Time |
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11:25 |
MTDiscord |
<Abdou-31> Hi folks! |
11:25 |
MTDiscord |
<Abdou-31> Thank God, I could finally do it! |
11:26 |
MTDiscord |
<Abdou-31> Fix a bunch of typos in a bunch of files using git grep and sed commands. |
11:29 |
MTDiscord |
<Abdou-31> The diff has 91 files changed and 140 modifications, they're just typos fixings, but one or two of them are typos fixing in functions arguments in cpp files, so is it ok to do all of that in one PR with one commit? |
11:34 |
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12:16 |
BuckarooBanzai |
Krock: s/finite/infinite/g |
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14:12 |
MTDiscord |
<Abdou-31> 😉 |
14:13 |
MTDiscord |
<Abdou-31> I did a s/minetest/minecraft/i ... |
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15:00 |
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15:00 |
srifqi |
Abdou-31: I think you can just do it in one commit since they are the same (fix typo). |
15:02 |
srifqi |
... or split between fix in documentations and fix in codes. |
15:22 |
MTDiscord |
<Abdou-31> Ok. Thx a  lot! |
15:47 |
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16:28 |
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16:28 |
Guest12 |
to call minetest mapgen multithreaded is a bit of a scam |
16:28 |
Guest12 |
the setting to specify emerge threads should be renamed to placebo_emerge_threads |
16:29 |
Guest12 |
it's lauaghable |
16:29 |
sfan5 |
only a bit |
16:32 |
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16:33 |
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16:34 |
Guest12 |
i dont understand why its so bad |
16:34 |
Guest12 |
its clearly bottlenecked somewhere, and anyone can make an educated guess where but the point is that it doesn't need to be bottlenecked anywhere |
16:35 |
Guest12 |
it can just generate new blocks into memory, and it's going to be very hard to saturate that memory bandwidth with 8-16 threads |
16:36 |
Guest12 |
unless your not delegating memory to the threads correctly |
16:36 |
sfan5 |
the mapgen on the C++ side is multithreaded fine |
16:36 |
Guest12 |
its not multithreaded well at all |
16:36 |
sfan5 |
let me finish explaining |
16:36 |
MTDiscord |
<Abdou-31> Why does it need to be multithreaed at all? |
16:36 |
sfan5 |
what has happened is that since mods increasingly (and obviously) use Lua to do stuff is that that became the bottleneck |
16:36 |
MTDiscord |
<Abdou-31> If it's working, that's the goal |
16:36 |
sfan5 |
and Lua cannot be multithreaded |
16:37 |
sfan5 |
so the engine finishes off most of the generation quickly and then waits for Lua to do its stuff, serially |
16:37 |
Guest12 |
i am aware of the LUA problem but I'm not testing any LUA mapgen code |
16:37 |
sfan5 |
well which game are you running? |
16:37 |
Guest12 |
just standard |
16:37 |
Guest12 |
minetest_game |
16:37 |
sfan5 |
minetest_game has some Lua mapgen code |
16:38 |
sfan5 |
or not mapgen but rather for playing some decorations and stuff |
16:38 |
Guest12 |
those abm and lbm are linked to mapgen? |
16:38 |
sfan5 |
no |
16:38 |
sfan5 |
https://github.com/minetest/minetest_game/search?q=register_on_generated it's not that much but there's a few |
16:39 |
sfan5 |
still it should scale reasonably well |
16:39 |
sfan5 |
by reasonably I mean maybe not to 10 threads |
16:40 |
Guest12 |
thanks for enlightening me, maybe I can do something about this |
16:40 |
sfan5 |
if you find out something don't forget to tell us |
16:44 |
MTDiscord |
<Abdou-31> Isn't there any solution to this? |
16:45 |
sfan5 |
if it's about lua being single-threaded then yes I have plans to work on something |
16:48 |
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16:49 |
MTDiscord |
<Abdou-31> Sorry, I didn't understand. You mean modifying Lua itself? |
16:50 |
sfan5 |
no, a solution specific to the Minetest API |
16:54 |
MTDiscord |
<Abdou-31> Oh nice |
16:56 |
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17:25 |
Guest12 |
ok so I just ran some pretty interesting test |
17:25 |
Guest12 |
i deleted everything from minetest_game apart from default, then I disabled trees.lua in init.lua and then removed all tree decorations from mapgen.lua |
17:26 |
Guest12 |
im running the dummy backend, generating 4096 block distance, 16 threads on 8 cores 16 thread 4800u on sodimm that will have a ~25 GB/s bandwidth |
