Hangs the server and the load on the CPU 200% #1559

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ghost opened this Issue Jun 7, 2015 · 23 comments

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@ghost
ghost commented Jun 7, 2015

KCauldron-1.7.10-1420.108
appliedenergistics2-rv2-stable-5

Starts the server in console writes these messages:

[20:03:51] [Server thread/INFO]: Layer: appeng/parts/layers/LayerISidedInventory_CableBusPart loaded successfully - 5282 bytes
[20:03:51] [Server thread/INFO]: Layer: appeng/parts/layers/LayerIFluidHandler_CableBusPart loaded successfully - 2442 bytes
[20:03:51] [Server thread/INFO]: Layer: appeng/parts/layers/LayerITileStorageMonitorable_CableBusPart loaded successfully - 1070 bytes
[20:03:51] [Server thread/INFO]: Layer: appeng/parts/layers/LayerIEnergySink_CableBusPart loaded successfully - 4248 bytes
[20:03:51] [Server thread/INFO]: Layer: appeng/parts/layers/LayerIEnergySource_CableBusPart loaded successfully - 4184 bytes
[20:03:51] [Server thread/INFO]: Layer: appeng/parts/layers/LayerIEnergyHandler_CableBusPart loaded successfully - 1801 bytes
[20:03:52] [Server thread/INFO]: Force loading chunk [172, 95] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [172, 96] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [172, 97] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [173, 95] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [173, 96] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [173, 97] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [174, 95] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [174, 96] in class net.minecraft.world.WorldProviderSurface
[20:03:52] [Server thread/INFO]: Force loading chunk [174, 97] in class net.minecraft.world.WorldProviderSurface

Then the server crashes and ship much CPU.

@yueh yueh changed the title from [Important] Hangs the server and the load on the CPU 200% to Hangs the server and the load on the CPU 200% Jun 7, 2015
@yueh
Member
yueh commented Jun 7, 2015

The log does not really say anything besides something keeping chunks loaded.

We do not actively support any cauldron version, but you might have luck in reading some other issues about chunkloading like #1023

@yueh yueh added the state-waiting label Jun 7, 2015
@ghost
ghost commented Jun 7, 2015

It started then Crash
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(HashMap.java:839)
at java.util.HashMap$KeyIterator.next(HashMap.java:874)
at net.minecraft.entity.EntityTracker.func_72788_a(EntityTracker.java:271)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:978)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:431)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:809)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:669)
at java.lang.Thread.run(Thread.java:745)
http://pastebin.com/yM2kMwNK

@ghost
ghost commented Jun 7, 2015

I have a suspicion integration with BuildCraft.
When I moved to BC 7.0.8 I got this error, before everything was normal.

Could you verify and update the integration of BC 7 + AE?

@thatsIch
Member
thatsIch commented Jun 7, 2015

BC 7 was just released and we did not move to it yet.

@ghost
ghost commented Jun 7, 2015

Oh ... and I'm already using BC 7

@ghost
ghost commented Jun 7, 2015

I found a clue

I test for Regen each region of 20k ... on coordinates figured hovering place ... and found the area ... When I regen the chat I wrote what was in hover and

http://joxi.ru/BA04joPTvKaLAy

@ghost
ghost commented Jun 8, 2015

One of my players said:
"He put the wire from ProjectRed under ME Lever Emitter"
and then I started the server crash, blunt and to give a high load on the server.

@thatsIch
Member
thatsIch commented Jun 8, 2015

We have no integration with P:R

@thatsIch thatsIch closed this Jun 8, 2015
@thatsIch thatsIch reopened this Jun 8, 2015
@ghost
ghost commented Jun 8, 2015

The essence remains the essence ... when he put the wire ... the server crash

@thatsIch
Member
thatsIch commented Jun 8, 2015

Yea, that you have issues with mods which are not programmed for Cauldron.

We can update the BC integration, but I doubt that this will solve your issue, cause there is nothing in the crash log indicating something went wrong.

@ghost
ghost commented Jun 8, 2015

I believe the problem is not BC, and ME Level Emitter with P:R

@yueh
Member
yueh commented Jun 8, 2015

The AE2 BC integration will be disabled when using BC7.

It should also be expected that a major version increase will have horrible effects on any related (or even unrelated at first glance) mod, especially when upgrading a production server on the same day as the official release (or even a couple of days later). Instead of first testing it and waiting on related mods to update too.

The best idea is to try it without cauldron. If it is still reproduceable, then report the crashlogs to the corresponding mods. If not it is most likely an issue with cauldron and hoping a dead software will be fixed eventually.

