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IRC log for #minetest-hub, 2019-01-06

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All times shown according to UTC.

Time Nick Message
00:06 rdococ Strange... I'm not getting Lua error messages for *anything* in 5.0.0. Minetest just crashes.
00:15 IhrFussel I just wiped my entire minetest.conf by accident...now I gotta remember all my values D:
00:20 IhrFussel minetest.conf allows comments right? Like ## this setting is for x
00:20 rubenwardy yes
00:20 IhrFussel Can the comment also be its own line?
00:20 rubenwardy yes
00:21 rubenwardy I'm not sure what the rules are on escaping #
00:21 rubenwardy maybe # only works if it's the first non-whitespace character
00:21 rubenwardy ie: can't use it after a setting
00:21 rubenwardy tl;dr: try it
00:22 IhrFussel Will it crash if it's not supported? Or just ignore the line?
00:22 rubenwardy it'll be included in the setting
00:22 rubenwardy ie'll      foo = bar # thing      will set foo to    "bar # thing"   if comments aren't supported after a setting
00:23 rubenwardy lol, "ie'll"
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00:35 IhrFussel Huh looks like 'server_dedicated' was removed from conf? I remember having that in my wiped conf
00:36 rubenwardy server_dedicated doesn't need to be set, it's done internally by minetest
00:37 IhrFussel Yeah it's not part of conf.example either
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00:44 rubenwardy IhrFussel: you may be interested in some code that CTF has, it precompiles out setting calls into constants
00:44 rubenwardy https://github.com/MT-CTF/capturetheflag/blob/master/build.sh
00:50 rdococ Is there an easy way to change the maximum HP of a player in 5.0.0?
00:51 rubenwardy yes
00:51 rubenwardy max_hp
00:51 rubenwardy well, not easy
00:51 rubenwardy you also need to manually adjust the hp bar to show more hearts
00:51 rdococ It won't show them on its own?
00:52 rubenwardy there are long freezes every 18 seconds :(
00:54 rdococ Interesting... it seems to scale the HP down (so that if you have, say, 100 max HP, one heart is 10 HP instead of just 1 or 2).
00:59 rdococ Increasing HP always just seemed to me like increasing defense, but in a slightly more (or less) complicated way
01:00 IhrFussel rubenwardy, freezes regarding what? Talking about builtin sqlite auth?
01:02 rubenwardy the map save interval is 18 seconds, and every 18 seconds it freezes for about 0.7s
01:02 rubenwardy map saving is disabled though
01:02 rubenwardy actually, I think it may be less than that
01:02 rubenwardy ah, it happens when someone enters or leaves
01:02 rubenwardy looks like it's sban
01:03 rubenwardy well, fix hopefully coming soon )
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01:06 IhrFussel Yes sban is still heavy in your recent profiler report
01:07 Fixer kek
01:09 IhrFussel Regarding the cache I talked to shivajiva again...and he said the conf setting only tells sauth how many accounts to cache at LOAD time... the actual dynamic account cache during runtime is unlimited
01:09 rdococ That's weird. My character died, but didn't have any HP when they respawned.
01:21 IhrFussel fixed_map_seed is useless if you switch to another mapgen...or not? Cause the map will look different either way
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02:19 IhrFussel Well...okay letting sauth run without caching for a while reports higher numbers but still...NOTHING compared to the old sauth version (200-300ms)
02:19 IhrFussel - on_prejoinplayer[1] ...............................  |         2 |     11799 |      2022
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03:15 rdococ I'm getting a problem with register_on_hpchange - I have a function that is guaranteed to either return hp_change or 0, but apparently it's returning nil?
03:15 rdococ well, not nill but a non-number
03:16 rdococ can't seem to reproduce it though
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03:52 rdococ How do I determine if two stacks can be fully combined?
