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05:04 |
Jonah |
hi |
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07:30 |
Hijiri |
is it possible yet to access player attributes if the player is offline? |
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08:15 |
MTBuilder |
i tried to use the traders mod but it has an error in lin 33 "attempt to concatenate a nil value |
08:15 |
MTBuilder |
Sokomine: could you help, i think it is your mod? :) |
08:15 |
IcyDiamond |
then report the issue at the appropriate issue tracker |
08:18 |
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08:21 |
MTBuilder |
can i have 2 logfiles on my server ... one with the chat only and the other with more |
08:27 |
IcyDiamond |
submit a feature request |
08:27 |
sfan5 |
a mod can do that for you |
08:30 |
MTBuilder |
i will have to get back later on that :) thanks so far see ya |
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08:59 |
IcyDiamond |
would be nice if textlist had a version where each line could have an icon |
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09:29 |
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09:30 |
cimbakahn |
Good Morning Everyone! |
09:31 |
cimbakahn |
Is there a video on the net that shows a hydro electric LV setup? |
09:32 |
cimbakahn |
I mean. I know how, but i forgot where the cables go into the hydro electric generators, and i need to know for planning. |
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11:00 |
deltasquared |
cimbakahn: no video, but here's my setup: https://ptpb.pw/cE2X.png so essentially a column of hydro generators with a single water source on top, and a column of cable running down one side |
11:00 |
deltasquared |
all those generators reach 100% |
11:02 |
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11:04 |
JDCodeIt |
Hello all... I was looking at memory usage on the new 0.5.0 client on Linux and found at start 38M, enter a world 1.2G, playing for 2 mins 1.4G, return to main menu 991M |
11:05 |
deltasquared |
JDCodeIt: actually in my experience that's not a new thing |
11:05 |
JDCodeIt |
Do we know which resources are not being freed up? |
11:05 |
deltasquared |
not that I would know, but if I had to take a guess, probably mapblock cache. I keep tweaking that limit down and yet still MT exceeds it and causes OOM crashes. |
11:06 |
deltasquared |
but MT not releasing memory after closing a world, I've had that on 0.4.16 |
11:07 |
JDCodeIt |
So, possibly entering several worlds, then back to main menu, the client system would run low on memory? |
11:09 |
deltasquared |
JDCodeIt: that is my symptom that I have seen |
11:09 |
deltasquared |
though in my case it was not "several", it was merely start new minetest, go into one world, come back out, go to another, wander around for a bit- *BANG* |
11:09 |
JDCodeIt |
Maybe we should consider some background process to check the age of items in the cache, and release memory over time. |
11:10 |
deltasquared |
JDCodeIt: well I thought that would be what the cache would do *anyway* |
11:10 |
JDCodeIt |
I'll take a read of the code |
11:10 |
deltasquared |
"need to download new mapblock... not enough space in cache, kick out old ones" |
11:10 |
deltasquared |
I would be very suprised if there wasn't an LRU cache |
11:11 |
deltasquared |
(with possible exceptions for things that are actually visible at that moment) |
11:11 |
deltasquared |
that said, I dunno, maybe you'd have to destroy the mapcache instance when the world closes, and that'd free any data? I haven't looked at that code to see what's going on |
11:11 |
JDCodeIt |
Still sitting at the main menu for several minutes now - 991M used by the client, so if it is releasing, the expiry time is long |
11:13 |
JDCodeIt |
.msg deltasquared afk for a few |
11:13 |
deltasquared |
JDCodeIt: you forgot this --> / |
11:13 |
deltasquared |
:P |
11:19 |
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11:20 |
cimbakahn |
deltasquared, Sorry! I didn't know someone got back to me. I'll read what you typed now. |
11:22 |
cimbakahn |
deltasquared, Can you place those white cables directly into the bottom of the hydro generators? |
11:25 |
deltasquared |
cimbakahn: you could if you desired, but then you'd have to make the array flat. and possible two deep IIRC, the "flow strength" of the water on the sides of the hydro gen matters |
11:25 |
deltasquared |
in fact... *goes away to test* |
11:30 |
JDCodeIt |
Yeah. But once you hit Enter... there's no going back |
