Sounds cool, and after that, water physics :tongue.gif:.
Could the files for users' block changes be segmented by session, so that I could just open it and undo (Hilight and remove.) RECENT changes by the user?
Zhatt, it's just you (Well not me.) . Maybe your hardware, if not, no idea.
EDIT:
Also, /bucket? Break a block and it replaces it with the one you were held. AND it replaces all blocks of the same type it was connected to. Like let's say you have a brick house. So I use /bucket, and then I equip a glass block. Then I break a block on the brick house, and all brick parts (that are connected to each-other) turn into glass.
It'd also be cool if the rank colors and numbers/abilities were configurable.
EDIT:
Oh, and PLEASE god just make it not have the 'illegal name' thing with verify on. I mean that I want to be able to set my local ip that I connect with as white-listed from being an illegal name.
Bletotum, Its funny, but I don't get any illegal name errors with this server, even wih three computers on my network connecting to it. This is actually the only server that works for me with verify names on.
Rollback Post to RevisionRollBack
Remember that even old echoes can create new harmonies.
Who sits down and writes maniacle laughter?
I would like to tell everyone what my next plan is. This will be a big step, and will be quite difficult. This is something we had planned from the beginning. You may notice less updates, because it will take me much time to release the next stable build. Currently, build 454 is fast and reliable. Stay with build 454 until further notice.
Currently, every one minute, the map saves to server_level.dat. That is going to change. Soon, each time a player changes a block, the change will be added to /blockchanges/[username].dat. When you start minerCPP.exe, it will first load the base map, from server_level.dat. Then, one-by-one, starting from oldest to most recent, it will begin loading block changes. It will appear to load the map as usual. There will be a /savemap command, for Owner only, to save the map to server_level.dat.
This will allow many things. At first, this only means you can delete [username].dat, and restart the server, to remove all changes done by that server. Later on,
/whodid - Tells who modified a specified block
/undo [username] - Undo all actions done by specified user (dense blocks will be ignored)
Hmm, it seems it is fast but not reliable. I tried this revision down and it already doesn't save every minute V.V. What revision makes a backup of everything, every minute?
I think I was confused. My players were telling me it was lag, but I guess it was actually this hanging error. I'm trying the new version. I'll tell ya how it goes.
Quote from bletotum »
Oh, and PLEASE god just make it not have the 'illegal name' thing with verify on. I mean that I want to be able to set my local ip that I connect with as white-listed from being an illegal name.
I have this same problem running the server on a computer on the same network as the one I'm playing on. I was talking to Notch about this and he said that the website doesn't look at the internal part of the IP address. But, yes, an IP "white-list" would be awesome. :mrgreen:
Edit: I restarted the server, the lag is gone and people are not having any issues right now. Hopefully it stays like this for a while. I am using your latest build from the Repository.
Edit: lag is already back after 5 minutes. Slow chat and people are moving like snails.
Make sure you've got the server set to high priority in the processes tab of your task manager, assuming you're using windows.
If it's a local server, Java lags it out quite badly, but fixing its priority to high solves the lag and has little to no impact on your other activities.
Thanks for the advice, however I've tested it on multiple machines that are dedicated to running the server. And it seems that lower spec machines fail even though it only uses 34MB memory. It's still a bit laggy even on a quad core machine with 8gb of ram doing nothing but running the server at 34MB of memory.
Seems like an issue with this software, I feel like it should be using more memory as for when people use /draw and stuff like that.
Not sure that that would be the case, I rarely if ever see lag on my server, it's been quite stable and quite capable running on a mid-range machine.
The CPU usage is always minimal excepting fraction of a second spikes during saves and at the start of a draw.
Have you got a highly complex network? Is the server running on a wirelessly connected system? Maybe your client is running with a poor connection to the network? Do your users complain of the lag or is it mostly just on your end?
Not sure if it's /dense or something else, but when I /clearguest, it deletes stair half-blocks if they are stacked even though I placed them with /dense on.
Not that important, just thought I'd point it out. :smile.gif:
Not sure if it's /dense or something else, but when I /clearguest, it deletes stair half-blocks if they are stacked even though I placed them with /dense on.
Not that important, just thought I'd point it out. :smile.gif:
I'm sure Unison will get that fixed, in the meantime you may need to /harden them instead if you want to keep them protected.
