Time |
Nick |
Message |
01:13 |
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Zeno` joined #minetest-dev |
01:30 |
nore_ |
fu-fu: it is the 16x16x16 mapblock that contains pos that is forceloaded |
01:30 |
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02:49 |
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02:51 |
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03:29 |
fu-fu |
nore_: Thankyou |
03:44 |
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03:45 |
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04:24 |
RealBadAngel |
hi |
04:25 |
Zeno` |
hi |
04:27 |
RealBadAngel |
hi Zeno` |
04:29 |
RealBadAngel |
i can see you had problems with squashing those commits |
04:30 |
RealBadAngel |
hmmmm, around? |
04:35 |
Zeno` |
oh yeah I did |
04:36 |
Zeno` |
I squashed into the wrong commit heh |
04:36 |
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04:36 |
Zeno` |
the commit I picked to sqash and the commit I picked to "pick" should have been the other way around |
04:36 |
Zeno` |
oops |
04:53 |
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05:00 |
RealBadAngel |
maybe best way could be just to apply changes manually on the clean file? |
05:01 |
Zeno` |
maybe |
05:02 |
Zeno` |
and do a whole new commit? |
05:03 |
Zeno` |
All the commits actually exist in this one: https://github.com/Zeno-/minetest/commit/8f57e0e1d2b9b9fb6723083d894cab6518a0b44f |
05:04 |
Zeno` |
So they're not lost... just not where I really wanted them to be |
05:08 |
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05:11 |
RealBadAngel |
even when you remove the tree commit will be still here |
05:14 |
Zeno` |
I have no problem starting a new branch and committing from scratch; the real problem is I addressed two open issues in one commit (because the second commit was adding 1 line to l_env.cpp to set a default value for random_level) |
05:15 |
Zeno` |
I hindsight I would have done it differently heh |
05:43 |
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06:48 |
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07:15 |
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07:18 |
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08:01 |
RealBadAngel |
kahrl, here? |
08:36 |
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08:43 |
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09:06 |
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09:16 |
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10:16 |
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10:36 |
Zeno` |
quiet |
10:58 |
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11:13 |
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11:16 |
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11:49 |
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11:56 |
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13:12 |
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13:22 |
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14:06 |
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15:22 |
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15:28 |
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15:34 |
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15:40 |
eugd |
why not have MAP_GENERATION_LIMIT as a server variable? |
15:41 |
eugd |
i've seen mention of mods to limit generation, shouldn't that be a basic engine feature? |
15:42 |
eugd |
If they're not working through the engine I can only think they're probably very inefficient (just forcing all unmade blocks to be air?) |
16:03 |
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16:06 |
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16:06 |
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16:07 |
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16:07 |
eugd |
MAP_GENERATION_LIMIT as a server setting? |
16:12 |
VanessaE |
why? |
16:12 |
VanessaE |
the map is generated only as needed |
16:13 |
VanessaE |
even with mods that generate map stuff. |
16:14 |
VanessaE |
a player explores a new area, the engine handles generating only the blocks within range of the player (or tells the mods to do so). |
16:14 |
VanessaE |
it doesn't just generate "everything" |
16:14 |
Jordach |
VanessaE, he means upto a point, the mapgen will just generate nothing, like the walls of void, but closer |
16:15 |
Jordach |
(eg making the 31km invisi walls at <x>KM instead) |
16:16 |
PenguinDad |
A mod could already do this without a big performance impact |
16:16 |
eugd |
VanessaE, this is currently in the engine as a constant |
16:16 |
eugd |
set to 31000 |
16:16 |
VanessaE |
eugd: that's just as far as the engine will go |
16:16 |
VanessaE |
