Time |
Nick |
Message |
00:22 |
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04:22 |
_stephen_ |
Did someone break the build? |
04:33 |
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04:36 |
_stephen_ |
http://paste.debian.net/971087/ for the first error, and http://paste.debian.net/971088/ for the second. |
04:36 |
_stephen_ |
fresh checkout for both minetest and minetest_game |
04:37 |
_stephen_ |
oh, is there a minetst-dev channel or something? |
04:37 |
_stephen_ |
I should probably read the web site before posting random content to the irc channel, sorry for any breach of etti.. etiq... courtesy. |
04:38 |
_stephen_ |
sory, I'll head to minetest-dev |
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10:45 |
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10:45 |
IhrFussel |
Why does the ^ key act like 1 ? (at least on my PC) |
10:46 |
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10:46 |
IhrFussel |
I can press ^ or 1 and the item slot will change to the 1st one |
10:51 |
sfan5 |
might be an irrlicht bug |
10:56 |
IhrFussel |
sfan5, regarding the player information code... will this be safe now? https://pastebin.com/d9U8CxJt |
10:57 |
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10:57 |
sfan5 |
no, you are still calling the function twice |
10:58 |
IhrFussel |
But it also crashed when I called it once meaning I put it into a var and checked it |
10:58 |
sfan5 |
then you were doing something wrong |
11:01 |
sfan5 |
IhrFussel: https://pastebin.com/raw/UeSSA8FF |
11:01 |
sfan5 |
tho i'm still not sure what bcmsg is for |
11:02 |
IhrFussel |
One sec I'm pasting the whole callback code |
11:06 |
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11:07 |
IhrFussel |
sfan5, https://pastebin.com/RVqvrBmj |
11:08 |
sfan5 |
that's full of places where you could be indexing nil |
11:08 |
sfan5 |
also useless checks |
11:09 |
IhrFussel |
But it's always the same line that throws the error...I didn't have issues before..it's the "protv = minetest.get_player_information(tuser).protocol_version" line |
11:09 |
sfan5 |
like i said before |
11:09 |
sfan5 |
the problem is that minetest.get_player_information(tuser) returns nil and it crashes when you index it |
11:10 |
sfan5 |
the problem is not that protv is nil |
11:11 |
IhrFussel |
Then how do I prevent it? I want to fetch the protocol version for each player inside the loop |
11:12 |
sfan5 |
do it like in my code |
11:12 |
sfan5 |
store minetest.get_player_information(tuser) in a variable |
11:13 |
sfan5 |
then check if that variables is nil, if it isn't then you can do variable.protocol_version |
11:17 |
IhrFussel |
sfan5, or better yet I simply save the protocol version on_joinplayer? |
11:17 |
sfan5 |
that's also possible |
11:40 |
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13:57 |
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14:15 |
IhrFussel |
sfan5, protv[joinn] = minetest.get_player_information(joinn).protocol_version this line in on_joinplayer() just crashed my server |
14:16 |
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14:16 |
IhrFussel |
Runtime error from mod 'own_commands' in callback on_joinplayer(): ...inetest/worlds/oldserver/worldmods/own_commands/init.lua:1245: attempt to index a nil value |
14:17 |
IhrFussel |
Smells like a bug to me or why would there be NO protocol version on joinplayer? |
14:17 |
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14:18 |
IhrFussel |
Perhaps some clients modified the protocol version and it doesn't send any? |
14:20 |
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14:30 |
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14:35 |
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14:38 |
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14:38 |
Hobo |
Yo |
14:39 |
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14:53 |
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14:53 |
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15:06 |
sfan5 |
IhrFussel: no that's impossible |
15:06 |
sfan5 |
maybe that information is just not available at join yet |
15:09 |
IhrFussel |
sfan5, it didn't crash my server at FIRST join...I am actually more and more sure that a certain client ommitted the protocol version and made my server crash |
15:11 |
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15:12 |
IhrFussel |
10+ players were able to join fine just now and each of them has their protocol version stored in the protv table |
15:14 |
IhrFussel |
I looked at the C++ code...it looks like it would be pretty easy to remove the protocol version/any other client info |
15:16 |
silwol |
I'm having problems starting minetest 0.4.15 with unifieddyes. |
15:16 |
silwol |
the error message is: |
15:16 |
silwol |
ERROR[Main]: ModError: Failed to load and run script from /var/games/minetest-server/.minetest/mods/unifieddyes/init.lua: |
15:16 |
silwol |
ERROR[Main]: ...ames/minetest-server/.minetest/mods/unifieddyes/init.lua:36: attempt to index field 'settings' (a nil value) |
15:17 |
silwol |
has the API been changed for 0.4.16 in a way that is no longer compatible with 0.4.15? |
15:17 |
sfan5 |
IhrFussel: what do you mean? a client can't establish a connection without sending a protocol version |
15:18 |
sfan5 |
silwol: would be nice seeing the code on the line in question |
15:18 |
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15:18 |
silwol |
sfan5: I think I found the change which causes the problem: |
15:18 |
silwol |
https://github.com/minetest-mods/unifieddyes/commit/9dd533f4a0bb313d50d8d67f7cdf4cce9a30ab4e#diff-d7d74284e2e39f6c06d199c8e2bedbd0 |
15:20 |
IhrFussel |
sfan5, then explain to me how 15 players can join and store their protocol version just fine, but 1 client seemed to have crashed everything cause the protocol version wasn't there |
15:20 |
sfan5 |
idk |
15:20 |
sfan5 |
also you still have not understood the problem |
15:20 |
sfan5 |
minetest.get_player_information(joinn) returns nil |
15:20 |
sfan5 |
that means there is no player information at all |
15:21 |
sfan5 |
the protocol_version is not even there (it's not just nil) |
15:21 |
silwol |
ok, other mods seem to be using the new API as well… I'm running a debian based server, so maybe I will try the experimental 0.4.16 packages. |
15:22 |
IhrFussel |
I didn't say the version is nil I said it's empty/non-existent |
15:22 |
sfan5 |
non-existent is the correct term, it's not empty either |
15:23 |
IhrFussel |
So what could be the problem then? You say no client can connect without client info including a protocol version |
15:23 |
sfan5 |
silwol: the settings change was committed to the engine on 8th may, the mod change was 16th; the problem is that this change immediately destroys compatiblity and forces the use of 0.4.16 |
15:23 |
IhrFussel |
The player can't be lost on_joinplayer()...how would that be possible? |
15:24 |
sfan5 |
idk |
15:24 |
sfan5 |
but the problem is that it somehow doesn't return any information even though the information exists |
15:25 |
silwol |
sfan5: yes that's the problem I am facing right now. It's a private server for my kids and me, so I assume I will take the risk and run 0.4.16 from debian experimental. |
15:28 |
IhrFussel |
sfan5, can I somehow PREVENT a crash on a nil value? |
15:35 |
red-001 |
check if the vaule is nil? |
15:36 |
red-001 |
so if value and check_that_crash_with_nil then |
15:36 |
Sokomine |
hmm. i need a pathfinder that can handle ladders... |
15:37 |
IhrFussel |
red-001, you mean local prot_ver = minetest.get_player_information(name) if prot_ver ~= nil -- add to table end ? |
15:37 |
red-001 |
lua always resolves the first part of an AND first so you can be certain that the second part wouldn't run if the first one is nil |
15:37 |
Sokomine |
oh. wrong channel. sorry |
15:38 |
Sokomine |
(btw, the pathfinder from burli does really fine. and it's great that it's written in lua and thus can be taught to handle doors) |
15:39 |
red-001 |
IhrFussel, https://paste.ee/p/BywM2 |
15:39 |
red-001 |
like so |
15:45 |
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15:45 |
IhrFussel |
red-001, okay I applied your code now..thanks |
15:51 |
IhrFussel |
Also I added log messages that tell the protocol version on_joinplayer() to see who's the "bad guy" |
15:52 |
red-001 |
huh? |
15:52 |
IhrFussel |
To see who's the client that breaks the function |
16:14 |
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21:13 |
zarcade_droid |
Small question, is there a way to live-reload textures in-game? |
21:14 |
zarcade_droid |
So that I wouldn't have to quit to main menu and load the map again. |
21:14 |
sfan5 |
nopr |
21:14 |
sfan5 |
nope* |
21:34 |
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23:05 |
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23:10 |
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23:10 |
TestyRabbit |
Hey guys, so I'm trying to set up a chat command that will change a block's groups to include {unbreakable=1} |
23:10 |
TestyRabbit |
It updates the groups but the game doesn't seem to recognize it |
23:11 |
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23:11 |
TestyRabbit |
am I unable to change a node's groups on the fly like that? |
23:14 |
Lord_Buckethead |
yes |
23:16 |
TestyRabbit |
Is there a way around that? |
23:16 |
rubenwardy |
you could do it like how node protection does it |
23:16 |
rubenwardy |
ie: it'll still dig, but you can stop it actually being dug - it'll pop back |
23:16 |
TestyRabbit |
the problem with node protection is that it pops back |
23:16 |
TestyRabbit |
and we're working with really slow hardware |
23:16 |
rubenwardy |
it's a work around |
23:16 |
TestyRabbit |
fair enough |
23:16 |
rubenwardy |
really we need meta prediction |
23:16 |
TestyRabbit |
was wondering about other stuff |
23:17 |
TestyRabbit |
Yeah sounds good, was just checking in. Because sometimes with node protection and our slow hardware, the game takes too long to pop it back and it allows the user to walk through the spot that should be blocked |
23:21 |
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