11:32 |
deltasquared |
cimbakahn: https://ptpb.pw/hU_R.png and https://ptpb.pw/kEEa.png note that they're identical basins but the one raised off the ground gets higher power output, so my memory was correct |
11:35 |
JDCodeIt |
No change to the memory usage in the 0.5.0 client sitting at main menu for 30 minutes - still 991M |
11:35 |
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11:35 |
iska |
hmm thats unefficient use of lv cables with hydros |
11:37 |
cimbakahn |
deltasquared, A long time ago I made a gorgeous engineering room deep under the ground with Hydro Electric. Problem is, I can't remember if I did it on stormchaser3000's old server or on my own single player world. |
11:37 |
deltasquared |
iska: ¯\_(ツ)_/¯ |
11:37 |
deltasquared |
I don't claim to be finding the 100% most compact layout :P |
11:37 |
deltasquared |
that said, doing a thing, one moment |
11:38 |
iska |
doesn show much of the cabiling but the top right corner shows the 4 hydro columns, under the protection block is cable column |
11:38 |
iska |
14:14 < deltasquared> JDCodeIt: you forgot this --> / |
11:38 |
iska |
14:14 < deltasquared> :P |
11:38 |
iska |
https://cdn.discordapp.com/attachments/404052744421376001/415399495472513024/mt_hydroquarries_v2.jpg |
11:38 |
iska |
need to configure my putty, right click paste >.< |
11:39 |
cimbakahn |
deltasquared, I was just thinking, I do have the habit of saving minetest screenshots...... maybe I will look on my external hard drive and see if I have any screenshots there of the engineering room. |
11:42 |
deltasquared |
cimbakahn: anyways, wrt putting cables in the bottom, if you must do it that way: https://ptpb.pw/XNhi.png this setup still maxes out each generator. notice they're still raised |
11:47 |
cimbakahn |
deltasquared, I believe by staggering the hydro generators in a certain way I was able to space save. And I believe I had the white cables coming up directly through the bottom of the hydro generators. |
11:48 |
JDCodeIt |
Client 0.5.0 memory - Inside client.cpp, function step() can make a call to addBlock which will call the cacheCleanup. But I doubt we are adding blocks while sitting at the main menu. |
11:48 |
cimbakahn |
deltasquared, I am looking through the screenshots on my external hard drive now. |
11:49 |
deltasquared |
cimbakahn: actually that sorta makes sense |
11:49 |
deltasquared |
JDCodeIt: I would more focus on where they are (not) removed again |
11:54 |
cimbakahn |
deltasquared, I believe that picture is a little similar to what I did. |
12:07 |
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12:37 |
JDCodeIt |
Memory free 0.5.0 - It would seem at first glance, the Map and the MiniMap are independently managing map blocks - true? |
12:42 |
JDCodeIt |
..and it seems the management inside Map has a timer to unload them eventually, but the implementation of MiniMap will never unload them. |
12:43 |
JDCodeIt |
..unless you at some point call addBlock |
12:43 |
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12:50 |
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12:52 |
cimbakahn |
deltasquared. Are you still here? I did have pictures of the engineering room. Here they are:  https://imgur.com/a/EvkL7 |
12:53 |
cimbakahn |
Can anyone tell by looking at those pictures if I was on a server online, or on my single-player world? |
13:11 |
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13:12 |
iska |
cimbakahn: looks like single-player because of stacks of 99 :) |
13:13 |
iska |
you probably dont have stack of batteryboxes in online server |
13:18 |
cimbakahn |
iska, I was just curious, because I found some Old Worlds on my external hard drive as well, so I thought I would teleport myself to the location in the first screenshot and each one of the Worlds. |
13:18 |
iska |
good idea |
13:22 |
cimbakahn |
iska, Oh! Another thing. If I was on stormchaser3000's old server (at the time), I was a moderator there, so I could have had many stacks of 99. |
13:29 |
JDCodeIt |
Memory usage client 0.5.0 - In the Menu loop, the_game is no longer running, so should the previous "run" have freed its map block caches on exit? |
14:00 |
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14:00 |
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14:04 |
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14:15 |
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14:17 |
JDCodeIt |
