Time Nick Message 02:05 VanessaE 21:05:21: ERROR[main]: Invalid block data in database (0,-1933,-1) (SerializationError): unsupported NameIdMapping version 02:06 VanessaE someone managed to get to position = (40,-309125,-50) 02:07 VanessaE looks like they got there by teleporting, due to a bug in a mod 02:07 VanessaE why are we allowing people to teleport out of the official edges of the map? 02:08 VanessaE shouldn't that be clamped to +/- 31k? 02:09 VanessaE unless the value is 1/10 of the player's actual position? 02:11 VanessaE meh, disregard the stuff about the player position. the player says he used a mod in a way not consistent with its normal use, but the above is the error that's thrown, which is clearly not from the mod :-) 02:18 VanessaE here's the rest of the error text associated with the crash: http://pastebin.ubuntu.com/6419048/ 02:18 VanessaE might be an incorrect use of vmanip in ShadowNinja's bedrock mod, or Sokomine's travelnet mod, I can't tell which 02:27 kahrl yeah, player coordinates are multiplied by BS so that player was most likely at (4,-30912.5,-5) 02:27 VanessaE right 02:27 VanessaE ok, 02:27 kahrl which is where that corrupted block is 02:27 VanessaE I think the vmanip corrupted my map 02:28 kahrl I don't think they should be able to 02:28 VanessaE https://github.com/ShadowNinja/minetest_bedrock 02:28 VanessaE notice it generates at -30912 by default. 02:28 kahrl maybe there's some bug with blitting back when near the world edge 02:29 VanessaE I disabled the bedrock mod but that wasn't enough to stop the crash. Now I'm doing /clearobjects because it basically re-processes the whole map (so I'm hoping it'll wipe out the corrupt block) 02:30 kahrl well, if the server can't load the block it probably won't be able to save over it 02:30 VanessaE actually, I've done this once before - there was a block near the spawn that refused to save. /clearobjects fixed it. 02:30 VanessaE (a month or so ago) 02:31 VanessaE if I disable aborting on corrupt blocks, visit the corrupt area, and then restart with the corrupt-checking re-enabled, will that fix it? 02:31 kahrl it could 02:31 VanessaE (at this point it doesn't matter if anything gets lost down there) 02:32 VanessaE obviously I have to add a torch or something, to force it to save 02:32 kahrl if we had libmtmap you could write a quick program to delete the block... 02:32 VanessaE yeah 02:33 kahrl DELETE FROM blocks WHERE pos = -24694784 02:34 kahrl ^ type that into a sqlite console, no warranties ;) 02:35 VanessaE ehm... I shy away from such commands... :) 02:37 VanessaE in singleplayer, ServerEnv: Trying to store id=2 statically but block (-2,-1933,-1) already contains 2798 objects. Forcing delete. 02:37 kahrl whoa... 02:37 VanessaE um, there should be zero objects in that block, that's a brand new map 02:37 VanessaE the only thing that could have generated down there is bedrock. 02:37 VanessaE and you'll note it's at -1933 again 02:38 kahrl well that reminds me of the rat infestastion at the bottom of a 31000 node deep hole on gameboom (I think) 02:38 VanessaE haha 02:38 VanessaE impossible in this case - it's a cave with no path to the surface. I simply teleported down to -30900 and looked around a bit for a cave at the map edge 02:43 VanessaE I exited and started that singleplayer map again.... suspiciously large amount of objects detected: 2798 in (-2,-1933,-1); removing all of them. 02:44 VanessaE and then this when I exited that map: 21:44:17: ERROR[main]: ServerEnv: Trying to store id=2 statically but block (-2,-1933,-1) already contains 1256 objects. Forcing delete. 02:47 VanessaE ok, /clearobjects was not enough to fix it. 02:49 ShadowNinja VanessaE: "cp map.sqlite mapbackup.sqlite && echo 'DELETE FROM blocks WHERE pos = -24694784;\n.quit\n' | sqlite3 map.sqlite" 02:51 VanessaE is there a graceful way to just delete everything below a given point? 02:52 ShadowNinja VanessaE: Not a easy way, as they are stored as hashed ZYX I beleive... 02:56 ShadowNinja u64 hashedpos = ((u64)pos.Z << 32) & ((u64)pos.Y << 16) & ((u64)pos.X << 0) <-- Something like that. 02:59 VanessaE oy. 02:59 VanessaE syntactically I can read that and understand what it means, but somehow I just can't wrap my mind around the whole mess :) 03:03 ShadowNinja VanessaE: Maybe this answers your question: Z is stored in the second 16 bits, Y in the third 16 bits, and X in the last 16 bits of a 64 bit number(First 16 aren't used). Otherwise I don't know what you mean. 03:04 ShadowNinja Of course I'm not absolutely sure about that, and it's actually a signed number. 03:04 VanessaE ShadowNinja: I mean wrapping my mind around the entire idea of fiddling with the map. Whenever I try to do anything remotely complex, I invariably screw up, and with a minetest map, it's basically impossible to be 100% sure I don't. 03:04 VanessaE I can read that code just fine. 03:05 ShadowNinja VanessaE: Backups! :-) 03:05 VanessaE I keep backups, and in fact just restored the broken map from this morning's. 03:07 VanessaE oh real nice. 22:07:05: INFO[ServerThread]: WARNING: Block failed to save (-21, -2, -27) SQL logic error or missing database 03:09 ShadowNinja Oh, BTW I will be away for the weekend. 03:10 ShadowNinja Anyone to agree to #995(pcall_errfunc)? 03:11 ShadowNinja kahrl: ^? 03:12 kahrl did you fix the thing that sapier was talking about? 