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BurningPrincess |
Would there be any way to generate Ethreal bomies in sky ilslands? |
12:40 |
BurningPrincess |
*Would there be any way to generate Ethreal bomies in sky ilslands with normal biomes on the grond? |
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Andrey01 |
Is 'on_activate' called only one time for each mob when the object has been instantiated or ever again? |
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20:58 |
fluxflux |
hello folks, got a weird problem. i've got a player, that whenever they go near their in-game house, gets teleported outside map boundaries, which crashes their client. this is irrespective of how they go home: /home, travelnets, or just walking. nothing similar happens to other players, even in the same area. nothing interesting shows up in the logs. we've got a lot of mods, but this isn't expected behavior from any of them. anyone ever seen |
20:58 |
fluxflux |
anything like this? |
21:01 |
fluxflux |
the player has a 5.0.1 client, the server is 5.1 |
21:04 |
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21:09 |
Krock |
mod error probably |
21:09 |
Krock |
some weird position division |
21:13 |
fluxflux |
know any mods that teleport a player if they're near something? i'm trying to track down every usage of "set_pos" but so far, nothing seems relevant |
21:34 |
Wuzzy |
how do you track down every usage of set_pos? |
21:34 |
Wuzzy |
did you also search for setpos? |
21:35 |
Wuzzy |
I believe that function name is still valid (just deprecated) |
21:36 |
Wuzzy |
I agree with Krock btw. I also suspect a mod error since you said "we've got a lot of mods" |
21:37 |
Wuzzy |
fluxflux: have you figured out where exactly the player is teleported to? how do u know the player goes out of map bounds? did you see it? |
21:38 |
Wuzzy |
maybe the specific coordinates help with debugging ? |
21:38 |
fluxflux |
Wuzzy: grep (well, ag) |
21:38 |
fluxflux |
yup, i predict mod error too. and we've got a lot of custom mods. just thought i'd ask in case anyone had seen anything like this before, maybe save myself some trouble |
21:39 |
fluxflux |
it's teleporting them to 34570,-60,-5250 |
21:39 |
Wuzzy |
well you got my attention. i really want to know why your player "randomly" teleports now ? |
21:39 |
fluxflux |
it's not so much randomly, it's anytime they get near their main house/base |
21:39 |
Wuzzy |
is it always this spot? |
21:39 |
fluxflux |
and it's always to that position |
21:39 |
Wuzzy |
wow |
21:40 |
Wuzzy |
list of mods plz |
21:40 |
fluxflux |
https://github.com/BlockySurvival/bls_mods |
21:40 |
SwissalpS |
what happens to other players going there? |
21:40 |
fluxflux |
SwissalpS: nothing |
21:40 |
Wuzzy |
ooff |
21:40 |
Wuzzy |
thats a lot |
21:40 |
fluxflux |
neither to admins nor to regular players |
21:41 |
Wuzzy |
what else have you done to track down this problem |
21:41 |
fluxflux |
basically, looking in the logs and grepping for set_?pos |
21:42 |
fluxflux |
and trying to trigger the problem w/ other players |
21:42 |
Wuzzy |
hmmmmm could it maybe be a rogue CSM? but it would surprise me if those let you teleport |
21:42 |
Wuzzy |
seems unlikely tbh |
21:42 |
fluxflux |
possible. we've got basic csms enabled, but they shouldn't be able to set the players position |
21:43 |
Wuzzy |
"we"` |
21:43 |
Wuzzy |
? |
21:43 |
fluxflux |
well, it's not my server, i'm just an admin there |
21:43 |
fluxflux |
i can update mods and game configuration, but i don't control the process or game code itself |
21:45 |
Wuzzy |
ask the player to disable all csms maybe? but seems unlikely. i believe CSMs are restricted |
21:45 |
fluxflux |
