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1.12.2 Appeng Rv5.stable build 1 - Ticking GridNode ImportNode crash #3201

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MagnusHellstrom opened this Issue Nov 8, 2017 · 6 comments

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@MagnusHellstrom

MagnusHellstrom commented Nov 8, 2017

Had persistent errors in server console regarding ImportNode, spontaneously decided it would crash the server, now stuck in reboot-crash loop.

Description

As far as functionality goes, it works perfectly, aside from the errors, and now the crash.

Environment

Codechicken Ender chest bringing items from elsewhere, ME import bus attached to the top of it pulling everything, no upgrades or anything.
Here's the crash log, I have no idea what's causing it.
https://pastebin.com/1eJGYzjX

MC: 1.12.1
AE: Rv5.stable build 1
Forge: 14.23.0.2531

@MagnusHellstrom MagnusHellstrom changed the title from 1.12.2 Appeng Rv5.stable build 1 to 1.12.2 Appeng Rv5.stable build 1 - Ticking GridNode ImportNode crash Nov 8, 2017

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fscan Nov 9, 2017

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How does the rest of the me system look like? Also, as you said it worked before, what changed? New forge version?

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fscan commented Nov 9, 2017

How does the rest of the me system look like? Also, as you said it worked before, what changed? New forge version?

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MagnusHellstrom Nov 10, 2017

Everything else worked fine, it just spontaneously started crashing as soon as someone loaded into the chunk then it started crashing upon server reboot.

MagnusHellstrom commented Nov 10, 2017

Everything else worked fine, it just spontaneously started crashing as soon as someone loaded into the chunk then it started crashing upon server reboot.

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yueh Nov 10, 2017

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I currently do not see any way to trigger a NPE for this line. At least if we can assume the stacktrace is not being incorrect.

Only cell or input could trigger it. input cannot be null, otherwise it would have already caused it earlier. Same for cell which even explicitly throws a NPE should it fail to construct it.

The only issue I currently see is passing a field and not a variable around. Thus something could mutated it through a different thread. But the whole path is only accessible through the normal ticking, should that be multithreaded we can already stop. As it will cause issues everywhere.

The only other option is a import bus with a redstone card. This can also enforce a tick, should a neighbor of them update. E.g. one of the adjacent blocks sends it during the network thread and not the main one. Which would not be our fault, but a bug in that particular mod. But without knowing which blocks are around it, there is nothing we can really do for now.

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yueh commented Nov 10, 2017

I currently do not see any way to trigger a NPE for this line. At least if we can assume the stacktrace is not being incorrect.

Only cell or input could trigger it. input cannot be null, otherwise it would have already caused it earlier. Same for cell which even explicitly throws a NPE should it fail to construct it.

The only issue I currently see is passing a field and not a variable around. Thus something could mutated it through a different thread. But the whole path is only accessible through the normal ticking, should that be multithreaded we can already stop. As it will cause issues everywhere.

The only other option is a import bus with a redstone card. This can also enforce a tick, should a neighbor of them update. E.g. one of the adjacent blocks sends it during the network thread and not the main one. Which would not be our fault, but a bug in that particular mod. But without knowing which blocks are around it, there is nothing we can really do for now.

@fscan fscan referenced this issue Nov 10, 2017

Merged

Rework ImportBus #3206

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MagnusHellstrom Nov 11, 2017

The only blocks around it was a CodeChicken Ender chest and concrete blocks from Immersive Engineering

MagnusHellstrom commented Nov 11, 2017

The only blocks around it was a CodeChicken Ender chest and concrete blocks from Immersive Engineering

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MagnusHellstrom Nov 11, 2017

If it helps, the import bus was almost entirely importing the following; Inferium Dust, Blaze Rods and an assortment of Enchanted vanilla armour and tools from my Blaze Farm.

MagnusHellstrom commented Nov 11, 2017

If it helps, the import bus was almost entirely importing the following; Inferium Dust, Blaze Rods and an assortment of Enchanted vanilla armour and tools from my Blaze Farm.

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The referenced PR should fix your crash. Not 100% sure because i cannot reproduce it.

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fscan commented Nov 11, 2017

The referenced PR should fix your crash. Not 100% sure because i cannot reproduce it.

@fscan fscan closed this in #3206 Nov 11, 2017

fscan added a commit that referenced this issue Nov 11, 2017

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