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10:42 |
MinetestBot |
Krock: Mar-16 04:10 UTC <p_gimeno> Your ascii biome is awesome! but the Z loop is inverted, the map is upside down. https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc#file-init_22_ascii_biome-lua-L25 |
10:42 |
MinetestBot |
Krock: Mar-16 04:34 UTC <p_gimeno> it would be nice if it showed the area around the player, instead of around 0,0,0, and is triggered with a chat command |
10:42 |
Krock |
o/ |
10:43 |
Krock |
sfan5: MinetestBot is so wonderful that I got the same message three times |
10:51 |
Emerald2 |
lmao |
11:16 |
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11:25 |
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11:26 |
IhrFussel |
btw how did you make it so that lava hurts you even when just standing in a 'slab'? I thought damage_per_second only affects you when your head is in it or was that changed in 0.4.17.1? |
11:28 |
IhrFussel |
Well it doesn't affect water so either the engine has something hard coded for lava or a mod causes this on my server |
11:28 |
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11:28 |
IhrFussel |
Let me test this in vanilla MTG |
11:29 |
IhrFussel |
Seems to be hard coded |
11:30 |
IhrFussel |
Or MTG somehow checks this |
11:44 |
IhrFussel |
Ok it's hard coded and if water had a damage_per_second attached to it it would likely also be fired when the feet only are inside |
12:02 |
sfan5 |
Krock: I may have forgot to implement locking for that part |
12:05 |
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12:12 |
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12:31 |
IhrFussel |
I want my server stats to be more transparent in the game so I changed my /lag to include the amount of lag spikes for the entire server session ... that should tell them whether or not the gameplay is fluent/stable enough |
12:32 |
IhrFussel |
A high lag spike is considered '> 0.3 s' and a critical spike is '> 0.5 s' |
12:33 |
IhrFussel |
Various WE actions will actually make it look worse than it really is...but no way to prevent that so I'll just accept it |
13:06 |
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13:09 |
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13:53 |
Krock |
#8385 |
13:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/8385 -- Add /help formspec for commands and privileges by SmallJoker |
14:44 |
ANAND |
Krock: Nice! :) |
14:53 |
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14:54 |
IhrFussel |
Why is there a PR that attempts to limit the debug.txt file size? debug.txt is ESSENTIAL on servers |
14:55 |
Krock |
and android players cry about the size |
14:56 |
IhrFussel |
Server owners need debug.txt to check recent PMs and dig/place/inventory actions ... that is required to investigate rule breaking and other unwanted activities |
14:56 |
IhrFussel |
Without debug.txt and with rollback disabled servers have no way anymore to check who griefed where |
14:56 |
rubenwardy |
debug.txt should be limited by default |
14:57 |
rubenwardy |
server owners should then be able to disable the limit, and use proper rotation |
14:57 |
IhrFussel |
The limit should not be 1 MB by default |
14:57 |
IhrFussel |
1 MB is a joke |
14:57 |
rubenwardy |
for most users, that's fine |
14:58 |
rubenwardy |
because they'd only want to give the last 20 lines of it when it crashes |
14:58 |
rubenwardy |
it's probably a good idea for the limit to depend on whether the server is in dedicated mode |
14:58 |
IhrFussel |
So you expect server owners to magically know that they need to enable/disable a flag in their settings to actually log useful stuff for more than a few hours? |
14:59 |
rubenwardy |
what do you suggest we do? |
14:59 |
rubenwardy |
because users are currently running out of storage, especially on mobile devices |
15:00 |
IhrFussel |
Disable limit by default or make it at least large enough so that server logs don't miss too recent stuff in case the owner forgot to change their settings |
15:00 |
IhrFussel |
Or tell server owners somehow ingame/in menu that the log is limited currently and how to change that |
15:00 |
rubenwardy |
