[Server] LinuxWorks Next Generation (Lots of trains)

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gpcf
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by gpcf » Sat Sep 21, 2019 18:59

Also, there are literally dozens of apps on the play store called "multicraft", of which at least some of them showed ads in multiplayer at some point in time. Also, some of those apps require players to pay to be able to fly, which is needed to use cranes.

EDIT: MultiCraft DID feature ads in multiplayer when the Multikraft nein Danke sign was made: https://github.com/MultiCraft/MultiCraf ... 530e54bc68
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by yw05 » Sat Sep 21, 2019 19:15

gpcf wrote:Also, there are literally dozens of apps on the play store called "multicraft", of which at least some of them showed ads in multiplayer at some point in time. Also, some of those apps require players to pay to be able to fly, which is needed to use cranes.

EDIT: MultiCraft DID feature ads in multiplayer when the Multikraft nein Danke sign was made: https://github.com/MultiCraft/MultiCraf ... 530e54bc68

Code: Select all
2019-09-19 17:58:17: <###> what is that time remaining thing?
2019-09-19 17:58:39: <###> ###: what time remaining thing?
2019-09-19 17:59:13: <###> it says time remaining:1:10
2019-09-19 17:59:26: <###> ###: where?
2019-09-19 17:59:36: <###> on the top of my screen
2019-09-19 17:59:49: <###> ###: that's not supposed to happen
2019-09-19 17:59:56: <###> i think i'm getting kicked out of the server...
2019-09-19 18:00:07: <###> ###: please download the *OFFICIAL* Minetest server from minetest.net
2019-09-19 18:00:16: *** ### left the game.
2019-09-19 18:00:54: *** ### joined the game.
2019-09-19 18:01:03: <###> yep... it kicked me...
2019-09-19 18:01:12: <###> ###: you are not kicked. You are using an unofficial client
2019-09-19 18:01:44: <###> the game is kicking me... downloaded from play store...
2019-09-19 18:02:01: <###> ###: make sure it's Minetest and not Multicraft/etc
2019-09-19 18:02:03: <###> game server time limit
2019-09-19 18:02:18: <###> is the game on windows?
2019-09-19 18:02:27: <###> ###: Windows/Linux/Android
2019-09-19 18:02:35: <###> ok...
2019-09-19 18:03:01: <###> ###: Android is known to have many unofficial Minetest clients. Some are even illegal
2019-09-19 18:03:10: <###> fbi open up...
2019-09-19 18:03:35: *** ### left the game.
2019-09-19 18:04:07: *** ### joined the game.
2019-09-19 18:04:48: <###> ###: please get yourself an official client - joining and leaving the server requently may result in short-time ban
2019-09-19 18:04:57: <###> some crap android mine test unofficial thing
2019-09-19 18:05:15: <###> ok bye see you on windows...
2019-09-19 18:05:29: <###> how long is that ban??
2019-09-19 18:05:37: <###> ###: not sure
2019-09-19 18:05:46: <###> ok bye
2019-09-19 18:05:48: *** ### left the game.
 

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Petition to remove massive lag

by Blockhead » Mon Nov 25, 2019 13:26

Something of late has been causing undue lag 24/7 on the server. Given that there is not much that can cause lag even an empty server except advtrains, I am suspecting someone has been using way too many LuaATC interrupts at too high a frequency, and that said code should be removed; or else we simply have too many trains and should rationalise them or fix advtrains...
 

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Re: Petition to remove massive lag

by BuckarooBanzay » Mon Nov 25, 2019 19:03

Blockhead wrote:Something of late has been causing undue lag 24/7 on the server. Given that there is not much that can cause lag even an empty server except advtrains, I am suspecting someone has been using way too many LuaATC interrupts at too high a frequency, and that said code should be removed; or else we simply have too many trains and should rationalise them or fix advtrains...


