[Help] Contibutions needed for Minetest Remote

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webdesigner97
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[Help] Contibutions needed for Minetest Remote

by webdesigner97 » Mon Mar 04, 2013 11:08

Hello Server Admins,
I need your help for Minetest Remote. I need a Copy of your Server's Minetest Directory because I'd like to analyze it so I can add as many features as possible.

Criteria:
  • Use a COPY of your Directory for the following steps:
  • Remove every world but the one you use for the server from /worlds
  • Remove the map.sqlite from /worlds/your_world
  • Make sure that the /bin/debug.txt isn't bigger than 20 or 30 MB (feel free to remove old stuff from it)
  • Please DON'T remove the mods from /mods/minetest/
  • Remove auth.txt (for your players security)
  • Every other stuff I didn't mention MUST be included to your archive
  • Please put your Minetest Directory into an archive (rar, zip or 7z)
  • Place a download link into your answer to this topic

By sending me your archive, you contribute to the development of Minetest Remote

Thanks in advance.
webdesigner97
Last edited by webdesigner97 on Mon Mar 04, 2013 11:39, edited 1 time in total.
 

rarkenin
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by rarkenin » Mon Mar 04, 2013 11:36

webdesigner97 wrote:Hello Server Admins,
I need your help for Minetest Remote. I need a Copy of your Server's Minetest Directory because I'd like to analyze it so I can add as many features as possible.

Criteria:
  • Use a COPY of your Directory for the following steps:
  • Remove every world but the one you use for the server from /worlds
  • Remove the map.sqlite from /worlds/your_world
  • Make sure that the /bin/debug.txt isn't bigger than 20 or 30 MB (feel free to remove old stuff from it)
  • Please DON'T remove the mods from /mods/minetest/
  • Every other stuff I didn't mention MUST be included to your archive
  • Please put your Minetest Directory into an archive (rar, zip or 7z)
  • Place a download link into your answer to this topic

By sending me your archive, you contribute to the development of Minetest Remote

Thanks in advance.
webdesigner97


Could auth.txt also be removed? It contains user info such as hashes, and nobody wants their password hashes run through a password cracker.
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by webdesigner97 » Mon Mar 04, 2013 11:39

rarkenin wrote:
webdesigner97 wrote:Hello Server Admins,
I need your help for Minetest Remote. I need a Copy of your Server's Minetest Directory because I'd like to analyze it so I can add as many features as possible.

Criteria:
  • Use a COPY of your Directory for the following steps:
  • Remove every world but the one you use for the server from /worlds
  • Remove the map.sqlite from /worlds/your_world
  • Make sure that the /bin/debug.txt isn't bigger than 20 or 30 MB (feel free to remove old stuff from it)
  • Please DON'T remove the mods from /mods/minetest/
  • Every other stuff I didn't mention MUST be included to your archive
  • Please put your Minetest Directory into an archive (rar, zip or 7z)
  • Place a download link into your answer to this topic

By sending me your archive, you contribute to the development of Minetest Remote

Thanks in advance.
webdesigner97


Could auth.txt also be removed? It contains user info such as hashes, and nobody wants their password hashes run through a password cracker.


Oh yes, I completely forgot this file. Of course, yes. (Added to first post)

The one I have on my singleplayer map should be enough. :)
Last edited by webdesigner97 on Mon Mar 04, 2013 11:41, edited 1 time in total.
 

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by 0gb.us » Mon Mar 04, 2013 15:11

webdesigner97 wrote:Remove every world but the one you use for the server from /worlds

This assumes the world is actually in that directory. I don't keep my server worlds in ~/.minetest/worlds, as these worlds are accessible from singleplayer. Instead, I keep my server worlds in ~/.minetest/server/, and set the world directory in the conf file. This way, I don't accedentally start a second instance of the world while the server is running (doing so causes the map to regenerate over built structures) and also keeps my singleplayer list smaller and more manageable.
webdesigner97 wrote:Make sure that the /bin/debug.txt isn't bigger than 20 or 30 MB (feel free to remove old stuff from it)

That assumes the run in place version is being used and the default debug.txt location is being used. I'm not using the run in place version, I'm using the system-wide version, and even if I was, I'm not using the default debug.txt location. I'm told when the debug.txt gets too large, it slows the game. So I set up in my bash script to start a new log each day, and name the debug file according to the current day.
webdesigner97 wrote:Please DON'T remove the mods from /mods/minetest/

That assumes minetest_game is being used on the server. I use an alternative game in my ~/.minetest/games directory.

