 servers 18:38 Shara I don't thinkw e should think about it like that 18:38 sofar sure, active, that's a good point 18:38 Hijiri "lag" is how long it takes to process a server step right? 18:38 Shara We should think about it in terms of what's actually playable 18:38 Hijiri or some statistic of it 18:38 IhrFussel Hijiri, yes and the avg is all step times combines devided by the amount (the server list divides it by 100 I think) 18:39 Shara If you have a server flagged as red which is highly active and players don't have an issue... it makes me think it shouldn't be red, but orange or yellow, but probably need to actually look at player activity on servers getting these values 18:39 IhrFussel divided* 18:39 sofar so, data wise, there's 2-3 busy servers with 0.2s+ values 18:40 sofar I wouln't think that labelling them as yellow is unreasonable, or even orange 18:40 sofar one has 0.5 with 3 clients 18:40 Shara yellow to orange, yes, but not red perhaps 18:40 Shara Hmmm 18:40 Shara A thought: 18:40 Shara probably not a great one but... 18:40 Shara Can we take numbe rof players into consideration somehow? 18:40 sofar a 0.3s with 3 clients... 18:40 Shara Yea... 0.3 with 3.. ekk. 18:41 Shara But 0.3 with 15 or 20+... 18:41 Shara It's different 18:41 sofar seems around .25 is a reasonable cutoff for reds, if you ask me 18:41 nerzhul Fixer, client logs ? 18:41 Fixer nerzhul: same error 18:41 Shara I'd be more toward .3 myself I think 18:41 rubenwardy the thing is red is seen as quite bad 18:41 Shara Or higher 18:42 rubenwardy like, game breaking lag 18:42 Shara Yea... 18:42 rubenwardy technically playable but with much latency 18:42 sofar .275 and it's a deal? 18:42 Shara And DL is quite playable 18:42 Shara But it's fluxuation upwards into that. 18:42 Shara fluxuating* 18:42 nerzhul on which commit are you ? 18:42 Shara And Fussel's server has been quite playable when I've been there 18:43 IhrFussel My server's average pendles between 0.2 - 0.3 so 0.275 would be fine 18:43 Shara I'm just scared red is going to be seen as unplayable 18:44 sofar can I be honest here? 18:44 sofar people who run a "red" server should be encouraged to get their players a better server 18:44 sofar but if they can't... that's their choice 18:46 IhrFussel Are you telling me I should pay more than $25 monthly ? 18:46 Fixer nerzhul: 60d 18:46 IhrFussel I think 25 dollars is already a lot for a MT server 18:46 sofar sure, I pay a similar amount 18:47 IhrFussel It's actually more expsnsive than my local connection 18:47 sofar I won't even have internet in half a year 18:47 sofar if things don't work out 18:47 rubenwardy Minetest is quite heavy on hard disks with sqlite 18:48 sofar yeah, my server won't have that problem 18:48 rubenwardy does sqlite have a memory cache? I don't think it does 18:48 sofar everything is mmap()d 18:49 IhrFussel MT seems to be completely unpredictable when it comes to load/performance... sometimes even ONE player can cause a lag spike cause they build something big with mesecons, or they load an area with lots of mesecons mechanics 18:49 sofar you can't cache writes .. cuz corruption 18:49 nerzhul lag spike is generally due to : many mods on server loop / emerge many many block 18:49 rubenwardy you can mark the data in memory as dirty, and defer the writ 18:49 rubenwardy *write 18:49 IhrFussel And other times the max_lag on my server is 1.0 with 10+ players 18:50 nerzhul mesecons & pipeworks mechanics should be integrated to core, the pipe engine i mean 18:50 rubenwardy it would be better to run mods on a different thread, and communicate using messages 18:50 nerzhul i tried to understand it at a point but it was clearly impossible to understand (3 years ago) 18:50 rubenwardy but that's a considerable amount of work 18:50 nerzhul rubenwardy, yes, sandbox each mod and use mod channel :p 18:50 nerzhul and threads is a problem not only for mods but for server loop 18:50 IhrFussel I already adjusted pretty much all mods that run in globalstep...I added a if timer >= 1 then check to them so that they only run once per second and not every step 18:51 nerzhul as get_node call map 18:51 nerzhul for example :p 18:51 rubenwardy no, I meant between the mod thread and the main thread 18:51 nerzhul and map is on one thread 18:51 sofar kill all abms 18:51 rubenwardy make it completely abstracted from the mods to stop breakage 18:51 nerzhul asynchronous mods is not possible 18:51 nerzhul get_node is synchronous 18:51 rubenwardy why? 18:52 rubenwardy you can pause the lua environment 18:52 nerzhul you get the current map, you can lock the map, but for each node it's crazy to have a lock on the map 18:52 rubenwardy my point would be to stop lua blocking packet send, and entitiy updating 18:52 nerzhul lua doesn't block packet send 18:52 nerzhul neither with my network rework nor with current code 18:52 Shara sofar: believe me, I want to do something about my survival server. But I don't know why the performance dropped. It's not always a case of being unwilling to do anything or not caring. 