Creative seems to not like large amount of nodes?

Post Reply
ShadMOrdre
Member
Posts: 679
Joined: Mon Dec 29, 2014 08:07
GitHub: ShadMOrdre
In-game: shadmordre
Location: USA

Creative seems to not like large amount of nodes?

by ShadMOrdre » Post

I run mod heavy. Mesecons, advtrains, pipeworks, digilines, lib_materials, lib_ecology, natural_slopes, lib_shapes are node heavy mods in themselves. Under v0.4.17, I usually had an itemlist around 19000 long. Node defs ran almost as high. It worked.

Having compiled the v5.0 stable code branch, I now get this if I load any of the above mentioned mods, with the exceptions of advtrains, lib_ecology, and lib_materials.

Code: Select all

2019-03-05 10:36:04: ERROR[Main]: A serialization error occurred:
2019-03-05 10:36:04: ERROR[Main]: Malformatted inventory list. list=main, read 914 of 2152 ItemStacks.
2019-03-05 10:36:04: ERROR[Main]: The server is probably  running a different version of Minetest.
2019-03-05 10:36:04: ACTION[Main]: Server: Shutting down
Complete debug.txt. None of the other mods mentioned are actually configured for the world, but do exist in the mods folder.
+ Spoiler
I find line 3 of the shorter text to be of peculiar interest. This is in singleplayer, MTG, with only natural_slopes enabled. I am on Lubuntu 17.10, and again, just compiled MTv5 stable. Three times now. Same result. MT v0417 load all the above listed mods, and begs for more, while v5 is .....

Any Ideas?
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

JDCodeIt
New member
Posts: 7
Joined: Mon May 16, 2016 23:02
GitHub: JDCodeIt

Re: Creative seems to not like large amount of nodes?

by JDCodeIt » Post

Same issue hit my test of stable-5 branch today.
I tried cutting the mods back, and below some threshold of number of items, it stops. I have unified_inventory and when the "creative" priv is given to a user, they cannot join, but without it, it's OK.

p_gimeno points to this fragment, but looks like two abnormal exit possibilities:
https://github.com/minetest/minetest/bl ... y.cpp#L476
1. the input stream became "bad"
2. EOF reached before either "end" or "EndInventoryList" found

JDCodeIt
New member
Posts: 7
Joined: Mon May 16, 2016 23:02
GitHub: JDCodeIt

Re: Creative seems to not like large amount of nodes?

by JDCodeIt » Post

Here is the backtrace - a call to handleCommand_DetachedInventory

The list is long - was the packet maximum reached?