that doesn't mean it will go there always |
16:17 |
VanessaE |
it just means it won't go *past* there. |
16:17 |
eugd |
i was thinking it would be better to do it in engine than with mods |
16:17 |
eugd |
yes i understand |
16:17 |
eugd |
i've heard mention of mods to shrink this further |
16:17 |
eugd |
which makes sense |
16:23 |
celeron55 |
if you do it in the engine, then people are going to request eg. other shapes and whatever special stuff which won't be added to the engine |
16:24 |
celeron55 |
so if it's possible to do in mods without issues, then it should be because that is the extendable way |
16:24 |
celeron55 |
(this applies to everything) |
16:27 |
eugd |
haha i was thinking of it as a likely necesarry first step to other 'special stuff' |
16:32 |
eugd |
I'm curious if there is any technical barrier to it at all |
16:32 |
eugd |
just adding it to the server config file and changing all references to that |
16:49 |
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17:00 |
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17:03 |
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17:24 |
celeron55 |
probably not |
17:30 |
Calinou |
the idea behind making it a variable is that you can use it to not have too large maps (file size) |
17:30 |
Calinou |
and make it slighly larger (32000?) |
17:32 |
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17:34 |
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17:40 |
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17:56 |
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18:02 |
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18:04 |
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18:18 |
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18:23 |
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18:31 |
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18:31 |
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18:37 |
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18:52 |
eugd |
what is the "chunksize" field in map_meta.txt? |
19:03 |
Krock |
5 = 80*80*80 nodes get generated at once |
19:03 |
Krock |
5 * 16 = 80 |
19:03 |
Krock |
set it to 4 for faster map generation and copputions of already existing maps |
19:08 |
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19:08 |
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19:22 |
eugd |
"copputions"? |
19:23 |
PenguinDad |
eugd: I guess he meant corruptions |
19:24 |
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sapier joined #minetest-dev |
19:24 |
sapier |
VanessaE try disabling farming |
19:25 |
sapier |
I see abm spikes up to almost a second on initial join |
19:27 |
VanessaE_ |
? |
19:27 |
VanessaE_ |
in *farming* ?! |
19:27 |
sapier |
remember the profiler we did talk about? |
19:27 |
VanessaE_ |
yes of course |
19:27 |
sapier |
I've got a prototype only tracing some calls, including abms |
19:29 |
sapier |
https://gist.github.com/sapier/0407cc49376b0ef68ed6 see the maximum value for farming abm ... it's almost a second ... and that's a new world |
19:29 |
sapier |
those are "per step" values means one server step is delayed by that much time |
19:30 |
VanessaE_ |
ouch |
19:30 |
sapier |
as you can see the average value for farming is quite good seems like a login spike only |
19:37 |
VanessaE_ |
any clue just what's going on there? |
19:37 |
sapier |
oops |
19:37 |
VanessaE_ |
oops? |
19:37 |
sapier |
those spikes aren't on join only |
19:37 |
sapier |
they happen every now and then |
19:38 |
sapier |
I'd guess for some reason abm's aren't spread good enough |
19:39 |
VanessaE_ |
are they stacking due to mapgen lag maybe? |
19:41 |
sapier |
possible but as you see in that paste on_generated isn't laging ... but I don't trace all possible things right now |
19:42 |
VanessaE_ |
true |
19:46 |
sapier |
grrr ... ShadowNinja could you please fix the error in errorhandling caused by a bug in some entity callback? ;-) |
20:00 |
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20:01 |
XDdrummer |
Any developers in here at the moment? |
20:03 |
sfan5 |
yes |
20:04 |
XDdrummer |
Just wondering if there's any sort of process to joining the dev team. |
20:05 |
sapier |
onle the usual process how to contribute to oss projects |
20:06 |
sfan5 |
start contributing |
20:06 |
sfan5 |
e.g. writing code, docs or other stuff |
20:06 |
sfan5 |
and if you've contributed enough |
20:06 |
XDdrummer |
Mkay, thank you :p |
20:07 |
sapier |
ahh well one special thing ... on contributing to minetest you agree to be flamed every now and then by everyone |
20:08 |
XDdrummer |
xD |
20:10 |
VanessaE_ |
just one other thing: |
20:10 |
sapier |
