Public Remote Media Server Project

User avatar
Lejo
Member
 
Posts: 493
Joined: Mon Oct 19, 2015 16:32
GitHub: Lejo1
In-game: Lejo
 

sofar
Developer
 
Posts: 1998
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: Public Remote Media Server Project

by sofar » Wed Mar 20, 2019 05:30



done (did a few more than this)



These are largely duplicates of minetest_game, causing my server to needlessly duplicate tons of files and consuming large amounts of space for no reason, so I'd rather not.

If there is a place where I can get the mods separately, I would add them though.

Lejo wrote:What about automatic adding mods at content.minetest.net?


Well, not yet, I'd rather track git for now. contentdb mods are things that end users download. Server owners are more likely to use git to track updates, so contendb is likely outdated. On top of that, zipfiles are bandwidth inefficient and would waste bytes, plus I'd have to write a scraper, so all in all this is more work for little gain where git already works well.
 

sofar
Developer
 
Posts: 1998
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: Public Remote Media Server Project

by sofar » Wed Mar 20, 2019 05:40

Quick stats on the server:

last full week: 13gb total, 3k unique visits, 1.6 million files requested. Fairly close to my last status update numbers.

5.0.0 and 5.1.0-dev clients are becoming more and more used.
 

User avatar
Lejo
Member
 
Posts: 493
Joined: Mon Oct 19, 2015 16:32
GitHub: Lejo1
In-game: Lejo

Re: Public Remote Media Server Project

by Lejo » Thu Mar 21, 2019 13:20

Ah, You are saving all this mods.
What about just cloning one, pulling out all medias and deleting the clone afterwards?
Then you only need storage for the textures and not for duplicate textures or other mod files.
 

sofar
Developer
 
Posts: 1998
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: Public Remote Media Server Project

by sofar » Thu Mar 21, 2019 21:03

Lejo wrote:Ah, You are saving all this mods.
What about just cloning one, pulling out all medias and deleting the clone afterwards?
Then you only need storage for the textures and not for duplicate textures or other mod files.


The server checks for updates to the mods 15+ times a day. The above suggestion isn't worth the effort.
 

User avatar
Lejo
Member
 
Posts: 493
Joined: Mon Oct 19, 2015 16:32
GitHub: Lejo1
In-game: Lejo

Re: Public Remote Media Server Project

by Lejo » Fri Mar 22, 2019 12:33

sofar wrote:The server checks for updates to the mods 15+ times a day. The above suggestion isn't worth the effort.

Yes that’s a bit often. :D
I normally update the mods just @midnight
 

sofar
Developer
 
Posts: 1998
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: Public Remote Media Server Project

by sofar » Sat Mar 23, 2019 11:06

Lejo wrote:Yes that’s a bit often. :D
I normally update the mods just @midnight


Updating from git takes 2 seconds, for all the 100+ mods.

Having to download mods and then scrub them would take minutes. Assets are the bulk of the storage space needed, and the script I use to do all this already gc's the repos.

Even at once a day your proposed method would be much more resource intensive.
 

Previous

Return to Minetest-related projects



Who is online

Users browsing this forum: No registered users and 0 guests