flux reports: figure out where the "ambient" ... #6299
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Reference: your-land/bugtracker#6299
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flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
Good luck! I'm curious as well.
currently running the following on the main server. i've done what i can to mitigate crashes - it hasn't crashed for me on singleplayer, but it also hasn't detected anything, so not all code paths are tested.
One clue is that it's only mob sounds, I think?
ambience has quite a few sounds of animals https://codeberg.org/tenplus1/ambience/src/branch/master/sounds
For #3681 I made a playlist of all .ogg YL had and went through them till I found the one JeCel recorded.
mostly they're mobs_redo sounds, i'm not sure that's exclusive though.
but not e.g. the sounds from the stone monster, landguard, or blaze, which are ones i commonly hear.
yep mobs_monster are not animals.......
it's mobs redo.
sounds which specify an object only get logged if the object's position is
nil
. question is why. i'm not able to replicate this locally yet.i can't replicate this locally either using
:remove()
and thensound_play
, or moving out of the area so the object unloads and then issuingsound_play
. no sound happens in either case. maybe it got fixed in 5.8?looking at the code, i suspect that the underlying engine issue is likely the same one implicated in #3601. i never found a way to replicate that either.
without a replication, i don't want to report this to the engine folks. we could ask Tenplus1 to check
get_pos()
returns non-nil. alternatively, we could overrideminetest.sound_play
to add the check ourselves.apparently the sound system was re-written for 5.8, let's put this on hold until the server is running that.