Time  Nick         Message
01:30 BillyS       Wow .. I set my server logs to verbose. That is very verbose
09:36 Calinou      BillyS: fun fact: in Minetest 0.2, every pointing/digging event was logged on the client
09:36 Calinou      this caused log files to quickly become huge
10:08 rubenwardy   from work mail list sign up page: "You can always request a mail-back of your password when you edit your personal options. Once a month, your password will be emailed to you as a reminder."
10:08 rubenwardy   hahaha
10:08 rubenwardy   ha
10:08 rubenwardy   :'(
10:08 rubenwardy   hunter2 it is
10:15 rud0lf       pro apps/pages don't store passwords
10:15 rud0lf       hashes only
10:16 rud0lf       hi rubenwardy :)
10:19 Calinou      rubenwardy: mese4
10:21 rubenwardy   lol
10:22 rud0lf       every time i see "mese" i can't help but see rick & morty's mr meseek
10:22 rud0lf       or however it's spelled
10:25 Calinou      rud0lf: To be fair, you have to have a very high IQ to understand Minetest. The bikeshedding is extremely subtle…
10:25 * rubenwardy kicks Calinou
10:25 rud0lf       what do you mean "understand" it?
10:28 rubenwardy   rud0lf: http://knowyourmeme.com/memes/to-be-fair-you-have-to-have-a-very-high-iq-to-understand-rick-and-morty
10:29 rud0lf       hehe
11:00 xerox123     hello
11:01 rubenwardy   Yo
12:34 BillyS       xerox123 detected
12:40 ANAND        Hello everyone!
12:54 BillyS       o/ ANAND
12:54 ANAND        o/ :)
12:58 xerox123     ANAND: how was the final exam? :D
12:59 ANAND        I did quite well, thanks for asking :)
12:59 ANAND        Now... time to complete a review ;)
13:00 xerox123     yay
13:08 paramat      finally, coded a skidding, driftable car :P
13:09 IcyDiamond   https://i.lunasqu.ee/minetest-2018-06-15_16.05.46.webm working on my power api
13:09 ANAND        paramat: make it a mod and call it "Fast and Furious" :D
13:18 IcyDiamond   I am making very good use of groups too
13:19 Fixer        nice
13:25 xerox123     still haven't figured out why my signs have unknownobjects infront of the
13:25 xerox123     m
13:25 xerox123     maybe some .obj files are missing?
13:28 xerox123     yup, now that I mention it: https://github.com/minetest/minetest_game.git
13:28 xerox123     wrong link
13:28 xerox123     http://i.imgur.com/LkW45Ax.png
13:29 ANAND        xerox123: Try out the signs modpack in games/minimal and use the various debugging tools provided
13:29 xerox123     it's only happening on one server, which is the strange bit
13:29 ANAND        missing dependency
13:29 ANAND        likely
13:31 IhrFussel    INBE4 someone creates a Battle Royale MT server
13:32 xerox123     it's 2018, if it doesn't have a Battle Royale we won't play
13:32 IhrFussel    It couldn't be 100 players at once on the map though...MT can't handle that
13:33 ANAND        I'm looking forward to a multi-threaded MT
13:34 xerox123     6
13:34 xerox123     ^*
13:35 ANAND        Yea, it must be 6.0.0
13:36 ANAND        thanks for pointing that out :P
13:37 xerox123     lol
13:51 BillyS       Arrggghhh
13:51 BillyS       Shift-click doesn't work on my mac
13:51 BillyS       Where are the key bindings defined in the MT source?
13:51 BillyS       It's time I change that
13:53 rubenwardy   gui/guiformspec  I think
13:53 rubenwardy   for that
13:53 rubenwardy   also an Irrlichtthing
13:54 rubenwardy   IhrFussel: was tempted
13:55 BillyS       thx
14:10 IhrFussel    rubenwardy, does "Battle Royale" just describe "100 players at the same time on a map that resets itself after each match"? Or is there more to it?
