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MinetestBot |
NoctisLabs: Oct-04 08:46 UTC <tumeninodes> https://forum.minetest.net/viewtopic.php?f=9&t=22349&hilit=k_smallblocks |
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04:07 |
NoctisLabs |
In theory, how many players can be on a single server max? |
04:19 |
epoch |
somewhere less than 2**32 billion probably |
04:19 |
epoch |
s/billion// |
04:19 |
epoch |
the ulimit for max amount of open file descriptors per process might be the first thing to hit |
04:20 |
epoch |
on my computer it is set to 1024 |
04:21 |
epoch |
I'm not sure if minetest keeps a file descriptor per "connection" since it goes over udp. |
04:24 |
epoch |
looks like it doesn't |
04:25 |
epoch |
it only uses a single socket file descriptor and then uses recvfrom() to get the IP and port the data came from |
04:29 |
epoch |
looks like the data structure used to store clients uses an unsigned 16 bit integer as the key |
04:29 |
epoch |
so max limit from that part of the code is 65536 |
04:30 |
epoch |
typedef std::unordered_map<u16, RemoteClient*> RemoteClientMap; |
04:30 |
epoch |
line 423 in clientiface.h |
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NoctisLabs |
Sorry, I mean concurrent players. |
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11:47 |
epoch |
< NoctisLabs> Sorry, I mean concurrent players. |
11:47 |
epoch |
I know what you meant. |
11:48 |
epoch |
I have no idea what a realistic limit on concurrent players is |
11:48 |
epoch |
but I found a hard upper limit of 65536 |
11:50 |
epoch |
you could try flooding a server you run with "new connection" packets |
11:50 |
epoch |
then see when it crashes |
11:53 |
epoch |
I doubt there's any hard limit below 65536 |
11:58 |
BurningPrincess |
How do I save a copy of the map or part of a map localy? |
11:59 |
BurningPrincess |
Not sure if that is even possable though |
12:01 |
calcul0n |
BurningPrincess, there's a setting for that : saving map received from server |
12:01 |
calcul0n |
but you will only get the parts that you have visited |
12:01 |
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12:02 |
BurningPrincess |
That works just fine |
12:02 |
BurningPrincess |
Thank you calcul0n |
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12:05 |
BurningPrincess |
Where would I find that settings wise on minetest 0.4.x ? |
12:06 |
calcul0n |
i think it's the same |
12:06 |
BurningPrincess |
I am not sure where to find it in the settings list |
12:10 |
calcul0n |
the technical name on mt5 is enable_local_map_saving |
12:10 |
calcul0n |
i don't think it changed since 0.4 but i'm not sure |
12:12 |
BurningPrincess |
calcul0n: Thabnk you foir being so helpful |
12:27 |
BurningPrincess |
would the local map save overwrite the existing file/database where it is stored locay or would I need to change the name of whatev er file/database its stored to? |
12:29 |
BurningPrincess |
As I wanted to save a worksites area with builds, but those builds are still being built so I would have to save it localy quite often to have the latest verson of the builds |
12:30 |
calcul0n |
iirc it is stored in a dir named after the server ip so you get a different one for each server |
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12:38 |
BurningPrincess |
Would new chunks saved to it overwrite old ones? |
12:39 |
calcul0n |
yes |
12:40 |
BurningPrincess |
Thank you so much. This channel is very helpfu; |
12:40 |
calcul0n |
but it was a bit buggy when i used it, sometimes it only saves the map when it's loaded twice |
12:40 |
calcul0n |
i don't know if it has been fixed |
12:41 |
BurningPrincess |
Well, I can aways fly back and foth a few times to make sure |
12:41 |
calcul0n |
yep |
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13:50 |
Wuzzy |
Who is responsible for moving threads of mods/games to Mod Releases/Game Releases? https://forum.minetest.net/viewtopic.php?f=11&t=10418 |
13:51 |
sfan5 |
evidently, nobody |
13:51 |
Wuzzy |
who moved them previously? |
13:56 |
sfan5 |
any of the forum moderators |
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15:26 |
* Ingar |
builds 5.0.1 server |
15:29 |
* rubenwardy |
suggests trying 5.1.0-rc1 |
15:30 |
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15:31 |
Ingar |
well, git stable-5 branch actually |
15:33 |
Krock |
bUILd fRoM mAsTeR pLeaSe |
15:34 |
kurtzmusch |
anyone knows if there was any attempt at making submerged nodeboxes without bubbles? |