Hi all, just repeating the question in case any of you are able to answer: Considering memory usage client 0.5.0 - In the Menu loop, the_game is no longer running, so should the previous "run" have freed its map block caches on exit? |
14:20 |
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14:26 |
Krock |
mapblocks should all be freed when returning to the mainmenu |
14:27 |
Krock |
however, I observed that returning to the mainmenu and starting a new minetest instance does not quite result in the same RAM usage |
14:28 |
JDCodeIt |
Chasing a lingering memory allocation today - starts with 38M, then after a short game, return to the menu with 991M still allocated. |
14:29 |
deltasquared |
it'd be useful if we could track different categories of memory allocation for debugging purposes (sub-allocators may have been the easiest trick, but... *shrug*) |
14:29 |
deltasquared |
inb4 patches welcome :P |
14:30 |
deltasquared |
nah, kidding. but that kind of change would require changes all over the place, most likely >_> |
14:30 |
JDCodeIt |
and function calls incur overhead of course |
14:30 |
deltasquared |
JDCodeIt: memory allocation is already overhead :P |
14:31 |
deltasquared |
like, there's structure traversals and likely cache misses all over the place. it's not like I'm suggesting every call to operator new be logged |
14:59 |
cimbakahn |
deltasquared, Hello again! |
14:59 |
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15:00 |
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15:01 |
* deltasquared |
waves |
15:02 |
cimbakahn |
deltasquared, Well, I found 12 worlds on my external hard drive, and I teleported myself to those coordinates and found nothing in each and every one of them. I bet the engineering room was on stormchaser3000's old server, or it was one of my old worlds that I deleted. |
15:03 |
deltasquared |
cimbakahn: was said older server taken down? I can't say I'm familiar with it |
15:05 |
cimbakahn |
deltasquared, Isn't there anything in any of these pictures that would give someone a clue if this was on a server online, or in a single player world ---->Â https://imgur.com/a/EvkL7 |
15:06 |
cimbakahn |
deltasquared, stormchaser3000 has a new server now. The server I was talking about was his older one that no longer exists. |
15:08 |
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15:09 |
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15:20 |
deltasquared |
cimbakahn: your RTT: suggests it would be local |
15:20 |
deltasquared |
0.001, <1ms? sounds like local connection to me |
15:24 |
cimbakahn |
deltasquared, Thank you very much for helping me with the missing engineering room! I guess I'll just have to build another one and do even better this time around, but next time make sure I don't lose it. |
15:27 |
deltasquared |
cimbakahn: I would plug a server I moderate buuuuuut.... probably breaking a rule somewhere ;) |
15:27 |
deltasquared |
and in all fairness technic on there is laggy as all hell |
15:28 |
Krock |
somewhere we have an issue about RTT not updating. Use the profiler graphs for more accurate values |
15:28 |
cimbakahn |
deltasquared, I've never had any problems with Technic. |
15:29 |
cimbakahn |
Krock, Hello! |
15:29 |
deltasquared |
cimbakahn: on VE-Survival, there's just so much of it. technic wasn't built to scale to many dozen thousands of cable nodes and such |
15:29 |
Krock |
hi cimbakahn |
15:29 |
deltasquared |
and a lot of machines |
15:29 |
deltasquared |
as a result, technic's ABMs get throttled hard |
15:30 |
deltasquared |
(everything else runs more or less the same, if not slightly unevenly/jittery, though mesecons gets the same treatment) |
15:30 |
deltasquared |
Krock: actually that reminds me, is per-mod ABM throttling a thing |
15:30 |
deltasquared |
or possible per-node, if my memory of how technic's power code works is correct |
15:31 |
deltasquared |
say some mod or an ABM in a given mod was using an inordinate amount of server time |
15:31 |
Krock |
the ABM handler does not know where the ABM was registered, so throttling it by mod isn't a thing |
15:32 |
Krock |
use the profiler to record the individual timings |
15:32 |
Krock |
> profiler.load = true |
15:33 |
deltasquared |
Krock: we have on this particular server, so we know what's being so slow. it may be it's own internal throttle-back then, because we have the wierd situation where vanilla furnaces out-perform even HV technic furnaces |
15:33 |
deltasquared |
wait, MV furnace? forgot the ranks of machines, damnit |