https://gist.github.com/sapier/b2885fccf7e77800451a |
20:11 |
VanessaE_ |
make an account on github and don't give us any shit about hating their terms or whatever ;) |
20:11 |
* VanessaE_ |
pokes at Zefram ;) |
20:11 |
sapier |
compared to farming even mobfs spawning is lightweight ;-P |
20:11 |
VanessaE_ |
sapier: are you sure the figures are correct? |
20:12 |
sapier |
they're not complete, thus percentage values may be slightly of but abolute us values are correct |
20:13 |
sapier |
wow ... those chicken are quite hungry :-) |
20:13 |
VanessaE_ |
heh |
20:13 |
VanessaE_ |
dare I ask you to run Dreambuilder through it? ;) |
20:13 |
sapier |
yet it's 0.7ms delay ;-) |
20:13 |
VanessaE_ |
(grab build #20140812-1612) |
20:14 |
sapier |
can you give me a link= |
20:14 |
VanessaE_ |
https://github.com/VanessaE/dreambuilder_game |
20:14 |
sapier |
btw changes to minetest are 99.9% pure lua |
20:14 |
sapier |
the only thing I had to do in c++ was providing a high precision time source |
20:14 |
VanessaE_ |
ice |
20:14 |
VanessaE_ |
nice |
20:15 |
sapier |
I could've done using luasocket too but I'd like this to be usefull without additional software |
20:15 |
sapier |
is dreambuilder complete or do I need default game too? |
20:15 |
VanessaE_ |
it's complete. |
20:15 |
sapier |
ok |
20:16 |
sapier |
btw last gist was simplified display, I can show details what in mod is using most time too |
20:16 |
sapier |
but the output was already way to long for mobf :-) |
20:18 |
sapier |
what is this game doing? |
20:19 |
sapier |
https://gist.github.com/sapier/268212b0fe1a2ad277ef |
20:19 |
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nore_ joined #minetest-dev |
20:19 |
sapier |
git master |
20:19 |
sapier |
12s stall in globalstep? |
20:19 |
VanessaE_ |
mapgen probably |
20:20 |
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nore_ joined #minetest-dev |
20:20 |
sapier |
no on_generated by now ... but I'm stalled right now too :-) so could be next |
20:20 |
VanessaE_ |
wait, you're still in minetest_game? |
20:20 |
sapier |
no dreambuilder |
20:21 |
VanessaE_ |
I have no idea :P |
20:22 |
sapier |
that list should be printed to console every 10s but hasn't been printed for about 5 min now ;-) |
20:22 |
VanessaE_ |
it shouldn't be doing anything at the start but a shitload of mapgen stuff |
20:22 |
sapier |
yes I did start a new world |
20:22 |
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20:23 |
VanessaE_ |
hm, maybe the ambiance mod? |
20:23 |
sapier |
I try without my tracing addons to be sure |
20:24 |
VanessaE_ |
either that or snowdrift, those are the only two that should be able to do anything at the start of a new world. |
20:24 |
VanessaE_ |
(if it's ambiance, I'll remove it. it was just added today and I'm unsure if I want to keep it) |
20:25 |
sapier |
ok better without tracing |
20:25 |
VanessaE_ |
? |
20:25 |
sapier |
doesn't stall completely |
20:26 |
VanessaE_ |
wow. |
20:26 |
VanessaE_ |
it does raise the server's CPU needs a little bit. but only briefly. |
20:27 |
VanessaE_ |
22824 minetest 20 0 1892m 380m 49m S 24.8 4.8 31:45.52 /usr/bin/minetestserver --worldname Survival_World --config /home/min |
20:27 |
VanessaE_ |
(there are three of us on that server right now) |
20:27 |
VanessaE_ |
ok, it's not ambiance then. must be something else |
20:28 |
sapier |
https://gist.github.com/sapier/268212b0fe1a2ad277ef on world generated without |
20:28 |
sapier |
worst step is delayed by 16s |
20:28 |
VanessaE_ |
well all those on_generated calls is unsurprising. |
20:29 |
sapier |
ok forget about it now worst one is 28 seconds |
20:29 |
VanessaE_ |
in? |
20:31 |
VanessaE_ |
I really wonder what could be causing huge stalls in globalstep like that |
20:31 |
VanessaE_ |
could you please delete ambiance and try again? |
20:32 |
sapier |
according to this traces ambience mod is almost irrelevant |
20:32 |
VanessaE_ |
*looks at grep output* |
20:32 |
VanessaE_ |
snowdrift? |
20:32 |
sapier |
moretrees and ferns are biggest single laggers ... sorry VanessaE |
20:33 |
VanessaE_ |
er, moretrees doesn't use globalstep :P |
20:34 |
sapier |
those are on_generated or abm lags |
20:34 |
VanessaE_ |
oh ok |
20:34 |
VanessaE_ |
so just ignore those |
20:34 |
VanessaE_ |
at least the ones attributed to builtin |
20:35 |
sapier |
but there's at least a bug in displaying values too as I don't believe multiple entries to have exactly same value |
20:35 |
VanessaE_ |
are you running this with luajit? |
20:35 |
sapier |
I don't know |
20:36 |
sapier |
let me check |
20:37 |
sapier |
no I don't use luajit |
20:37 |
VanessaE_ |
try with please |
20:37 |
sapier |
ok ... hopfully tracing still works ... hmm it's lua only so it should work |
