# when you have a lot of RAM and set cache, then USE it ! Server_unload_unused_data_timeout = 86400 #server_unload_unused_data_timeout = 600 # 86400 24 h, 1 Tag # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # this one mostly is resulting in lag !!! # In active blocks objects are loaded and ABMs run. # How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). # From how far clients know about objects, stated in mapblocks (16 nodes). Max_clearobjects_extra_loaded_blocks = 512000 #max_clearobjects_extra_loaded_blocks = 4096 # memory consumption (4096=100MB, as a rule of thumb) # This is a trade-off between sqlite transaction overhead and # Number of extra blocks that can be loaded by /clearobjects at once Max_simultaneous_block_sends_server_total = 12000 #max_simultaneous_block_sends_server_total = 200 # how many blocks are flying in the wire simultaneously per server Max_simultaneous_block_sends_per_client = 400 #max_simultaneous_block_sends_per_client = 40 # how many blocks are flying in the wire simultaneously per client # check my server lag, before listen to complain posts I have proofed it # allow profiler for some time, use with /profiler save and see cpu using mods # (do not forget lost points if higher than 32) # keep maybe just 10% higher than max you know server can handle # Maximum number of players connected simultaneously If have a lot of RAM can be used as cache, RAM is better/faster -> OS Settings Festus1965 Member Posts: 961 Joined: Sun 11:58 am In-game: Thomas Explorerĭo not forget to check this: Server performance settings * or use RAID that spread access over 2 or more HDD, mean 2 with 200 get near 400 read/write i think, 4 in a raid for speed can reach 800 then (here you are better than normal SSD) ** M.2 SSD onboard or via adapter get up to 2.200 read/write at me - even can 3600 / s ** SSD can have up to near 500 read / write ** normal HDD has about 200 read/write / s. ** using all slots on motherboard, as 1 slot 100% RAM speed, but 4 slots near 200% then !!! ** more is better, 8 min I think, 16 good, 32 have advantage (see then OS System cache) When the CPU is not doing anything, but still one gamer lag, then go next step,Īs there may by a bottleneck get data to cpu from HDD, or as too less RAM. Void linux.* main maybe is CPU, not much cores/threads but fast (frq) Absolutely have no idea what would have affected this appimage and none of the others I use. "UPDATE" 06/07/23 - Do not know which system update created the issue, but another update fixed the issue as well. While 5.6.0, 5.6.1, 5.7.0 show the above posted errors with no discerning pattern. Version 5.5.0 seems to start 2 out of 5, but when it does crash it will error out with "not enough memory" errors Minetest 5.4.0 will not start at all giving "Irrlicht: Could not create GLX rendering context" errors (I know this is really old but I wanted to include it for completeness) All of my other non-minetest appimages appear to be functioning properly. There was an update on our systems right before these issues started, but we have yet to figure out what could have changed that affected the minetest appimage so much (even older versions). There seems to be no rhyme or reason to these errors as they can happen at any time.Īnd yes even though most of these say "not enough memory" minetest is only using a few hundred MB at most of my 16GB when these things occur. 07:46:59: ERROR: /tmp/minetest/src/script/cpp_api/s_async.cpp:fe: bool AsyncEngine::prepareEnvironment(lua_State*, int): A fatal error occurred: Execution of async base environment failed 07:46:59: ERROR: /tmp/.mount_MineteCnjGLn/usr/bin/./builtin/a:42: in main chunk 07:46:59: ERROR: Execution of async base environment failed: Failed to load and run script from /tmp/.mount_MineteCnjGLn/usr/bin/./builtin/a: 07:46:59: WARNING: Could not load icon file '/usr/local/share/icons/hicolor/128x128/apps/minetest.png' 07:46:58: : Automatically selecting world at
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