they really should be. i'll ask if the player is even using any (it's a player i trust, so i expect an honest answer) |
21:45 |
Wuzzy |
i am pretty n00b about CSMs, and ignorant. you should take me serious tbh XD XD ? |
21:45 |
Wuzzy |
should not* |
21:46 |
fluxflux |
no worries. i've written some CSMs myself, i'm more or less familiar w/ what they can do |
21:46 |
Wuzzy |
well maybe its related to some rogue protection mod? |
21:46 |
Wuzzy |
that teleports you when you do something "illegal" |
21:47 |
Wuzzy |
but why would it attack that ONE player specifically. THAT is weird |
21:47 |
Wuzzy |
is there anything special about the player? |
21:47 |
fluxflux |
possibly. we've got at least 1 mod that can teleport players if they go into restricted areas, but that always logs when it teleports. |
21:47 |
fluxflux |
and this player is nowhere near the restricted area |
21:48 |
fluxflux |
nothing special about the player |
21:48 |
ronsor |
oh teleporting |
21:48 |
ronsor |
that can be done by patching the client |
21:48 |
fluxflux |
ronsor: yup, but i don't think that's what's happening here |
21:49 |
Wuzzy |
ronsor: you suspect a hacked client? |
21:49 |
Wuzzy |
or a client that is used to troll people by teleporting you to EXACTLY 34570,-60,-5250? ? |
21:49 |
fluxflux |
i don't. i trust the player, and they said they're running 5.0.1 that they got from brew |
21:49 |
fluxflux |
(the mac package building tool) |
21:49 |
Wuzzy |
yeah my money's still on a rogue mod |
21:50 |
Wuzzy |
and the reason why it targets one player specifically might be due to some internal state (just a guess) |
21:50 |
fluxflux |
same here. we've got a nether mod, that'll teleport players if they're inside a portal, but this player is far from a portal, and it's not teleporting them anywhere near the nether |
21:50 |
Wuzzy |
maybe looking into player data files could give some insight |
21:51 |
fluxflux |
possibly. let me see what i can find in there. |
21:51 |
Wuzzy |
mods might save extra files in the world directory too |
21:51 |
fluxflux |
i've looked through all the mod serialized data but found nothing interesting |
21:51 |
Wuzzy |
and there's also mod storage but i dont understand how i could read this data outside of minetest |
21:53 |
Wuzzy |
ask the player to join under a different name, then go to the magic position and see what happens |
21:53 |
fluxflux |
mod_storage is easy to read, it's just "serialized" lua. you just execute it. |
21:53 |
Wuzzy |
(the player should go, obv) |
21:53 |
Wuzzy |
ah |
21:54 |
fluxflux |
nothing interesting in player metadata |
21:54 |
Wuzzy |
you found it? |
21:54 |
fluxflux |
player metadata? |
21:54 |
Wuzzy |
yes |
21:55 |
Wuzzy |
oh man |
21:55 |
Wuzzy |
strange |
21:55 |
fluxflux |
it's in players.sqlite |
21:56 |
Wuzzy |
hmmm what might be special about that coordinates you told me |
21:56 |
fluxflux |
no idea. it's outside the map. |
21:56 |
Wuzzy |
maybe chunk border? too lazy to calculate right now |
21:57 |
Wuzzy |
hmm but that doesnt explain anything |
21:57 |
fluxflux |
hm. found something interesting. their base contains the node that is 1/10th of all three x,y,z values |
21:57 |
fluxflux |
which is a travelnet. |
21:58 |
fluxflux |
i'll start w/ that |
21:58 |
Wuzzy |
huh |
21:58 |
Wuzzy |
wow. could travelnet autoteleport you? |
21:59 |
fluxflux |
i feel very strongly this is likely |
21:59 |
fluxflux |
i know that they have a timer that will teleport you to a destination travelnet a fraction of a second after it tries to teleport you the first time |
21:59 |
Calinou |
<Wuzzy> or a client that is used to troll people by teleporting you to EXACTLY 34570,-60,-5250? ? |
22:00 |
fluxflux |
i feel like that's messed up somehow |
22:00 |
Calinou |
that reminds me how Notch in Minecraft always drops an apple when dying |
