| Time |
Nick |
Message |
| 00:16 |
OldCoder |
iqualfragile VanessaE they improve performance if turned up? |
| 00:16 |
OldCoder |
Faster at tradeoff for memory? |
| 00:17 |
VanessaE |
depends on your pipe really |
| 00:17 |
VanessaE |
I stopped at 500, I am not sure if going higher will be any better |
| 00:17 |
VanessaE |
but up to THAT point, it was. |
| 00:17 |
VanessaE |
as sapier explained it, it's the number of blocks that can be "on the wire" at any one time. |
| 00:18 |
OldCoder |
kkty |
| 00:44 |
celeron55 |
those are all about network performance |
| 00:45 |
celeron55 |
if your connection gets congested, that's the lag the players will get |
| 00:45 |
celeron55 |
(if blocks are being transferred) |
| 00:46 |
celeron55 |
so, setting it to 1 will keep lag always at the minimum, but will decrease maximum speed |
| 00:46 |
celeron55 |
in a very natural way |
| 00:46 |
hmmmm |
whatever happened to that guy with the client sendblocks |
| 00:46 |
celeron55 |
oh also |
| 00:46 |
hmmmm |
client request blocks rather |
| 00:46 |
celeron55 |
that also includes the mesh generation queue on the client |
| 00:46 |
celeron55 |
so it will have a different effect on fast and slow machines |
| 00:47 |
celeron55 |
hmmmm: i forked and developed it and never got it working properly; keep in mind that this was before the upstream network work by sapier, i.e. very old |
| 00:48 |
celeron55 |
the current implementation is way better at managing network resources than that one |
| 00:48 |
celeron55 |
but the biggest issue was that it just hanged occasionally |
| 00:49 |
hmmmm |
i take it that you never solved the hang issue |
| 00:49 |
hmmmm |
erm, i mean figured out what causes the hang issue |
| 00:49 |
celeron55 |
there's a probability that it was fixed by sapier |
| 00:50 |
celeron55 |
but really you first need to define what you're expecting to gain from using that branch |
| 00:50 |
hmmmm |
i need to seriously un-fuck EmergeThread's block queueing before this gets solved :( |
| 00:50 |
VanessaE |
hmmmm: client request blocks was itself blocked anyway as I recall |
| 00:50 |
hmmmm |
celeron, better design |
| 00:51 |
VanessaE |
it was decided that this should not be possible. |
| 00:51 |
celeron55 |
VanessaE: afaik you are making this up |
| 00:51 |
VanessaE |
nope.avi |
| 00:51 |
celeron55 |
or has this been decided lately? |
| 00:51 |
hmmmm |
i want the client to keep a d-radiused cube of mapblocks |
| 00:52 |
celeron55 |
i don't recall this from the time that i was working on it |
| 00:52 |
hmmmm |
like minecraft |
| 00:52 |
VanessaE |
last time this was discussed, someone here decided quite firmly "no" |
| 00:52 |
VanessaE |
and specifically that the server would somehow be better at deciding what the client should get than the client would. |
| 00:52 |
hmmmm |
the exact opposite was said |
| 00:52 |
hmmmm |
client knows best.. |
| 00:52 |
hmmmm |
esp. with the server assuming FOV |
| 00:52 |
hmmmm |
horrible |
| 00:52 |
VanessaE |
hmmmm: I would have thought so, but no. that was not the consensus. |
| 00:52 |
hmmmm |
well |
| 00:53 |
hmmmm |
i don't know where you're getting this but it's plain technically incorrect |
| 00:53 |
hmmmm |
client request blocks would not be blocked by anybody |
| 00:53 |
* VanessaE |
sighs |
| 00:53 |
hmmmm |
erase from your mind whatever you currently are thinking |
| 00:56 |
VanessaE |
http://irc.minetest.ru/minetest-dev/2013-05-17#i_3093163 |
| 00:56 |
VanessaE |
I'm pretty sure sapier's word counts as a legit "veto" here. |
| 00:57 |
hmmmm |
shit you're right, let's just completely drop the discussion now because some log from 1.5 years ago has sapier bringing up a concern. |
| 00:58 |
VanessaE |
no one's saying drop it. but I'd be quite appreciative if folks would discard the "you are making this up" and the like. |
| 00:59 |
hmmmm |
here: |
| 01:00 |
VanessaE |
http://irc.minetest.ru/minetest-dev/2014-04-18#i_3655854 |
| 01:00 |
VanessaE |
there, a little more recent then. |
| 01:00 |
hmmmm |
1). client doesn't need to guess what blocks have been invalidated. the server can still send those |
| 01:00 |
hmmmm |
2). throttling individual clients is quite trivial |
| 01:00 |
hmmmm |
3). this would eliminate the need for the server to guess or have to spend time calculating the client's FOV |
| 01:01 |
hmmmm |
4). this is better design to begin with |
| 01:01 |
VanessaE |
agreed on all points. |
| 01:01 |
hmmmm |
5). the client can prioritize which blocks |
| 01:07 |
celeron55 |
i can see various issues in this though, it might not be so simple to get it work in a way that doesn't work worse in practice |
| 01:09 |
celeron55 |
for example, the current block selection thing also sends updated blocks to the client, and even prioritizes those too |
| 01:12 |
hmmmm |
the server assumes which blocks the client has though |
| 01:12 |
hmmmm |
are blocks sent as reliable? (i forget) |
| 01:12 |
celeron55 |
of course they are |
| 01:13 |
celeron55 |