15:34 |
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15:35 |
Krock |
vanialla furnaces use node timers, whereas technic may still use ABMs to update it |
15:36 |
deltasquared |
huh, ok, that could do it I guess, if the server is just overburdened that all ABM triggers slow down, but furnaces will still try to go off more or less on time? |
15:36 |
deltasquared |
I probably don't really know what I'm talking about here |
15:37 |
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15:41 |
cimbakahn |
deltasquared, I read an article a few years ago. A man was working on a code. The code was gorgeous! The code was the future. With this code you could whittle down anything to 1/16th of its original size. Do you understand what this means? Unfortunately he died, and nobody was able to find the code that he was working on. And I have been unable to find the article ever since then. I should have bookmar |
15:41 |
cimbakahn |
ked the damn thing! We need this code today! |
15:44 |
deltasquared |
cimbakahn: erm, context halp? what was size in this context and does it have anything to do with minetest :P |
15:45 |
* Markow |
wonders the same. What does it have anything to do with Minetest? |
15:46 |
deltasquared |
I wonder if he was referring to something like MC's chisels and bits mod (omg I loved that mod so much) |
15:46 |
Markow |
deltasquared: I haven't tried that mod yet. |
15:46 |
cimbakahn |
deltasquared, It has to do with anything that runs on any computer. Any operating system, any program, any application etc etc.. |
15:46 |
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15:46 |
deltasquared |
cimbakahn: you can't make everything 1/16th of it's original size, some things are already highly compressed |
15:47 |
deltasquared |
the solution we have today: use the best compression for the data at hand |
15:48 |
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15:49 |
cimbakahn |
deltasquared, As far as I can remember this code didn't have anything to do with compression. |
15:50 |
deltasquared |
cimbakahn: shrinking data into a smaller space is by definition compression :P |
15:51 |
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15:51 |
ThomasMonroe |
deltasquared, define data :P |
15:51 |
cimbakahn |
deltasquared, I guess I'll just have to find an article about him somehow. From time to time I still do Google searches trying to find information about the man and the code he was working on. So far no luck. |
15:52 |
deltasquared |
ThomasMonroe: pony art |
15:52 |
deltasquared |
nah jk, but generally anything your computer can store |
15:53 |
ThomasMonroe |
lol |
15:53 |
ThomasMonroe |
ik XD |
15:53 |
ThomasMonroe |
that was more of a sarcstic comment :P |
15:53 |
ThomasMonroe |
sarcastic* |
15:56 |
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15:57 |
deltasquared |
“y'know, important stuff, like p- errr art. yeah, just artwork. *cough*†|
16:02 |
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16:07 |
cimbakahn |
Got to go. Everyone have a fine day! |
16:07 |
JDCodeIt |
Sometimes there is a trade-off between easily maintainable code and speed. |
16:08 |
deltasquared |
JDCodeIt: true, but usually if you make it work first then make it work fast, you can have both |
16:08 |
deltasquared |
besides, I tend to find code written "with performance in mind" which abandons readability is often premature, and incorrect, optimisation |
16:10 |
deltasquared |
or, quick hacks don't solve anything in the end, don't do it |
16:10 |
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16:27 |
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16:28 |
JDCodeIt |
Yes, takes a long time to find the elegant way |
16:29 |
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16:35 |
JDCodeIt |
Maybe found the memory issue. ClientMap is created by passing a pointer to Map created with new, but only calls the default destructors for the object. It never explicitly deleted as far as I can see. |
16:37 |
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16:39 |
deltasquared |
JDCodeIt: interesting, I would advocate using an std::unique_ptr there |
16:39 |
deltasquared |
especially to store it internally |
16:40 |
JDCodeIt |
It's stored in a member variable - a pointer, but the destructor probably should have handled the delete. |
16:41 |
deltasquared |
JDCodeIt: if a unique_ptr was used to store it then it would almost certainly be so. that said, does ClientMap not call delete in it's constructor? *pulls up local clone* |