I don't support disabling by default |
15:00 |
rubenwardy |
but I would support enabling by default on Android, and disabled elsewhere |
15:02 |
IhrFussel |
Message in menu won't work cause many servers run without GUI |
15:04 |
IhrFussel |
rubenwardy, then Win/Linux users could still complain ... I think either set the limit to something bigger like 50 MB or so (even the cheapest Android devices have a storage of 4 GB these days) or just find a way to tell the server owner (and only them) that the log is limited to X MB currently |
15:04 |
IhrFussel |
Possibly when they join their server |
15:04 |
ANAND |
The PR could make use of different logfile max sizes depending on whether or not the `ENABLE_SERVER` cmake flag is set. Would that provide the much-needed compromise between 1MB logs for players and a little more unrestricted logfile size for servers? |
15:07 |
IhrFussel |
ANAND, there are some server owners that don't need a huge debug.txt, but on many 'serious' ones that have rules and use every method possible to enforce them (griefing, stealing, forbidden protections, illegal contents in PMs, brute-force attacks and many more) the log is one of the most important things when running a server |
15:09 |
IhrFussel |
I actually already limit mine to the most recent 3 million lines |
15:09 |
IhrFussel |
Which is about 250 MB |
15:10 |
IhrFussel |
And those 3 million lines still only go back to ~ 10 days |
15:10 |
IhrFussel |
It depends on how popular a server is |
15:11 |
rubenwardy |
50MB is massive for Android |
15:11 |
rubenwardy |
could be a variable size |
15:12 |
IhrFussel |
That means if someone reports something that happened more than 10 days ago all I can say is 'sorry dude, too late now to check' |
15:13 |
IhrFussel |
What I would rather like (but that would also be a lot more complex I imagine) is not a size or lines limit...but a date limit |
15:13 |
IhrFussel |
Like 'only log everything to 14 days ago' |
15:15 |
IhrFussel |
Cause the size/lines don't tell you how many days back the log will go ... on a server that#s less popular the same amount of lines could go back to 1 month while on a very popular server the lines could only go back to a few days |
15:15 |
IhrFussel |
Then the default could be 1 or 2 days |
15:24 |
IhrFussel |
Also many servers have mods enabled that flood the log by default... like hoppers/pipeworks and similar mods that fake players and do actions as the fake player |
15:27 |
red-045 |
Pretty sure you could make it easily date based if you logged to DB |
15:27 |
ANAND |
Good point, IhrFussel |
15:28 |
red-045 |
IhrFussel: have you considered setting up a DB for logging important events? |
15:30 |
IhrFussel |
Wouldn't a DB require about the same size? |
15:31 |
IhrFussel |
I mean 3 million lines in a DB cannot be much smaller than 3 million lines in a .txt file I assume |
15:31 |
IhrFussel |
The important events to log are the ones that appear the most |
15:32 |
IhrFussel |
node place/dig, inventory actions, PMs |
15:32 |
IhrFussel |
I think by default even the CHAT is logged in debug.txt |
15:33 |
IhrFussel |
I already moved that one out of debug.txt and to its own file |
15:34 |
IhrFussel |
On a busy server it's quite common to have 10-15 lines per SECOND |
15:35 |
IhrFussel |
I forgot...there is 1 type of messages that appear a lot but are not needed (at least not in my case) and those are when players punch entities |
15:36 |
IhrFussel |
Those lines |
15:36 |
IhrFussel |
2019-03-16 16:36:11: ACTION[Server]: valo56 right-clicks object -14899: LuaEntitySAO at (-3540,1.7,-3433) |
15:36 |
IhrFussel |
2019-03-16 16:36:12: ACTION[Server]: ololosh punches object -14885: LuaEntitySAO at (1056.64,-3.03831,1034.24) |
15:37 |
IhrFussel |
I'm not sure if those are actually helpful |
15:37 |
IhrFussel |
The mobs on my server have up to 2,500 HP and one hit by players can cause up to 50 HP damage ... now imagine how many lines appear just for 1 player to kill 1 mob |
15:38 |
IhrFussel |
Not to mention that I as server owner cannot really know what 'object -14899' is |
15:39 |
IhrFussel |
Let me check how many lines of the current debug.txt are such entity punch lines |
15:39 |
Krock |