03:55 rdococ nvm found
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05:11 rdococ Sneak peek... https://i.imgur.com/6US1a0J.png
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07:43 sofar https://github.com/minetest-mods/minetest-mods.github.io/issues/72
07:43 sofar open feedback request to anyone
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09:09 nerzhul hello, weblate has been updated to master
09:09 nerzhul https://hosted.weblate.org/projects/minetest/minetest/
09:09 nerzhul let's go
09:23 nerzhul merging #7892
09:23 ShadowBot https://github.com/minetest/minetest/issues/7892 -- Deprecate modpack.txt and use modpack.conf instead by rubenwardy
09:24 nerzhul merging #8013
09:24 ShadowBot https://github.com/minetest/minetest/issues/8013 -- Fix various bugs (Anticheat, Lua helpers) by SmallJoker
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09:32 Krock hi imaginary tenplus1
09:32 nerzhul Krock, what the hell ?
09:33 Krock I'm prepared every day but he's now only rarely here
09:33 nerzhul ^^
09:33 Krock quiet hard to do a race this way
09:35 nerzhul latest android apk in production is now installed on 933 devices over 7k
09:35 nerzhul currently the stats shows -100% crash :p
09:39 nerzhul weblate is now correctly working, nice :=)
09:39 nerzhul many rtanslations levels has lowered to 60%
09:39 Krock didn't they already update recently already?
09:40 Krock perhaps I just messed up updatepo.sh
09:41 nerzhul in fact weblate has its own remote
09:41 nerzhul and you must rebase against it
09:41 nerzhul but it's difficult
09:42 nerzhul generally what i do is: fetch weblate remote, checkout all po files to minetest master, push, run updatepo.sh push
09:42 nerzhul and then i go to weblate interface reset & pull
09:43 nerzhul i know many doesn't like transifex but interface and intergrate with repo are better :p
09:43 nerzhul interetsing comment on the play store: one say he plays minetest on school pc :p
09:50 Krock well, RUN_IN_PLACE builds are portable (Windows) and portable among similar systems (Linux) so it's not surprising :D
09:50 nerzhul maybe it's to study :)
09:50 Krock although an external HDD/SSD is a way better experience than a flash drive
11:12 rdococ Trying to copy a screenshot of Minetest to GIMP causes GIMP to take a long time and then say that there is no image data in the clipboard.
11:15 Krock try a 2nd time?
11:15 Krock I also had that and just tried again to make it work
11:15 rdococ Ah. I'll try it next time I need to get a screenshot.
11:15 rdococ Anyway, a second peek: https://i.imgur.com/tlmsLS0.png
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12:25 Krock so after all these years, we again have fireflies as "mobs" in-game
12:33 nerzhul yeah but in lua :p
12:39 rubenwardy Lua isn't slow
12:39 rubenwardy The engine is slow
12:42 rubenwardy with Luajit, the bottlenecks are with communication with the engine
12:42 rubenwardy not with the lua code itself
13:13 celeron55 it's not slow really, it's just often impossible to make it do what would be efficient in a given use case
13:14 celeron55 like a tool box that's missing tools for a job you went to do
13:18 Fixer fireflies are just "mobs", not real mobs
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15:54 nerzhul Merged #8060
15:54 ShadowBot https://github.com/minetest/minetest/issues/8060 -- Content store: Disable more details dialog for now by rubenwardy
16:20 nerzhul merging trivial #8061
16:20 ShadowBot https://github.com/minetest/minetest/issues/8061 -- Fix wrong code comment by DS-Minetest
16:21 rubenwardy wrong channel
16:21 rubenwardy :P
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16:57 Krock rubenwardy: some work for you: https://forum.minetest.net/memberlist.php?mode=viewprofile&u=24189
16:57 Krock needs ban & delete
16:57 rubenwardy done
16:57 Krock missed one: https://forum.minetest.net/viewtopic.php?f=32&t=21774&p=340192#p340192
16:58 rubenwardy lol what
16:58 Krock ugh.. the post is half-way existing
16:59 rubenwardy weird
16:59 Krock thank you :D
16:59 rubenwardy there's an option to delete the topic luckily
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17:14 IhrFussel rubenwardy, is the new sauth version live on CTF yet?
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17:18 MinetestSam Yes it is
17:21 IhrFussel And what does /status say?