16:42 |
deltasquared |
... wait what, but ClientMap *inherits* Map? *continues reading* |
16:42 |
deltasquared |
also, non-inline methods in a header file. *twitch* |
16:43 |
JDCodeIt |
...you mean destructor of the member variable - only for non-variant ones, right? |
16:44 |
deltasquared |
JDCodeIt: did you mean MapBlock btw? because I can see an std::map of vectors (presumably mapblock coords) to MapBlock pointers |
16:46 |
deltasquared |
interestingly, ClientMap's destructor is defaulted, so while that would destroy the std::map, as it's just raw pointers to MapBlocks... hmm, they wouldn't get freed surely |
16:49 |
deltasquared |
but then again, raw pointers convey precisely nothing about the ownership situation. |
16:49 |
deltasquared |
which is precisely why their use for referencing objects is discouraged |
16:50 |
JDCodeIt |
in our case here, some function needs to take responsibility, so the question is where to delete |
16:50 |
deltasquared |
JDCodeIt: well it depends, I haven't figured out where the mapblocks *come from* or who else might be referencing them |
16:51 |
deltasquared |
shared_ptr can be a bit ouch in the event that it's not well defined when the lifetime should end |
16:51 |
deltasquared |
(that said, a threadlocal_shared_ptr with non-atomic refcounts shouldn't be too hard to write) |
16:52 |
deltasquared |
I'm a bit leery about going that route, though. shared_ptr-like solutions are almost always an admission of "I've lost track of who owns what" |
16:55 |
JDCodeIt |
I'm also not sure about the member initialization in the constructor. m_client is a pointer to Client, but in the initialization is treated like a varaible, even though nobody called new yet at that point |
16:56 |
deltasquared |
all I can say is, at times it is quite evident to me that minetest was originally written in a very... well, pre-C++11-y way. |
16:56 |
deltasquared |
JDCodeIt: wait what hold on |
16:58 |
JDCodeIt |
Yeah, check it out... |
16:58 |
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16:58 |
deltasquared |
JDCodeIt: well the variable itself is a pointer and the constructor argument is a pointer, nothing wrong about it (bar again not documenting lifetimes) |
17:00 |
JDCodeIt |
Symantics means what in the initialization? m_client(client) |
17:01 |
JDCodeIt |
Does the mean copy the pointer? |
17:02 |
deltasquared |
JDCodeIt: yeah basically |
17:03 |
deltasquared |
they're both pointers, and the assignment operation for pointers just copies them by value |
17:04 |
JDCodeIt |
Since it is a pointer, if this class were to take responsibility for the pointer, then the destructor should call "delete m_client" |
17:05 |
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17:05 |
deltasquared |
JDCodeIt: except that it is hard to tell who "owns" the pointed-to object here |
17:05 |
deltasquared |
if someone else holds a pointer and we delete it, BANG |
17:06 |
deltasquared |
that said, the naming of this class and it's purpose suggests it *should* take responsibility for them. |
17:07 |
deltasquared |
in which case, the correct solution would be making the map have a value type of std::unique_ptr (key type can remain the same) |
17:07 |
deltasquared |
then destroying the map would call the destructors on all those unique_ptrs which in turn deletes the objects |
17:07 |
deltasquared |
less error prone than having to iterate through the map and call delete manually |
17:17 |
deltasquared |
hmm, have to go get dinner. |
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17:33 |
IcyDiamond |
ok so i turned my server into a 0.5 server |
17:33 |
IcyDiamond |
and im now announcing it to the list |
17:36 |
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17:44 |
JDCodeIt |
Is there a reasone 0.5.0 only supports protocol 36? |
17:45 |
IcyDiamond |
why does mobf keep crashing on 0.5 |
17:46 |
JDCodeIt |
What is in debug.txt? |
17:46 |
IcyDiamond |
2018-04-11 19:44:49: ERROR[Server]: MOBF: movement generator "probab_v2_mov_gen" not found! |
17:46 |
IcyDiamond |
oh k |
17:46 |
IcyDiamond |
is that a mod? |
17:48 |
IcyDiamond |
i sure cant find it |
17:48 |
JDCodeIt |
sapier has this on the mod Github - looks like there are newer versions available |
17:49 |
JDCodeIt |
Ran into same issue just now with fresh installs of latest mods from GitHub clones. Solved by switching to mobf_2_6_dev branch as @numberZero suggested. Thank you! |
17:49 |
IcyDiamond |
hm ok |
17:50 |
JDCodeIt |
