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Messages - Ben S.

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Support / Re: NullPointerException Client Crashes
« on: February 17, 2011, 08:37:25 am »
I really don't think this is related to the server in any way.  It's just a NullPointerException Notch hasn't taken care of, nothing you can fix server end.  Even if data is received by the client that doesn't protocol, it shouldn't crash.  Notch needs to take counter-measures for situations like that.

Also, this is a fairly common error.

Discussion / Re: Mineserver Runs On... (post your specs)
« on: February 02, 2011, 05:02:19 am »
runs on
  • AMD Phenom II X6 1075T Thuban 3 GHz (6 Cores)
  • 8 GB Corsair XMS3 DDR3 1600
  • ATI Radeon HD 5750 Graphics Card
  • Windows 7 x64

Can play game and run server without problems.
Never have problems with really anything, hehe. :P

Plugins / Re: The new Plugin API
« on: January 29, 2011, 08:14:52 pm »
It would be less work to simply port the plugins to c++

Port 250+ plugins would be less work than a creating a bridge between Bukkit and Mineserver?  ???
There's really only a few plugins worth porting.  The rest are trivial and can be written in probably 5 minutes.

Development / Re: PowerPC(64)
« on: January 26, 2011, 07:44:22 pm »
So it was (big)endian problem, it should now be fixed.
I wonder how many other places the server has problems like this.

On the other hand, does this mean the server will run on both little- and big-endian architectures? I mean, I know the way a program stores/retrieves memory is usually done in a way that doesn't really depend on the endianness, but I also know that file formats can be dependent on the endianness, along with network protocol messages.
The standard is that all network traffic is big endian, and your local system treats it as such, by either leaving it big endian, or converting to little endian.

So yes, the server can run on both big and little endian, or any other type of endianness (yes there are others).

Plugins / Re: The new Plugin API
« on: January 25, 2011, 07:17:47 am »
This may not be very feasible because the API for bukkit is constantly changing.  I know it is still in development, but it would be very tedious to have to expose everything in the exact same way bukkit does.  Plus having this project rely on another project kind of defeats the purpose of this even existing.

As much as I hate to say it, a complete rewrite of the plugins would probably be faster than writing a very generic emulator, which would definitely be slow, and most likely pretty buggy.  Cross language communication between languages that aren't very similar (bytecode vs machine code) is very troublesome.  Calling conventions get really screwy and it is just a mess.

Eh, my 2 cents.

Development / Re: PowerPC(64)
« on: January 25, 2011, 07:03:11 am »
That exception is thrown when memory is trying to be allocated (new).  It could just be that you are running out of memory.  Any idea how much you have in a PS3?  Debian may be a little stingy with giving memory out due hardware limitations.

Support / Re: Furnace doesnt work
« on: January 22, 2011, 11:21:42 pm »
Have you tried smelting with other fuels?  It might just be that sticks were forgotten as a fuel.

Support / Re: Three problems.
« on: December 30, 2010, 01:51:39 am »
I compiled latest git source on a linux machine using cmake. I can connect. However:

1) No commands are available, not even /help. They just show up as chat text.

2) I spawn inside the ground and have to dig my way out.

3) The roles.txt file doesn't give even the slightest hint to its syntax. Neither does the wiki.

1.  Commands were recently taken out as I came to figure out recently as well.  My guess is that the devs want it to be more of a plugin than built in.  Inside the source you can find the old commands.cpp, but it's file extension now has .unused attached to it.

2.  Seems kind of odd, does this always happen or for one map that you had the server generate?  If this is reproducible I'm sure the devs would want a thorough bug report.

3.  For each role, whether it be admins, ops or member, all you do is just put the name of the user below each subsection that you want them to be a member of.