how would you expect it to work otherwise |
| 01:13 |
celeron55 |
they generally span multiple UDP packets |
| 01:13 |
celeron55 |
or, well, vary between being a fraction of a UDP packet, and a UDP packet being a fraction of a block |
| 01:17 |
celeron55 |
(the first case is handled by, like any short packet, by sending a shorter udp packet, which is inefficient bandwidth-wise (but efficient lag-wise (which can be inappropriate in this case))) |
| 01:20 |
hmmmm |
how much space do you estimate is consumed by block metadata? |
| 01:20 |
celeron55 |
what is block metadata? |
| 01:21 |
hmmmm |
node metadata |
| 01:21 |
celeron55 |
hopefully generally zero |
| 01:22 |
celeron55 |
sleep -> |
| 01:47 |
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| 02:18 |
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| 03:13 |
Sokomine |
regarding block send: someone asked about local caching of mapblocks from a server (as a second usage of the save to localmap branch). that might also be very intresting |
| 03:30 |
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| 04:03 |
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| 04:42 |
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| 05:22 |
Zeno` |
1000 fps barrier broken |
| 06:41 |
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| 09:19 |
Fritigern |
Zeno`: Remember how yesterday doubletap_jump was not changed in minetest.conf? Well, today i noticed that my server is not in the serverlist whilst it is supposed to be, my minetest.conf checks out so it must be related to the dev version that i use. (latest git) |
| 09:19 |
Zeno` |
I'm not sure it's related |
| 09:19 |
Zeno` |
VanessaE's servers are also not there |
| 09:20 |
Fritigern |
Weird |
| 09:20 |
VanessaE |
it is not related. |
| 09:20 |
VanessaE |
I'm not using zeno's latest patches or even a particularly recent build |
| 09:21 |
kahrl |
is it related to the latest commits in https://github.com/minetest/master-server? |
| 09:21 |
Zeno` |
I didn't touch server-related files at any rate :) |
| 09:21 |
Fritigern |
Well, you can not blame me for thinking that it was, seeing as it too is a minetest.conf setting not being honored :-) |
| 09:21 |
kahrl |
s/commits/commit |
| 09:22 |
VanessaE |
I'm about 2 weeks behind, commit 737cce5f plus a patch sapier wanted me to try out (dbf97af0) |
| 09:23 |
VanessaE |
kahrl: it may be; my servers were first reported as missing from the list just yesterday evening. |
| 09:23 |
VanessaE |
(but that one tiny commit, I haven't the foggiest idea what it would do) |
| 09:24 |
Fritigern |
My server has been quiet all day, but since mine is a minor server, i didn;t think much of it until i checked the list about 30 minutes ago |
| 09:36 |
VanessaE |
bbl |
| 09:54 |
sfan5 |
kahrl: possibly, I did a git pull of that commit yesterday and restarted uwsgi |
| 10:31 |
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| 10:51 |
RealBadAngel |
Zeno`, 1k fps? |
| 10:51 |
RealBadAngel |
have you put your hands on nasa's mainframe or what? |
| 10:51 |
Zeno` |
RBA, 1400 |
| 10:52 |
Zeno` |
anyway, can you test #1804 |
| 10:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/1804 -- Fix regression and make minor improvements in the_game by Zeno- |
| 10:52 |
RealBadAngel |
on it |
| 10:52 |
Zeno` |
lol, nah it's not on a mainframe |
| 10:53 |
RealBadAngel |
just their laptop? ;) |
| 10:53 |
Zeno` |
and that PR won't get the speed ups (I need that PR to make the cache keys PR though) |
| 10:53 |
Zeno` |
yeah I stole their laptop |
| 10:53 |
Zeno` |
I can only get 1400fps if I look at the ground (heh) |
| 10:55 |
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| 10:56 |
RealBadAngel |
what are your system specs anyway? |
| 11:07 |
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| 11:12 |
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| 11:38 |
Zeno` |
RBA: any issues with #1804 ? |
| 11:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1804 -- Fix regression and make minor improvements in the_game by Zeno- |
| 11:51 |
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| 12:03 |
RealBadAngel |
Zeno`, not yet |
| 12:04 |
RealBadAngel |
i will just play with it for a while |
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| 15:13 |
Zeno` |
what's it take to get a bug fix merged? :p #1804 |
| 15:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/1804 -- Fix regression and make minor improvements in the_game by Zeno- |
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| 22:26 |
paramat |
hmmmm, i have 2 mapgen-related pull requests here, what do you think? https://github.com/minetest/minetest_game/pull/339 https://github.com/minetest/minetest_game/pull/336 |
| 22:46 |
paramat |
for 336 the mapgen issue is the defaultifying of pine trees, which means creating default schematics. we could perhaps have multiple pinetree schematics in different sizes |
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