14:10 rubenwardy   the map size shrinks, and once a player dies they're out
14:10 rubenwardy   so you end up with 2 people in a very small area
14:10 rubenwardy   and yeah, it resets
14:11 IhrFussel    So the storm shrinking *is* an essential part of it...could be difficult to code in MT
14:11 rubenwardy   not really
14:11 ANAND        I remember seeing one such mechanism in a server
14:11 rubenwardy   harder bit would be showing the storm
14:11 rubenwardy   that could be an entity, although bugs
14:12 rubenwardy   you don't need to delete areas
14:12 rubenwardy   you just damage players in those areas
14:12 IhrFussel    Is MT able to animate the storm like in Fortnite?
14:12 ANAND        Skyworld sub-games -> Gun wars
14:12 ANAND        They have exactly what you're asking for, IhrFussel
14:13 ANAND        The shrinking barrier seems to be a bunch of entities, and look quite ugly though
14:13 IhrFussel    And the storm moves in realtime and checks each step if a player is inside it?
14:14 ANAND        Storm shrinks every 60 seconds IIRC
14:14 ANAND        If a player steps outside, they lose health
14:14 ANAND        as expected
14:14 IhrFussel    Yes but in Fortnite is moves slowly and doesn't just appear at the new border
14:15 IhrFussel    shrinks slowly*
14:15 IhrFussel    I mean the storm eye shrinks not the storm*
14:19 Fixer        iirc Fortnite is a ripoff of Minecraft Hangar games or smth
14:20 xerox123     just have a progressing wall
14:23 xerox123     BillyS: delete and reclone?â„¢
14:23 xerox123     that always fixes it
14:24 sfan5        Fixer: s/Hangar/Hunger/ and no
14:24 sfan5        fortnite is pretty much "PUBG but for children"
14:25 sfan5        pubg got the idea of battle royale somewhere else too, not sure where
14:25 rubenwardy   pubg was also released after fortnite
14:25 rubenwardy   and had loads of bugs
14:25 rubenwardy   I heard anyway
14:26 BillyS       It crashes twice and then works the third time
14:26 sfan5        rubenwardy: pubg was first released in December 2017, fortnite in july 2017
14:27 sfan5        though the english wikipedia page even says 2018
14:34 paramat      'super mine kart'
14:35 Fixer        lol
14:45 BillyS       xD
14:45 BillyS       Hmmm ... I love the vehicles mod
14:45 BillyS       The more explosive aspects of it, that is
17:32 Krock        >>> \o/ <<<
17:45 IhrFussel    Hi Krock
17:45 Krock        hi IhrFussel
17:46 Krock        rare sight of a greet :D
17:46 IhrFussel    I'm seriously thinking about changing mobs ABM nodes to something more rare and reducing the chance for compensation...the lags are horrible
17:46 IhrFussel    And really ONLY caused by mobs ABMs
18:02 IhrFussel    Which is more common in mapgen v7? dirt or dirt_with_grass?
18:07 paramat      dirt
18:07 paramat      3 times more
18:08 paramat      actually, more than 3 since dirt is under many biomes
18:11 IhrFussel    Okay thanks^^ replaced all mobs ABMs that search for dirt with dirt_with_grass
18:11 paramat      most of ABM load is the C++ search, not the lua 'action', so reducing 'active block radius' may be the best way to reduce ABM load
18:12 IhrFussel    That is already set to 1
18:13 paramat      it was increased from 2 to 3 mapblock radius a while ago, thats a big volume to search, roughly mapchunk size
18:13 IhrFussel    active_block_range = 1   active_object_send_range_blocks = 2 ... not sure if that makes a difference or one just overwrites the other
18:13 paramat      ah
18:14 IhrFussel    The only problem is the ABMs for the mobs... since I have 15-20 mob types that means 15-20 ABMs running...many of them look for dirt_with_grass
18:15 paramat      ugh we still have 14 ABMs running in MTG, hope we can remove more, but many are essential
18:15 IhrFussel    Before my changes some even looked for dirt
18:16 IhrFussel    The MTG ABMs barely appear as high average in the mod profiler...the highest is flowers with "only" 20ms
18:17 IhrFussel    But if ONE ABM takes 50-800ms then that explains constant server lag
18:17 IhrFussel    And almost every mob ABM reports 50-800ms ... if they run at once that can cause several seconds of lag
18:18 paramat      note the mod profiler only records the time spent doing the lua 'action', not the c++ volume searches
18:19 paramat      you could perhaps use 1 ABM for spawning all 15-20 mobs, would help a lot
18:19 IhrFussel    That can't be, the action code is really lightweight...spawning a mob takes LESS than 1 ms
18:20 IhrFussel    All it does is checking some things before spawning...light, height, object count, daytime...I think that's it
18:22 IhrFussel    Krock, can you confirm what paramat said? profiler only logs time spent in lua?