At least that solved it for Guard13007 |
17:51 |
IcyDiamond |
animals_modpack has no 2.6 support tho? |
17:51 |
IcyDiamond |
aw |
17:51 |
rubenwardy |
JDCodeIt: 0.5.0 is a major release which breaks network compatability |
17:52 |
rubenwardy |
(Minetest uses 0.Major.Minor, which is a bit stupid imo - but what it is) |
17:52 |
rubenwardy |
there's also a mod breakage - mods need to update their offset for player models |
17:53 |
rubenwardy |
for the most part mods won't be broken |
17:53 |
rubenwardy |
and worlds won't be at all |
17:54 |
JDCodeIt |
What is the upgrade path for the Players directory going to sqlite? |
17:54 |
sofar |
run the conversion from the cmdline |
17:55 |
JDCodeIt |
Cool. |
17:55 |
sofar |
I think it might even automatically do it at the end |
17:55 |
rubenwardy |
I recommended avoiding that |
17:55 |
rubenwardy |
until 0.5.0 |
17:55 |
rubenwardy |
I found it to cause massive disk I/O |
17:55 |
rubenwardy |
(on my HDD) |
17:56 |
rubenwardy |
0.5.0 includes a small bug fix, not sure if the problem is completely fixed though |
17:56 |
JDCodeIt |
What is the disk i/o issue? fflush called too often? |
17:56 |
rubenwardy |
loads of -journal creations |
17:57 |
rubenwardy |
like, maybe up to 50 per save which is every 10(?) seconds |
17:57 |
JDCodeIt |
There are some settings to make sqlite less bullet-proof. Did you try it? |
17:57 |
rubenwardy |
shouldn't need to, it shouldn't write so much |
17:58 |
rubenwardy |
https://github.com/minetest/minetest/issues/6608 |
17:58 |
IcyDiamond |
k whatever im not gonna start the server then |
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20:57 |
Viper |
hi |
20:58 |
Viper |
is there any ETA of 0.5? |
21:00 |
Fixer |
when it is ready |
21:00 |
Fixer |
just use 0.4.16/0.4.17 |
21:00 |
Viper |
Fixer: when devs plan to release 0.5 stable |
21:00 |
Fixer |
Viper: please consider installing https://github.com/cx384/storage_interface on your server |
21:00 |
Fixer |
Viper: iirc there is no clear date |
21:01 |
rubenwardy |
June/July ish |
21:01 |
rubenwardy |
could be later |
21:01 |
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21:02 |
Fixer |
+1/+2/+N years later |
21:02 |
deltasquared |
rubenwardy: are there any blocking bugs at least? (forgot the github tag) |
21:02 |
rubenwardy |
we should totally do a HL3 on this |
21:02 |
rubenwardy |
just delay the date everytime someone asks |
21:03 |
Fixer |
rubenwardy: i'm more worried about --- |
21:03 |
deltasquared |
"can't pipe items out because of the pipeworks API" hmmmm |
21:04 |
deltasquared |
I'd have to see if I could ask the guy why this would be so |
21:04 |
deltasquared |
though, I'm less familiar with the item transport code than I am with the fluid pipe code |
21:05 |
deltasquared |
hmm, offski times |
21:05 |
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21:08 |
Viper |
rubenwardy: nothing wrong with delay, as long no ugly bugs sneak into stable |
21:08 |
rubenwardy |
hopefully not |
21:08 |
rubenwardy |
I foresee 0.5.1 being very close to 0.5.0, to provide bug fixes |
21:09 |
rubenwardy |
close meaning a month rather than 6 |
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21:18 |
Sokomine |
MTBuilder: (hm, not there right now?): someone else reported a problem with the traders as well. i need to check it |
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21:40 |
rdococ |
<rubenwardy> we should totally do a HL3 on this |
21:40 |
rdococ |
hehe |
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22:52 |
JDCodeIt1 |
Hi all, did some more searching for the memory issue in 0.5.0, but didn't find the culprit yet. Starting the client, joining a game exiting the game, then repeat has the following memory usage by minetest: 55MB, 1.252GB, 844MB, 1.400GB, 1.237GB, 1.496GB, 1.503GB, 1.567GB, 1.571GB. Yes, there were actually times returning to the menu resulted in higher memory usage. |
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23:50 |
paramat |
!tell JDCodeIt1 thanks, are you able to open an issue in Github about this? it looks possibly like the mesh cache isn't cleared when exiting to menu, maybe because the player might return to the same world? |
23:50 |
MinetestBot |
paramat: I'll pass that on when JDCodeIt1 is around |
23:53 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Ore distribution: Deeper iron, diamond and mese block, tune gold (#2107) 8d8f2f7 https://git.io/vxArR (2018-04-11T23:51:56Z) |
23:53 |
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