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CWz |
? |
11:15 |
CWz |
? |
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13:04 |
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13:04 |
IhrFussel |
Map didn't completely stop loading yet since I enabled mapgen logging, but the slowing down of map with lots of mobile clients is definitely not caused by it |
13:07 |
IhrFussel |
The last on_generated() was called at 13:54 and now it's 14:07 yet the map constantly loads slower than usual |
13:09 |
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13:09 |
IhrFussel |
AFAIK it even happens on CTF where the map is stored in memory only... so mapgen is 90% not the cause of the slow map sending |
13:11 |
IhrFussel |
Lastly if so many mobile clients would trigger so much mapgen cause of their broken code then my map file must grow at an alarming rate and it doesn't from what I can tell |
13:15 |
IhrFussel |
September 39 GB -> October 42 GB -> November 45 GB ... pretty linear sizes |
13:17 |
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13:53 |
IhrFussel |
When a mobile player is holding their screen right now to look around and a formspec suddenly appears... I hope that, if there is a button at the position of the finger, the game doesn't count it |
13:53 |
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13:54 |
IhrFussel |
In other words I hope MT only counts "upkey" events for formspecs |
13:54 |
IhrFussel |
Or it can at least distinguish between pressing and holding |
13:58 |
BuckarooBanzai |
IhrFussel: i suggest you install some kind of monitoring, it helped me on countless occasions to detect lag-issues and consorts... |
13:59 |
T4im |
BuckarooBanzai's monitoring setup is great ^^ |
14:05 |
IhrFussel |
It is no lag the game runs normally |
14:06 |
IhrFussel |
max_lag is mostly 0.5 secs, load is below 1,00 no I/O bottlenecks etc |
14:07 |
IhrFussel |
The only way to monitor it is likely a debug build with custom infos which I cannot do cause I'm not that c++ savvy |
14:08 |
IhrFussel |
It's definitely tied to certain clients/connections cause as soon as those leave everything turns back to normal ... I'm not sure what these clients could cause to the MT servers |
14:09 |
T4im |
well, having mapgen ruled out is useful already; you could monitor connections with wireshark without having to go into gdb stuff |
14:10 |
T4im |
that would even work doing that right when the issues happen |
14:10 |
T4im |
might also help seeing if during those times the process requirements in cpu and memory change dramatically |
14:11 |
T4im |
both can be done at the time of such a problem; no need to do that all the time |
14:11 |
T4im |
also check disk i/o |
14:13 |
BuckarooBanzai |
wireshark plus ip filter/grouping sounds good for a start... |
14:14 |
IhrFussel |
But wouldn't lots of network activity (so that a certain part of a game even hangs) also cause much load? |
14:15 |
T4im |
well; it's less about looking for a direct cause than for correlations in general; anything that those clients do differently than normal clients might indicate where to look next |
14:17 |
IhrFussel |
You mean I need to read the packages and look for stuff that's unusual in them? I don't think I'm the right person for that |
14:17 |
T4im |
to make something up, if they would send lots of status requests every second and the server's memory consumption would go up to the point that swap causes lots of disk i/o bringing read/writes to a halt, then it might be worth looking for a memory leak in those status requests |
14:18 |
* T4im |
just pulled that out of a cobble shack though |
14:18 |
IhrFussel |
It also happens fairly rarely... it didn't happen today (yet) it happened yesterday for a few minutes ... it only happens when lots of users are connected and if most of them are mobile users with "such clients" |
14:20 |
IhrFussel |
If I'm online while it happens and I manage to see which user causes the map to return to normal after leaving then I can check their protocol version (I log those) |
14:20 |
T4im |
i think there is a wireshark plugin for minetest, so that you don't need to actually decode the packages |
14:20 |
T4im |
never actually used it though |
14:20 |
BuckarooBanzai |
T4im: where do i find that? |
14:21 |
T4im |
https://github.com/minetest/minetest/blob/master/util/wireshark/minetest.lua |
14:22 |
* BuckarooBanzai |
forgot the wireshark dissector are written in lua too :) |
14:22 |
T4im |
:D |
14:45 |
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14:49 |
IhrFussel |
Formspec question: If I use \n inside a text label that starts at x=3 will the next line start at x=3 too or x=0 ? |