Not sure if it's /dense or something else, but when I /clearguest, it deletes stair half-blocks if they are stacked even though I placed them with /dense on.
Not that important, just thought I'd point it out. :smile.gif:
I'm sure Unison will get that fixed, in the meantime you may need to /harden them instead if you want to keep them protected.
Both with harden and dense it happens. I was sure to try both. :tongue.gif:
That's because two stacked /dense half-steps create a non-dense full-step... It will be looked into. For now, use /harden, it will create a dense full-step when used properly.
I am doing a lot of debugging today, found the cause of the hang (which causes the map to stop saving). Expect a fix very soon.
Well, I think a lot of the problem can be solved by non-blocking sockets. Once I figure that out, reliability should be limited only by your bandwidth.
No complex network, it could just be the map that I created however. It wouldn't surprise me if that causes it.
But I'm not sure anymore, I like CPP but it doesn't work as desired.
Edit: what map generator should I use with CPP? Omen gives me a warning that it could crash because it removed java serialization. Which I had with my previous map and it did indeed crash a lot.
How do I fix this?
Thanks!
as people said, dump it whit the Wom client...
then open it and modify it, and save it as server_level.dat
I was wrong. I am running 454 (the last stable version) and I'm getting mega lag.
Could the files for users' block changes be segmented by session, so that I could just open it and undo (Hilight and remove.) RECENT changes by the user?
Zhatt, it's just you (Well not me.) . Maybe your hardware, if not, no idea.
EDIT:
Also, /bucket? Break a block and it replaces it with the one you were held. AND it replaces all blocks of the same type it was connected to. Like let's say you have a brick house. So I use /bucket, and then I equip a glass block. Then I break a block on the brick house, and all brick parts (that are connected to each-other) turn into glass.
It'd also be cool if the rank colors and numbers/abilities were configurable.
EDIT:
Oh, and PLEASE god just make it not have the 'illegal name' thing with verify on. I mean that I want to be able to set my local ip that I connect with as white-listed from being an illegal name.
Who sits down and writes maniacle laughter?
Hmm, it seems it is fast but not reliable. I tried this revision down and it already doesn't save every minute V.V. What revision makes a backup of everything, every minute?
The difference is, now, since players are threaded, they stay connected despite there being a hang on the main loop.
Edit:
I worked on some anti-hang. This version is pretty stable. It will not prevent all types of hangs, but will prevent most.
http://minercpp.svn.sourceforge.net/vie ... vision=459
I have this same problem running the server on a computer on the same network as the one I'm playing on. I was talking to Notch about this and he said that the website doesn't look at the internal part of the IP address. But, yes, an IP "white-list" would be awesome. :mrgreen:
http://minercpp.svn.sourceforge.net/vie ... vision=461
Should prevent "parsePacket() did not recieve mutex" type errors, if they were caused by the hang recovery.
Edit: nevermind, that was from an older build.
Make sure you've got the server set to high priority in the processes tab of your task manager, assuming you're using windows.
If it's a local server, Java lags it out quite badly, but fixing its priority to high solves the lag and has little to no impact on your other activities.
Who sits down and writes maniacle laughter?
Not sure that that would be the case, I rarely if ever see lag on my server, it's been quite stable and quite capable running on a mid-range machine.
The CPU usage is always minimal excepting fraction of a second spikes during saves and at the start of a draw.
Have you got a highly complex network? Is the server running on a wirelessly connected system? Maybe your client is running with a poor connection to the network? Do your users complain of the lag or is it mostly just on your end?
Not that important, just thought I'd point it out. :smile.gif:
I'm sure Unison will get that fixed, in the meantime you may need to /harden them instead if you want to keep them protected.
Both with harden and dense it happens. I was sure to try both. :tongue.gif:
I am doing a lot of debugging today, found the cause of the hang (which causes the map to stop saving). Expect a fix very soon.
I am getting ready to release a version that should make lag less of an issue. At worst, one player will lag (under normal conditions).
Who sits down and writes maniacle laughter?
Update:
http://minercpp.svn.sourceforge.net/vie ... vision=462
- Hang most likely fixed.
- Should be more stable.
as people said, dump it whit the Wom client...
then open it and modify it, and save it as server_level.dat