you could convert that to an u32 and read it back from core.luaentities |
15:40 |
Krock |
then you can see what it is |
15:40 |
IhrFussel |
Almost 500,000 lines out of the 3 million are ^ |
15:41 |
IhrFussel |
What I mean is are these lines really important? Could they maybe made optional? |
15:42 |
Krock |
log level to INFO would be posible |
15:43 |
IhrFussel |
But would it distinguish between entity and player? I mean player -> player damage should be in ACTION |
15:44 |
IhrFussel |
Cause that is helpful |
15:46 |
IhrFussel |
I guess someone could propose to move those lines to INFO and if denied at least add an opt-out flag |
15:47 |
IhrFussel |
These lines only really matter on servers with mobs...with lots of mobs |
15:50 |
Krock |
yes, that's possible |
15:50 |
Krock |
(player damaging player -> actionstream, otherwise infostream) |
15:51 |
Krock |
btw: it is possible to punch yourself |
15:51 |
IhrFussel |
Yeah but AFAIK that will also log as you punched you |
15:51 |
Krock |
just make it so that the client aborts reading its own entity definition and a dummy object will appear |
15:52 |
Krock |
yes. player X punched player X |
15:52 |
Krock |
I'd push a commit to do that, but I'd like to have #8350 merged before that |
15:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/8350 -- Damage: Play no damage sound when immortal by SmallJoker |
15:54 |
IhrFussel |
No rush...but thanks for attempting it =) It will only affect 5.1.0 either way I'm guessing |
16:01 |
Krock |
exactly |
16:16 |
benrob0329 |
Are there any alternative circuitry mods? |
16:17 |
rubenwardy |
elepower |
16:17 |
rubenwardy |
!mod elepower |
16:17 |
MinetestBot |
rubenwardy: Elepower - A new powerful modpack [elepower] by IcyDiamond - https://forum.minetest.net/viewtopic.php?t=20320 |
16:17 |
rubenwardy |
supports node_io, which is really nice |
16:17 |
rubenwardy |
node_io is a standard for pipeworks/mesecons/technic/etc like mods |
16:17 |
rubenwardy |
it means you can add machines without depending on the mod which implements the circuitary |
16:18 |
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16:18 |
rubenwardy |
like, in capialism_game, I use it to implement fractional distillation |
16:20 |
benrob0329 |
rubenwardy: a circuitry mod, not just for automation. Judging by the fact that it advertises mesecons support for "toggling your automation" that tells me its probably not a circuitry mod |
16:21 |
rubenwardy |
hmmm |
16:21 |
rubenwardy |
I was pretty sure that elepower had its own circuits |
16:21 |
rubenwardy |
but supported mesecons too |
16:21 |
benrob0329 |
I'll look into it |
16:29 |
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17:05 |
benrob0329 |
rubenwardy: yeah this is more like s technic replacement than anything else. |
17:31 |
red-045 |
If you used a DB it would be easier to keep exactly 10 days of logs |
18:07 |
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18:20 |
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18:20 |
tenplus1 |
Hey folks :) |
18:20 |
tenplus1 |
Hi Krock |
18:21 |
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18:21 |
tenplus1 |
hi MIner |
18:25 |
VanessaE |
good morning twelveminus1 |
18:25 |
VanessaE |
:) |
18:25 |
tenplus1 |
ehehe... hey Vanessa :) |
18:25 |
tenplus1 |
tomorrow is the big switchover day |
18:25 |
VanessaE |
it is? |
18:25 |
* tenplus1 |
is nervous |
18:26 |
tenplus1 |
Xanadu is moving over to Minetest 5.0 ... all mods tweaked and tested through the week |
18:26 |
VanessaE |
Oh G*d oh shit oh no PANIC PANIC PANIC *runs around in circles* |
18:26 |
VanessaE |
;) |
18:26 |
tenplus1 |
lol |
18:27 |
Fixer |
i will panic if LazyJ moves LG2 to 5.0 |
18:27 |
sofar |
I wouldn't on a sunday |
18:27 |
sofar |
do it during the week - monday |
18:27 |
tenplus1 |
hi Fixer :P hey Sofar |
18:27 |
Fixer |
hi |
18:27 |
sofar |
then if problems arise, you have a few days until the weekend |
18:27 |
tenplus1 |
I cannot, Shinji is off Sunday and works through the week |
18:27 |
Fixer |
was there a 5.0.1 release? |
18:27 |
sofar |
nope |
18:27 |
Fixer |
tenplus1: i would rather wait for 5.0.1 |
18:28 |
VanessaE |
no need to wait :) |
18:28 |
sofar |