15:12 |
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15:17 |
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15:18 |
IhrFussel |
Question answered: It will start at x=3 |
15:20 |
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15:22 |
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16:11 |
IhrFussel |
People are dumb enough to click 'Yes' on something they don't even understand |
16:13 |
Shara |
Or people are just too bored or being asked to agree to pages long of whatever every time they want to do something. |
16:15 |
IhrFussel |
Shara, I implemented a new "enable PvP?" formspec on my server that asks on each join cause many didn't understand /pvp ... and some click now 'Yes' even though they didn't want PvP ... I cannot make it easier for them |
16:17 |
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16:17 |
IhrFussel |
I think I can expect from someone (no matter the language) to know what "PvP" "Yes" and "No" means... that is the most basic English I can offer |
16:18 |
T4im |
clearly time to add a "Yes, but i don't want PvP" button |
16:33 |
Shara |
People click without reading, even when they can. I get players on my server, in front of the rules signs that explain how to leave the spawn, asking in perfect english, sometimes even perfectly punctuated, how they leave spawn and what the rules are. |
16:33 |
Shara |
Some of them will even have quite a long conversation with you about how it's too much effort to read so much on the signs. |
16:34 |
Shara |
With the protests they typing being far far longer than the total text on those signs. |
16:34 |
Shara |
type* |
16:36 |
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16:50 |
IhrFussel |
The window they see in this case is just 2 sentences "Enable PvP?" "If you click 'Yes' other players can attack you." "Yes" "No" ... this is really already for the dumbest of dumbest |
16:50 |
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16:57 |
IhrFussel |
Dumbest of the dumb* In German we say "dumbest of dumbest" |
17:06 |
T4im |
who knows; maybe they'd just like to fight others without being fought themselves and didn't think about that |
17:09 |
T4im |
i'd totally believe some players, especially younger ones, not getting the reciprocity of rules |
17:11 |
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17:15 |
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17:16 |
IhrFussel |
Now the prompt appears after joining and on each respawn after being PvP-killed ... I hope they will eventually click No when they get killed too much |
17:30 |
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17:53 |
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18:07 |
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18:23 |
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18:30 |
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19:27 |
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19:34 |
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19:45 |
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19:55 |
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20:15 |
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20:37 |
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20:44 |
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20:50 |
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20:57 |
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21:01 |
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21:06 |
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21:21 |
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21:45 |
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21:46 |
IhrFussel |
WOW |
21:47 |
IhrFussel |
My client just crashed after my server shutdown... I was stuck at "shutting down (operator request)" in the chat and got no timeout either...then after ~ 30 secs the client just closed |
21:49 |
IhrFussel |
Okay now this is weird...another player just reported the exact SAME thing |
21:49 |
IhrFussel |
How the heck can the SERVER cause all clients to crash when it shuts down?? |
21:49 |
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21:56 |
ChimneySwift |
I know there are things a server can do that causes clients to crash |
21:59 |
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21:59 |
MinetestBot |
Andrey01: Nov-16 23:11 UTC <paramat> "well?" please be patient on IRC. 5.0.0 will be released when it's ready, and no it's not ready yet. it's impossible, and a bad idea, to set a release date |
22:05 |
Andrey01 |
hi, is it possible to know by minetest.register_on_receive_fields() a formspec is quited by a player? (on condition if he has pressed "Esc" button on keyboard and has not clicked exit button in formspec) |
22:05 |
Andrey01 |
or maybe for it a special callback exists? |
22:09 |
ChimneySwift |
... |
22:15 |
IhrFussel |
I'm trying to use "replacements" inside a craft recipe but If I don't comment this line the server won't start -> --replacements = {{"farming:baking_tray"}}, |
22:17 |
IhrFussel |
The error is "2018-11-27 16:15:24: ERROR[Main]: Invalid replacements (output="farming:blueberry_pie")" |
22:25 |
rubenwardy |
So, they want to find out whether the player has quited the formspec |
22:25 |
rubenwardy |
If they have quit |
22:25 |
rubenwardy |
Quit |
22:25 |
GreenDimond |
Are you sure you need the double braces IhrFussel? |
22:26 |
GreenDimond |
oh wait yes |
22:26 |
rubenwardy |
There's no second replacement |
22:26 |
GreenDimond |
^ |
22:26 |
GreenDimond |
I took too long to type it |
22:26 |
rubenwardy |
What are you replacing it *to* |
22:26 |
GreenDimond |
{{"farming:baking_tray", "farming:baking_tray"}} |
22:26 |
IhrFussel |
I want an empty baking tray to remain |
22:26 |
IhrFussel |
Ohh |
22:26 |
IhrFussel |
So that is how you use it? |
22:27 |
GreenDimond |
Mhm |
22:27 |
rubenwardy |
From 1 to 2 in that table |
22:27 |
GreenDimond |
rubenwardy: what happens if I do {{"group:wood", "group:wood"}} or similar? |
22:27 |
rubenwardy |
I don't think that'll work |
22:27 |
GreenDimond |
Does it keep whatever the item happens to be? |
22:27 |
rubenwardy |
Try jt |
22:28 |
IhrFussel |
So replacements means it will remain in the craft grid? |
22:28 |
GreenDimond |
No |
22:28 |
GreenDimond |
It means something in the craft grid is replaced on craft |
22:29 |
GreenDimond |
There is no actual "keep this from being removed", you are just faking it by replacing it with itself. |
22:29 |
IhrFussel |
Yes but I mean the visual effect will be that the tray remains |
22:29 |
rubenwardy |
Yes |
22:32 |
GreenDimond |
rubenwardy: it outputs literal "group:wood" (unknown) |
22:32 |
rubenwardy |
I thought that would happen, lol |
22:32 |
GreenDimond |
Needs fix >:0 |
22:32 |
GreenDimond |
however |
22:32 |
GreenDimond |
said "group:wood" does output 4 sticks |
22:33 |
rubenwardy |
Can you register an item called group:wood, and can you use it in craft recipes? |
22:33 |
GreenDimond |
So I now have the entire group of wood encapsulated in an item :3 |
22:33 |
GreenDimond |
Oh idk |
22:33 |
GreenDimond |
let's see |
22:33 |
GreenDimond |
It'd have to be in mod "group" |
22:33 |
rubenwardy |
Sure |
22:33 |
rubenwardy |
You could use :, but it would bypass other checks too |
22:36 |
GreenDimond |
So it cannot act as a separate node, it still acts as the whole group |
22:36 |
GreenDimond |
However, as a replacement it does replace the group group:wood with the node group:wood |
22:38 |
IhrFussel |
MT could use a minetest.register_on_custom_message() which handles all chat_send_all() calls ... different mods send those and it would be good to have a global place to manage those |
22:38 |
GreenDimond |
In theory you could fake replacement of groups using on_craft |
22:38 |
GreenDimond |
in fact im going to do that |
22:41 |
IhrFussel |
Right now the only 2 options for it are 1. Create a new mod that only handles the chat_send_all() calls and make every other mod that uses them depend on that one and modify or 2. make your own minetest.chat_send_all() function that overrides the default |
22:41 |
GreenDimond |
just edit minetest.chat_send_all() |
22:41 |
GreenDimond |
its a global so you have access to the contents and the ability to override it |
22:42 |
GreenDimond |
So a mod can handle it without any depending on it |
22:46 |
IhrFussel |
Hm...maybe, thanks |
22:58 |
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23:03 |
rubenwardy |
Or you could alias group:wood to default:wood, GreenDimond |
23:12 |
GreenDimond |
? |
23:12 |
GreenDimond |
Oh for making the group:wood node sure |
23:14 |
rubenwardy |
[22:38:35] <4caf50GreenDimond> In theory you could fake replacement of groups using on_craft |
23:14 |
rubenwardy |
I was responding to that, you can make group outputting replacements work with aliases |
23:14 |
rubenwardy |
Probably |
23:20 |
GreenDimond |
ah |
23:20 |
GreenDimond |
well Im doing something better than that |
23:27 |
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23:33 |
GreenDimond |
and ive already gotten bored |
23:34 |
GreenDimond |
I was overriding register_craft to add a `keep` def to define which craft grid slots to not remove items from |