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IRC log for #minetest, 2020-08-25

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All times shown according to UTC.

Time Nick Message
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06:15 eraldev Hi.
06:15 eraldev How much resources i need to host minetest server for 15,  40, 80, 100 players?
06:23 eraldev I tried to search, but not find any info
06:30 Emerald2 It does somewhat depend on what mods you use, as well.
06:48 BuckarooBanzai eraldev: as Emerald2 said: it depends on your mods, but if you are only using mods that are decorative and don't use background cpu (like technic, mesecons, advtrains, etc) you can run easily on a 2GHz cpu with 2 gb's of ram and 40 players
07:00 eraldev BuckarooBanzai: do u know mod technic?
07:00 eraldev Oh sorry)
07:01 BuckarooBanzai yes, pretty good actually. You are gonna have problems if you want to have that much players with technic though (at least the "stock" version of it)
07:01 eraldev I use technic and advtrain
07:01 eraldev Other mods is decorative mods
07:01 BuckarooBanzai i recommend a multiplayer optimized version of it: https://github.com/mt-mods/technic/ /end-shameless-plug
07:02 BuckarooBanzai advtrains has its issues too :(
07:02 BuckarooBanzai Those mods tend to use the cpu quite heavy on multiplayer servers, up to the point where it gets unplayable
07:07 BuckarooBanzai !tell Darcidride hey, why did you shutdown your servers? lack of money/interest? i'm curious, sorry :)
07:07 MinetestBot BuckarooBanzai: I'll pass that on when Darcidride is around
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07:12 Emerald2 Also don't put a bunch of technic stuff and entities in the spawn area if you don't want everyone to lag as soon as they log in. XD
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07:58 eraldev BuckarooBanzai , if I use advtrains and mt-mods technic, can I host minetest server for 20 players on 1gb ram and 1 processor unit?
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08:19 LPKI_Ramen hey)
08:23 Emerald2 Hi LPKI.
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08:27 LPKI_Ramen BuckarooBanzai: if I use advtrains and mt-mods technic, can I host minetest server for 20 players on 1gb ram and 1 processor unit?
08:35 Emerald2 Ohhh you're eraldev. :P
08:39 LPKI_Ramen Yeah, I try use matrix.org chat)
08:39 BuckarooBanzai LPKI_Ramen: in my experience: no :P
08:39 BuckarooBanzai (not without heavy lag)
08:40 LPKI_Ramen BuckarooBanzai: how much players i can use on this conf?)
08:41 BuckarooBanzai at first this might work but the players will (ab)use the machines and trains more and more until you get noticeable lag spikes
08:41 BuckarooBanzai if everyone uses technic and train stuff, maybe 5 to 10 i guess
08:42 LPKI_Ramen I also noticed that when connecting from an android, there is a very slow media download. What could be the problem?
08:42 LPKI_Ramen The console swears at quotas
08:43 LPKI_Ramen BuckarooBanzai: Then I will use the server 16 RAM, 8 cores)))
08:43 LPKI_Ramen *16 Gb
08:43 BuckarooBanzai LPKI_Ramen: 7 of your 8 cores will be idling :)
08:44 BuckarooBanzai most of the main work will be done in one cpu core
08:44 LPKI_Ramen Lol, i think its true)
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09:31 shangul To connect to a server on the same machine as client, what parameters should I pass to Client class constructor?
09:32 shangul my current code: https://termbin.com/tg40
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09:57 sfan5 if you construct an Address yourself you probably don't even need to pass anything to the Client constructor
09:57 sfan5 also try without the .Resolve() call
10:11 shangul sfan5, Thank for replying. What about 3rd argument of Client class constructor?
10:12 sfan5 an empty string could work fine there
10:13 sfan5 or perhaps not, in any case you should dig into the code to find out what it does with the argument
10:15 shangul I have constructed an "Address" object with "address(127, 0, 0, 1, 30000)" but when I try to get family of it with "address.getFamily()" I get 2 which is IPv6 not IPv4. How can I fix this?
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10:21 sfan5 huh? AF_INET is 2
10:22 shangul err
10:22 shangul Now I am confused
10:23 shangul I give an IPv4 address object to client->connect and client is constructed with ipv6 = false. But after running my program I get "Socket and bind address families do not match"...
