World Crash (again)???

World Crash (again)???

Postby Arinor_78 » Sun Mar 24, 2019 12:32 am

Hey Guys, I just tried to join one of my worlds again, but Minetest just exited to my desktop when trying to join, again. I tried one of my other worlds, and it worked, but the world with my city won't open. Again, I have no idea what's wrong, as when I left for vacation on Friday, it was working fine (it was a bit laggy, but that was probably bad internet). But when I got back, (just now), It won't work. Any help would by appreciated, for reasons that you can probably guess. Thanks, Arinor_78

P.S the world is the city I'm making, aka the one that crashed when I updated
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Re: World Crash (again)???

Postby Festus1965 » Sun Mar 24, 2019 12:50 am

any minetest.log posts ... that last lines appear when crash ?
(otherwise we have here no any clue where to start)
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Re: World Crash (again)???

Postby duane » Sun Mar 24, 2019 3:23 am

Probably unrelated, but I was getting loads of segfault crashes earlier this week. It turned out that the game was choking on the bizarre lighting I'd put into the mapgen. Lots of chunks with lighting that wouldn't ordinarily occur seem to crush the engine.

(Not that this is an excuse. A segfault always indicates somebody screwed up in the development of the game and/or libraries.)
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Re: World Crash (again)???

Postby rubenwardy » Sun Mar 24, 2019 3:33 am

duane wrote:Probably unrelated, but I was getting loads of segfault crashes earlier this week. It turned out that the game was choking on the bizarre lighting I'd put into the mapgen. Lots of chunks with lighting that wouldn't ordinarily occur seem to crush the engine.

(Not that this is an excuse. A segfault always indicates somebody screwed up in the development of the game and/or libraries.)


Are you sure it's a segfault? I'm getting errors related to lighting with custom mapgen: https://github.com/minetest/minetest/issues/8411
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Re: World Crash (again)???

Postby duane » Sun Mar 24, 2019 4:03 am

rubenwardy wrote:Are you sure it's a segfault? I'm getting errors related to lighting with custom mapgen: https://github.com/minetest/minetest/issues/8411


It's pretty easy to tell when you run it from the command line. It says, "Segfault... (core dumped)" Of course, I didn't have the game compiled with debugging info and my system isn't set up to save core dumps, so the message didn't help much, but the problem went away when I took out the lines:

Code: Select all
      self.vm:set_lighting({day = 5, night = 5}, self.minp, self.maxp)
      self.vm:calc_lighting(nil, nil, false)


and replaced them with:

Code: Select all
      self.vm:set_lighting({day = 0, night = 0}, self.minp, self.maxp)
      self.vm:calc_lighting(nil, nil, false)


(self.vm is the mapgen voxelmanip, natch.) The false lighting I set was for debugging purposes, and it looked pretty weird, so I'm sure it's not common, but it shouldn't cause a segfault.

It seemed to happen most when I was moving through rock and turned sharply while a lot of badly lit trees were nearby. I can definitely imagine that putting some strain on the engine.
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Re: World Crash (again)???

Postby Arinor_78 » Sun Mar 24, 2019 4:20 pm

Festus1965 wrote:any minetest.log posts ... that last lines appear when crash ?
(otherwise we have here no any clue where to start)


Excuse me, where can I find those?? I am not really familiar with version 5.0.0 yet... (I'm such a noob...)
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Re: World Crash (again)???

Postby Festus1965 » Sun Mar 24, 2019 9:40 pm

Arinor_78 wrote:any minetest.log ...
Excuse me, where can I find those??


.minetest/worlds/<the world crashes>/minetest.log - and that part with failure here into code
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Re: World Crash (again)???

Postby dawgdoc » Mon Mar 25, 2019 9:01 am

Festus1965 wrote:
Arinor_78 wrote:any minetest.log ...
Excuse me, where can I find those??


.minetest/worlds/<the world crashes>/minetest.log - and that part with failure here into code

And if you don't find it there, check ~/.minetest/debug.txt
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