Those are the things i did to counter any lag issues:


I hope that helps...
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by Festus1965 » Mon Nov 25, 2019 20:49

start with a "/profiler save" export, and check that ... best start before go coding.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by gpcf » Mon Nov 25, 2019 21:05

Also definitely problematic: advtrains and its routing mechanism, which seems overcomplicated and slow. I'm currently debating on how to proceed, since it seems that advtrains is the kind of application for which dynamically typed languages are unsuitable, since it requires lots of tiny objects, such as each single track, so I was wondering whether it could be a good idea to rewrite the heaviest parts of the mod in C.
 

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Re: Petition to remove massive lag

by gpcf » Mon Nov 25, 2019 21:21

BuckarooBanzay wrote:
  • Technic: disable forceloading entirely, that stuff does not scale... :/



How do I disable that? using max_forceloaded_blocks = 0, which is already active on my server?
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by Festus1965 » Mon Nov 25, 2019 23:40

start your server ones without adv_trains, and see if that changed a lot,
then you might understand where to start fixing someting

forceload is another thing,
BB was able to disable the most running switching stations (including activation all mashines on that cables.)
They activate only when gamer is on to activate that mapblock where the switching is located.

another idea I have seen at Age Tech, forceload blocks that keep area activated as long gamer is online, as there is another technic in use

... but without have a clear fact (measurement) about what mod is responsible ... your going for lotterie
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by gpcf » Thu Nov 28, 2019 12:22

I backported some patches meant for 5.0. The resulting minetest is available from https://git.bananach.space/minetest.git/, also I have activated Libspatial, I don't know how much of a difference that makes.

The lag is noticeably less now.
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by gpcf » Fri Dec 13, 2019 18:55

Server is currently down due to some nasty memory leak that might have gotten induced by advtrains. Expect the server to update to 5.x in the process; more updates on the wiki.
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by yw05 » Sat Dec 14, 2019 14:23

It seems like something broke the authentication of the Wiki.

The testing server (old.linux-forks.de) is still using the old database when I didn't change my password, and now I can't login to the Wiki, with my current password nor with the old password.

Update: I changed the password on old.linux-forks.de to my current one, but I still can't log in to the Wiki.
Update 2: The Wiki is working again, plus a bit of pressure to compile my own client because the repo I'm using still has the version 0.4.16 ...
Last edited by yw05 on Sat Dec 14, 2019 15:37, edited 1 time in total.
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by gpcf » Sat Dec 14, 2019 15:18

The server is up again, in testing operation, under 5.1. Wiki should also work again.
 

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Version 5 has come with a lot of regressions and worse UX

by Blockhead » Sun Dec 15, 2019 13:31

Other than not having the crippling memory leak, Minetest 5 has come with a lot of regressions and is generally a worse experience. I am using the 5.1.0 client on Windows 7, also the latest version of advtrains from the git repo at bananach.space. Here's my laundry list:
  • Advtrains: All trains except the E231 are always 100% bright - hopefully the fact that the E231 does not suffer from this same bug can be a useful lead as to why the other trains all do.
  • Advtrains: The 'entity attachment bug'; people on trains are not in the right position (gpcf seems to have mentioned in the advtrains thread that he is aware of this (This has been fixed in a branch)
  • Advtrains (singleplayer): In new worlds, the save files are never created and a bunch of error messages are spat out to do with the database files. In old worlds, any changes to the advtrains data are not saved. This may be a platform specific issue as the server is running right now and seems to be saving (though I guess we'll have to wait for a crash to find out).
  • Server: The server is now quite unreasonably laggy and chat messages can take upwards of 10 seconds to appear.
  • Client (platform-specific): Clear glass no longer has seamless edges - Smacker said that it was fine for him, so possibly platform specific
  • Client: The camera is too low to the ground which is more motion sickness inducing and makes the scale of the world feel too big. Increasing the field of view will only help so much.
  • UI: The formspec backgrounds are now opaque instead of semi-transparent. Now you can't see anything beneath them. Now maybe I'm speaking out of ignorance but in my opinion this is not really a good accessibility feature, since if you couldn't read the text on the old UI, it's probably because it was too small, not due to lack of contrast.
  • UI: There are 1px solid black squares around all my inventory slots. This does not occur in singleplayer.