22:00 |
Calinou |
he's the only player with infinite food ability :P |
22:00 |
fluxflux |
and we did just have a crash due to travelnets yesterday (error parsing some formspec data) |
22:00 |
Wuzzy |
now we're getting somewhere |
22:01 |
Wuzzy |
maybe the travelnode goes bonkers as soon its loaded |
22:01 |
Wuzzy |
i.e. the chunk |
22:01 |
Wuzzy |
on_timer or something like that |
22:01 |
Wuzzy |
fluxflux: btw note that set_pos itself does not write anythin into console |
22:02 |
fluxflux |
fluxflux: i know, wish i could make it though w/out recompiling the engine |
22:02 |
Wuzzy |
you dont have to |
22:03 |
Wuzzy |
you could write a minetest.log after every set_pos. at least in travelnet mod only |
22:03 |
Wuzzy |
but serly. set_pos REALLY ought to be logged by default, i absolutely agree |
22:03 |
Wuzzy |
missing feature ? |
22:03 |
Wuzzy |
either that or its on a different debug log level |
22:04 |
Wuzzy |
fluxflux: okay I think it seems very likely that its related to travelnet |
22:04 |
Wuzzy |
and esp. the crash |
22:04 |
Wuzzy |
so maybe what happened is that minetest saved bad data right before the crash |
22:04 |
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22:05 |
fluxflux |
oh, travelnet is using move_to, not set_pos. interesting. |
22:05 |
Wuzzy |
aaaaaaaahrhrhhrghhgghghghgg nooooooo |
22:05 |
Wuzzy |
how could i forget about move_to? ? |
22:05 |
Wuzzy |
fluxflux: here's what i suggest: destroy the rogue travelnet box and ask the player to rebuild it |
22:06 |
Wuzzy |
but better write down coordinates before |
22:07 |
fluxflux |
sounds reasonable. |
22:08 |
Wuzzy |
hmmm wait |
22:08 |
Wuzzy |
can you look at the travelnet's metadata? |
22:08 |
Wuzzy |
so that it can be used as a bugreport to travelnet |
22:09 |
Wuzzy |
hmmm but it might be shut down as WONTFIX because it happened after a crash ? |
22:09 |
fluxflux |
problem w/ bug reports to travelnet, is that sokomine is really busy |
22:10 |
fluxflux |
travelnet's persistent metadata looks sane. i'm wondering if something's in the node metadata though |
22:10 |
Wuzzy |
thats what i meant |
22:10 |
Wuzzy |
(besides, note meta is also persistent) |
22:12 |
Sokomine |
Fusl: are you using basic machines? that mod has player movers and is highly configurable |
22:15 |
Sokomine |
but travelnets are passive. they don't just teleport people around without interaction |
22:15 |
fluxflux |
yeah, peresistent wasn't the word i wanted to use. nothing interesting in the separate metadata file that travelnet maintains. also nothing interesting in the node metadata for that travelnet |
22:15 |
fluxflux |
Sokomine: isn't there some mechanism to trigger a teleportation if the mod detects that the player isn't at the expected destination? |
22:16 |
fluxflux |
people have told me that, but honestly i'm not seeing it in the code. |
22:17 |
Sokomine |
the seperate metadata file that travelnet maintains contains the positions of the travelnet stations. the mod needs to know where it can teleport players to |
22:17 |
Sokomine |
not really...there's some adjustment of look direction, but that's about it |
22:17 |
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22:18 |
fluxflux |
hm. i know there's behavior, where if i'm on a laggy server and use a travelnet and run away from it immediately, i get tp-ed back to it a second time |
22:18 |
Sokomine |
also, a right-click on the node in front of the travelnet happens in some cases in order to open potential doors |
22:18 |
fluxflux |
er, run away from the destination net |
22:18 |
Sokomine |
fluxflux: that's just server lag |
22:18 |
fluxflux |
but why's the teleport & sound triggered twice? |
22:18 |
Sokomine |
or rather, inconsistency between your client and server |
22:19 |
fluxflux |