17:26 |
Guest12 |
at this point im going to be mostly limited by that |
17:27 |
Guest12 |
i presume |
17:27 |
Guest12 |
oh yes and the mapgen im using is FLAT |
17:28 |
rubenwardy |
the simplest mapgen isn't going to benefit as much from multithreaded workers |
17:29 |
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17:29 |
Guest12 |
but then neither do the complicated ones? |
17:29 |
rubenwardy |
more complicated ones would require more cpu time |
17:29 |
Guest12 |
I get more cpu load generating the simple mapgen |
17:30 |
Guest12 |
it generates faster because there is less to generate |
17:30 |
Guest12 |
but it peaks higher in that period |
17:30 |
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17:30 |
Guest12 |
i assume because i've taken more load off the LUA |
17:31 |
Guest12 |
well saying that most of this LUA seems to be configuration for mapgen |
17:31 |
Guest12 |
registrations and not generations |
17:32 |
Guest12 |
is there a way I can get this to just generate a flat plane and no caves? |
17:33 |
Guest12 |
reducing the amount registered to mapgen seems to be helping, I guess there is some performance gain on some reduced size stl:vector behind the scenes |
17:33 |
Guest12 |
and ofc without the trees its a lot less to generate for most biomes now |
17:40 |
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17:40 |
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17:44 |
Guest12 |
hm, I'm thinking of just turning off mapgen completely and using a pre-generated map file |
17:45 |
Guest12 |
I only really need a single layer generated map, no caves, just an eggshell of biomes |
17:47 |
Guest12 |
with flat mapgen, super cut down minetest_game, no tree's in mapgen.lua I get about 40% higher peak cpu load when generating and that converts 1:1 with my visual perception of the mapgen loading blocks |
17:49 |
Guest12 |
but with all the custom mods and things I want ontop I lose that 40%, mapgen becomes pretty crippled, then if I throw v7 onto the mix with tree's I lose another ~40% |
17:50 |
Guest12 |
even with the slim solution im only using just under 50% of my total combined CPU load |
17:50 |
Guest12 |
so it really is dreadful with all the stuff I want loaded ontop |
17:50 |
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18:03 |
Guest12 |
To put this into perspective just removing the tree's from mapgen.lua on the flat mapgen made a HUGE difference in terms of performance generating blocks |
18:08 |
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18:17 |
definitelya |
I assume that is because tree distribution happens with perlin noise, so it's cutting that off. |
18:19 |
Guest12 |
it's only a big deal for me because, well, mapgen easily causes 3 seconds or more server lag for me, on a fairly busy server |
18:20 |
Guest12 |
so if I can cut out any mapgen, then I cut out any chance of server lag |
18:20 |
Guest12 |
considering mapgen is my main cause of serverlag |
18:21 |
Guest12 |
and using pre-generated "egg shell thick" terrains would reduce the growth of my map file a lot |
18:21 |
definitelya |
Go for it. |
18:44 |
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19:00 |
Guest12 |
generating the map now, final size will be about 7GB |
19:01 |
Guest12 |
just using some lua register_on_generated() with /emergeblocks (-30912,0,30927) (0,-1,0) |
19:02 |
Guest12 |
https://pastebin.com/Cdzdq8E6 |
19:03 |
Guest12 |
im getting a few "Coulden't grab block we just generated:" what's all that about? Anything I should be concerned about? |
19:11 |
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19:19 |
calcul0n |
Guest12, i get some too, it looks like it happens when emerge takes too long but it doesn't affect mapgen |
19:20 |
calcul0n |
as far as i understand it just means the block is not available in the emerge callback if you need it |
19:22 |
Guest12 |
awesome ;) |
19:22 |
Guest12 |
20% complete |
19:22 |
Guest12 |
1.3 GB |
19:43 |
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19:55 |
Guest12 |
43% 2.7GB loooking goood!!! |
20:26 |
MinetestBot |
[git] x2048 -> minetest/minetest: Shadow list improvements (#12898) 88820cd https://github.com/minetest/minetest/commit/88820cd31c2fe21c8c16ee547a3335131e8ba009 (2022-10-26T20:26:09Z) |
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