[crash] run Lua: Node name is not set or i

Gundul
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[crash] run Lua: Node name is not set or i

by Gundul » Sat Sep 21, 2019 10:49

Starting yesterday morning I get server crashes every now and then. No updates or anything else was changed in server configuration. It is running minetest 5.1.0-dev and I never saw that error before on one of my servers:

Code: Select all
2019-09-21 01:25:06: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Node name is not set or is not a string!
2019-09-21 09:48:43: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Node name is not set or is not a string!
2019-09-21 10:07:21: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Node name is not set or is not a string!
2019-09-21 10:25:12: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Node name is not set or is not a string!
2019-09-21 10:44:40: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Node name is not set or is not a string!
2019-09-21 11:19:05: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Node name is not set or is not a string!


This is all info I get from log, no mod or anything else is mentioned, just this.
Anyone who has an idea what that could be ?
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Andrey01
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Re: [crash] run Lua: Node name is not set or i

by Andrey01 » Sat Sep 21, 2019 15:47

I catched such error before when I put incorrect argument type inside minetest.set_node(), attempting to call so: minetest.set_node({x=pos.x, y=pos.y, z=pos.z}, "luxury_decor:sofa"). But it expected table with params instead. You can check if it's somewhere using grep minetest.set_node. ~/.minetest/mods
Path '~/.minetest/mods' may be replaced to something else depending on where you save minetest folder.
 

Gundul
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Re: [crash] run Lua: Node name is not set or i

by Gundul » Sat Sep 21, 2019 16:55

Andrey01 wrote:I catched such error before when I put incorrect argument type inside minetest.set_node(), attempting to call so: minetest.set_node({x=pos.x, y=pos.y, z=pos.z}, "luxury_decor:sofa"). But it expected table with params instead. You can check if it's somewhere using grep minetest.set_node. ~/.minetest/mods
Path '~/.minetest/mods' may be replaced to something else depending on where you save minetest folder.

thanks for the info.
grep -r does it for all subdirectories as well :)

unfortunately there are a lot of mods using minetest.set_node.
I am suspecting basic_machines to do be responsible for the error, but as the error code in log does not give any information on which mod and where, it is pretty difficult to find
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Krock
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Re: [crash] run Lua: Node name is not set or i

by Krock » Sun Sep 22, 2019 19:47

If you can build from source, try to adjust src/script/common/c_content.cpp from
Code: Select all
   if (!lua_isstring(L, -1))
      throw LuaError("Node name is not set or is not a string!");

to
Code: Select all
luaL_checkstring(L, -1)

Optimally this would write a stack backtrace to the logs.

OR disable mod by mod until the error disappears.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

Gundul
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Re: [crash] run Lua: Node name is not set or i

by Gundul » Mon Sep 23, 2019 16:34

Krock wrote:If you can build from source, try to adjust src/script/common/c_content.cpp from
Code: Select all
   if (!lua_isstring(L, -1))
      throw LuaError("Node name is not set or is not a string!");

to
Code: Select all
luaL_checkstring(L, -1)

Optimally this would write a stack backtrace to the logs.

thanks I will try this.

Krock wrote:OR disable mod by mod until the error disappears.

That is was I was trying past weekend :)
My servers: Jungle, Lilly in the valley, ZombieTest
 


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