I will report these advtrains bugs on hemiptera soon. I am left somewhat baffled by minetest 5 at this stage. I mean, looking at the commit log on GitHub you could say the devs have been busy fixing things, but sadly I have to report none of those things really seem to affect me (and perception is a powerful thing whether it represents reality or not) and instead all I can see is the regressions :(

These things aside, I appreciate the work the server administration has been doing recently to recover from this memory leak and try to get the server up to date. I have no idea of the real causes of course, but it may not be a coindence that this issue popped up with the recent re-opening of South Forest subway, since it used the set_route command in LuaATC (to set interlocking routes on signals) which I believe nobody else had done; or else the data inside my LuaATC environment caused the crash on load due to a bad data file; or something else related or unrelated.

For reference, I will post my durt_init.lua here, which you can see makes extensive use of the 'S' table:
Code: Select all
S.termini = {
    E = "Tro",
    W = "Dbl"
}

S.stations = {
    Dbl = "Dubulti",
    Pav = "Pence Avenue",
    Ghd = "Greenhat Mountain",
    Acm = "Acacia Mountains",
    Ghb = "Green Hill Beach",
    Ged = "Green Edge",
    Dri = "Dry Island",
    Gcl = "Green Cliffs",
    Sfs = "South Forest",
    Jms = "Jude Milhon Street",
    Bam = "Bamboo Hills",
    Cli = "Clown Island",
    Wat = "Something in the Water",
    Duf = "Duff Rd",
    Tro = "Turtle Rock"
}

S.next_station = {
    E = {
        Dbl = "Pav",
        Pav = "Ghd",
        Ghd = "Acm",
        Acm = "Ghb",
        Ghb = "Ged",
        Ged = "Dri",
        Dri = "Gcl",
        Gcl = "Sfs",
        Sfs = "Jms",
        Jms = "Bam",
        Bam = "Cli",
        Cli = "Wat",
        Wat = "Duf",
        Duf = "Tro"
    },
    W = {
        Tro = "Duf",
        Duf = "Wat",
        Wat = "Cli",
        Cli = "Bam",
        Bam = "Jms",
        Jms = "Sfs",
        Sfs = "Gcl",
        Gcl = "Dri",
        Dri = "Ged",
        Ged = "Ghb",
        Ghb = "Acm",
        Acm = "Ghd",
        Ghd = "Dbl",
    }
}

S.doors = {
    Tro = "L",
    Duf = "R",
    Wat = "L",
    Cli = "R",
    Bam = "R",
    Jms = "R",
    Sfs = "R",
    Gcl = "R",
    Dri = "L",
    Ged = "L",
    Ghb = "L",
    Acm = "L",
    Ghd = "L",
    Dbl = "R",
    Pav = "L"
}

F.arrive = function(stn_code)
    atc_send("B0 W O"..S.doors[stn_code])
    atc_set_text_inside(S.stations[stn_code])
end

F.leave = function(stn_code, dir)
    -- Try to set departure route e.g. StaW->Stb
    local pos = stn_code .. dir
    local route = stn_code .. "->" .. S.next_station[dir][stn_code]
    if can_set_route(pos, route) then
        set_route(pos, route)
        atc_set_text_inside("Next stop:\n" .. S.stations[S.next_station[dir][stn_code]])
        atc_send("OC SM")
        return
    end
    -- Wait another 5s before trying again
    atc_set_text_inside("Waiting to depart...")
    interrupt(5, "depart")
end

F.set_desto = function(dir, line)
    atc_set_text_outside("LINE " .. line ..
        "\n---> " .. S.stations[S.termini[dir]])
end

F.station = function(stn_code, dir)
    if event.train then
        F.arrive(stn_code)
        interrupt(10, "depart")
    end
    if event.int and event.msg == "depart" then
        F.leave(stn_code, dir)
    end
 end
 
F.terminus = function(stn_code, newdir, line)
    if event.train then
        atc_set_text_inside(S.stations[stn_code])
        atc_send("B0 W R O"..S.doors[stn_code])
        F.set_desto(newdir, line)
        interrupt(10, "depart")
    end
    if event.int and event.msg == "depart" then
        F.leave(stn_code, newdir)
    end
end


edit: I am aware that the entity attachment bug has been fixed in a different branch, it has been struck out.
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by gpcf » Sun Dec 15, 2019 17:35

The lag is over, since finally that PR has been activated.
 

