Time |
Nick |
Message |
00:04 |
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00:45 |
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00:56 |
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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 |
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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 |
02:19 |
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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 |
03:43 |
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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. |
05:08 |
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05:32 |
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06:39 |
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06:47 |
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08:10 |
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09:46 |
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12:05 |
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12:52 |
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13:08 |
artur99 |
hi |
13:08 |
artur99 |
is anybody online? |
13:08 |
artur99 |
:) |
13:11 |
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13:16 |
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13:18 |
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13:19 |
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14:14 |
Exio4 |
are there news about the 'android port'? |
14:14 |
Exio4 |
or just the "code coming soon" |
14:28 |
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14:33 |
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14:44 |
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14:48 |
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15:01 |
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15:08 |
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15:15 |
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15:47 |
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15:58 |
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15:59 |
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16:45 |
ShadowNinja |
PilzAdam: Can you review pcall_errfunc? |
17:03 |
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17:06 |
artur99 |
a minetest server runs on a server with 128 mb ram? |
17:06 |
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17:07 |
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17:08 |
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17:21 |
iqualfragile |
artur99: apparently it does |
17:22 |
iqualfragile |
seems a bit too litle in my oppinion |
17:26 |
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17:50 |
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17:57 |
iqualfragile |
PilzAdam: https://github.com/minetest/minetest/pull/1000 |
18:01 |
artur99 |
what print stacks command does? |
18:01 |
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18:04 |
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18:04 |
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18:17 |
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18:33 |
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18:37 |
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18:37 |
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18:44 |
ShadowNinja |
sfan5: Can you take a look at pcall_errfunc? |
18:45 |
sfan5 |
link? |
18:45 |
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18:45 |
ShadowNinja |
sfan5: https://github.com/minetest/minetest/pull/995/files |
18:50 |
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19:04 |
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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... |
19:13 |
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19:13 |
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19:31 |
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19:36 |
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19:38 |
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19:41 |
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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. |
20:28 |
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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 |
21:05 |
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21:12 |
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21:49 |
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22:18 |
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22:19 |
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22:46 |
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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. |
23:21 |
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23:42 |
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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 |