15:34 |
kurtzmusch |
i couldnt ifnd any issue tagged as feature request with this |
15:34 |
kurtzmusch |
and yeah, im aware of plantlike rooted |
15:35 |
Krock |
then you know that plantlike rooted only doesn't have bubbles because it's the node below that has an extended mesh |
15:35 |
Krock |
it extends upwards, into water |
15:35 |
kurtzmusch |
yes |
15:36 |
Krock |
to make submerged nodes possible would require water to extend into nodeboxes |
15:36 |
kurtzmusch |
i know, but i wanted to know if a discussion exists about doing it in a 'non hacky way' |
15:36 |
kurtzmusch |
or at least a less hacky way |
15:38 |
Krock |
discussion as in feature request? yes sure there is |
15:38 |
kurtzmusch |
yes |
15:38 |
kurtzmusch |
i went through all of the issues tagged with feature request |
15:39 |
kurtzmusch |
couldnt find anything, only the plantlike-rooted |
15:40 |
Krock |
#4869 |
15:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4869 -- allow water to cross specific node groups |
15:40 |
Krock |
#3704 |
15:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3704 -- Rendering issue on nodebox below water |
15:42 |
kurtzmusch |
nice, thanks |
15:42 |
Krock |
also #3074 |
15:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/3074 -- Allow to define a nodebox (or some sort of "overflow") for fluids. |
15:44 |
kurtzmusch |
yes,i just saw this one now |
15:44 |
kurtzmusch |
weird, i went trough all of them yesterday and didnt find the last 2 |
15:46 |
sfan5 |
hmm |
15:46 |
sfan5 |
I don't think that issue should've been closed just because you can use an ugly workaround |
15:47 |
kurtzmusch |
oh, thats because the issue was closed |
15:47 |
kurtzmusch |
#3074 should be opened |
15:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3074 -- Allow to define a nodebox (or some sort of "overflow") for fluids. |
15:48 |
sfan5 |
it's not actually that non-trivial either, the water could be visually extended into the other node depending on the defined nodebox |
15:49 |
kurtzmusch |
i think a new drawtype: nodebox-floodable could be usedm the engine then checks if the node has liquid-source above it and skips generating the liquid mesh around it |
15:50 |
sfan5 |
no need for a new drawtype |
15:50 |
kurtzmusch |
the problem is: we can have multiple liquids, so we cant program a fixed behaviour for when the player is inside node, wich means its still an air buble |
15:51 |
Ingar |
oh well, I broke it :D |
15:52 |
kurtzmusch |
MC seems to transforms its blocks into another type wich is a nodebox but also a liquid-source |
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20:05 |
BurningPrincess |
How much ram and cpu would a 20 person server use? |
20:05 |
sfan5 |
depends on how heavy the mods you use are |
20:05 |
sfan5 |
4 cores + 4 gb can go a long way |
20:06 |
BurningPrincess |
Thank you |
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20:59 |
wyre |
do you think minetest could be as bigger as minecraft in a future? |
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21:01 |
sfan5 |
probably not |
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21:15 |
wyre |
sfan5: why? |
21:15 |
wyre |
mojang resources? |
21:16 |
sfan5 |
yes, there's far more resources behind minecraft and it just has more and better features |
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21:18 |
wyre |
sfan5: well, maybe is a money thing |
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21:52 |
calcul0n |
maybe we should define bigger here |
21:52 |
calcul0n |
minetest is free and has a nice community, this is priceless |
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Topic for #minetest is now The official Minetest channel | Latest version: 5.0.1 (2019-03-31) | General, player and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest |
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23:08 |
nepugia |
Is there a way to use the L-tree system for the mapgen? i found a call to just spawn trees with it normally, but not to integrate it with the mapgenerator |
23:13 |
kurtzmusch |
you can call it on the on_generated, i guess? |
23:14 |
kurtzmusch |
minetest.register_on_generated( function() minetest.spawntree() end ) |
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kurtzmusch |
running minetest --server wont use the configs from minetest.conf, what do i do? |
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