Posts: 160
Threads: 31
Joined: Oct 2011
Thanks: 0
Given 0 thank(s) in 0 post(s)
11-01-2011, 08:53 AM
(This post was last modified: 11-01-2011, 08:54 AM by rs2k.)
Destroying a block seems to lock up the server. I'm not sure if it's the map or something else causing the problem yet. I'm running the newest version of MCServer.
Ahha: It looks like it's going through and doing something to the pak files:
"cFileFormatUpdate will loop through old files and convert them to new files"
I'll let it finish instead of restarting it. lol.
What ever it's doing, it's eating a ton of RAM while doing it. up to 21% RAM until it completed when it dropped down to 14.4% system RAM. It looks like there's a memory leak.
The process lasted about 10 minutes. When it finished I was able to destroy blocks like normal. Server's back up and running like normal.
Posts: 1,450
Threads: 53
Joined: Feb 2011
Thanks: 15
Given 120 thank(s) in 91 post(s)
Well that's strange. All it does is convert the player data in /world/player from binary to Json. While it's doing that the server isn't even running so you shouldn't be able to connect.
Converting 1166 players to the new format took like 5 seconds here.
Posts: 160
Threads: 31
Joined: Oct 2011
Thanks: 0
Given 0 thank(s) in 0 post(s)
11-01-2011, 10:44 AM
(This post was last modified: 11-01-2011, 10:57 AM by rs2k.)
It looks like the compressed chunk size in the chunk headers changed. MCServer seems to have uncompressed and re-compressed every pak file. The uncompressed size has stayed the same though. Every file is slightly large because of the compression size change. The denotch map converter must be compressing them in a format MCServer can read but doesn't like.
I'm using the -lz option when I compile using g++. It looks like it's using "/lib/libz.so.1.2.3.3" and it looks like you're using zlib-1.2.5
Posts: 1,450
Threads: 53
Joined: Feb 2011
Thanks: 15
Given 120 thank(s) in 91 post(s)
That still doesn't make sense. There is no code that makes it loop over pak files and recompress them.
Posts: 1,450
Threads: 53
Joined: Feb 2011
Thanks: 15
Given 120 thank(s) in 91 post(s)
Yeah there's probably something wrong in the NBTData destructor. I'll look into it.