i don't see that w/ any other mod that does teleporting |
22:19 |
Wuzzy |
fluxflux: because of line 863 in travelnet init.lua? |
22:20 |
Wuzzy |
the check for "ignore" condition becomes true |
22:20 |
Wuzzy |
fluxflux: have you figured out why the crash heppened btw? |
22:21 |
Wuzzy |
if you do a get_node on the position, the travelnet would return an ignore. and the travelnet just returns the player back and forth. the code is a bit silly |
22:22 |
Wuzzy |
fluxflux: what puzzles me the most is why this code is called in the first place. apparently you can only trigger a teleport by clicking on some button. this is the only way to teleport in travelnet |
22:22 |
Wuzzy |
so why tf does travelnet auto-teleport the player anyway oO |
22:22 |
Sokomine |
the player only gets sent back if there is *another* node there and not ignore |
22:23 |
Sokomine |
it doesn't autoteleport |
22:23 |
* Sokomine |
nods to wuzzy |
22:23 |
Wuzzy |
did you not read what fluxflux said? |
22:23 |
Wuzzy |
<fluxflux> hello folks, got a weird problem. i've got a player, that whenever they go near their in-game house, gets teleported outside map boundaries, which crashes their client. this is irrespective of how they go home: /home, travelnets, or just walking. nothing similar happens to other players, even in the same area. nothing interesting shows up in the logs. we've got a lot of mods, but this isn't expected behavior from any of them. |
22:23 |
Wuzzy |
anyone ever seen |
22:24 |
Sokomine |
if it's related to any travelnet usage at all - did you check nodes in front of the travelnets? if they do something fancy on right-click that may lead to effects |
22:24 |
Wuzzy |
thats a good argument |
22:24 |
Sokomine |
yes. i asked if basic_machines is installed. that mod could be used in such a way afaik. perhaps others as well. some mods have player detectors and teleports |
22:25 |
Wuzzy |
fluxflux so as a quick fix i would first just remove the suspect travelnet and just look at where it was placed if there is anything special going on there |
22:25 |
fluxflux |
(sorry was AFK, back now) |
22:26 |
fluxflux |
Sokomine: the crash was resolved by luk3yx in this commit: https://github.com/BlockySurvival/travelnet/commit/45acadea670c01413085017d6d9729548cb84fb4 |
22:26 |
fluxflux |
not sure what triggered it originally |
22:26 |
Wuzzy |
probably empty string |
22:27 |
Wuzzy |
or just badly formatted text field |
22:27 |
fluxflux |
it's possible that the trigger the player is getting to teleport outside the map isn't coming from the travelnet mod code; i only know this travelnet is definitely implicated somehow |
22:27 |
fluxflux |
we don't have basic_machines |
22:28 |
Wuzzy |
is there anything special near the travelnet node? |
22:28 |
fluxflux |
nothing too weird |
22:28 |
fluxflux |
some doors, a factory a bit farther away |
22:28 |
Wuzzy |
just anything non-trivial |
22:29 |
Wuzzy |
Sokomine's on_rightclick guess seems very interesting |
22:29 |
fluxflux |
there's a nether portal nearby. wonder what'd happen if someone went straight from the travelnet through the portal |
22:29 |
Wuzzy |
wait what? there is also a locked_travelnet mod!!! |
22:30 |
fluxflux |
yup, though it doesn't work well |
22:30 |
fluxflux |
currently there's an easy bypass to the locks |
22:30 |
Sokomine |
factory? which mod? |
22:30 |
fluxflux |
terumet, tubelib |
22:30 |
fluxflux |
(are the factory mods) |
22:30 |
Wuzzy |
quote locked_travelnet: "A travelnet for PvP-server. Please don't use on servers dedicated to building!" |
22:30 |
fluxflux |
neither one of those has any facility for teleporting players |
22:31 |
Sokomine |
Wuzzy: yes. because i believe that players ought to be encouraged to do sightseeing. therefore, locking players away from building sites is not to be desired |