18:53 nerzhul NetworkPacket is directly sent to ServerConnectionThread in MT 18:53 nerzhul and it's queued for making other thread consumed 18:53 rubenwardy Both writing to disk and big mods stop stuff being sent tot the clietns 18:54 nerzhul no 18:55 IhrFussel rubenwardy, that I can confirm... if a mod lags the server for a few secs EVERYTHING stops 18:55 nerzhul sending new generated mapblocks yes , because it's asynchronous and if you server step is high you will send mapblocks with less speed 18:55 rubenwardy even if packets are sent asynchronously, you need something to send the packets 18:55 nerzhul yeah, it's not the same problem :) 18:55 rubenwardy it's the problem I meant 18:55 nerzhul it's the MT current problem with being too modular 18:56 nerzhul some hihg consuming generic mechanism should be re-added to core 18:56 nerzhul like mesecons/pipeworks core engine 18:56 rubenwardy MT is hardly modular. We have massive god classes 18:56 nerzhul or mobs api/pathfinder 18:57 IhrFussel Why does the chat also depend on mod lag? 18:57 nerzhul no problem to being modular just inject highly generic interfaces from mods to core sounds reasonable 18:57 nerzhul IhrFussel, because chat send callbacks to lua 18:57 rubenwardy because of chat callbacks, IhrFussel 18:57 rubenwardy lol 18:57 nerzhul mod channels are not affected by lag :p 18:57 nerzhul hmmm they are but it's different, they are less affected :p 18:57 sofar LOL 18:58 nerzhul i already studied the performance paraellisation on MT during my epixel fork phasis, and it's hardly difficult to make server have a new thread 18:58 IhrFussel But when I enable my profiler there are only a few mods that show a high avg runtime... I ignore min/max as those tend to be rare 18:58 rubenwardy not client-to-client, client-to-server still needs a mod to consume and respond. (Just correcting lag to mean server thread congestions) 18:59 nerzhul rubenwardy, client to client is affected too, but i think if mod channels are hardly used it's easy to make them use a dedicated thread, if the network PR is finished and accepted we can forward a network packet to other than server thread 19:00 Hijiri is anyone aware of a worldcraft iOS version? 19:00 Hijiri A user on my server says they are using "Worldcraft(3D)" on an iPhone 19:00 IhrFussel So if I understand it correctly the engine doesn't actually *lag* it's just the c++ -> lua -> c++ callbacks? 19:01 rubenwardy yes, Hijiri 19:01 rubenwardy https://forum.minetest.net/viewtopic.php?f=3&t=16707 19:02 sofar I am *so* happy that not even freemined can't connect to my server 19:03 sofar problem solved :D 19:03 rubenwardy lol, double negative 19:03 IhrFussel Well I won't be able to reduce lag much since many players want to protect areas which causes a 1-2 sec lag when saving/renaming/deleting 19:03 rubenwardy your server is very accepting 19:03 rubenwardy IhrFussel, do you use area store? 19:03 IhrFussel I use the areas mod but the file stores ~ 7,000 areas 19:03 rubenwardy hmmm, that probably wouldn't help creating areas though 19:04 rubenwardy IhrFussel, area store is an engine feature that makes the areas mod faster 19:04 IhrFussel I think areas uses that...one sec 19:04 rubenwardy yes 19:04 rubenwardy but you need to compile minetest with libspatial to get a better implementation 19:04 rubenwardy however it sounds like an IO problem 19:05 rubenwardy maybe shivajiva will be able to work on a sareas ;) 19:06 IhrFussel rubenwardy, the HDD on my dedi peaks at 84 MB/sec ... I don't think that's low 19:07 rubenwardy as said, an IO problem 19:07 shivajiva yea, just closing the global namespace access on sban and sauth to sqlite and then I'll take a look at adding that string to my bow *chuckles* 19:08 Shara Please do :) 19:08 nerzhul iostat 1 19:08 nerzhul iotop 19:08 nerzhul use that 19:09 IhrFussel MT never uses more than 5 MB /sec in iotop 19:09 rubenwardy I used those commands to find out that the player database was the problem ^ 19:09 rubenwardy also 19:09 rubenwardy sudo inotifywait -e modify -e attrib -e move -e create -e delete -m . 19:09 Hijiri rubenwardy: that one is android 19:10 rubenwardy that will show you what files are changing in a folder as it happens 19:10 rubenwardy Hijiri, no there's iOS too 19:10 sofar env_meta gets written every 2 seconds or so 19:10 Hijiri oh 19:10 Hijiri sorry, I didn't read far down enough 19:10 rubenwardy sofar, if it's the save interval then is 5.3 s 19:10 sofar ah 19:10 sofar well that, then :) 19:12 paramat i was thinking .25-0.3 for red 19:12 sofar I put it at .275 19:12 rubenwardy other helpful tools: jnettop, htop 19:13 Shara .275 is probably okay. 19:13 paramat (i mean 0.25-0.3 for the lower limit of red) 19:14 sofar that's what it is 19:14 IhrFussel It will show my server as red when the load peaks but that's fine 19:14 sofar paramat: it's .275 for the lower limit of red 19:15 IhrFussel But servers with server_step at 0.1 still have it easier...just saying 19:16 IhrFussel I will have to test if my machine can handle .15 too maybe I'll switch then 19:16 sofar well I'm glad people are somewhat positive about replacing ping with something else :) 19:16 Shara I never noticed any issues at .15, and it did ease things up a lot. 19:16 IhrFussel And to have the step at <0.1 is not recommended by devs 19:17 Shara So it's probably worth you trying it, Fussel 19:17 sofar right, it'll lower your overall load 19:17 sofar well default server_step is now 0.09s 19:17 Shara I'm testing at .1 for the moment 19:17 IhrFussel Yeah but 0.05 is too much someone said...MT isn't ready for that yet 19:17 paramat IhrFussel but you didn't attend to moretrees ABM growing 10-20 large l-system trees at once each with a separate lighting update, as you found out from your mod profiler it's moretrees that is very intensive 19:17 sofar my server runs at 0.05 but I can affoard it due to the game being aggressively designed to avoid bottlenecks 19:18 IhrFussel paramat, what should I do? Remove the mod? My players would kill me ... I would adjust its code if it wasn't written so extremely complicated 19:19 IhrFussel I was thinking about removing everything except for saplings/tree/wood blocks and change those to use nodetimers 19:20 paramat 'only a few mods with high runtime' is irrelevant, the server is as laggy as the laggiest mod (moretrees) 19:23 tenplus1 hi folks 19:23 IhrFussel hi tenplus1 19:23 Shara IhrFussel: About moretrees, it gets a lot better if you stop new trees appearing on mapgen 19:23 tenplus1 o/ fussel 19:23 tenplus1 hi shara 19:23 Shara Hi tenplus1 19:24 Raven262 Hi ten. 19:24 tenplus1 hey raven 19:24 tenplus1 what's new ? 