18:23 IhrFussel    That wouldn't explain such values -> - ABM 'mobs_monster:mese_monster spawning' ..........  |     74794 |    981807 |    195175
18:24 IhrFussel    With a MIN time of 75ms
18:26 Krock        IhrFussel, can't confirm entirely but I know that the profiler is entirely implemented in Lua, which makes it rather unlikely that it also measures the C++ ABM lookup function
18:26 IhrFussel    Then look at tenplus1's mobs redo api.lua code where the ABM's action is defined and tell me please how it can take almost 1 second to run?
18:27 paramat      can you link it? hard to find at the new location
18:29 IhrFussel    https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L3204
18:37 paramat      the mobs redo spawn ABM is not lua-lightweight: protection check, search for nearby players
18:38 paramat      1s is a lot though
18:38 IhrFussel    Protection check takes less than 1 ms too AFAIK at least with areas as protection mod, the only thing I could imagine to take long is the looking for "air" within 10 nodes range of the player
18:39 paramat      maybe the protection check is the slowest part
18:40 IhrFussel    I don't believ that or else the server would always lag cause noobs are trying to spam-dig the spawn
18:45 paramat      it also does 'count
18:45 paramat      oops
18:45 paramat      .. 'count mobs', a search with a 3 block radius
18:45 IhrFussel    Yeah maybe that takes long
18:45 IhrFussel    Is the _wider check really needed?
18:46 IhrFussel    Maybe I should limit it to just the block the playr is in
18:48 IhrFussel    If I remove the wider parameter from the action function, will c++ do it faster?
18:48 paramat      'active_object_count_wider' is a free value and not optional. maybe try disabling the call to the 'count_mobs' function?
18:48 paramat      L3229
18:50 paramat      maybe try disabling the '-- only spawn away from player' check
18:50 paramat      'If I remove the wider parameter from the action function, will c++ do it faster?' no i doubt it. i think that value is always calculated
18:52 IhrFussel    The range to count mobs is defined here local aoc_range = max(aosrb, abr) * 16 << aosrb is active object send range and abr active block range ... maybe reduce it?
19:04 IcyDiamond   https://i.lunasqu.ee/Screenshot_18-06-15-22:03:59.png
19:04 Krock        right node looks sad. pet it.
19:05 IcyDiamond   thats my texturing skills for ye
19:14 IhrFussel    I will time the whole action code now to see if it#s really that...even after those changes mobs ABMs take up to 1 second
19:18 rud0lf       i've seen someone leaving note through bot for somebody else, is it egddrop's script?
19:18 rud0lf       i can't find one :/
19:20 IhrFussel    You were right it IS the action function... 2018-06-15 21:19:45: ACTION[Server]: pmobs:wolf spawned on map (ABM took 129051 µs to finish)
19:22 tenplus1     hi folks
19:22 tenplus1     hi Krock
19:22 Krock        hi tenplus1
19:22 Krock        oh man you're fast
19:22 tenplus1     :P
19:22 Krock        or just well prepared
19:22 tenplus1     got a question for ya
19:23 * Krock      runs
19:23 tenplus1     does mt engine store the lightmap for the surrounding area in memory ?
19:23 Krock        each mapblock only contains its own lightning stuff
19:24 tenplus1     was thinking of a minetest.find_light_in_area(pos1, pos2) returning a table of light numbers and pos
19:24 Krock        that would return values for each and every node in the mapblock
19:25 BillyS       o/ tenplus1
19:25 Krock        where solid nodes are always 0 and propagating nodes the same as if they were air
19:25 tenplus1     oops, missed light... er... minetest.find_light_in_area(pos1, pos2, light_level) +/- 1 either way
19:25 tenplus1     hi billy
19:25 BillyS       My server is popular! 14 players. :D
19:25 tenplus1     nice one billy :D
19:25 Krock        BillyS, name please? need to exploit it
19:25 BillyS       thx
19:25 tenplus1     how's the nether :P
19:26 BillyS       Krock: Blocky Survival
19:26 BillyS       tenplus1: Rather warm
19:26 tenplus1     lol
19:26 tenplus1     am looking for a way to have mobs move towards light with as little cost as possible, and was thinking of a function modders could use as well
19:26 BillyS       good idea
19:31 tenplus1     get_node_light isnt that costly but doing it on bulk would be
19:31 tenplus1     *for an area
19:32 IhrFussel    tenplus1, looks like the mobs redo ABM action code is still very heavy...I'm suspecting all those area count checks 2018-06-15 21:31:16: ACTION[Server]: mobs_animal:bee spawned on map (ABM took 99896 µs to finish)
19:33 tenplus1     bee ? that's only looking for flowers in an area with 1 in 7000 chance of spawning... it should NOT be that heavy
19:34 BillyS       So THATS why I could never find more then 1 bee in HOMETOWN
19:34 BillyS       Now I know who to blame. :P
19:34 tenplus1     bee's are rare so you can catch them and make hives :D
19:34 tenplus1     progression :D
19:34 BillyS       yeah
19:34 IhrFussel    tenplus1, every mob ABM takes about the same time and what I time is the action code only
19:34 tenplus1     will need to find a lighter method of spawning mobs
19:35 tenplus1     what spec pc you got ?
19:36 IhrFussel    It's a VPS with dedicated cores (Xeon) and no other ABM takes even half as long
19:38 tenplus1     it checks if mob is real, mobs exceed number in area, daytime toggle, height level, light level, protected area, player too close and air blocks to spawn mob
19:38 tenplus1     all the lighter one's are first
19:39 IhrFussel    My server has ~ 20 mobs ... the more mobs a server got the more the ABMs lag the server
19:39 tenplus1     yeah cause each one has an abm running
19:39 tenplus1     I looked into a globalstep that would spawn mobs around player, but that was just as heavy
19:39 IhrFussel    It's still only the action function that is timed in my logging right now
19:39 tenplus1     there's no easy way to do it
19:40 IhrFussel    mobs_animal:pumba spawned on map (ABM took 126968 µs to finish)
19:40 tenplus1     doesnt having other abm's and processes active slow down other mob abm's simply by running alongside
19:41 IhrFussel    Only one ABM runs at a time AFAIK
19:42 IhrFussel    I mean only one can execute its action function I think
19:42 tenplus1     ideas are more than welcome for other ways to spawn mobs in game
19:42 IhrFussel    I will find the "bad" function and tell you
19:45 IhrFussel    My specs are pretty good...for example not one globalstep function in the profiler takes longer than 1ms on average
19:54 IhrFussel    Now I exclude protection check, existing object check, daytime check and spawn away from player check
19:54 IhrFussel    Lets see how long ABMs now take
19:59 IhrFussel    2018-06-15 21:59:22: ACTION[Server]: mobs_monster:dirt_monster spawned on map -> ABM took 396 µs (minus protection check, existing object count, daytime check and spawn away from player check)
19:59 IhrFussel    I said WOW
20:00 tenplus1     a lot beter
20:00 tenplus1     althoug missing out on features that ppl asked for
20:01 IhrFussel    It's most likely either the existing objects check or spawn away from player check
20:01 IhrFussel    Now all times are less than 1ms
20:02 tenplus1     how long was dirt monster before ?
20:02 tenplus1     hi benrob
20:02 IhrFussel    All ABMs were ~ 100ms
20:02 benrob0329   Hi tenplus1
20:03 tenplus1     and now it's 0.396 ?