03:12 ShadowNinja kahrl: Yes. 03:13 VanessaE oh, that failed-to-save was just a permission error. forgot to reset ownership after restoring the file. 03:13 ShadowNinja It's been running on Vanessa's servers for the past week or so and has helped find 3+ bugs that would have otherwise been untraceable. 03:16 VanessaE so about the map corruption - what will be done to prevent this in the future? it's not at all uncommon for people to aim for the bottom of the world jut to set up a shop or something at the end of a travelnet/teleporter 03:16 VanessaE just* 03:21 kahrl ShadowNinja: https://github.com/ShadowNinja/minetest/commit/a87d9a6000807851034ab61597f04cac514d0a92#diff-fa972960897c9e4bc3a67e650231e6a8R50 03:21 kahrl since read_item doesn't pop the value from the stack, the lua_pop should be moved outside the "else" 03:22 ShadowNinja kahrl: Ok, I'l check that... 03:23 kahrl same thing in a couple other places too 03:26 kahrl VanessaE: dunno, since I have no idea what could have caused that 03:29 ShadowNinja kahrl: Fixed. 03:30 mrtux Seems to be some error in compilation here: https://pastee.org/53xh9 03:30 mrtux undefined reference to `png_set_gray_1_2_4_to_8' 03:34 mrtux it's probably just arch being the annoying distro it is at times 03:38 kahrl ShadowNinja: looks good now 03:39 ShadowNinja kahrl: Ok, should I get another to agree? 03:40 kahrl technically you don't need to... if you're unsure then wait for hmnmm to look at it too 04:23 VanessaE another bug that cropped up after kaeza's fix for the player.lua "anim" crash: 04:23 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011142013%20-%2011:21:32%20PM.png 04:24 VanessaE that is the "green thing" 2d player sprite being wrapped around the current 3d player model. 04:24 VanessaE the player seen here is facing to the right, his back is to the wall 04:28 VanessaE I restarted the server, signed out and back in, the player's skin is back to normal 04:28 VanessaE almost seems like an uninitialized variable somewhere. 13:08 artur99 hi 13:08 artur99 is anybody online? 13:08 artur99 :) 14:14 Exio4 are there news about the 'android port'? 14:14 Exio4 or just the "code coming soon" 16:45 ShadowNinja PilzAdam: Can you review pcall_errfunc? 17:06 artur99 a minetest server runs on a server with 128 mb ram? 17:21 iqualfragile artur99: apparently it does 17:22 iqualfragile seems a bit too litle in my oppinion 17:57 iqualfragile PilzAdam: https://github.com/minetest/minetest/pull/1000 18:01 artur99 what print stacks command does? 18:44 ShadowNinja sfan5: Can you take a look at pcall_errfunc? 18:45 sfan5 link? 18:45 ShadowNinja sfan5: https://github.com/minetest/minetest/pull/995/files 19:07 artur99 what Print Stacks does 19:08 artur99 ? 19:08 sfan5 artur99: debugging use 19:09 artur99 in debug.txt 19:09 artur99 ? 19:12 sfan5 no 19:12 sfan5 ShadowNinja: as long as it works it seems fine 19:12 sfan5 s/seems/is/ 19:12 ShadowNinja Ok, it's good to merge then... 20:28 VanessaE can someone please look into this: 20:28 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011142013%20-%2011:21:32%20PM.png 20:28 VanessaE this has been happening since the player.lua rewrite. 20:30 kaeza huh 20:34 VanessaE it's random, the same player might get the regular sam (well, I use Sam II) skin on their next sign-on 20:34 VanessaE then someone else might get that ^^^^^^ 20:44 iqualfragile looks like the old 2d player texture would be used 20:47 VanessaE yeah 23:05 VanessaE um, guys....this can't be good: http://pastebin.ubuntu.com/6423663/ 23:07 VanessaE (that was my creative server, to be specific) 23:09 Warr1024 11GB? Am I reading that right? 23:10 VanessaE yes 23:12 VanessaE I and one other person had just signed on, noticed the map didn't want to load right away. suddenly load, suddenly the PC's acting like it's thrashing about in swap (even though I don't have any), then the OOM killer aimed and fired at that server process. 23:14 VanessaE (and scored a direct hit ;) ) 23:14 Warr1024 could be worse if it had missed. 23:42 RealBadAngel_ hi 23:44 RealBadAngel i would like to push reworked shaders part (solids) 23:44 RealBadAngel without water atm 23:46 RealBadAngel can i ask for some pros or cons? 23:49 RealBadAngel code is rather well tested, since a few weeks 23:50 RealBadAngel stable enough imho to merge 23:50 VanessaE As long as they look better and run faster than the existing ones, and don't break anything we already had, seems okay to me. 23:50 VanessaE what's changed? 23:50 PilzAdam RealBadAngel, you need to post at least a diff or a pull request 23:51 RealBadAngel code is really polished. im polish for christ sake ;) 23:52 RealBadAngel i am askin for devs if they do like what im doing 23:52 RealBadAngel now im at the point i feel im ready wiht oclussion 23:53 RealBadAngel at least aviable normal maps generators or plugins are givin same preview as i do get ingame 23:54 RealBadAngel so i guess im on the right track 23:55 RealBadAngel and for the record: check the spoilers: https://forum.minetest.net/viewtopic.php?id=7708 23:55 RealBadAngel ive added self shadowing for surfaces 23:55 RealBadAngel smoothed oclussion 23:56 RealBadAngel shaders are reworked, at all 23:56 RealBadAngel adding any new effect wont require new shader copy 23:57 RealBadAngel i have limited shaders back to just 3 of them 23:57 RealBadAngel no matter what effects are turned on