22:31 |
Wuzzy |
fluxflux: i am fairly certain the teleporting itself is done inside the travelnet code. thats because you said the teleportation happens twice (back and forth) |
22:31 |
fluxflux |
yeah, i mostly installed this cuz players want to lock access to their private mines |
22:32 |
Sokomine |
ah, ok. mines are seldom worth looking at |
22:32 |
Wuzzy |
hmmmm well this just looks VERY suspicious |
22:32 |
fluxflux |
Sokomine: why are you using move_to instead of set_pos? |
22:32 |
Wuzzy |
i wonder if you are even allowed to install both travelnet and locked_travelnet alongside |
22:32 |
Sokomine |
why not? locked_travelnet even depends on travelnet |
22:33 |
fluxflux |
yeah. the affected travelnet isn't a locked travelnet, btw |
22:33 |
fluxflux |
so i don't think that mod is relevant |
22:33 |
Wuzzy |
could be a dependency issue |
22:33 |
Sokomine |
using it for a mine where you just gather ressources is certainly legal :) but locking away the nice build you've just created isn't :) |
22:33 |
Wuzzy |
well locked_travelnet does call travelnet api functions so it could be relevant |
22:34 |
fluxflux |
Sokomine: yeah, i don't think our players use it for the latter purpose |
22:34 |
Sokomine |
fluxflux: i think i experimented with it a bit and liked move_to more back then. there was also some way to show the player moving around, but that wasn't so useful in the end |
22:34 |
Sokomine |
btw, which server? maybe taking a look at things might help |
22:34 |
fluxflux |
the current API docs say that for players, move_to should be equivalent to set_pos |
22:35 |
fluxflux |
Sokomine: Blocky Survival |
22:35 |
Wuzzy |
whats the itemstring of the offending travelnet btw? |
22:39 |
Sokomine |
joining...not sure if i've been there before |
22:39 |
fluxflux |
Sokomine: i'm flux and rheo on that server |
22:40 |
fluxflux |
Wuzzy: itemstring is "travelnet:travelnet" |
22:40 |
Wuzzy |
ok |
22:40 |
Sokomine |
87%...will soon be joining i guess :-) |
22:40 |
fluxflux |
yeah, server's got a pretty heavy pack of mods |
22:40 |
Wuzzy |
there must be something that triggers the travelnet teleport |
23:00 |
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23:02 |
fluxflux |
sorry i crashed my client, one sec |
23:03 |
Sokomine |
sure? i don't seem to get a reply from the server either |
23:03 |
fluxflux |
i'm wondering if it's something internal to move_to; apparently the docs lie and it isn't the same as set_pos, it's doing some sort of interpolation |
23:03 |
fluxflux |
maybe it's giving them momentum and shooting them out of the map |
23:04 |
Sokomine |
never experienced something like that |
23:04 |
fluxflux |
seems like my stupid script to find player detectors crashed |
23:04 |
fluxflux |
yay |
23:04 |
Sokomine |
ah |
23:04 |
Sokomine |
maybe look in the craftguide how they look like and search manually with noclip |
23:05 |
fluxflux |
Sokomine: i already did that |
23:05 |
fluxflux |
i didn't see any mesecons stuff at all at that place |
23:06 |
Sokomine |
at least that's what i suspect...sadly don't know enough about moremesecons |
23:06 |
Wuzzy |
what about the teleporter? |
23:06 |
Wuzzy |
there was one there. the blue block |
23:06 |
Wuzzy |
moremeseconds:teleporter |
23:06 |
fluxflux |
Wuzzy: possiby involved. i don't really know how those work. |
23:06 |
Wuzzy |
btw to find a node just do minetest.get_node_in_area |
23:07 |
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23:07 |
fluxflux |
Wuzzy: i was using find_nodes_in_area, and i specified too large an area |
23:08 |
Wuzzy |
? |
23:08 |
fluxflux |
trying to get the other admins to reboot the server process. unfortunately i can't. |
23:09 |
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23:09 |
