-
Notifications
You must be signed in to change notification settings - Fork 2
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
When using Redis to sync comments, it always returns with Map must not be empty. #5
Comments
Btw why would you want to use Redis? As it only applies to a rare use case where you have many servers ("sharing") using a same map |
Yes I have created a modpack that generates the same seeded world each time but randomizes the location on first login, I wanted my friends to be able to play SP in their game but also be able to share their comments with everyone so you would see comments made by others in your game, kinda like dark souls or bloodborne messages on the floor.. |
I see, that's interesting |
I Know my redis server works because i did some testing with setting and removing entries remotely, but when i add the redis config in and then try to load a world, it just freezes forever and i have to force close and the crashlog just says redis failed because map must not be empty |
Weird, mind sending the relavent part of the log over? |
Ah with that information now that I understand how it works, I believe I was using it wrong. I was trying to use Host but i was setting the url to a remote redis running on a RassberryPi, I am guessing it runs some kinda internal one that it maps too, but since its not the local one its not sending out the mapping dataset? maybe make it do a small test to see if using dedicated remote redis as the Host and merge its internal mapset with the servers?? I dont think I could run a game client all the time just to act as a hub for comments XD |
Shouldn't have that "map must not be empty" issue and crash in all cases though, wonder why TeaConMC has one "builders' server" and several "visitors' servers", the save file on builders' server gets preserved, while several visitors' servers are ran on a Kubernetes cluster, their save files are pulled from builders' server at startup and dumped at shutdown and thus it's totally griefproof |
So it will only work for a dedicated server then? if so that's fine, I could just make then join a server to play, just some people dont got good connections lol |
I think you might be able to get it working with your public redis setup, but you do need a Minecraft server with |
I tried, this was the error C:\servers\Minecraft\PureHorror>pause |
Mmm it says it can't connect to localhost:6379 |
I installed it on server and set config, I am not sure what else I need to do for it? |
If you are running redis on a remote server, then you expose it to internet and fill in the ip address or domain, the same way as how you'll let players join a dedicated Minecraft server? |
No not exposed, only lan right now then iall work on redis auth later, but it crashes if i use localhost or the remote redis
|
To note, the client works fine on the same machine. |
AH heres the error I get when setting the remote redis on the server config when it tries to boot:
|
Ah I see where the issue is |
This kinda works? it worked at first launch after setting comment but upon reload of the world now, poof |
Would a simple dummy insert on every load pretty much fix this? |
I tried running my own redis and allowing outside connections, I tried a local install but nothing was working.
The text was updated successfully, but these errors were encountered: