Time Nick Message 02:59 Emerald2 What the heck. Going near a uranium block makes you keep taking damage even after you leave the area? 03:09 Emerald2 Fun new things in technic. :p 04:13 diemartin Magic. 04:15 VanessaE witches. 04:15 VanessaE or wormholes. 04:30 Emerald2 I had to relog from game to stop dying from being radioactive. XD 04:30 Emerald2 I didn't know I was about to walk up to a block of 3.5% uranium. :P 04:31 VanessaE derp :) 04:49 diemartin !rainbow ????? 04:49 MinetestBot ????? 04:51 diemartin ? MinetestBot 05:03 sofar Emerald2: you're just looking positively radiating today 05:03 sofar (I can see your tail in the dark) 05:03 VanessaE heh 05:07 Emerald2 lol sofar 05:07 Emerald2 My... tail? 05:08 sofar radiation, mutation 05:09 VanessaE yeah, you can join the X-men now :) 05:10 Emerald2 Worst super power ever. 09:32 Krock o/ u_i finally got an API documentation 09:38 Emerald2 G'day Krock. o/ 09:38 Krock o/ Emerald2 11:36 IhrFussel Does get_objects_inside_radius() always take about the same time to execute? It looks like it... no matter if I specify as radius 20, 10 or 5 ... the profiler tells me it takes about the same time 11:36 IhrFussel I guess it would make sense cause the engine has to loop through all active mapblocks in any case 11:37 rubenwardy no 11:37 rubenwardy the whole point of having mapblocks is so that you don't need to 11:37 rubenwardy the engine will only iterate through mapblocks within that radius 11:38 IhrFussel I mean the engine has to look through all loaded entities to be able to list and push the ones that are inside the radius 11:38 rubenwardy actually, that PR was reverted 11:38 rubenwardy so it does have to look through all entities 11:38 rubenwardy which is stupid 11:39 IhrFussel Someone tried to change that in 5.0.0? 11:39 IhrFussel Or is it older? 11:40 Krock was a PR for 0.5.0, early development of 0.4.17 I believe 11:41 IhrFussel Why was it reverted? Unexpected behavior? 11:41 rubenwardy bugs 12:48 IhrFussel Uhh...is this supposed to be sarcasm? https://forum.minetest.net/viewtopic.php?f=3&t=22458 12:50 rubenwardy yeah 12:52 IhrFussel The title is clickbait then 12:52 IhrFussel Should've written something like 'What MT 6 could be like' 12:54 rubenwardy I better move it to News 12:55 Krock lol 12:55 Krock offtopic storytime 12:58 IcyDiamond LOL 13:33 IhrFussel Festus1965 claimed that any server with 40+ players is unplayable... well it is possible to keep it playable by optimizing any heavy code 13:33 IhrFussel Right now my max_lag is 0.35 s with 46 players 13:34 IhrFussel 36* 13:38 IhrFussel Only 4 of them are idling too... so 32 actively playing people 13:42 IhrFussel He now lowered his dedicated_server_step even more 13:42 IhrFussel 'dedicated_server_step = 0.016' 13:42 IhrFussel I swear if he has ANY mods that run on every globalstep... 13:46 IhrFussel The default of 0.09 is not for multiplayer servers btw ... cause I#m pretty sure there are engine internal things that run on every step and with 40-50 players this gets repeated too often... or does every engine function also use a timer? 13:49 IhrFussel I'm talking about things like 'check if mapblocks need to be sent/updated to clients' ... AFAIK this check happens every step right? 13:56 Krock 0.09 is fine for 10-ish players. 0.2 might be a better choice for a large userbase like on your server 13:56 IhrFussel I have it at 0.15 and it works well with ~ 40 13:58 Krock and mapblock sending is async anyway 13:58 IhrFussel Guys we need to find the source of the 'map lag' problems ... They happen more and more on my server whenever too many users with a certain app are connected ... I wasn't able to find out which app it is yet but I'm afraid that the name of the app won't help us at all cause it's likely closed sourced 13:59 IhrFussel Either the map loads very very slowly or it stops loading completely 14:00 IhrFussel Until a certain app user leaves... but if only 1 leaves the map starts to load VERY SLOW again... if more than 1 with the app leave it loads afster again 14:00 IhrFussel It's like each app user adds some overhead to the map 14:01 IhrFussel I mean adds more overhead than normal 14:01 IhrFussel I set my 'max block sends per client' to 10 14:02 IhrFussel max block send distance is at 5 14:02 IhrFussel So pretty low 14:08 Krock well, block sending is per-player 14:08 Krock the only possible explanation is that they would discard all received mapblocks 14:09 Krock because the importance of sending the mapblocks is distance-based, not just time-based 14:09 Krock -just 15:10 Fixer hey,littledrums 16:17 Krock Minetest idea: wireless data transfer, using raycast to check whether the view is given 17:42 IhrFussel Krock, does your explanation also explain why entities still load even in 'unloaded' mapblocks? 17:43 IhrFussel All entities still load and function as expected when the map stalls 17:44 IhrFussel And when I take something out of a chest during the stall it appears on my client as if I doubled the stack 17:44 IhrFussel Meaning it will be in my inventory and still in the chest 17:44 IhrFussel When the stalling is over the stack in the chest then disappears 17:45 sofar that's client side prediction 17:47 IhrFussel Makes sense... still, mobs still load in the 'void' and walk around...they are clearly working 17:47 IhrFussel So it must be something that doesn't affect entities at all 17:49 IhrFussel Entities are stored inside the mapblock though right? So those bad clients must trigger something that happens only after the server extracts the entities 17:49 calcul0n_ this is "normal" behaviour of minetest, i see this all the time when the server is lagging 17:49 calcul0n_ don't know much about that but it looks like entities and mapblocks handling are totally unrelated 17:50 sofar why are you assuming "bad clients" 17:50 IhrFussel Cause it only happens with randomly generated names mostly and only when there are LOTS of them connected 17:51 IhrFussel I can see exactly WHO caused it cause as soon as they leave the map works just works again 17:51 IhrFussel the map just works again* 17:51 sofar so you're just guessing 17:52 sofar have you ever heard of confirmation bias? 17:52 IhrFussel It's like this -> Less than 5 mobile users connected = no map lag ... 10+ connected map gets slower and at 15 or 20 (approx.) the map stalls completely until 1 of them leaves 17:53 IhrFussel These are no guesses! It is not caused by the official Android app 17:53 sofar do you have evidence that this doesn't happen when there are equal amount non-mobile players? 17:54 sofar or are you only looking at your server when there are high amount of mobile players? 17:54 IhrFussel I have evidence that it suddenly works again as oon as a MOBILE app user leaves 17:54 IhrFussel Are you telling me it's normal that the map doesn't load for 1 minute based on amount of players? 17:55 sofar despite of that, I see no reason to suggest that this isn't an artifact of the engine design and there could be a huge bug 17:55 sofar but it would be interesting to do a statistical analysis on the traffic to/from those clients and see if they are somehow making the server behave differently 17:55 IhrFussel So far it only happens when my server is full of people AND most of them are app users 17:55 sofar I assume this is a 0.4.x server, right? 17:56 IhrFussel 0.4.17.1 yes ... we would need a 5.0.0 server full of mobile players to test if it happens there too 17:57 IhrFussel But I'm sure that it only happens with mobile users...cause 0.4.17.1 CTF also had this issue sometimes 17:57 IhrFussel It was very rare cause CTF disallows these names... so only when someone installed such a 'bad app' and changed their username in the app they could connect and cause this 17:58 sofar reminds me I should further brush up the wireshark plugin 17:59 IhrFussel Something else I observed: It looks like these app users can still walk around the map while my client doesn't receive any parts 17:59 IhrFussel They were able to walk away from me into the void 18:00 IhrFussel Maybe their app code tries to prioritize the mapblock sending for them somehow and messes up the server this way...I don't know much about the map sending c++ code 18:01 sofar there's a queue per player 18:01 sofar you can limit the queue size, even 18:01 IhrFussel Isn't that the 'max block sends per client' ? 18:01 sofar yup 18:01 IhrFussel That is set to 10 18:02 sofar super low? 18:02 IhrFussel Default is 12 I think 18:02 sofar max_block_send_distance 18:02 IhrFussel 5 18:02 sofar you can lower that one 18:02 IhrFussel It is 5... should be low enough 18:03 IhrFussel You think it's possible the app demands more than the server wants to send and stalls it this way? 18:03 sofar max_simultaneous_block_sends_per_client 18:03 sofar you can lower that 18:03 sofar max_packets_per_iteration 18:04 sofar that's something you can lower as well 18:04 rubenwardy I suspect that some clients are filling up the quota for map loading, starving the other users 18:04 sofar well, it would point to a DB bottlenect 18:04 sofar neck* 18:04 IhrFussel I thought there was no hard coded 'total' limit anymore 18:05 IhrFussel I read somewhere that the setting is not used anymore cause it basically is the result of blocks per client 18:06 sofar block_send_optimize_distance may influence bahavior too 18:07 Krock IhrFussel: entity sending and mapblock sending are separate 18:08 Krock rubenwardy: same as my thought but it's limited per-player 18:08 sofar Krock: we could make the code send blocks around entities automatically 18:08 rubenwardy isn't there a total limit too, calculated from the per-player limit? 18:08 Krock yes sure but that doesn't solve the problem here 18:08 sofar alternatively, we could *not* send entities in unsent mapblocks 18:08 Krock rubenwardy: that too, on top of the per-player limit 18:09 Krock it's limited by client and by async server step 18:14 IhrFussel Krock, then I guess entities have no limit 18:15 IhrFussel That's why every client can still receive them no matter how hard the server struggles with the map 18:16 IhrFussel 'I suspect that some clients are filling up the quota for map loading' so the client can ignore the set limits server side under certain cicumstances? 18:20 IhrFussel Should the mapblocks be visible as pps in 'bmon' ?? I mean if the server sends lots of mapblocks for a while will those pps go up? 19:16 IhrFussel Do 3K packets sound normal with 20 users? 19:16 IhrFussel packets per second* 19:19 IhrFussel Not linked to pps ... map stalls even with 1.5K pps 19:24 IhrFussel Most users who cause this use an app with protocol version 27 19:32 Krock strict protocol version = true 19:48 IhrFussel But we need to fix this...else the same apps might cause map stalling when they upgrade to 5.X 21:32 VanessaE Just spamming the channel.... https://www.gofundme.com/f/5pqdb-help-me-move? :) 22:22 rubenwardy Would anyone be interested in hosting CDB mirrors? 22:25 VanessaE If I didn't have this moving thing looming over my head, I'd offer. I have about 800 GB of available space on daconcepts. 22:26 VanessaE (as long as you don't mind ssh'ing in and maintaining it ;) ) 22:27 rubenwardy I'll check how much bandwidth I have available. The idea is that it would make backing up the uploads much nicer, and hopefully have localised downloads 22:27 rubenwardy I wouldn't be free to do it for many weeks anyway 22:29 VanessaE well I have that 800+ GB sitting behind a decent 100 Mbps pipe out of Canada, so just let me know. 22:29 rubenwardy oh nice, there is no bandwidth/transfer quota. So that lets the pressure off for now 22:30 VanessaE same here afaik 22:30 VanessaE plus, DDoS protection comes standard. 22:30 rubenwardy don't we both have the same model? 22:30 rubenwardy Kimsufi i3 whatever 22:30 VanessaE we might? Kimsufi KS-7 here 22:31 VanessaE yep, the i3-2130 package 22:31 rubenwardy Kimsufi KS-2C - 8G i3-2130 1x1TB Server 22:32 VanessaE the KS-7 package has 2TB storage... hard to imagine I already soaked up half of that with my server stuff huh :) 22:32 VanessaE tell you what though.. the SSD's in the old SYS server had me spoiled. 22:33 VanessaE my morning mapper script takes 7 hours to finish now. used to take about 2. 22:34 rubenwardy "morning mapper script" 22:34 rubenwardy did you mean *minutes*? 22:34 VanessaE hours. 22:34 rubenwardy whaaaaaaat 22:34 rubenwardy how big is your map? 22:34 rubenwardy which mapper do you use? 22:34 VanessaE there are 6 maps to be processed, two of which are in the tens of gigs range 22:34 rubenwardy are you tiling it? 22:35 rubenwardy oh dear 22:35 VanessaE tiling with leaftest, and using minetestmapper 22:35 VanessaE (i.e. the official version) 22:35 VanessaE lesse... 22:35 rubenwardy ah yes 22:36 VanessaE 37GB for dreambuilder creative 22:36 rubenwardy leaftest takes a while 22:36 VanessaE 20 GB for dreambuilder survival 22:36 rubenwardy https://rubenwardy.com/redcrab/downloads/ <-- I ran it here on a *100MB* file, and it still took a while 22:36 VanessaE the others are under 10 GB, smallest is skyblock, at just 13 MB. 22:37 VanessaE hey, I can see my house from here! :P 22:37 VanessaE (just north of the water pyramid) 22:37 rubenwardy leaftest outputs JPGs for the closest zoom, and it stresses me out 22:37 rubenwardy so many artifacts 22:39 VanessaE mine doesn't? 22:39 VanessaE it outputs PNG all the way through 22:39 rubenwardy huh 22:39 rubenwardy I use a fork of minetestmapper, maybe that's why 22:40 rubenwardy one that does the isometric you see in the header on thatpage 22:43 VanessaE that's onomatopoeia isn't it? 22:44 VanessaE or just some new feature? 22:44 rubenwardy it's another mapper 22:45 VanessaE oh ok 22:47 VanessaE btw I think you have the spawnpoint marked wrong on that map. I want to say it's the intersection to the right of the white-bordered building that's to the right of the orange/white checkered building...? 22:47 VanessaE been too long since I've been there. 22:48 VanessaE no, that's not right either... 22:48 VanessaE (I'm going from memory, the path I recall taking to get from spawn to my house :) ) 22:51 rubenwardy the leaflet co-ordinate system doesn't work 22:51 rubenwardy or maybe it's just that fork again 22:51 rubenwardy it's weird 22:52 VanessaE you're welcome to fiddle around with my mapper script, maybe it'll help? 22:53 VanessaE https://daconcepts.com/vanessa/hobbies/minetest/Server-scripts/update-server-maps-leaftest.sh 22:55 VanessaE one thing that seems obvious to me though is that leaftest or the mapper or *some*thing, reads through the entire database when generating a map, even if you've only asked for a small portion of it 22:56 VanessaE because as the map database gets bigger, the mapping time increases, even if the area being mapped doesn't have any large changes