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Re: Version 5 has come with a lot of regressions and worse U

by orwell » Sun Dec 15, 2019 21:42

Blockhead wrote:[*] Advtrains: All trains except the E231 are always 100% bright - hopefully the fact that the E231 does not suffer from this same bug can be a useful lead as to why the other trains all do.


There's a pretty easy explanation: I added the "fullbright" property on all wagons. I was annoyed how wagons changed their brightness over and over when going through a tunnel lit with torches (or other irregular lighting) and/or by wagons being dark at night. However that property did not yet work on 0.4, so I couldn't experience it "in the wild". If it looks bad, it's very easy to revert.

Please report the thing with the save files though, this sounds bad.
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Re Re: Version 5 has come with a lot of regressions and wors

by Blockhead » Mon Dec 16, 2019 01:40

orwell wrote:There's a pretty easy explanation: I added the "fullbright" property on all wagons. I was annoyed how wagons changed their brightness over and over when going through a tunnel lit with torches (or other irregular lighting) and/or by wagons being dark at night.


Please don't change something aesthetic like this without consultation. In my opinion:
  • 100% brightness is too bright except for the middle of the day.
  • Maybe if the wagons emitted light then it would make some kind of sense.
  • If people create poor lighting, that is a problem with their lighting not with advtrains.
  • I can't think of a reason why a rail yard full of box cars should all glow at night.
  • Passenger trains ultimately should have headlights as is frequently discussed, but fullbright is not a good solution imo.

I'm interested to hear what others think about it though.

World files bug is on hemiptera as 142 http://bugs.linux-forks.de/advtrains/142.html
 

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Re: Re Re: Version 5 has come with a lot of regressions and

by h-v-smacker » Mon Dec 16, 2019 08:13

Blockhead wrote:
orwell wrote:[*] I can't think of a reason why a rail yard full of box cars should all glow at night.


Oh, I can... https://www.youtube.com/watch?v=qDRbLi4f47s
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Re: Re Re: Version 5 has come with a lot of regressions and

by yw05 » Mon Dec 16, 2019 16:32

h-v-smacker wrote:
Blockhead wrote:
orwell wrote:[*] I can't think of a reason why a rail yard full of box cars should all glow at night.


Oh, I can... https://www.youtube.com/watch?v=qDRbLi4f47s


To be able to see trains, get onto them, and leave ASAP?


Also, a few problems that I just noticed:
  • /xban_gui seems to cause internal errors and force the server to shut down.
  • The Wiki authentication fails when the Minetest server is down.
 

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Re: Re Re: Version 5 has come with a lot of regressions and

by BuckarooBanzay » Mon Dec 16, 2019 18:18

h-v-smacker wrote:
Blockhead wrote:
orwell wrote:[*] I can't think of a reason why a rail yard full of box cars should all glow at night.


Oh, I can... https://www.youtube.com/watch?v=qDRbLi4f47s


Oh i liked that series :) but what has that to do with glowing trains...? :P

yw05 wrote: The Wiki authentication fails when the Minetest server is down.


How else would that work? The authentication needs a live minetest instance...
 

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Re: Re Re: Version 5 has come with a lot of regressions and

by h-v-smacker » Mon Dec 16, 2019 21:30

BuckarooBanzay wrote:Oh i liked that series :) but what has that to do with glowing trains...? :P



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Happy New Year from LinuxWorks!

by Blockhead » Tue Dec 31, 2019 15:15

Happy New Year from LinuxWorks!

Image
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by Buddler » Thu Jan 02, 2020 12:12

Took some of us a while to get there, but it was fun. (I hope you halfway survived my wine.)