there's no reason, really |
18:28 |
tenplus1 |
I've been running a standalone version of Xanadu using 5.0 and all mods for a week... so far all is working a-ok, no crashes |
18:28 |
VanessaE |
5.0.0 works well enough (as long as you use unified inventory to avoid the inventory bug) |
18:28 |
tenplus1 |
inventory bug ? |
18:28 |
rubenwardy |
you only need to wait if (LOTS_OF_ITEMS && !UNIFIED_INVENTORY) |
18:29 |
rubenwardy |
typically people who like bloat also use unified inventory |
18:29 |
tenplus1 |
hi ruben |
18:29 |
VanessaE |
lots of items != bloat. it's called "choices". :) |
18:29 |
tenplus1 |
we're still using Inventory Plus :) mwhehehe |
18:30 |
rubenwardy |
well actually, only if in creative too |
18:31 |
tenplus1 |
what's this inventory bug ? |
18:32 |
rubenwardy |
it crashes if the string form of a detached inventory is over 2^16 bytes = 65356 |
18:33 |
rubenwardy |
which happens in creative mode with the MTG creative mode when there's a lot of items |
18:33 |
tenplus1 |
ahhh, that's not a big deal then |
18:33 |
tenplus1 |
is limited circumstances |
18:35 |
tenplus1 |
the new Tundra biome is quite weird btw... |
18:54 |
benrob0329 |
Hello tenplus1 |
18:54 |
tenplus1 |
hi benrob o/ |
18:55 |
rubenwardy |
tenplus1: new feature I'm working on https://user-images.githubusercontent.com/2122943/54468060-280ffb00-4781-11e9-810b-763ee623bd55.png |
18:55 |
rubenwardy |
#8383 |
18:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/8383 -- Add formspec styling using a style[] tag by rubenwardy |
18:55 |
Krock |
o/ tenplus1 |
18:55 |
tenplus1 |
yaay, that looks a lot better :) great feature |
18:56 |
Krock |
late greet but still |
18:56 |
tenplus1 |
always wanter coloured formspec buttons :D |
18:56 |
tenplus1 |
ehehe |
18:56 |
Krock |
rubenwardy: it's very nice (seen the PR) but I wonder how much we want to try to make the formspecs better |
18:56 |
rubenwardy |
that's true |
18:57 |
rubenwardy |
fact is though: no formspec replacement has appeared yet |
18:57 |
rubenwardy |
most people want something that exists |
18:57 |
tenplus1 |
they do the job well enough, would be nice to make them more customizable |
18:57 |
tenplus1 |
colours are a good start for certain elements :D |
18:57 |
tenplus1 |
2d drawing would be nice also |
18:57 |
Krock |
we'd also need plenty of work to implement the special buttons and lists |
18:58 |
tenplus1 |
or the ability to show entities inside formspec |
18:58 |
rubenwardy |
image_button and item_image_buttons are just buttons |
18:58 |
Krock |
or a html viewer in a formspec |
18:58 |
Krock |
or running a vm which runs electron to show a webpage using a mod in minetest |
18:58 |
rubenwardy |
so I could hypothetically reuse the work I already have for them |
18:58 |
rubenwardy |
heh |
18:58 |
tenplus1 |
heh |
19:00 |
tenplus1 |
yeh saw that earlier :) |
19:01 |
tenplus1 |
mesecons is an amazing mod but oh so slow on servers |
19:01 |
benrob0329 |
It really depends on what people do with it |
19:01 |
tenplus1 |
yeah... must be a way to speed things up though |
19:02 |
benrob0329 |
If you have a really fast clock that's constantly updating then yes it'll be super slow |
19:02 |
Krock |
*le click* |
19:02 |
benrob0329 |
But if you're not being stupid with your circuits it runs fine (for me anyways) |
19:03 |
rubenwardy |
Krock: I'm not planning on it being fully functional, and probably won't implement all the option |
19:04 |
rubenwardy |
but it's something that allows these to implemented without breakages: #5385 and #5361 |
19:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5385 -- FormSpec: support custom colors in dropdown by adelcoding1 |
19:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5361 -- FormSpec : Add background color for textarea/field/pwdfield by adelcoding1 |
19:07 |
rubenwardy |
I think that it's better to view it as a framework to allow styling elements without breaking them on older clients, and then to judge each customisation one by one |
19:07 |
rubenwardy |
I find coloring buttons very useful for marking dangerous actions |
19:07 |
tenplus1 |
same as when listring[] was added |
19:07 |
tenplus1 |
no breakage |
19:08 |
rubenwardy |