20:03 tenplus1     ms
20:03 IhrFussel    Yep
20:03 tenplus1     counting entities is time consuming... hrm
20:03 IhrFussel    Now I will include the spawn away from player check in the timing
20:04 * benrob0329 assumes that  Mob spawning is the subject at hand
20:04 IhrFussel    Still below 1ms
20:05 tenplus1     so counting mobs and protection checl
20:05 IhrFussel    Protection check is lightweight too I think
20:05 tenplus1     protection check is only active if it's set in .conf that mobs dont spawn in protected areas
20:06 * benrob0329 still feels that spawner blocks placed as mapgen decorations are the best way to spawn mobs
20:06 IhrFussel    Wait maybe I made a mistake in timings
20:06 tenplus1     ??
20:11 IhrFussel    Could it really be JUST the protection check that takes so long???
20:11 tenplus1     protection does a find_node_in_area for protector block and returns true/false
20:11 IhrFussel    2018-06-15 22:10:23: ACTION[Server]: pmobs:npc_2 spawned on map -> ABM took 475 µs (minus protection check)
20:11 IhrFussel    I use areas
20:11 tenplus1     depending on proetction mod in use
20:13 tenplus1     how many areas you got registered ?
20:14 tenplus1     cause it has to loop through every single one
20:17 IhrFussel    Forreal...it is the protection check
20:17 tenplus1     you tried speed test without areas mod loaded
20:18 IhrFussel    2018-06-15 22:17:12: ACTION[Server]: mobs_monster:dirt_monster spawned on map -> Protection Check took 77583 µs
20:18 tenplus1     oof, that's a long time...
20:18 tenplus1     with protector redo it only looks for the nearest protector block, with areas it has to loop through each and every area and check
20:19 IhrFussel    I should probably move the protection check to the bottom to make sure it gets rarely called
20:19 tenplus1     you could always set:  mobs_spawn_protected = true
20:19 tenplus1     then it wont do the check and spawn mobs inside protected areas
20:20 tenplus1     speeding up spawn abm
20:33 tenplus1     nite folks o/
20:37 Krock        ouch this is bad
20:37 Krock        punish anyone using enderchest on their server
20:38 Krock        or have ever used it.
20:43 IhrFussel    I moved the protection check right above the actual spawning as last check and max_lag goes below 0.3 again
20:44 Krock        IhrFussel, what kind of hunger and stamina mod did you use on your server? That weird mod used items to store the HUD values to display
20:45 Krock        must've been a very old one if player meta/attributes and settings weren't available yet
20:46 IhrFussel    Not sure, I use stamina now...maybe hud_hunger was it before
20:46 Krock        it's removed now for sure. hence, unknown items
20:47 Krock        !tell tenplus1 Nice wifi chest. Allows access from everywhere
20:47 MinetestBot  Krock: yeah, sure, whatever
20:47 Krock        literally everywhere
20:48 Krock        Context: trying to find unused, old player inventory slots which can be used to keep items after death. Yet nothing found to duplicate items :/
20:49 Krock        !tell tenplus1 Also Xanadu really needs a 3d_armor update to prevent from item duplication
20:49 MinetestBot  Krock: I'll pass that on when tenplus1 is around
21:05 IhrFussel    Moving the protection check to the bottom of the ABM really makes a HUGE difference... I should've done that earlier
21:16 IhrFussel    It can even go under 0.2 secs with 5 players online now...that wasn't possible in the weeks before
21:17 BillyS       IhrFussel: So, I should pull mobs_redo again?
21:17 BillyS       Looks like it
21:20 IhrFussel    BillyS, nope I just moved the is_protected() check to right above add_entity()
21:21 BillyS       Ah
21:23 IhrFussel    Do you also use areas?
21:23 IhrFussel    Then make sure that it's always the last check before doing something (when possible) cause it takes a long time with a lots of protections
22:31 IhrFussel    BillyS, do you use areas as mod?
22:31 IhrFussel    Protection mod*
22:45 Fixer        vanessa does
22:51 BillyS       IhrFussel: yes
22:52 * VanessaE   hides
22:53 IhrFussel    Then go to api.lua, scroll down to register_abm function and move the minetest.is_protected to the bottom before minetest.add_entity() ... this is only required if you use the setting to not lt mobs inside protections
22:53 IhrFussel    let*
22:53 IhrFussel    let mobs spawn* I think the setting is default, not sure