Closed ghost closed 8 years ago
hm... Ok, I think I might know what's going on. I'll look into that ASAP
Okay, here's a log snippet when I tried to kick a "ghost" player and failed.
Ok I've got more of a handle on this, now that I've got SBReddit up, It looks like if a user attempts to connect, but the connect fails (no user/pass, bad user/pass, etc...), they still get added to the player shelf. At the same time, their status gets set to -1, and logged_in gets set... which is bad, since they aren't actually logged in.
Nope, still not resolved. I'm going to fix the kick command to take care of this.
A little more insight into this bug: it looks like it is people who attempt to connect to the server while having mods enabled, but who don't have 'asset mismatch' disabled.
Thanks kharidiron, it's working fine now.
Also, since setting AllowAssetMismatch to false on the server, I have been having less "ghost" players.
This issue is still active, though in a different form now. There are users who disconnect due to server lag, but cannot be removed, even with my kick fix.
still happening.. have 3 ghosted players right now.. how do i help you gather more information on it? want an ssh account on my server?
Hi, Kharidiron told me to send this log file when I crashed like this, so you guys can use it. http://pastebin.com/q7FwTCsn The crash happens at line 1761.
Thanks for posting that. Let me dig in and see if it helps.
i have like 50 ghosted players right now
server is set to assetmismatch=false server is running 1.02 version of starbound
when logged in as " owner" UUID char. I see (-1) next to all of their names. is that not a clear indication they are ghosted? Can you just kill them ?
While 582658e438d7fef8cde8ef24c5532a109230ae7d has fixed the problem of being unable to kick -1 players, I ran into an issue today where a ghosted player still has an id, and cannot be kicked.
New commit should hopefully finally resolve this issue once and for all.
I ran the new commit for 4 hours. I saw 10 "asset mismatch" connection attempts in starbound_server.log, and had 0 ghosts.
This is solved... sorta. There's a new bug, but I'll open that as a new ticket.
Just FYI, I don't see a new issue for this yet, but I had this occur today on my server. Here is the relevant log:
2016-08-02 21:14:14 - DEBUG - starrypy # Initializing connection.
2016-08-02 21:14:14 - INFO - starrypy # Received connection from xx.xx.xx.xx
2016-08-02 21:14:14 - DEBUG - starrypy # New connection established.
2016-08-02 21:14:14 - INFO - starrypy.plugin.player_manager # Known player is attempting to log in: ThVortex
2016-08-02 21:14:14 - ERROR - starrypy.plugin_manager # Exception encountered in plugin on action: client_connect
Traceback (most recent call last):
File "/home/steam/src/StarryPy3k/plugins/player_manager.py", line 260, in on_client_connect
player = yield from self._add_or_get_player(**data["parsed"])
File "/usr/lib/python3.5/asyncio/coroutines.py", line 206, in coro
res = func(*args, **kw)
File "/home/steam/src/StarryPy3k/plugins/player_manager.py", line 671, in _add_or_get_player
raise ValueError("Player is already logged in.")
ValueError: Player is already logged in.
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "/home/steam/src/StarryPy3k/plugin_manager.py", line 45, in do
if not (yield from p(packet, connection)):
File "/home/steam/src/StarryPy3k/plugins/player_manager.py", line 264, in on_client_connect
self._set_offline(connection)
File "/home/steam/src/StarryPy3k/plugins/player_manager.py", line 449, in _set_offline
connection.player.connection = None
AttributeError: 'StarryPyServer' object has no attribute 'player'
2016-08-02 21:14:14 - INFO - starrypy # Removing unknown player.
I ran the latest StarryPy3k for approximately 1 hour. After some players experienced disconnection, their names are shown with [-1] prefix on /who command. Admins report they tried to kick those "ghost" players so they could join back, but they couldn't. http://i.imgur.com/XGz1Wbg.png The debug.log is pretty much long so I will try to reproduce this for a short period of time.