[Rspamd-Users] cannot execute /etc/rspamd/custom-ratelimit.lua: attempt to call a nil value
george.asenov at wpx.net
Wed Aug 31 13:38:28 UTC 2022
I managed to fix the call to nil error it was caused from a missing end
which should close:
custom_keywords.customrl = function(task)
Anyone on the second question that left behind
How can I get [Envelope from] address in the ratelimit script i.e. the
real sender even if the user is sending trough sendmail (not
On 31-Aug-22 2:25 PM, George Asenov wrote:
> Hi Ged,
> Thanks for your answer.
> But my file is 69 lines of code. Most of it is modified example from the
> rspamd documentation.
> The line ratelimit.lua:852 is part of the rspamd source code probably
> responsible for loading the custom script.
> I have tried to comment out many parts of my code and also set some
> static values to some of the variables but the error didn't change.
> Hope someone more familiar with lua (I'm newbie with it) to spot maybe
> obvious error in my code.
> On 31-Aug-22 12:40 PM, G.W. Haywood via Users wrote:
>> Hi there,
>> On Wed, 31 Aug 2022, George Asenov wrote:
>>> I'm trying to write custom ratelimit script but it keeps failing at
>>> start with:
>>> lua; ratelimit.lua:852: cannot execute
>>> /etc/rspamd/custom-ratelimit.lua: attempt to call a nil value
>> I've never in my life written lua code, but seeing an error message
>> like that would make me ask
>> "What's at line 852?"
>> My guess is that it's something with an undefined (nil) value. :)
>> If there are many things on line 852 capable of taking values you can
>> try somehow to separate them onto multiple lines. The error messages
>> you get might then tell you which of the values caused the problem.
>> Of course the code you've posted doesn't have anything like 852 lines.
>> If you think that it really is what's causing the error, first you'll
>> probably need to find out what other code is wrapped around yours, so
>> you can count the lines in the same way that the lua interpreter does.
>> Alternatively you can put some 'do nothing' lines in your code before
>> (hopefully) the part causing the error, just to see if the line number
>> in the error message changes.
>> Generally speaking if you're starting new development from scratch I'd
>> recommend starting with something very, *very* simple, so that you can
>> build on something which 'works' - which is usually a lot easier than
>> trying to fix something which doesn't. If you started with something
>> like the code in your post, you could for example comment out lots of
>> it until you get something which at least runs, even if it doesn't do
>> what you want when it does. Then you can incrementally uncomment the
>> commented parts, so you gradually approach the objective, and errors
>> are revealed as you uncomment more or less one line of code at a time.
>> Sorry not to be more help than that.
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