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| 16:41 |
sfan5 |
soo when is 5.9.0? |
| 16:49 |
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| 17:07 |
MTDiscord |
<jordan4ibanez> right now |
| 17:09 |
MTDiscord |
<jordan4ibanez> okay I guess I was wrong |
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| 21:20 |
MTDiscord |
<mistere_123> what can cause this: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug. ? |
| 21:21 |
MTDiscord |
<mistere_123> Is it referring to a bug in lua code or in C++ code? What common mistakes create that bug (if in lua code)? |
| 21:22 |
MTDiscord |
<mistere_123> It goes along with an entity that is attached to a player mysteriously being deleted without my code telling it to be deleted (but on_deactivate is called) |
| 21:59 |
[MTMatrix] |
<Zughy> sfan5: hopefully soon. Just a few PRs still open and one issue |
| 22:04 |
MTDiscord |
<mistere_123> Relevant: my system memory is almost entirely full |
| 22:13 |
MTDiscord |
<luatic> MisterE: A bug in C++ code, probably. Minetest may remove attached entities (although it probably shouldn't), but then it should keep get_attach / get_children consistent itself. |
| 22:13 |
MTDiscord |
<luatic> You could try setting a breakpoint on the warning to get a stacktrace, because there are a few places from which objectrefGetOrCreate is called. Relevant: #14853. |
| 22:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/14853 -- Object unloading should consider attachments |
| 22:16 |
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| 22:18 |
MTDiscord |
<mistere_123> Yeah, when it happens, get_children discovers that the attachment is missing, and respawns it. It happens ... alot of times ... one right after another. |
| 22:23 |
MTDiscord |
<mistere_123> Lovely ... so its a known issue that vehicles may disappear under players and attachments may disappear from on top of players. Ok, I guess I will do external control that will re-create entities as-needed, but yeah that's a pretty bad bug. It will waste the resources of constantly checking that the entities exist |
| 22:33 |
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| 23:43 |
MTDiscord |
<luatic> "It will waste the resources of constantly checking that the entities exist" - this is not that bad (but I agree that the bug is pretty bad overall). |