Formatted like this:
Code: [Select]
# admins

# ops

# members

Development / Trouble Getting Plugin to Initialize
« on: December 29, 2010, 05:28:14 am »
Well I'm that guy who loves to use MinGW and you guys are making this damn hard on me! haha :)

Anyways, I've has a really rough time getting the server to use my command.dll I have compiled.  I was wondering if someone else could give it a shot with what I have compiled to see if that could be the problem.  Also if someone could provide me with their's, I would like to do some testing as well.

Here is mine (sorry, 2 dlls because I couldn't get command.dll to be statically independent...).

Also, I know that it is rather large, but the way you guys are doing plugins is rather rough with my knowledge of mingw.

Just let me know what results you guys get and I would really like to get my hands on a working command/banlist.dll for testing.


Edit: Oh, durr.  Forgot to tell you guys how it is actually failing.  I'm getting an entire application crash when loading at the beginning.  Not sure why it is doing this, but I'll have a look at plugin.cpp to see if I can spot anything.

Development / Re: -rdynamic for plugins
« on: December 25, 2010, 03:38:43 am »
Here is another change you should probably make to the Makefile (I know, I should just create a fork, but I don't really have enough time to commit to this project unfortunately).

The way I had it before would only recognize mingw on windows 7.  I saw your use of findstring and adapted it.
Code: [Select]
ifeq ($(findstring MINGW32,$(SYSTEM)),MINGW32)
LFLAGS = -lws2_32 -lwinmm -export-all-symbols
LFLAGS = -rdynamic

This looks to me like it will work for different versions of mingw in theory.  Thanks again for accepting my changes.  It got rather tedious to fix it every time.

Development / Re: -rdynamic for plugins
« on: December 23, 2010, 01:47:01 am »
I posted it here:

2 things to note:
I'm not with the best with makefiles, but my uname with msys returns MINGW_NT-6.1.  I'm not sure how I could make this work for multiple versions for mingw: MINGW*

If someone has pdcurses instead of ncurses on their system, they can use make like this:
make pdcurses=true

I also reordered the linking to be done after the object files on the command line because mingw needs to know all of the symbols beforehand.

Take a look and let me know if i goofed anything up.

Development / -rdynamic for plugins
« on: December 22, 2010, 08:59:51 pm »
I think for windows this switch needs to be changed to -export-all-symbols.  -rdynamic only applies to ELF, not PE.

Also, since the function timeGetTime() is being used, on windows you need to also link -winmm.  I imagine anyone who builds for windows has already figured this out.

And another also, the makefile could also look for pdcurses, not just ncurses.

Edit:  I use mingw btw

Development / Re: Bandwidth?
« on: December 20, 2010, 12:24:53 am »
Has anyone done tests on bandwidth usage of this server compared to the official one?

I did some measurements some weeks back and noticed Mineserver was using much less bandwidth..altought the java server had mobs enabled ;) But the strange thing was the bandwidth went up only when I dug. Maybe I should do the tests again...
I don't have any "official" numbers on this. But I might say the Mineserver is sending less "extra" data.

I still have run into one thing however.  Sometimes when you load up a new area, you can see through the ground and see caves way below you before the ground right underneath you.

Is this a problem with the server sending that far data first or is the minecraft client doing a poor job of prioritizing packets?

Discussion / Re: Colored Text
« on: December 09, 2010, 04:20:21 pm »
As far as I can tell your name is color coded to the rank you are, but I don't think however you can type in color.

I noticed in like the sample motd some messages are preceded by something like this:
Code: [Select]
§bThis seems to be the color code notation, but I don't see a way of getting that into chat as the client doesn't like copy/paste or alt codes.

This could be something built in, but would probably be more suitable for a plugin of some sort.

Servers / test server
« on: December 08, 2010, 03:44:33 am »
I will be running a test server as well that will be running very recent builds of  This may or may not be updated multiple times a day.

port: 25566

The version of the server running will be in the motd, which will be the first few numbers of the latest github commit of this build.

The maps will get reset if it gets too crazy.  Also I modified the source so everyone *should* be able to use commands like /give and /i to make testing better.

Have fun.

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