10:24 shangul I wonder where am I wrong
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10:24 sfan5 do you still have Resolve("localhost") in your code?
10:25 shangul No I don't. let me upload my code
10:25 shangul https://termbin.com/qt2e <- Because I am now so confused and also bored, others may see in my code what I don't see...
10:29 sfan5 change the address you pass to the client constructor to "127.0.0.1"
10:29 sfan5 because localhost resolves to ::1 which is not the same
10:30 shangul I did, the problem still exists
10:30 shangul the same problem
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14:11 shangul Have I found a bug in the minetest code? UDPSocket.m_addr_family is supposed to be either AF_INET6 or AF_INET(see beginning of UDPSocket::init). But after I put some "cout"s in UDPSocket::Bind, I realized that m_addr_family is not AF_INET6 nor AF_INET but Zero and that's why my code does not work. The problem, however, might be in my code not minetest's.
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14:13 shangul BTW, I am using Minetest 5.3.0 source code.
14:13 shangul You can see my code if you scroll a bit up or check logs
14:17 shangul The only line which initializes m_addr_family to zero is L72 of src/network/address.h
14:18 shangul oh! that's for Address class not UDPSocket
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15:30 shangul Minetest uses GPU just for rendering or for other stuff such as math, too?
15:30 shangul Because you know, GPU is a good thing for several small calculations.
15:32 rubenwardy just rendering
15:32 rubenwardy and as Minetest is aimed at less powerful computers, it's light on GPU
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15:55 shangul hmm thank you rubenwardy
15:57 TomTom any idea how to set the minclone2 setting "mcl_node_particles" to "none"?  /set mcl_node_particles none does not work. is there an other way to do it?
15:58 sfan5 /set -n mcl_node_particles none
15:59 TomTom thanks, but the particle effect (torches for example) is still there
15:59 TomTom probably a bug of mineclone2
16:00 sfan5 might have to restart the game
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16:08 TomTom arghs, i also forgot how to get minecarts when they are deployed on a track
16:08 TomTom pickaxe from outside does not work
16:18 Emerald2 Shift left click.
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17:49 eraldev Can minetest use both ipv6 and ipv4 in one time?
17:50 eraldev Example:
17:50 eraldev Player1 use ipv4
17:50 eraldev Player2 and player3 use ipv6
17:59 sfan5 yes
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18:41 shangul I had to do sockets_init() and atexit(sockets_cleanup) before defining Client
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18:51 MinetestBot [git] devnexen -> minetest/minetest: NetBSD build fix proposal. (#10308) b262184 https://git.io/JUUSV (2020-08-25T18:50:41Z)
18:51 MinetestBot [git] mntmn -> minetest/minetest: shaders: Fix transparency on GC7000L (#10036) 44c9808 https://git.io/JUUSw (2020-08-25T18:49:51Z)
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22:07 eraldev I want write a online on server on my website. Minetest have any json api for http?
22:07 gry no, but novnc might be interesting
22:08 gry sorry, i mean: I don't know about api, but novnc might be interesting (maybe api actually exists without me knowing)
22:08 eraldev Gry: do u have any links about novnc and minetest?)
22:09 gry its official homepage is https://novnc.com/info.html
22:10 sfan5 the easiest way to do this would be to write a mod that saves the amount of online users in a temporary file and then e.g. a PHP script can read the number
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22:10 eraldev Gry: U mean minetest web client for gaming?
22:11 gry yes
22:11 eraldev <sfan5 "the easiest way to do this would"> Minetest api can launch miniwebserver for api?
22:11 gry it is not an efficient solution, access will be difficult
22:11 sfan5 it can't
22:11 sfan5 but lua code can make http requests
22:12 eraldev <gry "yes"> Me just need write current online player count on website))
22:13 eraldev <sfan5 "but lua code can make http reque"> Hmm, this is interesting. I want use serverless, maybe its work)
22:39 gry eraldev: I don't understand you.
22:40 gry eraldev: what does "<sfan5 "but lua code can make http reque">" even -mean- ?
22:40 gry sfan5: hi, thank you
22:40 sfan5 https://github.com/minetest/minetest/blob/5.3.0/doc/lua_api.txt#L5374
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