Code: Select all

#0  InventoryList::deSerialize (this=0x16c55920, is=...) at /home/t/dev/minetest-stable-5/src/inventory.cpp:480
        item_i = 625
        ss = <incomplete type>
#1  0x0000000000d9524a in Inventory::deSerialize (this=0x16bfed20, is=...) at /home/t/dev/minetest-stable-5/src/inventory.cpp:891
        listname = "main"
        listsize = 2649
        list = 0x16c55920
        line = "List main 2649"
        iss = <incomplete type>
        name = "List"
        ss = <incomplete type>
#2  0x0000000000bb345d in Client::handleCommand_DetachedInventory (this=0x17d82e0, pkt=0x7fffffffcad0)
    at /home/t/dev/minetest-stable-5/src/network/clientpackethandler.cpp:901
        name = "creative_T1"
        keep_inv = true
        inv_it = @0x7fffffffc830: {<std::__detail::_Node_iterator_base<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, Inventory*>, true>> = {_M_cur = 0x0}, <No data fields>}
        inv = 0x16bfed20
        contents = "List main 2649\nWidth 0\nItem 3d_armor:boots_bronze\nItem 3d_armor:boots_cactus\nItem 3d_armor:boots_diamond\nItem 3d_armor:boots_gold\nItem 3d_armor:boots_mithril\nItem 3d_armor:boots_steel\nItem 3d_armor:bo"...
        is = <incomplete type>
#3  0x000000000098a01c in Client::handleCommand (this=0x17d82e0, pkt=0x7fffffffcad0) at /home/t/dev/minetest-stable-5/src/client/client.cpp:817
        opHandle = @0xf43d00: {name = 0xf43245 "TOCLIENT_DETACHED_INVENTORY", state = TOCLIENT_STATE_CONNECTED, handler = (void (Client::*)(Client * const, 
    NetworkPacket *)) 0xbb31a6 <Client::handleCommand_DetachedInventory(NetworkPacket*)>}
#4  0x0000000000981d19 in Client::ProcessData (this=0x17d82e0, pkt=0x7fffffffcad0) at /home/t/dev/minetest-stable-5/src/client/client.cpp:870
        command = TOCLIENT_DETACHED_INVENTORY
        sender_peer_id = 1
#5  0x0000000000981ba3 in Client::Receive (this=0x17d82e0) at /home/t/dev/minetest-stable-5/src/client/client.cpp:811
        pkt = {m_data = std::vector of length 16673, capacity 16673 = {0 '\000', 11 '\v', 99 'c', 114 'r', 101 'e', 97 'a', 116 't', 105 'i', 118 'v', 101 'e', 95 '_', 
            84 'T', 49 '1', 1 '\001', 65 'A', 17 '\021', 76 'L', 105 'i', 115 's', 116 't', 32 ' ', 109 'm', 97 'a', 105 'i', 110 'n', 32 ' ', 50 '2', 54 '6', 52 '4', 57 '9', 
            10 '\n', 87 'W', 105 'i', 100 'd', 116 't', 104 'h', 32 ' ', 48 '0', 10 '\n', 73 'I', 116 't', 101 'e', 109 'm', 32 ' ', 51 '3', 100 'd', 95 '_', 97 'a', 114 'r', 
            109 'm', 111 'o', 114 'r', 58 ':', 98 'b', 111 'o', 111 'o', 116 't', 115 's', 95 '_', 98 'b', 114 'r', 111 'o', 110 'n', 122 'z', 101 'e', 10 '\n', 73 'I', 
            116 't', 101 'e', 109 'm', 32 ' ', 51 '3', 100 'd', 95 '_', 97 'a', 114 'r', 109 'm', 111 'o', 114 'r', 58 ':', 98 'b', 111 'o', 111 'o', 116 't', 115 's', 
            95 '_', 99 'c', 97 'a', 99 'c', 116 't', 117 'u', 115 's', 10 '\n', 73 'I', 116 't', 101 'e', 109 'm', 32 ' ', 51 '3', 100 'd', 95 '_', 97 'a', 114 'r', 109 'm', 
            111 'o', 114 'r', 58 ':', 98 'b', 111 'o', 111 'o', 116 't', 115 's', 95 '_', 100 'd', 105 'i', 97 'a', 109 'm', 111 'o', 110 'n', 100 'd', 10 '\n', 73 'I', 
            116 't', 101 'e', 109 'm', 32 ' ', 51 '3', 100 'd', 95 '_', 97 'a', 114 'r', 109 'm', 111 'o', 114 'r', 58 ':', 98 'b', 111 'o', 111 'o', 116 't', 115 's', 
            95 '_', 103 'g', 111 'o', 108 'l', 100 'd', 10 '\n', 73 'I', 116 't', 101 'e', 109 'm', 32 ' ', 51 '3', 100 'd', 95 '_', 97 'a', 114 'r', 109 'm', 111 'o', 
            114 'r', 58 ':', 98 'b', 111 'o', 111 'o', 116 't', 115 's', 95 '_', 109 'm', 105 'i', 116 't', 104 'h', 114 'r', 105 'i', 108 'l', 10 '\n', 73 'I', 116 't', 
            101 'e', 109 'm', 32 ' ', 51 '3', 100 'd', 95 '_', 97 'a', 114 'r', 109 'm', 111 'o', 114 'r', 58 ':', 98 'b', 111 'o', 111 'o', 116 't', 115 's', 95 '_', 
            115 's', 116 't', 101 'e', 101 'e', 108 'l', 10 '\n'...}, m_datasize = 16673, m_read_offset = 16673, m_command = 67, m_peer_id = 1}
#6  0x0000000000981a07 in Client::ReceiveAll (this=0x17d82e0) at /home/t/dev/minetest-stable-5/src/client/client.cpp:793
        start_ms = 85798378
#7  0x000000000097f5d2 in Client::step (this=0x17d82e0, dtime=0.0590000004) at /home/t/dev/minetest-stable-5/src/client/client.cpp:320
        initial_step = false
        __PRETTY_FUNCTION__ = "void Client::step(float)"
        map_timer_and_unload_dtime = 1.05097385e-43
        player = 0x9ae1e9 <std::bitset<78ul>::reference::operator bool() const+39>
        counter = @0x7fffffffcc80: -nan(0x7fcca0)

User avatar
jas
Member
Posts: 593
Joined: Mon Jul 24, 2017 18:15
IRC: Freenode
Location: IRC

Re: Creative seems to not like large amount of nodes?

by jas » Post

https://github.com/minetest/minetest/pull/8330
Fix definitively string serialization coding problems

https://github.com/minetest/minetest/issues/8325
Large inventory lists are not sent correctly

ShadMOrdre
Member
Posts: 679
Joined: Mon Dec 29, 2014 08:07
GitHub: ShadMOrdre
In-game: shadmordre
Location: USA

Re: Creative seems to not like large amount of nodes?

by ShadMOrdre » Post

Posting this here for easy reference. Patch #8331 applied to 5.0 stable code.
+ Spoiler
Attachments
screenshot_20190306_103830.png
(546.66 KiB) Not downloaded yet
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

ShadMOrdre
Member
Posts: 679
Joined: Mon Dec 29, 2014 08:07
GitHub: ShadMOrdre
In-game: shadmordre
Location: USA

Re: Creative seems to not like large amount of nodes?

by ShadMOrdre » Post

JDCodeit and jas,

Thanks for your help and guidance.

The devs have recognized an issue and are actively working to resolve this issue. If you are affected, follow the links posted by jas.

Patch#8331 has, so far worked here. I will mark this as solved, as soon as I get feedback from a dev or moderator with more experience in these matters.

Thanks for all your work devs. YOU. GUYS. ARE. AWESOME!!!
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

konveksikaos1
New member
Posts: 1
Joined: Wed Mar 06, 2019 08:28
Contact:

Re: Creative seems to not like large amount of nodes?

by konveksikaos1 » Post

Need an idea to executions this amoun of nodes!

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests