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Game crashes on activating Spatial Containment Structure with ME Controller in it #6990

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SomeoneRand0m opened this issue Mar 25, 2023 · 16 comments
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bug Self explanatory?

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@SomeoneRand0m
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SomeoneRand0m commented Mar 25, 2023

Describe the bug

As it says, the game crashes when I attempt to activate a Spatial IO controller while there's an ME Controller inside the pylons. Nothing is crossing the border of the pylons, or even brushing up next to them, for that matter.

How to reproduce the bug

Create a Spatial Containment Structure, make a (most likely active, unsure) ME Controller within, activate it.

Expected behavior

It does not crash when I do this. lol

Additional details

This is for Minecraft 1.19.2, not .3, if that makes any difference. Also, I was using a moderately complex p2p subnetwork setup within the spatial pylons, which might contribute, frankly I have no idea.
Additionally, I am still able to log back into the world after my game crashes, the structure successfully gets transported, and it does not crash when I bring it back into the overworld.

Which minecraft version are you using?

1.19

On which mod loaders does it happen?

Forge

Crash log

https://gist.github.com/SomeoneRand0m/70d0533f75cf7021860b46f3a61d537d

@SomeoneRand0m SomeoneRand0m added the bug Self explanatory? label Mar 25, 2023
@dokastho
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I tried replicating this bug with your AE2/FML version and was unable to cause a crash, maybe this is an ae2things issue?

@ben-mkiv
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ben-mkiv commented Apr 6, 2023

i can confirm the issue, and also run into it. it's only happening like 1/10 tries...

here's the crash report which looks similar:
https://mclo.gs/xQL0Pjh

edit: the network is kinda simple, only some export busses and interfaces, the only AE2 addition used in the network are some MegaCells storage components in the drive

the network is most likely "active" while i try to save it on the spatial storage. so when testing try to keep the buffer of an interface filled and maybe some export bus active with exporting things constantly

@Technici4n
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Hello, could you perhaps post a picture of the setup? I am unable to reproduce this issue or understand what is causing it.

@Technici4n Technici4n added the awaiting-feedback Waiting on feedback from the author. Issue will be closed after 7 days of inactivity. label Apr 14, 2023
@uberswe
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uberswe commented Apr 17, 2023

I encountered the same issue in 1.18.2. Here is the crash report

https://gist.github.com/uberswe/11640ccb8066dfdfa15708e0da803814

Initially it worked fine with this single ME controller which just has a spatial anchor and some power.

2023-04-17_11 38 28

But when I added my main ME controller with all my drives, assemblers, cpus and whatnot as you can see below it will crash the server randomly when I send the entire 16x16x16 area into the Spatial Storage or take it out. Seems to be about a 50% chance.

2023-04-17_11 38 40
2023-04-17_11 43 37
2023-04-17_11 45 39

  • Removing the P2P tunnels made no difference.
  • I removed a corner of each quantum link to disable them, I had 4. Also no difference.
  • As the player, it makes no difference if I stand inside or outside the Spatial Storage area

@Technici4n
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Hi, could you generate a crash report with the very latest version of AE2? (11.7.2)
I added a bit of debug info to help track this down.

@uberswe
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uberswe commented Apr 18, 2023

Hi, could you generate a crash report with the very latest version of AE2? (11.7.2) I added a bit of debug info to help track this down.

@Technici4n Here is a crash report for 11.7.2 https://gist.github.com/uberswe/23df393a21cb44202c4ccc94c8abd236

@shartte
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shartte commented Apr 18, 2023

The only weird mod I see is Smoothchunk mod

@Technici4n
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@uberswe Thanks. What are the positions of the controller inside the original world and inside the spatial dimension? (More or less)

@ben-mkiv
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ben-mkiv commented Apr 19, 2023

Main Network:

"Sub" Network (green cables connected with glass fiber to the controller)

@Technici4n
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Sorry I meant the x,y,z coordinates.

@uberswe
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uberswe commented Apr 20, 2023

Sorry I meant the x,y,z coordinates.

In the overworld: -2133,84,-870
In the spatial dimension: -311,77,-314

@uberswe
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uberswe commented Apr 20, 2023

I can reproduce this issue in a single player world without any other mods

https://gist.github.com/uberswe/71145f49e362229ab0854b754c102157

It has happened both times I have tried it now

2023-04-20_06 11 32

Here is my entire instance: AE2 Test.zip

Technici4n added a commit that referenced this issue Apr 24, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
@Technici4n Technici4n removed the awaiting-feedback Waiting on feedback from the author. Issue will be closed after 7 days of inactivity. label Apr 24, 2023
@Technici4n
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Thanks a lot for providing that test world, I couldn't have figured it out without that zip! :)

(Fix will be out for 1.19.2 in the next release, in a few weeks most likely.)

@coaber
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coaber commented Apr 25, 2023

This also happened on my 1.18.2 modpack, after following a tutorial on how to teleport yourself in the spatial storage field using another ME network all was fine until i actually activated the field, game froze and had to actually force shut it down, after going back in the game and trying to bring it back in the main world, it kind of worked, except any tile entity that had nbt data stored was deleted

@Technici4n
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I will also backport it to 1.18.2.

@coaber
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coaber commented Apr 25, 2023

Thanks!

Technici4n added a commit that referenced this issue May 22, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
Technici4n added a commit that referenced this issue May 22, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
Technici4n added a commit that referenced this issue May 22, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
Technici4n added a commit that referenced this issue May 22, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
Technici4n added a commit that referenced this issue May 22, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
Technici4n added a commit that referenced this issue May 22, 2023
- The root problem was that the controllers block entities are removed by
Spatial IO before the blocks are, so we must ensure that the controller
BE never gets queried by neighbors, otherwise a new "ghost" BE appears
which causes the crash.
- Also consolidated some ticking checks to make them all point to a
Platform method.
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