Access denied. Reason: Could not allocate player.

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BrandonReese
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Access denied. Reason: Could not allocate player.

by BrandonReese » Mon Aug 05, 2013 17:04

Several people on my server are getting this error after I updated to the latest git version.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Error: Access denied. Reason: Could not allocate player.
You may need to wait for a timeout.


From my understanding this no different than looking at the log file and seeing Failed to emerge peer id..., but the client receives a message about it now.

Is there a way to help limit how often players cannot be allocated, and/or a way to shorten the timeout.
 

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by mauvebic » Mon Aug 05, 2013 17:23

I tried mentioning it on IRC, though exio was more concerned with my grammar than the problem.
Last edited by mauvebic on Mon Aug 05, 2013 17:23, edited 1 time in total.
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by BrandonReese » Mon Aug 05, 2013 20:28

I assume these two entries represent two people that are having trouble connecting

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
16:14:55: VERBOSE[Connection]: con(4/1): RE-SENDING timed-out RELIABLE to 77.xxx.xxx.xxx:59655(t/o=3): from_peer_id=1, channel=0, seqnum=1115
16:14:55: VERBOSE[Connection]: con(4/1): RE-SENDING timed-out RELIABLE to 24.xxx.xxx.xxx:64550(t/o=0.4823): from_peer_id=1, channel=0, seqnum=30673


And we don't really know who is having the issue, if the client is not receiving it, or if the server is not receiving the response.

Maybe something like this reliable packet routine is standard practice in multiplayer games, but it would seem to make more sense to send the packets that have to arrive at their destination (authentication, all the initial client server handshake stuff, disconnect signals, etc...) to be sent over TCP. I suppose reliable packet might not be the issue at all, but from my basic knowledge it would seem to be the first place to look.
 

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by VanessaE » Tue Aug 06, 2013 20:12

This same issue affects some users on my server also. Identical symptoms.

The error message has since been changed in git to better reflect the idea that the user should simply wait a while and try again -- not that doing so necessarily works, though.

The strange thing is, it's only *some* users who have these problems - bulldog1 and I can play on my server without issue.
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by twoelk » Tue Aug 06, 2013 21:02

As I seem to have the problem more often on slow internet connections with servers downloading lots of stuff to my client I assume this to be "asynchron timeout" related.

Servers affected by "Could not allocate player"so far with links to first reports of problems:
- VanessaE (https://forum.minetest.net/viewtopic.php?pid=104044#p104044)
- LandRush (https://forum.minetest.net/viewtopic.php?pid=103976#p103976)

- Related? using Remobo (https://forum.minetest.net/viewtopic.php?pid=100940#p100940)
Last edited by twoelk on Tue Aug 06, 2013 21:18, edited 1 time in total.
 

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by BrandonReese » Tue Aug 06, 2013 21:23

VanessaE wrote:This same issue affects some users on my server also. Identical symptoms.

The error message has since been changed in git to better reflect the idea that the user should simply wait a while and try again -- not that doing so necessarily works, though.

The strange thing is, it's only *some* users who have these problems - bulldog1 and I can play on my server without issue.


I was never affected, but I'm assuming rolling back to commit 8831669 (Allow mods to listen to cheat detections...) on my server made things better because people have mostly stopped complaining.
 


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