19:24 IhrFussel I know that paramat but I was just saying out of my ~ 160 mods (which may sound a lot but most of them just add a thing or 2) only ~ 10 seem to cause frequent lag 19:24 Raven262 I made a new box on insidethebox. 19:24 Raven262 Now i found myself playing minetest only on that server. Amazing, truly. 19:24 tenplus1 yeah I read that, Sofar said it'd keep anyone busy for an hour :) is it that hard ? 19:25 Raven262 Yes. 19:25 Raven262 I tried to make it harder than the 51. 19:25 tenplus1 ehehe, gotta try it... what number is it ? 19:25 rubenwardy is it a bug that Minetest's max_user is one more than the actual maximimum users? 19:25 Raven262 168 19:25 tenplus1 hi ruben 19:25 rubenwardy minetest doesn't have reserved slots... 19:25 rubenwardy hey 19:25 Shara rubenwardy: it's just the closer it gets to max, the more likely it is players can't connect 19:25 * tenplus1 had an idea 19:25 IhrFussel There is a new callback mods can call to still let players with certain privs/abilities through 19:26 paramat IhrFussel erm, the ABM that grows the 'on mapgen' saplings, adjust that to have a higher 'chance' value but a smaller interval so that it doesn't grow so many trees at once 19:26 tenplus1 hi paramat 19:27 IhrFussel paramat, higher chance and smaller interval is better than higher interval and smaller chance? 19:27 paramat yes 19:27 paramat becasue it splits the work into a larger number of smaller operations 19:28 shivajiva Hiya tenplus 19:28 tenplus1 hi shiva o/ 19:28 paramat more tiny lags are better than a few huge ones 19:28 tenplus1 would it be possible to have a player override flag that draws everything on the client in full brightness ??? e.g. night vision 19:28 paramat and of course, use the option to place 'on mapgen' saplings during mapgen, that grow later 19:28 Shara tenplus1: that would be nice :D 19:29 paramat .. that option is the default now i think for that mod 19:29 tenplus1 was thinking since we have a map item for overhead maps, a telescope item for zoom priv, that it would be nice to have client draw everything in full brightness if say a special night vision potion was used and then turn it off agter a time 19:32 paramat Ihr, remember the 'chance' value is inverted in meaning, larger value == less chance 19:33 IhrFussel paramat, I know right now I set it to interval 8 and chance 10 ... not good? 19:35 CalebDavis hi ten 19:36 CalebDavis the full brightness would be awesome and since we will have a map and binoculars it would be good as night vision goggles 19:36 tenplus1 https://github.com/minetest/minetest/issues/6509 19:36 tenplus1 hi caleb 19:37 Krock > full brightness 19:37 Krock > totally white 19:37 Krock "helpful" 19:37 tenplus1 hey krock :) 19:37 Krock hi tenplus1 19:37 tenplus1 it'd be a neat feature to have available for all sorts of potions and abilities 19:38 tenplus1 hell, even a reverse feature for blindness would be handy ;SD 19:38 Fixer nerzhul: any news? 19:39 tenplus1 hi fixer 19:39 Fixer hi tenplus1` 19:45 Fixer looking at core i3-8100 linux benchmarks, very impressive results 19:45 tenplus1 hi thomas 19:45 Fixer quad core will be mainstream very soon 19:45 tenplus1 ?? 19:45 ThomasMonroe hi ten 19:45 paramat IhrFussel i would set chance higher than 10. work out roughly how many mod tree saplings can be in the active block areas of an average number of players (10?), this value could be around 128 saplings, you would set the chance to that value to have one tree grown per ABM action. then keep halving the value until you see a problematic amount of lag. interval could be less but would keep it >=2s. maybe start with 19:45 paramat chance 64? 19:46 Fixer and that means, minetest should utilise more cores since we are pretty much going into quad core in budget PC 19:46 Fixer both with AMD and Intel 19:46 tenplus1 sweeet 19:47 Fixer core i3 is now fully quad core CPU (pretty = core i5) 19:47 paramat .. and monitor the profiler data for the moretrees ABM to find the optimum 'chance' 19:47 Fixer core i3 8100 vs my core i3 2120 is 2x speed boost in many applications 19:47 Fixer for the same price 19:48 Fixer and i had without incl graphics 19:49 Shara Looks like max_lag on DL is dropping constantly then goes back up whenever someone joins. 19:49 tenplus1 coudl just be loading the area around them when they join shara 19:49 Shara So when people are joining all the time... 19:50 Shara tenplus1: it's too much for that 19:50 Shara DL was always a bit slower than I'd have liked, but it's gotten steadily worse despite me not changing anything. 19:52 Shara If I get a break in people joining, the performance is okay 19:52 Fixer and who is joining? those usual HitlerXXX who then stand on spawn or time out after joining 19:53 Shara Fixer: None of those currently. 19:53 Shara Not a single number named player yet 19:54 Shara At 8 players and max_lay = 3.6 currently, but it spikes to 6, or close, anytime someone joins 19:54 Shara Dropping steadily all the time no one new is joining 19:54 Shara Yup.. a join and back to 5.4 19:55 tenplus1 must be loading something in the background per player join that's causing issue 19:55 Shara That's all I can think of 19:56 Shara The question is what 19:56 Fixer phoronix in 2017 - still no good conclusions page 20:04 IhrFussel paramat, thanks for those suggestions, I changed the values now based on your input ... and I set the server_step to 0.15 let's see if the machine can handle it fine 20:09 IhrFussel sofar, would 0.15 get a green indicator? 20:11 Shara IhrFussel: if it doesn't have more problems that push the score, then I think so 20:13 IhrFussel Well right now it says 148 on the server list so I'm guessing avg is 0.148s? 20:13 tenplus1 nite folks 20:13 Shara That's my assumption anyway 20:13 Shara And yes, 148 is what I was sitting at when using .15 20:14 Shara so I guess not green 20:14 Shara But.. I don't know anymore 20:14 Shara I do feel a server runnign on .15 should be able to get green since it's completely playable 20:14 Shara running* 20:17 shivajiva hehehe ruben is testing me, have you seen areas code? 20:17 IhrFussel 0.15 - 0.20 should be green-yellow at least... < 0.15 green, 0.15 - 0.20 green-yellow, 0.21 - 0.274 yellow and > 0.275 red 20:17 Shara Have looked at it a few times... 20:18 shivajiva it's very objective contextually 20:18 Shara IhrFussel: sofar is suggestnig 0.125 and lower for green, but I assume you mean server step now? 20:18 IhrFussel I mean 0.201 - 0.274 yellow* 20:19 Shara hmm 20:24 IhrFussel I mean the value you see in the server list..like 148 for mine now 20:24 IhrFussel I'm assuming those are the avg ms 20:25 Shara I'm just wondering exactly how much difference remote media really makes 20:25 sofar probably none 20:26 Shara sofar: it's just that the problem seems to be on player join 20:26 sofar hmmm 20:26 sofar well then it's a legit problem 20:26 Shara RC previously had the same issues DL seems to have, and remote media was one of the things that appears to have made a huge difference 20:27 sofar what if 20 players all join at the same time? 20:27 Shara DL is showing steadily decreasing max_lag until a player joins.. then it jumps straight back up again 20:27 sofar I run mtmediasrv myself, I don't want the bandwidth to go through minetest 20:28 Shara RC uses the TPS media server. Just wondering whether I will ask permission to add Dl's media there as well 20:28 sofar I wish robbief would use mtmediasrv, using the index.mth method is just a waste of bandwidth 20:29 Shara It's what existed at the time 20:29 Shara He'd probably update 20:29 Shara But he's kind of busy with non-MT things. 20:29 sofar yes but mtmediasrv is like 6 months old by now, and tested in deployment for 3+ months 20:29 sofar at least people whould understand why the index.mth method sucks 20:29 Shara Poke him about it when you see him maybe? I don't know it well enough to mak e astrong case for switching 20:31 sofar maybe I should just run a community media server 20:32 Shara Could be nice. There's probably a few servers around that would get huge gains. 20:38 sofar I'd want it on a different host than my server though 20:38 Shara Well, yes. :) 20:38 sofar right now it's on the same host as my server 20:38 Shara WOuldn't make sense to hit your own performance 20:38 sofar which is OK for my own server 20:39 Shara You might want to set a limit on amount of media too. Some servers seem to have an insane amount. 20:39 sofar with mtmediasrv, it's not a big deal 20:43 Shara DL doesn't even have a huge amount of media. But I still don't really see what else it can be. 20:43 sofar the problem is the connecting client without media is occupying cycles of the server thread 20:43 paramat wut? someone joining causes 6s of lag? that's insane 20:43 sofar and asking it for 500+ items by hash 20:44 IhrFussel What is "huge"? My server has ~ 35 MB media 20:44 sofar I've got 35mb+ as well 20:44 sofar I'd say that's huge though, I have 10 audio tracks worth 17mb, and 36 skybox textures totalling another 15mb 20:44 sofar if I take those out I'd be at 5-10mb 20:45 Shara Each of my serevrs is around 10MB media I think 20:45 sofar yeah, that sounds reasonable 20:45 Shara RC does have a rather large space skybox for the space layer, and DL has mobs models, or they'd both be lower 20:45 sofar not that 35mb isn't unreasonable 20:45 IhrFussel Oops it's actually 45 MB xP 20:46 sofar it's just that android clients will just time out 20:46 Shara I've optimised quite aggressively though as well to push it down 20:46 sofar (which is a win) 20:46 IhrFussel If du -h is accurate 45M .minetest/worlds/oldserver/worldmods 20:46 Shara Well, not everything in mods directory will be media 20:48 IhrFussel The biggest files in it are models 20:50 IhrFussel Umm guys...the lag value in the server list doesn't really change 20:50 IhrFussel My server is on 148 now since I restarted even though there were quite a few smaller lags already 20:51 Shara DL moves about a bit. 20:51 Shara RC only seems to move between 99 to 104... I think that's the range I saw between checking 20:52 IhrFussel Then it must take a lot for it to change 20:54 sofar that just means the value has consistency, which is good 20:54 sofar if it would flap around all the time, that would be bad 20:54 Shara t woul dhave been the first reset 20:55 Shara eww, mis-tabbed :) 20:56 IhrFussel sofar, does the server send that value or does the server list calculate it? 20:56 sofar it's sent by your server 20:56 IhrFussel Any clue in which file I can find it? 20:56 sofar you could cheat it, but I know you have a conscience 20:57 sofar src/server.cpp, I linked it earlier and in the github thread 20:57 IhrFussel I don't want to cheat it, I want to see what causes this consistency 20:57 sofar you can also not send it, btw 20:57 Shara IhrFussel: check for m_lag in server.cpp 20:58 Shara At least if I understood it right, based on where sofar said to look earlier, that will explain it 21:00 IhrFussel Someone explain this math to me: is m_lag the result of all lag values added? m_lag += (m_lag > dtime ? -1 : 1) * dtime/100; 21:00 Shara when m_lag > dtime it decreases, if I understand this 21:01 Shara otherwise it goes up 21:03 nerzhul Fixer, you problem seems to be related to windows only 21:03 nerzhul it seems it's a WSAEFAULT 21:07 Fixer okay 21:12 nerzhul Fixer, i pushed another commit, if you can test it could be nice 21:12 Fixer s u r e 21:13 nerzhul i know it's long, but handling a shit OS is not easy, as it seems to do crap things :D 21:15 Fixer c o m p i l i n g (please wait 6 minutes, i forgot to create yet another buildbot script) 21:15 Fixer meanwhile -> beta 1.7.3 21:18 nerzhul Fixer, git fetch && git checkout origin/network_asio instead of cloning 21:19 Fixer nerzhul: i just do git pull and then compile it 21:19 Fixer actually fuuuuuuuuuck 21:19 nerzhul it works too 21:19 Fixer ofc i can do simple mingw-make after that instead of running that script 21:20 Fixer compiling done very soon 21:22 Fixer linking that 160 mb exe is slow 21:22 Fixer done, testing 21:22 nerzhul debug powa :p 21:23 Fixer :) 21:23 Fixer (: 21:23 nerzhul same thing it seems no ? 21:23 Fixer connection lost 21:23 nerzhul same log ? 21:23 Fixer hmmmm, prelast line seems different 21:24 Fixer i need to translate that crap somehow 21:24 nerzhul interesting, show me 21:24 nerzhul it's windows error 21:24 nerzhul it seems your translation was not accurate i didn't found how to solve the previous error or somebody with it on google :p 21:24 Fixer nerzhul: https://pastebin.com/raw/XsQJp6Zu 21:25 nerzhul can you give me original message without modificaiton please ? 21:25 Fixer no, it is in other language, good luck translating that 21:25 Fixer message given by os 21:26 nerzhul what is your language ? 21:26 Fixer ukrainian 21:26 nerzhul ouch exact it should be difficult :p 21:28 Fixer let me try to find it 21:29 nerzhul Fixer, i got the error 21:29 nerzhul https://github.com/chriskohlhoff/asio/issues/86 21:29 Fixer nerzhul: line #2 is WSAENOTSOCK 10038 21:29 nerzhul it's this issue 21:29 nerzhul IPv6 / IPv4 on UDP 21:29 nerzhul on window 21:31 Fixer error codes https://msdn.microsoft.com/en-us/library/windows/desktop/ms740668(v=vs.85).aspx 21:31 Fixer yeah, and line #1 is very probably " "The system has detected an invalid pointer address in attempting to use a pointer argument in a call"" 21:31 Fixer WSAEFAULT 10014 21:40 nerzhul Fixer, i got the solution 21:40 Fixer okay 21:40 nerzhul it's pushed, your turn now :D 21:41 nerzhul i added a workaround by closing UDP socket and reopening it as v6 if remote_endpoint in TCP is V4 21:41 nerzhul reopening as v4 21:41 Fixer kicked in "mingw32-make package -j$(nproc)" 21:41 Fixer should be much faster 21:41 Fixer yeah it is faster 21:44 nerzhul nice it works :D 21:44 Fixer connected! 21:44 nerzhul thanks winshit :p 21:45 Fixer nerzhul: got crash 21:45 nerzhul long but now there are useful logs on each endpoint to understand what happens 21:45 Fixer lolol 21:45 nerzhul Fixer, oh, give me the BT 21:45 nerzhul but it's nice, we move forward :p 21:45 Fixer need to rerun it under gdb 21:46 nerzhul server crash wait a minute i'm doing a fix on it, it sems it's due to non MT users connecting on the server 21:46 Fixer lol 21:46 Fixer non MT users? 21:46 Fixer chinese bots? 21:47 nerzhul i don't know but the starting sequence trigger my huge packet detector 21:47 nerzhul i should handle such cases and forbid them 21:47 nerzhul server is up and i pushed some fixes 21:48 Fixer the way falling nodes are moving is strange 21:48 Fixer it is not smooth 21:50 nerzhul yeah i think i should check if it's not send as reliable 21:50 Fixer nerzhul: i have weird position problems 21:50 nerzhul it seems you lag 21:51 Fixer nerzhul: sometimes i'm transfered back to some position 21:51 Fixer suddenly 21:51 nerzhul yeah because you lag, server reset your position 21:51 nerzhul (anticheat) 21:53 nerzhul crash erf 21:53 nerzhul seems the scanners are triggering some bugs i don't catch atm :p 21:53 Fixer nerzhul: i don't have much problems with lag on any servers, this position reset is huge 21:54 Fixer nerzhul: packets flow and then stop and then after some seconds LOTS arrive 21:54 nerzhul yeah we should anaylyze that but i'm tired 21:55 nerzhul at least we fixed your connection problem on windows, and for all windows 21:55 nerzhul maybe jas_ will not have problem now :) 21:55 Fixer is there really any benefits of this? 21:55 Fixer asio thing 21:55 nerzhul code maintenance, network performance and handling on laggy clients 21:56 Fixer nerzhul: crash on joining singleplayer 21:56 nerzhul current network doesn't resist well when a slow client connects 21:56 Fixer nerzhul: backtrace follows 21:56 nerzhul i will go to bed, give me backtraces tomorrow :) 21:57 Fixer nerzhul: one sec 21:57 rubenwardy any recommendations for good meta privileges mods? For example, I can make a meta privilege called "moderator" which gives certain permissions, and takes them away when revoked 21:58 Fixer nerzhul: https://pastebin.com/raw/mas1HY15 21:59 Aerozoic rubenwardy, i'm not sure i follow, got a better example? 21:59 Fixer nerzhul: and winsock gave different errors 21:59 rubenwardy so I can do /grant playername moderator, and it gives them ban, kick, basic_privs but not a priv called moderator 21:59 rubenwardy as there is no priv called moderator 22:00 rubenwardy like how all is a meta privilege that grants or revokes all privileges 22:00 rubenwardy I'm sure I've seen a mod like this 22:00 Aerozoic ohhhh ok 22:01 nerzhul Fixer, disconnection issue 22:01 nerzhul does MT told you in console why ? 22:01 Fixer nerzhul: there were two errors 22:02 Fixer nerzhul: 1) invalid name of the network 22:02 rubenwardy doesn't have to work like that 22:02 Fixer nerzhul: 2) input-output operation terminated because stop of flow of commands or on interrupt 22:03 rubenwardy any way of letting me define groups of players with certain privileges would be nice 22:03 Fixer or interrupted by application (or smth) 22:03 rubenwardy like how IRC's access lists does it 22:03 Fixer can't find suitable winsock error 22:03 Fixer probably #1 is WSAENETUNREACH 22:04 Fixer 10051 22:04 nerzhul i push a test to ensure socket is opened before closing it, just test it and tell me tomorrow, i'm very very tired and need to sleep 22:04 nerzhul yeah WSAENETUNREACH is the problem 22:04 nerzhul without doubt 22:04 nerzhul the crash is a bad disconnection handling 22:04 Fixer nerzhul: i've tested on outdated client btw 22:04 Fixer i will check newest 22:05 Fixer tested on d865 22:05 nerzhul not so old :p 22:07 Fixer nerzhul: if you wait just a little, i will check 22:07 Fixer like 1-2 minutes 22:07 nerzhul okay, but it's the last time :p 22:07 Fixer creating package 22:08 Fixer nerzhul: yeah, crash 22:09 Fixer 3rd error with "remote host closed connection" 22:10 Fixer everything else looks the same 22:10 Fixer same interlocked thing in backtrace 22:10 nerzhul we will look tomorrow 22:10 Fixer /quit 22:11 nerzhul other thing i forgot to tell, TCP usage permits to reduce latency as stream will be sent as biggest packets on network, MT uses 500 , but with a TCP stream it's dynamicly adjusted and generally set to 1400-1480 22:11 nerzhul for reliable packets it's faster 22:13 nerzhul ty for your time 22:14 Fixer np 22:17 Shara So at 21 players DL is reporting in the same range for max_lag as when there's only 5 players... issue being with on join seems more and more likely. 22:18 Aerozoic rubenwardy, i could see that useful for owners. I could create groups like moderator and admin with the appropriate privs for each. 22:19 Aerozoic groups = meta priv 22:20 Aerozoic btw rubenwardy, any chance that privilegeareas mod will ever be fixed? 22:21 rubenwardy people still use that? :D 22:21 Aerozoic I really like the idea of it, i installed it for my server then discovered that critical issue. 22:22 Shara I always liked the idea of it. 22:23 rubenwardy well, I'll add it to my to do list 22:23 Aerozoic :D 22:23 rubenwardy keep in mind that it currently has just under 100 entries on it 22:23 Fixer Shara: just curious, can you join server and type F6 and look at first SEnv step? 22:23 Aerozoic lol, yeah i figured 22:23 Fixer Shara: your server 22:24 Shara Sure. 22:24 Aerozoic rubenwardy, but shouldn't it get bumped up just a little since i reported the issue months ago? :) 22:24 Shara Tell me what I'm looking for? 22:25 Shara Hmm, don't see SEnv. Just CEnv? 22:26 Fixer type F6 more 22:26 Shara I did, but not seeing it 22:26 Shara Three pages total 22:26 Fixer SEnv should be there 22:27 Shara First page has things starting CEnv and CM 22:27 Fixer page 2 22:27 Fixer SEnv step 22:27 Shara Second has more CM things... Client .., Elasped time and FPS 22:28 Shara Last page has mesh update, meshgen, rendering of clouds, sky, and collision things 22:28 Fixer okay 22:28 Fixer nevermind then 22:28 Fixer ty for checking 22:29 Shara No problem. More than happy to look into anything if people have ideas 22:34 Shara Maploading seems quite fast, but lag keeps reporting high. 22:35 Shara I've asked a few players if they feel much lag while playing, and they seem to think it's fine 22:35 Shara I just don't get it 22:35 Shara Even chests are responding instantly at the moment, which is usually where I notice a delay if I'm going to 22:38 Fixer Shara: try IhrFusse ls tool 22:39 Calinou I pushed the README rewrite thing to Map Tools too :P 22:39 Fixer Calinou: rewrite all the readmes 22:39 Calinou "README as a Service" 22:39 rubenwardy I just snipped someone from ~50m, and the idiot just kept looking around and didn't hide so I killed them 22:39 rubenwardy silly mobile player 22:39 Calinou rubenwardy: mobile players are just cannonfodder in CTF :P 22:39 rubenwardy yeah 22:40 Shara I'm wondering if in general the lag is actually normal and it's just the joins keep pushing ip up with enough quick spikes that it keeps reporting high 22:40 Shara it* 22:40 rubenwardy the last match was quite fun as my flag kept getting stolen whilst I was carrying the enemy's back 22:40 rubenwardy so had to keep intercepting and killing them 22:40 Shara But that still means the joins are a problem.... maybe will try FUssel's mod though 22:40 Fixer Shara: take fussels lag tool, set fast report interval and observe the lag when players join 22:41 Fixer Shara: just chainge two numbers in it from 60 sec to smth like 1 sec 22:41 Fixer change 22:42 Shara Yes.. but not tonight. 22:42 IhrFussel If you set it to 1 sec it will simply tell you the realtime dtime 22:43 Fixer yeah 22:43 paramat when someone joins do players actually experience server lagging for 6s? because that would be a very annoying lag 22:43 IhrFussel Well the realtime dtime average of the recent second* 22:43 Shara Need to spend a little time staring at sfinv before I'm too tired to 22:44 Shara paramat: no, but max lag reported goes up by 1 to 2 22:44 Fixer paramat: maybe it is that thing sorcerykid reported about larghe auth.txt? 22:44 Shara Then it starts to fall again, until another player joins 22:44 Shara And they are joining often enough that the max lag never seems to get to less than 3 (and rarely that given how busy the server can be) 22:44 IhrFussel Shara, the auth.txt gets rewritten in on_joinplayer() yes 22:45 Shara I might need to look at reducing auth file size as well 22:45 IhrFussel To update the last login timestamp 22:45 Shara Good idea 22:45 paramat maybe i misundertand and 'max lag' is not actually the experienced server lag 22:45 IhrFussel Also the auth file is rewritten whenever you change privs 22:45 Shara I pruned RC's auth file from 34MB to less than 3MB today... 22:45 Fixer paramat: max_lag is moving exponential average (for pretty long time) so it kinda useless for understanding current lag 22:46 Shara For me, max lag just tells you if it's getting better or worse 22:46 Shara So if it's gone up shareply, you know something bad happened 22:46 Shara If it's decreasing, things are good 22:46 Fixer Shara: lag over ... say 10 minutes 22:46 Shara sharply* 22:47 Fixer Shara: you can have lag 10, yet it is not 10 anymore, but 0.020 22:47 Fixer thats why I ask about curr_lag in /status 22:47 Fixer to stop this misunderstand of statistics 22:47 Fixer IhrFussel: you should post your lag mod on github and forums, it is useful 22:47 IhrFussel avg_lag should be about what my /lag reports 22:48 Shara Yea, it would be nice to have a more immediately value 22:48 Shara immediate* 22:48 paramat here's sorcerykid's issue https://github.com/minetest/minetest/issues/5334 any relevance? 22:48 Fixer possibly, Shara needs to install that mod and do per second measurement and correlate it with people joins 22:49 Shara Fixer: I know it correlates 22:49 Shara paramat: yea, might be related 22:49 Shara DL is definitely high traffic with lots of joins 22:49 Fixer also, look up size of your auth.txt 22:49 IhrFussel Shara, my mod tells you the max_lag of the recent second so you can exactly see if the lag happened at the moment of the joining 100% 22:50 IhrFussel You need to set 60 to 1 of course 22:50 Shara Fussel, yea, but like I said, not touching mods there again tonight 22:50 Shara Fixer: I am pretty certain auth will be an issue too now it's been mentioned 22:51 Shara At what size would you say auth is too big? 22:51 IhrFussel Fixer, will make it standalone later and post on forums...not sure how to post something on github yet 22:52 IhrFussel I will also add a simple var at the beginning of the file to set seconds 22:52 Shara Fussel, happy to help you with getting it on github if you need 22:52 Shara This would be a very nice mod for people to have access to 22:53 IhrFussel Is it just 1 command to upload to github? 22:54 IhrFussel That would be too easy I think x) 22:54 Shara You need to start a repo first, then add the files, then commit, then push 22:54 rubenwardy don't upload zips 22:55 Shara That too :) 22:55 rubenwardy upload the mod files with no directory. So init.lua should be in the root of the repo 22:55 rubenwardy I suggest trying Github Desktop 22:55 paramat reopened the issue 22:56 * Shara is having seriously thoughts about trying shivajiva sauth mod there 22:56 Shara 's* 22:56 rubenwardy y? 22:56 Shara The auth file is just short of 40MB 22:57 Shara RC's auth file corrupted last night at slightly less than that size 22:57 rubenwardy so you'd like to try it? 22:57 rubenwardy ah 22:57 rubenwardy I think you meant you were having second thoughts about trying it 22:57 Shara rubenwardy: just wondering if it would help reduce problems from player joins, since that's what seems to be causing my issues on DL 22:58 Shara And it's been suggested writing to auth.txt could be at least part of that 22:58 rubenwardy it should do as sqlite should be able to handle more data than a file 22:58 rubenwardy otherwise why would it be used? 22:58 Shara That's what I'm thinking 22:58 Shara auth being an issue could also explain why this has got worse over time 22:59 Jordach >goes to frontier expo 23:00 Jordach >gets full on MIT talk about biological life 23:02 Calinou frontier expo? 23:02 Fixer Shara: lol,mb 23:02 Fixer 40mb* 23:02 Fixer impressive 23:02 Calinou rubenwardy: oh, it's nice, you have an official CTF server again 23:02 Calinou what's the server specs? 23:02 Calinou it has 19/21 players, probably due to connecting players, heh 23:03 Calinou I like how you can call a server "Capture the flag" and it instantly gets tons of players, 24/7 23:03 rubenwardy ha 23:04 rubenwardy I think it's an i5 with 8GB ram and a 1TB hard drive 23:04 Fixer Shara: quite strange to see that huge auth.txt on servers, there are that much players? or there is this stuuupid shit with those mobile joining with different nickname each time? 23:04 rubenwardy may be wrong on the CPU 23:04 rubenwardy ah, i3 23:04 rubenwardy Intel(R) Core(TM) i3-2130 CPU @ 3.40GHz 23:04 Shara Fixer: DL is very busy 23:04 Fixer rubenwardy: my CPU ^_^ 23:04 Shara Like.. quite often constant joins 23:04 rubenwardy CTF doesn't need a SSD as the hard drive use is non-existent 23:05 Fixer Shara: i have an idea 23:06 Fixer Shara: some mod that calculates players statistics, how often they join, for how long they play, avg play time between rejoins etc, number of player who no longer play, etc 23:06 paramat wow 40MB 23:06 rubenwardy Calinou, there are 2 other servers - OldCoder CTF and ESP CTF 23:06 rubenwardy but they are consistently at 0-2 players 23:06 rubenwardy not sure why 23:06 rubenwardy lag maybe? 23:06 paramat hehe 23:06 Shara I should check what's happening with ESP. 23:06 Shara It used to be crazy busy 23:07 Fixer Shara: they can't just constantly join, they fumble for like few minutes and probably quit? otherwise you will have full server 23:07 Shara Server is pretty full 23:07 Shara But yes, obviously they leave too 23:07 Fixer hometown had 67 or smth players recently o_O 23:07 rubenwardy > uses server password on PC to sudo 23:07 rubenwardy urgh 23:08 Fixer sudo is life 23:08 Shara Thing that makes me think it must be on join is that the reported lag is in a constant range no matter the actual numbe rof players. Justs eems to correlate with joins. Others have confirmed now. 23:10 Fixer rubenwardy: for some reason thinked about that South Park episode with hand written porn, so good, need to rewatch 23:10 Fixer thats why you have local copy of everything 23:10 Fixer not really everything, most important parts 23:11 rubenwardy Calinou, 0.05s dedicated_server_step, not visible jitter :) 23:11 rubenwardy may try reducing to 0.02-0.03 23:11 paramat how to be popular: try to be MC. i suspect the popularity of multicraft is down to this, there will obviously be a huge number of people who want a 'free MC' 23:11 Fixer paramat: and you ask me not to measure to mc standard, mc is standard, and people will ask this 23:12 Fixer people expect basic mc features 23:12 Fixer look for example inventory management 23:12 Fixer minetest is light years behind in this and has like shift-click as top feature, thats mc beta like 23:12 Fixer entity movement by liquids, other interactivity 23:13 Fixer maybe we need to include mineclone2 23:13 Fixer to minetest 23:13 Fixer and rename it to smth better 23:13 Fixer mineclone2 to minesomething 23:13 Fixer obvious to minecrafters 23:13 Fixer and implement mc like stuff there 23:13 Calinou rubenwardy: 0.05 is good enough, I guess, 0.03333 (30 Hz) is probably too much right now 23:14 rubenwardy I suspect it will cause issues 23:14 Fixer include in minetest at least: 0) mtg 1) tutorial from wuzzy 2) mineclone2 3) boxes from sofar 4) other? 23:14 rubenwardy especially for mobile clients 23:14 Fixer rubenwardy: are you on server right now? 23:15 rubenwardy not MC2, there's going to tm/patent issues most likely 23:15 sofar insidethebox is not going to be offline 23:15 rubenwardy I can be in 10, need to brb 23:15 sofar not any time soon, and I don't see the point 23:15 paramat "and you ask me not to measure to mc standard" that's irrelevant 23:15 Fixer rubenwardy: tm/patent issues? o_O rename all stuff? 23:16 rubenwardy urgh 23:16 Fixer paramat: mc has lots of good features, naturally people want that backported into mt 23:16 rubenwardy I think I'm going to have to remove vote on CTF 23:16 rubenwardy or limit it heavily 23:16 Fixer lol, full CTF server 23:16 Calinou rubenwardy: I'm not sure if Microsoft/Mojang have any *patents* on Minecraft 23:16 Calinou there would be copyright and trademark issues, though 23:16 Fixer patented snow blocks? wth 23:17 Fixer shulker boxes? just rename it 23:17 rubenwardy lol, the server is 1 in, 1 out 23:18 Fixer i don't see much of a problem there, sensitive stuff can be renamed 23:18 paramat it's unreasonble for people to expect MT to be an exact MC clone 23:18 Shara rubenwardy: told you vote is annoying :) 23:19 Fixer not exact, but a lot of mc features are cool/nice in gameplay and people like it, including those may add more popularity to minetest game 23:19 ThomasMonroe is nore on? 23:19 Fixer or some obvious stuff 23:19 Fixer minetest game has weapons 23:20 Fixer where is weapons you have shields (bingo 23:20 Fixer ) 23:20 Fixer you have pvp = knockback 23:20 Fixer and other pvp effects 23:20 Fixer you have farming = suggests smth 23:20 paramat yes i did think that a mineclone game would pull in players, not sure if wuzzy would allow including it 23:20 Fixer etc 23:21 Fixer lol, wuzzy very probably wants it 23:21 ThomasMonroe hey Fixer Caleb had a really cool idea for tool 23:21 ThomasMonroe tools* 23:21 Fixer iirc, he had frustration on why people work on mtg only, but not on others too 23:22 Fixer ThomasMonroe: what tools? 23:22 ThomasMonroe have different types of workshops, ie a grinding wheel for increasing dig time 23:22 ThomasMonroe er decreasing 23:22 Fixer work he done on mc2 is quite impressive 23:22 ThomasMonroe or a CNC for making the tool lighter for faster swing time 23:23 paramat but yes i see possible issues with mineclone being so similar to MC 23:23 Fixer maybe thats already implemented, those drills, but i have not used it 23:24 Fixer to me minetest_game is still basicly early minecraft beta clone, with no armour and no automation, even some textures were well mc betish 23:24 Fixer i can feel cl55 used mc beta as a kind of benchmark 23:25 Fixer minetest_game has much more blocks 23:25 Fixer they are nicer too 23:25 Fixer variety of mapgens, that btw need richer biomes, they are pretty simple right now 23:26 paramat ~tell twoelk please could you keep your leave message very short, it's spammy and is not meant to be used as a forum signature =) 23:26 ShadowBot paramat: O.K. 23:28 paramat MTG is meant to be simple, very rich biomes are for other subgames or mods. however we are working on more flora 23:28 * Shara mutters something about underground things and then hides 23:29 paramat there's not much point listing everything MC has that MT doesn't, they're differnet games, and most of what you suggest is already intended, it's just down to dev time and priorities 23:30 rubenwardy I think we need more texturers 23:30 rubenwardy for me, most of the time adding something is in making new textures 23:30 paramat yes underground decorations is within my next 2 tasks 23:30 rubenwardy how about making issues for each thing we want to add, and asking for support? 23:30 rubenwardy Fixer, joining ctf now 23:31 rubenwardy if you tell me when you're going to join, I can let you in 23:46 Fixer rubenwardy: unf-ly have to go, bye 23:46 rubenwardy o/ 23:53 IhrFussel max_lag just spiked to 9.2 secs with 4 players...something I didn't see before 23:54 IhrFussel Not caused by any command since I log those