Keeping all that in mind, is my data any good to you? I'd love to help.

EDIT: Fixed grammar.
Last edited by 0gb.us on Mon Mar 04, 2013 15:12, edited 1 time in total.
 

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by webdesigner97 » Mon Mar 04, 2013 15:26

0gb.us wrote:
webdesigner97 wrote:Remove every world but the one you use for the server from /worlds

This assumes the world is actually in that directory. I don't keep my server worlds in ~/.minetest/worlds, as these worlds are accessible from singleplayer. Instead, I keep my server worlds in ~/.minetest/server/, and set the world directory in the conf file. This way, I don't accedentally start a second instance of the world while the server is running (doing so causes the map to regenerate over built structures) and also keeps my singleplayer list smaller and more manageable.
webdesigner97 wrote:Make sure that the /bin/debug.txt isn't bigger than 20 or 30 MB (feel free to remove old stuff from it)

That assumes the run in place version is being used and the default debug.txt location is being used. I'm not using the run in place version, I'm using the system-wide version, and even if I was, I'm not using the default debug.txt location. I'm told when the debug.txt gets too large, it slows the game. So I set up in my bash script to start a new log each day, and name the debug file according to the current day.
webdesigner97 wrote:Please DON'T remove the mods from /mods/minetest/

That assumes minetest_game is being used on the server. I use an alternative game in my ~/.minetest/games directory.

Keeping all that in mind, is my data any good to you? I'd love to help.

EDIT: Fixed grammar.


Ouch, I hope that you are the only one who manages his server like this :/ If not, then I have to read all paths to mods/world etc. out the minetest.conf....

But ok: Let's keep it easy. All I want is:

- debug.txt
- The used game
- All mods
- world directory (no map.sqlite + no auth.txt)

I can use these files to "simulate" a real server.
It's great to hear that you want to help :)

But can you explain me "run-in-place" and "system-wide"?

So yes, you can help :)
 

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by 0gb.us » Mon Mar 04, 2013 15:44

webdesigner97 wrote:Ouch, I hope that you are the only one who manages his server like this :/ If not, then I have to read all paths to mods/world etc. out the minetest.conf....

But ok: Let's keep it easy. All I want is:

- debug.txt
- The used game
- All mods
- world directory (no map.sqlite + no auth.txt)

I can use these files to "simulate" a real server.
It's great to hear that you want to help :)

But can you explain me "run-in-place" and "system-wide"?

So yes, you can help :)


It's actually a MUCH better setup than the default.

The run-in-place version is a self-contained directory containing all the things needed to run Minetest.
Advantages:
* Portable (You can put it on a USB drive and take it with you.)
* Multiple versions of Minetest can be installed at the same time.
Disadvantages:
* If on your computer, only one user account (operating system account, not Minetest account) can access Minetest. If you have five users who play Minetest, you'll need to install FIVE COPIES OF MINETEST. It's sort f a waste of hard drive space.

The system-wide version installs outside the user's directory. This means that you can install ONE copy of Minetest, and EVERYONE on that computer can use it.
Advantages:
* No need for each user to take the time to install it. Once one user installs it, everyone can play.
* No redundancy. You don't need several copies of the game, one for each user.
* Upgrading only needs to be done once per computer, not once per user.
* The game and the data are separated, keeping things more organized.
Disadvantages:
* Only one run-in-place version can be installed at the same time.

I don't know exactly what you are doing, so I don't know if file names matter. If the file names are important, I'll leave it as it is, but if not, I can rename the files to make it easier for you before uploading.
Last edited by 0gb.us on Mon Mar 04, 2013 15:47, edited 1 time in total.
 

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by webdesigner97 » Mon Mar 04, 2013 16:14

Leave file names as they are pls :)
 


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