the issue is, however, that in its current form it may cause problems when/if Irrlicht makes a new releas |
19:09 |
tenplus1 |
would a new version change how colours are selected and drawn ? |
19:09 |
rubenwardy |
no, it could result in compile errors if they change how the elements work |
19:09 |
tenplus1 |
damn |
19:10 |
benrob0329 |
That sounds like an Irrlicht problem tbh |
19:10 |
rubenwardy |
it is |
19:10 |
rubenwardy |
but it becomes our problem |
19:10 |
rubenwardy |
Irrlicht is a perfect example of how *not* to do C++ |
19:10 |
tenplus1 |
arent we already using the latest irrlicht ? |
19:10 |
rubenwardy |
well, depends on what they have installed on their system |
19:11 |
tenplus1 |
hmph |
19:12 |
tenplus1 |
this makes it all the harder to keep things running and add new stuff |
19:12 |
rubenwardy |
in Irrlicht, you can't just extend an element |
19:12 |
rubenwardy |
you have to copy the whole thing |
19:12 |
rubenwardy |
it sucks so bad |
19:13 |
tenplus1 |
forking a feature to improve a feature... would end up massive |
19:13 |
rubenwardy |
yeah |
19:13 |
rubenwardy |
it's ridiculous |
19:13 |
red-045 |
you can't override a method or what's the issue? |
19:14 |
rubenwardy |
red-045: things are hidden behind an interface |
19:14 |
tenplus1 |
does formspec allow for graphical buttons to use [colorize ? |
19:14 |
red-045 |
ah |
19:14 |
rubenwardy |
so you can't just subclass the button as you have no header for it |
19:14 |
rubenwardy |
tenplus1: yes |
19:14 |
Krock |
tenplus1: text can already be colorized using minetest.conlorize |
19:14 |
Krock |
-typos |
19:14 |
Krock |
inb4 there's also support for background color, but it's broken |
19:14 |
tenplus1 |
not so much text but buttons using a bitmap background that can be coloured also |
19:15 |
Krock |
ah |
19:15 |
rubenwardy |
there's already support for background color? |
19:15 |
tenplus1 |
it's a stand-in feature |
19:15 |
rubenwardy |
pretty sure not |
19:15 |
Krock |
rubenwardy: well, the code exists |
19:15 |
rubenwardy |
the code doesn't exist, because I had to implement it |
19:15 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2351 |
19:15 |
Krock |
speaking of text background color |
19:15 |
rubenwardy |
"The escape sequence sets the background of the whole text element to |
19:15 |
rubenwardy |
`color`. Only defined for item descriptions and tooltips" |
19:16 |
Krock |
inb4 I cannot read |
19:16 |
tenplus1 |
image_button[0,0;3,1;"bg.png^[colorize:ff00ff00";mybutton;violetbutton] |
19:16 |
Krock |
sorry, I though that was already a thing but broken |
19:17 |
Krock |
tenplus1: try using formspec_escape on the middle part |
19:17 |
tenplus1 |
ah |
19:17 |
Krock |
surely not quotation marks |
19:17 |
tenplus1 |
was quick example :P |
19:18 |
Krock |
I yet only used it for image[] but it should work elsewhere as well |
19:24 |
tenplus1 |
"entity_image[0.5,0.5,3,5,character.b3d,texture]" |
19:26 |
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19:26 |
tenplus1 |
hi fussel |
19:26 |
IhrFussel |
https://github.com/minetest/minetest/pull/8382#issuecomment-473571559 |
19:27 |
IhrFussel |
Almost every server owner uses debug.txt to check which player did or sent what |
19:27 |
IhrFussel |
At least the ones I know of |
19:27 |
IhrFussel |
Hi tenplus1 |
19:27 |
tenplus1 |
last comment is a good idea... |
19:27 |
tenplus1 |
limit size but compress older one's... that way it's archived for use |
19:28 |
Calinou |
would be nice if you could plug Minetest into a dedicated logging platform, it could work better for large servers |
19:28 |
Calinou |
https://github.com/grafana/loki |
19:28 |
tenplus1 |
hi Cal |
19:29 |
Calinou |
I have yet to play with it (or Prometheus/Grafana for that matter) |
19:29 |
IhrFussel |
If rollback was more efficient maybe more servers would switch to that instead...but debug.txt is the only easy solution when you need to check where someone griefed/stole etc |
19:33 |
tenplus1 |
logrotate is a good way to go, keeps both parties happy |
19:33 |
VanessaE |
rollback's main problem is that the engine lacks any way to prevent some actions from being logged (i.e. technic automation), so the log can grow massive, quickly (tens of gigs in a month) |