Something else: It seems like the wiki hasn't been doing any indexing for a while nouw. Newer pages don't appear as search results, newly-created links don't appear under "what links here", and pages newly added to categories aren't listed under the categories.

Edit: And when riding on horseback, one actually hovers above the horse.
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by Walker » Thu Jan 02, 2020 13:30

can i somehow download a backup of the world ( i am intrested in the train/rail part ... but with my bad internet i can´t drive well ) ?

P.S. and no, I'm not the ingame walker ... unfortunately the name was already taken; (
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by Blockhead » Sat Jan 04, 2020 07:16

Walker wrote:can i somehow download a backup of the world

Partially. I am leaving this info here for others who may be interested, though I will explain later why I think this is not a good idea

There is a feature called 'map saving', which is a feature of minetest. You can enable map saving in the advanced optios. Search for 'map saving', or it is under "Saving map received from server". Then when you play on the server, it will download the parts of the map that you visit and save them onto your local machine.

The map download is not sufficient on its own. You will also need the mods archive from bananach.space, and a world.mt. Extract the mods.tar.gz into your mod directory, and add the world.mt file into the world directory.

This will give you the world and the mods to play it with, but unfortunately not the trains. Firstly, I cannot recommend trying to run as many trains as the server on your own PC - basically the reason the server is so laggy is because of the trains. I tried running the trains from the backup in July - it was unbearably laggy on my own machine, which is not a low-spec machine (or that high-spec either). Also, the LuaATC information from that backup is missing - two days after that backup was made was when the v3 save system was introduced by gpcf which split the advtrains data into many files. However, even in the v2 save system, the LuaATC save data was located in another file, not present in the archive.

Anyway, the backups at http://minetest.bananach.space/2019-07-21.14.tar.gz and http://minetest.bananach.space/2019-07-20.tar.gz will give you the positions of all the trains on the server as they were in January. Also, the source code for Spawn Subway is publicly available, at https://advtrains.de/init.lua. However, the one thing from that system still missing, though easily recoverable, is the passive component names assigned to each signal. You would need to use the Passive Component Naming tool (https://advtrains.de/wiki/doku.php?id=u ... aming_tool) to name each of the signals appropriately - either N or S depending on which terminus the trains are headed towards.

Given there are way, way too many trains for your computer to handle, you would also have to remove a large number of them by hand editing the save files. Given the positions of the trains you want to keep would be hard to determine, you may just want to delete them all at that stage, leaving the LuaATC data. You would also have to visit all of the LuaATC tracks and hit 'save' on them, as they are still present in metadata but not in the advtrains saves.

Finally, as an optional last stage, you will need to do some fixing to work around the 'technic/extranodes' submod if you are on windows. You will need to replace this line
Code: Select all
local path = string.gsub(technic.modpath, "technic/technic", "technic/extranodes")

with
Code: Select all
local path = string.gsub(technic.modpath, "technic\\technic", "technic\\extranodes")


i am intrested in the train/rail part ... but with my bad internet i can´t drive well ) ?

Here I address your underlying misunderstanding: The thing that you think is your 'bad internet' is actually on the server end. You see, advtrains is not very well optimised for running the some 5000 trains that exist on the server. If all of the trains disappeared, the lag would be reduced by about 3/4. As the server is constantly overloaded, it manifests itself with several-second delays while trying to control trains (or just about anything). The delay is much higher than just your network latency, or 'ping'.

So instead of trying to 'download the world', I recommend you experiment, read the wiki, read the source if you have to, ask questions of people on the server. And when you want to play with trains without lag, go do it in singleplayer. Learn about Automatic Train Control (ATC) - then the lag does not matter so much, as the train will handle the lag.

Whatever you do, have fun!
 

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Re: [Server] LinuxWorks Next Generation (Lots of trains)

by Walker » Sat Jan 04, 2020 12:42

sorry ... but the link "https://wiki.linux-forks.de/mediawiki/i ... p/World.mt" is broken ^^
 

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