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Player .map file renders wrong and "covers up" the map with green color #8

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Gilthanaz opened this issue Apr 6, 2015 · 6 comments

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@Gilthanaz
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This issue happened on A10.4 (and might still be valid for A11, but unconfirmed). The server has been played on for months by many people, so the map is quite large already. A few weeks ago, suddenly the map was covered in "green stuff" render errors that would cover up explored terrain of other players. By the path we could determine that one of the players .map file might be corrupt and causing this:

7d2d_map_file_green_stuff_issue_1

Here is a "close up" of the green stuff, maybe the texture pattern is a hint:
7d2d_map_file_green_stuff_issue_2

Maybe the filesizes are a problem, at least one map file is >64MB:

23M 765611790578462.map
1.1M 76561791098418.map
24M 76561197270435.map
1.1M 76561197920365.map
21M 76561199387298.map
6.2M 76561100587548.map
20M 76561100515780.map
5.3M 76561802282848.map
5.3M 76561809453547.map
17M 765611039751818.map
5.6M 76561906756211.map
3.9M 765611818388244.map
65M 765611869575889.map

Here is the output of the renderscript, it does not show any errors that i could see:
Read map file 76561198169575889.map 1 / 13
Read map file 76561197970578462.map 2 / 13
Read map file 76561198004587548.map 3 / 13
Read map file 76561198006515780.map 5 / 13
Read map file 76561197998387298.map 6 / 13
Read map file 76561198039751818.map 7 / 13
Read map file 76561197972270435.map 9 / 13
Read map file 76561198022282848.map 10 / 13
Write tile X: 5 of 256
Write tile X: 32 of 256
Write tile X: 59 of 256
Write tile X: 86 of 256
Write tile X: 113 of 256
Write tile X: 122 of 256
Write tile X: 126 of 256
Write tile X: 129 of 256
Write tile X: 131 of 256
Write tile X: 134 of 256
Write tile X: 136 of 256
Write tile X: 138 of 256
Write tile X: 140 of 256
Write tile X: 142 of 256
Write tile X: 144 of 256
Write tile X: 146 of 256
Write tile X: 148 of 256
Write tile X: 153 of 256
Write tile X: 159 of 256
Write tile X: 169 of 256
Write tile X: 182 of 256
Write tile X: 207 of 256
Write tile X: 234 of 256
Min max tiles minx: -272 maxx: 904 miny: -1027 maxy: 757
Tiles used / total read 212039 / 212039
Zoom level 7 , 1404 tiles left
Zoom level 7 , 1178 tiles left
Zoom level 7 , 942 tiles left
Zoom level 7 , 712 tiles left
Zoom level 7 , 491 tiles left
Zoom level 7 , 263 tiles left
Zoom level 7 , 47 tiles left
Zoom level 6 , 301 tiles left
Zoom level 6 , 71 tiles left
Zoom level 5 , 17 tiles left

We appreciate your great tool and hope that it will be continued for new versions of 7D2D :)

Kind regards,

  • G
@nicolas-f
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Hi,

Thanks for the feedback. In order to debug I need the files that generate wrong tiles.

Regards,

@Gilthanaz
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Dear Nicolas,

thanks for the answer! As the file is too big to attach it here, i've prepared a gzipped tarball for you to download from:
--link removed, please let me know if you need the files again--

KR,

  • G

@nicolas-f
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This is maybe a file writing concurency issue. You should launch map reader when no players are connected.

@Gilthanaz
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Hi again!

The screenshots I've posted above have been rendered from a completely "cold" save directory. I'm sure of that because it is a A10.4 map and i only saved the map to send you the data if needed for debugging :) I did a fresh render of the map for the above screenshot at a time where the server was already running a new map and thus, there is no possibility that something else was currently accessing those map files.

KR,

  • G

Edit:
On a side note, i have tried yesterday to provoke issues by rendering the map every 10 minutes on a very busy server. I could not notice any issues at all if the .map files are "hot" because all the players are on, there have not been any render errors or other problems :)

@nicolas-f
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Ok. As a side note, tiles are cached in a database in the tiles folder. By default the program fetch the first version of tiles from this database.

@Gilthanaz
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Regarding the tiles folder, i do delete that every time before rendering the map. I can't exactly remember why, but there was some issues with accessing the map mid-render-progress if the tiles have not been flushed. My script pretty much looks like this:

cd /path/to/7d2d-map/; rm /path/to/7d2d-map/tiles/* -rf
python map_reader.py -g "/path/to/map/Player/" -z 8

I stripped this one of all log lines and other stuff, but basically it boils down to the above :)

KR,

  • G

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