17:21 IhrFussel I'd assume not constantly 0.5 secs anymore
17:21 IhrFussel Although sban is still a problem
17:22 MinetestSam Haven't checked that but just a second
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17:24 MinetestSam IhrFussel, max_lag=0.562125
17:24 IhrFussel Then it must be sban...the lag doesn't come down cause of it yet
17:25 MinetestSam The players are saying that they are having no issues
17:25 IhrFussel But in theory the lags should be less frequent now
17:25 MinetestSam It is afaik
17:25 MinetestSam Less than before
17:26 IhrFussel sban is the only bad mod remaining according to rubenwardy's profiler report he posted last night
17:26 MinetestSam shivajiva was working on it I think
17:27 IhrFussel He is working on it right now...the one he finished was sauth
17:27 IhrFussel And on my server sauth improved from 200-300ms per lookup to 2-3ms (without caching)
17:27 MinetestSam Well good to see he hasn't left yet
17:28 MinetestSam The database also keeps on increasing, so the idea suggested was to delete players with score less than 100
17:28 MinetestSam player database that is
17:29 * Krock wonders what his score is
17:29 * Shara adds a few numbers too it just to mess with things
17:30 Shara to*
17:30 MinetestSam ABMs and Chatplus was also removed so that should have also helped
17:30 MinetestSam Heh
17:31 IhrFussel The amount of records doesn't matter now anymore... shivajiva changed the DB structure to 1. properly INDEX the names column it seems and 2. split the big table with all records into 11 tables like auth_abc auth_def etc
17:32 IhrFussel CTF had 650,000 records IIRC ... now one table will have max 200,000 cause of the splitting
17:33 IhrFussel On my server with 150,000 accounts some tables have 30k records and other have only 5k (auth_misc only has 250 records cause barely anyone chooses a name that starts with - or _)
17:34 MinetestSam That is good to hear
17:35 IhrFussel He said the splitting is not necessary but imrpoves performance further... and I would prefer having multiuple tables with 30-50k records instead of having 1 with 150k
17:35 IhrFussel improves*
17:35 IhrFussel multiple* I should type slower sometimes
17:39 MinetestSam Well I am waiting for ruben to post some stats soon
17:39 IhrFussel Well in his mod profiler report that he ran last night it showed 1µs for sauth
17:40 IhrFussel But I wonder how high it could go when he runs the profiler during busy times
17:40 IhrFussel When CTF is full of people
17:42 Krock the execution time will likely be very similar if it measures the average execution time
17:42 Krock or min/max of each
17:42 MinetestSam At the time of me asking the players about the lag there were 32 players out of 30 so that should give a good estimate
17:44 IhrFussel (this was yesterday with auth caching off) -> - on_prejoinplayer[1] ...............................  |         2 |     11799 |      2022
17:44 IhrFussel On my server
17:45 IhrFussel A max of 12ms is absolutely fine
17:46 IhrFussel Assuming builtin sqlite also uses proper indexing...shouldn't the 2 perform very similar now?
18:04 rubenwardy they should
18:14 IhrFussel Question: When does CS_HelloSent appear for the server? on_prejoin() or on_join()?
18:19 Krock rejoin I guess
18:22 IhrFussel Ugh...I thought you FINALLY fixed the fact that new players cannot connect anymore when too many are in the "media phase"... I assumed CS_HelloSent is when the client JOINS the world
18:23 IhrFussel Why do we count players in media phase towards the LIMIT?
18:24 IhrFussel Imagine 10 or more mobile players are stuck there...cool now they block connecting for anyone else
18:25 IhrFussel It looks like you even WANT it like that according to nerzhul's PR here https://github.com/nerzhul/minetest/commit/60171295309d64319a2b39464e5b2a3e8bc7dd06#diff-27330fe8b12f281b2b6d288458912306
18:27 nerzhul it was fixed
18:28 IhrFussel Where? It wasn't backported then
18:31 nerzhul in 0.4.x ?
18:34 IhrFussel The only commit I find is where you changed CS_active to CS_HelloSent
18:36 IhrFussel No wait... you changed it from CS_Created to CS_HelloSent but if I read it correctly both of them happen before the media phase
18:37 IhrFussel So it didn't fix this major issue where players count toward the limit as soon as they pass auth
18:37 nerzhul yep
18:37 nerzhul it's to solve the problem that non connected client can steal server slots
18:38 nerzhul media phase is after yep
18:38 IhrFussel That was one issue...the other is still existent...please move the check if too many users are connected to before join
18:38 IhrFussel I mean only count clients that joined
18:39 nerzhul it's the goal yes
18:40 IhrFussel So if 10 mobile users are stuck for minutes in media download they don't count until they told the server that they are ready...and if the limit was reached until then they are disconnected
18:40 rubenwardy it should probably be a little bit more flexible
18:42 rubenwardy like: give loading players a tentative slot. They lose this slot if they take too long or if a player that lost their slot finishes loading. New players can't start loading unless (slots + tentative_slots) < max_users
18:42 rubenwardy actually, it would be simpler to kick maybe
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18:43 IhrFussel Also...isn't it (in theory) still possible to make a bot that is still able to fill slots? Maybe more difficult cause they have to emulate more steps but nonetheless possible
18:43 rubenwardy the issue with just moving the slots to after media loading is that media loading can be a resource drain
18:44 rubenwardy and it's also annoying to spend time loading and then be rejected
18:44 IhrFussel The media cache helps there
18:44 rubenwardy really it would be nice for a server to disconnect clients which don't use remote media
18:44 IhrFussel The next time they load it will not take that long anymore
18:45 rubenwardy ie: so you can guarantee server-based sending isn't happening
18:45 rubenwardy oh, I guess
18:45 rubenwardy well - the proposed check after load is probably better if you have limits on media sending too
18:45 rubenwardy better than current
18:45 rubenwardy heh
18:45 rubenwardy it's all a bit shit really
18:47 IhrFussel On mobile media loading can take 1 or 2 minutes on weaker devices (I know it did take that long on my server in the past)
18:47 IhrFussel I mean without downloading
18:47 IhrFussel I heard it's cause of missing VRAM
18:48 IhrFussel Sorry I mean media & nodes init together
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19:03 rubenwardy fun commit: https://github.com/rubenwardy/minetest/commit/8babb15bb90cea2a5717f0e90eaacfb45b652ee6
19:04 rubenwardy unfortunately you can't just respond with "this file doesn't exist"
19:05 rubenwardy would probably be more useful to log this
19:07 Krock auto -> const auto &
19:07 Krock and that'll be a very long list
19:23 Krock o/ spotted an active tenplus1 on the forums
19:25 rubenwardy I did
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19:37 Fixer due to the ongoi... sigh, can you stop telling me that?
19:38 IhrFussel rubenwardy, btw does your profiler still run on CTF? Any new values available?
19:38 rubenwardy I disabled it
19:38 rubenwardy What's the profiler overhead?
19:39 IhrFussel I think it barely lags the server more... I cannot confirm a max_lag increase of more than 0.1
19:39 IhrFussel But it#s probably better to wait for the fix I told you in msg
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20:46 IhrFussel rubenwardy, do not update to the new dev version of sauth now... it's completely broken and he tries to fix it
20:47 IhrFussel Connecting isn't even possible cause of "2019-01-06 21:39:18: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Authentication handler didn't return privilege table"
20:50 IhrFussel Looks like it only breaks when you enable the caching
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21:17 IhrFussel Looks like his idea (preloading X entries) exceeds the time the engine allows for the auth handler to setup
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21:21 rdococ Hehe
21:22 IhrFussel Why does the engine limit the auth handler setup time?
21:22 rubenwardy it shouldn't
21:22 IhrFussel Or is it a general 'mod startup' limit
21:23 rubenwardy oh maybe it's a race condition
21:23 rubenwardy like, due to singleplayer
21:42 IhrFussel rubenwardy, would this make sense? Somebody connects to the server but sauth is still busy with populating the cache so it cannot return a 'privilege table' in time
21:45 rdococ is there a key to hide the HUD, or take a screenshot without the HUD?
21:45 rubenwardy f2
21:45 rubenwardy or f3
21:46 rdococ F2 hides chat, which I think might be enough for my purposes.
21:47 IhrFussel Okay this explanation makes more sense -> auth handler is used as part of the priv handler ... all priv requests to the core call on auth to supply and modify the stored privs
21:47 IhrFussel And builtin calls auth directly on startup
21:58 rdococ https://i.imgur.com/KC3Gaky.jpg
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22:48 luk3yx Is there a way for a CSM to know what the CSM restriction level on the server is?
22:50 sfan5 no
23:04 * luk3yx should open an issue for that
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