20:37 |
VanessaE_ |
should work I'd think |
20:38 |
sapier |
still you should improve moretrees and ferns ;-) |
20:38 |
VanessaE_ |
I plan to. |
20:38 |
VanessaE_ |
I have to rewrite plants_lib in ways that will affect everything that depends on it, so today I've imported ferns, dryplants and undergrowth into plantlife |
20:39 |
sapier |
10s are way to much for a single step ;-) ... wonder why ppl only complain about mobf which doesn't cause lag near to those values ;-) |
20:39 |
VanessaE_ |
which *should* cover all of the otherwise-unsupported mods |
20:39 |
VanessaE_ |
however: |
20:39 |
VanessaE_ |
I need YOU to help: |
20:39 |
VanessaE_ |
moretrees needs the engine's help specifically: the spawn_tree() call is dog slow. |
20:40 |
VanessaE_ |
when last I was told, because the lighting code therein is slow. |
20:40 |
VanessaE_ |
this needs fixed before moretrees can improve too much |
20:40 |
VanessaE_ |
but I will do what I can from my end. |
20:41 |
sapier |
not sure if wouldn't be more easy to do the spawning different but hard to tell without knowing details |
20:41 |
VanessaE_ |
another thing that would greatly benefit plantlife/plants_lib is a search-for-surfaces algorithm in the engine. THAT is the biggest bottleneck. |
20:42 |
VanessaE_ |
if I could just call minetest.find_surfaces_in_area(minp, maxp) --> returns table of nodes that have air above |
20:42 |
sapier |
hmm that one is sitting around for ... don't know ... about a year? |
20:42 |
VanessaE_ |
eh? |
20:44 |
VanessaE_ |
(surfaces, preferably with a filter option e.g. only stone with air above, etc) |
20:44 |
sapier |
https://github.com/minetest/minetest/pull/640 |
20:44 |
VanessaE_ |
ohyeah |
20:45 |
sapier |
almost 1.5 years |
20:46 |
sapier |
https://gist.github.com/sapier/86ad62c58531b865a4a8 luajit values |
20:46 |
sapier |
worst case is now 23 seconds |
20:47 |
VanessaE_ |
well 5 seconds faster |
20:48 |
sapier |
biggest single laggers are (in order of delay) ferns moretrees builtin flowers_plus trunks dryplants woodsoils |
20:48 |
sapier |
everything else is below 1s |
20:48 |
VanessaE_ |
what's in builtin that's lagging though I wonder? |
20:49 |
sapier |
I don't know seems something on init it's on globalstep and done on init only ... maybe it's loading of mods |
20:49 |
VanessaE_ |
(mind you this is older code, so compare it to pre-minetest_next. I don't track current minetest_game) |
20:49 |
VanessaE_ |
oh ok |
20:50 |
VanessaE_ |
who cares about init/startup then |
20:50 |
sapier |
actually that can't be |
20:50 |
sapier |
no ... it can be |
20:50 |
sapier |
... hmm guess I don't know |
20:50 |
VanessaE_ |
maybe you better track register_node/register_craft* calls ;) |
20:51 |
sapier |
those should be accounted to the mods |
20:51 |
sapier |
builtin can only be initializing builtin data |
20:51 |
sapier |
don't know why this is that much |
20:55 |
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21:02 |
VanessaE_ |
no clue |
21:10 |
sapier |
https://github.com/sapier/minetest/tree/luamod_tracing in case you wanna try yourself |
21:10 |
sapier |
it's not complete yet but most common things are already traced |
21:11 |
VanessaE_ |
I'm afraid to try :P |
21:15 |
VanessaE_ |
all that time spent in builtin....could it be the tracing code counting itself? |
21:16 |
sapier |
console printing maybe |
21:16 |
sapier |
but not those 12s in dreambuilder |
21:16 |
VanessaE_ |
naw |
21:16 |
VanessaE_ |
I just meant that one particular part. |
21:17 |
VanessaE_ |
I'm pretty sure I know what needs done to speed up the stuff that depends on plants_lib |
21:17 |
sapier |
tracing doesn't count itself thus it shouldn't be included |
21:23 |
sapier |
I wonder why I haven't written this tool before it's quite small and provides a lot of information |
21:23 |
VanessaE_ |
you didn't have me here egging you on? ;) |
21:24 |
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21:24 |
sapier |
possible ... but I guess I got annoyed about mobf beeing blamed for other mods delays |
21:24 |
VanessaE_ |
haha |
21:25 |
sapier |
about 30 active mobs and mobf isn't using more then 6ms |
21:25 |
sapier |
3 of them used by about 15 chicken :-) |
21:25 |
VanessaE_ |
heh |
21:26 |
* VanessaE_ |
looks at plants_lib's code and considers the rewrite in question...and shudders, |
21:26 |
sapier |
trapped within a very small area thus doing permanent collision avoidance |
21:27 |
sapier |
you could have a look at adv_spawning maybe it's less work to improve it to fit your requirements |
21:30 |
VanessaE_ |
I'll figure it out, no worries. |
22:21 |
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23:23 |
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