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[1.16.5] Crash on existing world #5147

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Alkasym opened this issue Apr 12, 2021 · 12 comments · Fixed by #5148
Closed

[1.16.5] Crash on existing world #5147

Alkasym opened this issue Apr 12, 2021 · 12 comments · Fixed by #5148
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awaiting-feedback Waiting on feedback from the author. Issue will be closed after 7 days of inactivity.

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@Alkasym
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Alkasym commented Apr 12, 2021

Hi,

With the lastest version of AE2, the server crash with an NullPointerException on an existing world.
No problem on new world.

Edit : Same issue on solo with the same world.

Pastbin : https://pastebin.com/wA5K0h4d


Forge : 36.1.4
AE2 : 8.3.0-alpha.3

@Alkasym Alkasym changed the title [1.16.5] Server Crash on existing world [1.16.5] Crash on existing world Apr 12, 2021
@shartte
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shartte commented Apr 12, 2021

sonar.fluxnetworks.common.storage.FluxChunkManager

this looks like some performance mod...
can you please try without that?

@shartte shartte added the awaiting-feedback Waiting on feedback from the author. Issue will be closed after 7 days of inactivity. label Apr 12, 2021
@Mari023
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Mari023 commented Apr 12, 2021

sonar.fluxnetworks.common.storage.FluxChunkManager

this looks like some performance mod...

I have no clue how it works internally, but flux networks is a wireless energy distribution mod
It's a bit like the old tesseracts from TE but only for Energy

@shartte
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shartte commented Apr 12, 2021

AE2 expects to be notified of world-loads before any chunks are being loaded. It looks like FluxChunkManager loading chunks during the world load event, leading to this problem.

Can you try (make a backup of your world please) without that mod to see if my hypothesis is correct?

@Alkasym
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Alkasym commented Apr 12, 2021

Without flux networks we have no crash problem.
The issue is on flux networks?

@shartte
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shartte commented Apr 12, 2021

We can potentially fix this on our end.

@Alkasym
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Alkasym commented Apr 12, 2021

So I don't need to open a ticket on flux netwoks git?

@shartte
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shartte commented Apr 12, 2021

Nah, we'll discuss this internally first.

@Alkasym
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Alkasym commented Apr 12, 2021

Ok thanks you :)

@yueh
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yueh commented Apr 12, 2021

Yes, this is up to flux networks to fix. They start loading chunks before even minecraft does it. Leading to who know what issues.
We might just be the first one crashing on it and not cause some hidden data corruption. (Just guessing here)

We could technically shuffle our event handling around a bit with a higher priority, but that only works until flux networks decides to do that it as well to counter another issue. Which at some point makes it impossible to fix on our side.

@yueh yueh closed this as completed Apr 12, 2021
@shartte shartte reopened this Apr 12, 2021
@shartte
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shartte commented Apr 12, 2021

Sorry, but no. I don't know of any restriction w.r.t. to chunk-loading in response to world load event, or can you point me to any?

@yueh
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yueh commented Apr 12, 2021

Feel free to follow the code, but in short minecraft does a bunch of other things like setting the spawn point, handling entity spawns for structures, setting allow mob spawns and what not. No idea what would happen, if it loads a chunk without any allowed spawns and it suddenly starts deleting entites.

This is also where forge hooks their own chunk loader into. So I guess it's not without some reason for them to load chunks there. And Forge certainly won't document that you cannot load chunks during the world load event. Or anything else.

@shartte
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shartte commented Apr 12, 2021

Additionally reported to SonarSonic/Flux-Networks#436

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