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/ |
00:51 |
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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) |
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06:16 |
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10:10 |
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10:12 |
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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* |
10:18 |
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10:19 |
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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 |
10:38 |
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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 |
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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 |
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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 |
11:26 |
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11:28 |
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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 |
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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 |
12:03 |
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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 |
12:12 |
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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 |
12:28 |
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12:28 |
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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 |
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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 |
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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 |
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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 |
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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 |
13:24 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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? |
16:30 |
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16:30 |
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Natechip joined #minetest-hub |
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 |
16:46 |
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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 |
|
Krock joined #minetest-hub |
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 |
|
paramat joined #minetest-hub |
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 |
<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 |
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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 |
19:31 |
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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? |
19:34 |
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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 |
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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? |
20:09 |
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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 |
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tenplus1 left #minetest-hub |
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 |
20:53 |
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LazyJ joined #minetest-hub |
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 |
22:06 |
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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 |
|
Jordach joined #minetest-hub |
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 |
|
twoelk left #minetest-hub |
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 |