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17:02 |
sfan5 |
In case anyone was wondering what it looks like when you give 10 players with random_input random items to mess around in creative https://0x0.st/oAnb.png |
17:02 |
sfan5 |
https://0x0.st/oAnc.png but wait there's more |
17:06 |
Krock |
the outcome is also pretty random |
17:13 |
erle |
sfan5 what was your goal there, finding crashes or something? |
17:13 |
erle |
or just playing around |
17:14 |
sfan5 |
load testing |
17:14 |
celeron55 |
random_input with random items is a surprisingly good fuzz test |
17:14 |
celeron55 |
something more organized would probably be much more efficient though |
17:46 |
sfan5 |
if appears 35% of time in LuaEntitySAO::step() is spent inside l_get_properties, that's pretty bad |
17:46 |
sfan5 |
the item entity calls this every step |
17:46 |
sfan5 |
s/^if/it/ |
17:47 |
sfan5 |
to retrieve a single property, of course |
17:48 |
MTDiscord |
<luatic> the fundamental problem here is the Lua - C struct duality |
17:48 |
Krock |
seems logical to me that it spends 33% of the time when there's only like 3 functions to process |
17:48 |
MTDiscord |
<luatic> the data structures are constantly converted back and forth |
17:48 |
MTDiscord |
<luatic> Krock: the problem is that it has to fill the entire property table each time it's called |
17:48 |
sfan5 |
okay true |
17:48 |
MTDiscord |
<luatic> even if usually only a single property is needed |
17:48 |
Krock |
measure the effective time, and not percentages. |
17:48 |
MTDiscord |
<luatic> true |
17:49 |
MTDiscord |
<luatic> by measuring percentages Festus managed to create a virtual performance problem with player_api that just isn't there |
17:49 |
sfan5 |
3.764E+08 (35.8%) aggregated sample costs in ObjectRef::l_get_properties(lua_State*) (minetest) and below |
17:49 |
sfan5 |
so how do I convert that to seconds |
17:50 |
Krock |
you'd need a reference average execution time of the entire function |
17:51 |
Krock |
de facto a ScopeProfiler within the cpp file |
17:52 |
erle |
<celeron55> something more organized would probably be much more efficient though |
17:52 |
erle |
celeron55 which for me leads directly to the question of “which CSMs from waspsaliva would help debugging in minetest” |
17:53 |
erle |
sfan5 how do you profile, like with what tooling? |
17:53 |
sfan5 |
perf |
17:56 |
erle |
thx |
18:05 |
erle |
sfan5 which perf subcommand shows function time? can't seem to find any |
18:05 |
sfan5 |
tell me when you find out |
18:13 |
erle |
perf record --call-graph fp $COMMAND; perf report |
18:30 |
erle |
if i am interpreting this correctly, starting minetest, loading mineclonia, then exiting the game after walking around a tiny bit and noticing perf does not make it slow down to a crawl results in about 2% of the entire execution time was spent doing useless SHA1 stuff |
18:38 |
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18:44 |
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18:46 |
celeron55 |
useless? |
18:46 |
celeron55 |
i guess it's checking that the cache is consistent |
18:46 |
celeron55 |
could of course make that optional |
18:47 |
celeron55 |
or shortcut it altogether in singleplayer |
19:17 |
sfan5 |
sounds like a good idea |
19:17 |
sfan5 |
will you send a PR? ;) |
19:19 |
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19:34 |
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19:41 |
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19:56 |
MTDiscord |
<wwar> #12002 looks confirmed to me |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/12002 -- Enabling fixed_virtual_joystick doesn't fix virtual joystick |
19:57 |
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20:01 |
celeron55 |
sfan5: yes just give me... a decade |
21:00 |
sfan5 |
apparently the client spends roughly identical time on rendering as on deallocating MapBlockMesh objects |
21:00 |
sfan5 |
(in my stress test conditions) |
21:01 |
sfan5 |
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > this does not look efficient |
21:01 |
erle |
wsor i made a new tiny mod! https://content.minetest.net/packages/erlehmann/mcl_polished_stone_stairs/ |
21:02 |
erle |
(polished stone stairs are the only stairs missing from mcl* games … because they are not in minecraft) |
21:14 |
sfan5 |
eh it's not that bad, peak I've seen is 3% of time spent in ~MapBlockMesh() |
21:14 |
sfan5 |
might make a different on low-end devices though? |
21:38 |
erle |
sfan5 how to stress test this? fly in a straight line? |
21:38 |
sfan5 |
produce the situation in my screenshots earlier |
21:51 |
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22:05 |
sfan5 |
after refactoring the code I have managed to decrease performance |
22:05 |
sfan5 |
this must mean the measuring is wrong |
22:05 |
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22:21 |
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22:22 |
Eytirth |
I am having errors with books_rx, safety deposit and related mods, my errors: https://pastebin.com/iNkUmDhP |
22:34 |
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23:12 |
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23:28 |
settl3r[m] |
Is there a tool with which i can locate single trees (such as rubber tree) in my local world? |
23:28 |
settl3r[m] |
(i already used fly+fast+noclip mode, and searched through acres of jungle, to no avail :/ ) |
23:30 |
settl3r[m] |
(i only use that bit of cheating, to locate some resources which are very hard to find; normally i play this map in survival mode) |
23:30 |
settl3r[m] |
(and i don't want to outright cheat these resources out of nothing, as that would totally kill my (rest of) immersion) |
23:32 |
settl3r[m] |
can i locate rubber trees with WorldEdit? (without changing anything) |
23:32 |
settl3r[m] |
* changing anything in my survival world) |
23:33 |
settl3r[m] |
* bit of (information-gathering-)cheating, to |
23:34 |
settl3r[m] |
so i only need a way to get information in creative mode, not ways to summon that stuff |
23:34 |
settl3r[m] |
* information in (the creative mode, * creative mode copy of) that map, not |
23:34 |
settl3r[m] |
* so i only need a way to get information in (the creative-mode copy of) that map, not ways to summon that stuff |
23:34 |
settl3r[m] |
* so i only need a way to get information in (the creative-mode-copy of) that map, not ways to summon that stuff |
23:40 |
settl3r[m] |
* so i only need a way to get information in (the creative-mode of) that map, not ways to summon that stuff |
23:40 |
settl3r[m] |
* information in (the creative mode, * creative mode of) that map, not |
23:42 |
settl3r[m] |
(I need that rubber, to craft MV cables, using technic mod) |