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Question SYSERR in File error questions

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27 Apr 2013 21:46 - 28 Apr 2013 09:01 #2014 by JTP
SYSERR: gethostbyaddr: No such file or directory // this one iwe see before
SYSERR: perform_socket_read: about to lose connection: Connection timed out // this one iwe seen before
SYSERR: gethostbyaddr: Success // these iwe never before seen in my log, what is it and why first today i get them, iwe tested tbamud for a mounth now
SYSERR: gethostbyaddr: Success
SYSERR: gethostbyaddr: Success

Also see 1:
Apr 27 16:02:21 :: SYSERR: Couldn't find 1 extractions as counted.
Last edit: 28 Apr 2013 09:01 by JTP.

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28 Apr 2013 21:48 #2017 by thomas
gethostbyaddr performs reverse dns lookups of users' IP's in DNS. Apparently your DNS settings work better now, or the users come from more wellbehaved ISPs who actually give their users ahostname to go with the IP.

Either way, it's not really an error you need to worry too much about. It seems gethostbyaddr returns non-zero for success on your platform. Anyway, if it bothers you, toggle the config option "name server is slow".

About the second error: "Couldn't find x extractions as counted" is somewhat more sinister. It indicates that either some code has called extract_char() twice on the same character or that something is messed up elsewhere in the code. Check your code for calls to extract_char() and verify that the code first checks whether the character has the NOT_DEAD_YET flag set.

@Coders: perhaps the extract_char() function should check this before increasing the counter?

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28 Apr 2013 22:01 - 28 Apr 2013 22:16 #2018 by JTP
Replied by JTP on topic SYSERR in File error questions
All the places in code with extract_char() is stock, nothing changed.

Here is one of them, think search found 24 some in comments:
Code:
/* ... and Kill the player if the room is a death trap. */ if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to), world[going_to].name); death_cry(ch); extract_char(ch); return (0); }
.


And another:
Code:
ACMD(do_quit) { if (IS_NPC(ch) || !ch->desc) return; if (subcmd != SCMD_QUIT && GET_LEVEL(ch) < LVL_IMMORT) send_to_char(ch, "You have to type quit--no less, to quit!\r\n"); else if (GET_POS(ch) == POS_FIGHTING) send_to_char(ch, "No way! You're fighting for your life!\r\n"); else if (GET_POS(ch) < POS_STUNNED) { send_to_char(ch, "You die before your time...\r\n"); die(ch, NULL); } else { act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM); mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s has quit the game.", GET_NAME(ch)); if (GET_QUEST_TIME(ch) != -1) quest_timeout(ch); send_to_char(ch, "Goodbye, friend.. Come back soon!\r\n"); /* We used to check here for duping attempts, but we may as well do it right * in extract_char(), since there is no check if a player rents out and it * can leave them in an equally screwy situation. */ if (CONFIG_FREE_RENT) Crash_rentsave(ch, 0); GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); /* Stop snooping so you can't see passwords during deletion or change. */ if (ch->desc->snoop_by) { write_to_output(ch->desc->snoop_by, "Your victim is no longer among us.\r\n"); ch->desc->snoop_by->snooping = NULL; ch->desc->snoop_by = NULL; } extract_char(ch); /* Char is saved before extracting. */ } }
.
Last edit: 28 Apr 2013 22:16 by JTP.

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