19:34 |
tenplus1 |
yup, that's why on every restart I archive log and reset, keeps things simple |
19:34 |
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19:34 |
tenplus1 |
hi cwz |
19:34 |
rubenwardy |
https://i.rubenwardy.com/3AtI6.jpg |
19:35 |
tenplus1 |
lolol |
19:35 |
VanessaE |
I used to trim the log to just the last month's worth of entries via a couple of sqlite commands, but that stopped being adequate when the *trimmed* log started staying in the 20 GB range |
19:36 |
IhrFussel |
Maybe MT should log the chat and PMs to a separate file ... cause those are not really 'actions' |
19:36 |
tenplus1 |
I was looking for a way or command that records the last 100 lines of a terminal window and stores in a .txt file instread of logging at all |
19:38 |
red-045 |
would be great if someone made a proper audit system for servers |
19:38 |
rubenwardy |
defintiely |
19:38 |
tenplus1 |
wait, doesnt Cat5Tv have such a thing for their own server ? |
19:38 |
red-045 |
do they? |
19:38 |
benrob0329 |
A script that runs through debug.txt and properly logs it would be nice |
19:38 |
tenplus1 |
lemmie find the name of it... they have a monitoring system all setup they made |
19:39 |
tenplus1 |
think it was called NEMS or something |
19:40 |
benrob0329 |
NEMS Linux is a general server monitoring OS |
19:40 |
benrob0329 |
Iirc |
19:40 |
tenplus1 |
they did something with it... |
19:40 |
tenplus1 |
lol, gotta ask robbie, cant remember now |
19:41 |
* tenplus1 |
stress eats |
19:44 |
IhrFussel |
Well Krock said earlier he will move the 'player was punched by object [somenumber]' to INFO which should decrease log size a lot already on busy server with lots of mobs |
19:45 |
tenplus1 |
yeah, every dig, punch etc. adds up |
19:46 |
IhrFussel |
Those need to stay...but I think nobody needs to know (unless developing) that a player got punched by an entity or that a player punched an entity ... those spam the log sometimes more than dig/place |
19:47 |
IhrFussel |
Spawn 5 or more hostile mobs around a player...now every sec 5 lines appear in debug.txt |
19:48 |
Krock |
IhrFussel: only with the log level set to action or higher |
19:48 |
IhrFussel |
Now imagine a server with 20-30 players and several of them fight against mobs in this very moment |
19:49 |
IhrFussel |
Krock, not sure I understand ... right now those messages appear with default log level which is ACTION right? |
19:49 |
Krock |
yes. if they were changed to INFO, then they're hidden |
19:49 |
Krock |
i.e. no longer logged |
19:49 |
tenplus1 |
agreed |
19:49 |
sofar |
that's why I prefer logging to systemd - it automatically sizes my log files to a reasonable size so I don't have to worry about rotating or overgrown log files |
19:49 |
IhrFussel |
That's what I mean |
19:50 |
IhrFussel |
Move those messages to INFO so that they are hidden from the default log level |
19:50 |
tenplus1 |
how'd you do that sofar ? |
19:50 |
sofar |
just have MT log to stdout when you run it from a server, and not to debug.txt |
19:51 |
tenplus1 |
ooh interesting |
19:51 |
tenplus1 |
thanks |
19:51 |
sofar |
iow don't set --logfile |
19:51 |
sofar |
journalctl -u minetest.service -> read minetest's log files |
19:52 |
sofar |
another reason I prefer it that way is so that I can see the relation between other system events better |
19:53 |
sofar |
e.g. mtmediasrv shows someone connecting, a little later minetest shows the login |
19:53 |
tenplus1 |
you could add a forum thread on how to do this for server setup... would be handy :) and informative |
20:09 |
tenplus1 |
nite folks o/ |
20:09 |
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20:09 |
Fixer |
\o |
20:24 |
Calinou |
yeah, journalctl is more powerful than plain text logging |
20:28 |
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20:31 |
* Fixer |
corrupts Calinou's journal |
21:03 |
Sokomine |
rollback is great. wish that'd be more easily available. could even help in local building... |
21:20 |
Peppy |
hi |
21:21 |
Peppy |
being able to restrict rollback to a selected zone would be very nice too |
23:36 |
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