Sokomine |
ups? that's bad. no restart mechanism? |
23:10 |
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23:10 |
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23:10 |
fluxflux |
there's a restart mechanism, but the process didn't die, it's hung |
23:10 |
Sokomine |
hm. those blueish teleporters don't seem to teleport very far...only max 50 nodes? |
23:10 |
fluxflux |
yeah, that's what their code says |
23:13 |
Wuzzy |
fluxflux: okay heres what i suggest: write a mintest.log after EVERY set_pos/move_to/etc. and output the mod name. that way you should be able to track down which mod did the actual teleport |
23:13 |
fluxflux |
Wuzzy: yeah, i'm getting to that point |
23:13 |
Wuzzy |
great |
23:13 |
Wuzzy |
and once you spotted the rogue mod it should be straight forward |
23:14 |
fluxflux |
i have half a hope, that rebooting the server will just cause the issue to go away |
23:14 |
fluxflux |
i just don't like to reboot the server much |
23:14 |
Sokomine |
hmm. that would be extremly odd |
23:14 |
Wuzzy |
indeed |
23:14 |
Wuzzy |
if the bug would go away by rebooting, then something must have gone VERY wrong in minetest... |
23:14 |
fluxflux |
well, that wouldn't be the first time |
23:15 |
Sokomine |
hmm. very bothering if that happens frequently... |
23:16 |
Sokomine |
hope that player logs in again once the server's restarted so that it becomes possible to evaluate how large the area is where the player gets teleported away |
23:16 |
Wuzzy |
i am talking about this problem specifically |
23:17 |
Wuzzy |
good point. if its a "magic" number like 16 or 80 ? |
23:17 |
Wuzzy |
but more importantly would be to trigger that log msgs |
23:18 |
fluxflux |
i'll get started on adding log messages to all the mods. seems the admins that're able to reboot the process are busy or AFK. might be a little while. |
23:18 |
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23:19 |
fluxflux |
thanks for your guys' help |
23:19 |
Wuzzy |
so the server is still not really down, just hanging? |
23:19 |
fluxflux |
yeah |
23:19 |
Wuzzy |
can you kill the process? |
23:19 |
fluxflux |
i cannot. |
23:20 |
Wuzzy |
how large was the area you wanted to scan? 31000³? ? |
23:20 |
fluxflux |
i think 40x40x40 |
23:20 |
Sokomine |
not that big... |
23:20 |
Wuzzy |
hmm that doesnt sound too bad actually |
23:20 |
fluxflux |
but it was printing out debug info at each step |
23:20 |
Wuzzy |
so its still printing i suppose? |
23:20 |
Sokomine |
wouldn't be good to do such a scan every second or so. but once in a while it really ought to be no problem |
23:21 |
fluxflux |
i'd have thought not, but ... i'm pretty sure that's why it hung |
23:21 |
Wuzzy |
wait so you scan 40×40×40 nodes EVERY globalstep??? |
23:21 |
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23:21 |
Wuzzy |
oops. no wonder why it froze ? |
23:22 |
fluxflux |
not every step or anything. just once. |
23:22 |
Wuzzy |
? |
23:22 |
Wuzzy |
thats weird. the server should survive 40x40x40 |
23:22 |
Wuzzy |
what you meantwith debug info? |
23:22 |
Wuzzy |
oh you mean a minetest.log every globalstep? |
23:22 |
fluxflux |
it was printing some stuff to an in-game console that luk3yx made for us |
23:23 |
fluxflux |
basically, appending some text to a field in a formspec |
23:23 |
Wuzzy |
so basically a node? |
23:24 |
fluxflux |
a node? no nodes involved |
23:24 |
Wuzzy |
hmm a formspec you say... |
23:25 |
Wuzzy |
well so this definitely will involve a lot of roundtrips. yeah still no wonder it froze |
23:26 |
Wuzzy |
anyway feel free to alert me when there's news on this. i want to see how this mystery ends ? |
23:28 |
Wuzzy |
good bye cu lat0r alligator ? |
23:30 |
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