@sliterok
sliterok commented Jun 9, 2015

I checked and found that it was not because of the cauldron. I've repeated it in singleplayer.
When i place that wire on block near Level Emitter i have only 2-3 seconds before minecraft crashes.(Wire don't sets, but world saves with it, and without deleting this block with MCEdit won't start)
screenshot_6

Im not sure if it helps, but here is crash log: http://pastebin.com/MGP8dmp0

€: Please use pastebin - thatsIch

@ghost Unknown referenced this issue in Chicken-Bones/ForgeMultipart Jun 9, 2015
Closed

Crash AppliedEnergistics + ProjectRed #342

@thatsIch
Member

It does help, since now it is a real crash log.

This is probably happening due to infinite loop of notifyBlockOfNeighborChange.

@NitroxydeX

@MySt1k your first crash with

java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(HashMap.java:839)
at java.util.HashMap$KeyIterator.next(HashMap.java:874)
at net.minecraft.entity.EntityTracker.func_72788_a(EntityTracker.java:271)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:978)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:431)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:809)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:669)
at java.lang.Thread.run(Thread.java:745)

comes from Buildcraft. There will be a fix soon. BuildCraft/BuildCraft#2782

@sliterok sliterok referenced this issue in MrTJP/ProjectRed Jun 11, 2015
Closed

Crash ProjectRed + AppliedEnergistics #807

@MrTJP
MrTJP commented Jun 11, 2015

The alloy wires under the torch should not be getting powered at all. The level emitter should not be powering the entire face, just the center. Dont know how the parts are set up, but my guess is it does not implement the IMaskedRedstonePart trait.

@thatsIch
Member

We are just using the regular IRedstonePart

@MrTJP
MrTJP commented Jun 11, 2015

While IRedstonePart is adequate for part to normal block interactions, a multipart redstone device, such as a wire, needs to know that that the face is not connectable on the outer edges. IMaskedRedstonePart (which is a sub interface of IRedstonePart) defines one more function that is given a side and returns an integer mask. For the Level Emitter, since it only emits from the center, would return 0x10 as the mask. (Masks are indexed by 1<<r, where r is a rotation about the face, r=4 being center)

@thatsIch
Member

I tried to implement that as far as I understood,

is this the expected result? https://imgur.com/a/AvT8e
basically there is no way to power the alloy wire through level emitters directly.

@MrTJP
MrTJP commented Jun 11, 2015

Yes, that would be correct. A framed alloy wire can direct the signal. See if it works.

@thatsIch
Member

Nice, works perfectly

https://imgur.com/a/dUd7o

@MrTJP
MrTJP commented Jun 11, 2015

From what I've seen, the cable and emitter are the same part. If the framed wire is connecting to sides that don't have the emitter, simply return a zero mask for those sides.

@thatsIch thatsIch pushed a commit to thatsIch/Applied-Energistics-2 that referenced this issue Jun 11, 2015
thatsIch Fixes #1559: Level Emitter with P:R alloy wire does not crash anymore
Required to implement a more advanced interface, if not done that way, the parts will update themselves recursively
845b1c6
@thatsIch
Member

It is not connecting to them, so no need for that

@thatsIch thatsIch added type-bug and removed state-waiting labels Jun 11, 2015
@thatsIch thatsIch self-assigned this Jun 11, 2015
@thatsIch thatsIch pushed a commit to thatsIch/Applied-Energistics-2 that referenced this issue Jun 13, 2015
thatsIch Fixes #1559: Level Emitter with P:R alloy wire does not crash anymore
Required to implement a more advanced interface, if not done that way, the parts will update themselves recursively
1d02b7e
@thatsIch thatsIch pushed a commit that closed this issue Jun 13, 2015
thatsIch Fixes #1559: Level Emitter with P:R alloy wire does not crash anymore
Required to implement a more advanced interface, if not done that way, the parts will update themselves recursively
a75dee0
@thatsIch thatsIch closed this in a75dee0 Jun 13, 2015
@thatsIch thatsIch pushed a commit that referenced this issue Jun 14, 2015
thatsIch Fixes #1559: Level Emitter with P:R alloy wire does not crash anymore
Required to implement a more advanced interface, if not done that way, the parts will update themselves recursively
643f559
@thatsIch thatsIch added a commit that referenced this issue Jun 18, 2015
@thatsIch thatsIch + thatsIch Fixes #1559: Level Emitter with P:R alloy wire does not crash anymore
Required to implement a more advanced interface, if not done that way, the parts will update themselves recursively
13d40c9
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