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Partial chunk fill bug 1.14.2 #145

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roopekoo opened this issue Jun 23, 2019 · 19 comments
Open

Partial chunk fill bug 1.14.2 #145

roopekoo opened this issue Jun 23, 2019 · 19 comments

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@roopekoo
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I have encountered a bug that when I have a big worldborder, radius over 2k, the filling process leaves unfinished chunks (shaped black squares) that are visible in dynmap.

I am using:
Paper 1.14.2 build 96
Worldborder 1.9.10 (beta)
Dynmap 3.0 beta-4

How to reproduce:

  1. Set the border to 5000x5000 preferably to round. (/wb world set 5000 5000 spawn) (/wb wshape world round)
  2. Start the filling process and wait. (/wb world fill)
  3. When finished do dynmap fullrender and wait. (/dynmap fullrender world)
  4. Profit

Dynmap doesn't render unfinished chunks. And if I go to the black area in dynmap and do updaterender, it doesn't do anything or do radiusrender, it renders only the tiny area to unrendered area where the player currently is. So, the chunks that were unfinished are now rendered and complete when the player visits the chunk.

I currently have around 20k worldborder fully filled and fullrendered. There were no issues in the process of filling and rendering.
Here is an image of the full 20k radius world with those squares from dynmap:
20k
One pixel on the map corresponds to 21m in the game(1:21)
These chunk gaps are about 6 chunks wide.

@roopekoo roopekoo changed the title Partial chunk fill bug 1.14 Partial chunk fill bug 1.14.2 Jun 23, 2019
@Northbadge
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I had this happen to me as well, a workaround would be to force loading for all chunks by doing /wb world fill 20 208 true
Did you ever step into that world before running WB fill by any chance?

@roopekoo
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Thank you @leroy627 for suggesting that. With forcing chunks it updates the partial chunks and dynmap renders them.
Still this is an issue for normal usage for huge maps without forcing chunks.

@Nekuroi
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Nekuroi commented Jun 24, 2019

Have the same issue, my guess is there is some kind of padding added to already generated chunks because of how wb ignore borders of already explored zones.

https://imgur.com/a/6loIEgq

@Northbadge
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The 'bug' was introduced as a result of #101

Looking at the first screenshot it seems as if the black borders appear at a certain interval of chunks loaded(i.e. the area loaded, notice how the 'loaded' areas thin out then grow at the end), which is odd since the code looks like it shouldn't have that happening.

@Leonardo-Fiori
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That happens also to me, the dev has stop answering since some time, hope this plugin is not going to be discontinued..

@mxs42
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mxs42 commented Jun 28, 2019

Are you sure that it is in fact is not being generated?
Because when I went to black areas they were fully generated but Dynmap refused to render them even after update / fullrender.

@Leonardo-Fiori
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@mxs42 yeah, they do not generate. That are not simply an empty padding.. if you travel over them they do generate

@mxs42
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mxs42 commented Jun 28, 2019

@Leonardo-Fiori sadly yes, I just tested again and can confirm that they are not being generated :(

mibby referenced this issue in Northbadge/WorldBorder Jul 4, 2019
+ Added fill progress save to autosave, to avoid lost progress on hard-crashes
+ Prevented fill progress from being deleted except when properly finished or terminated.
+ In case fill progress is saved, but world is not loaded yet when config is loaded, running /wb reload should now resume filling if the world is loaded then.
+ Updated restoreprogress default values to match the current defaults.
@WeltensiedlerDE
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Same here in Paper 1.14.3 and also Spigot 1.14.3

@Leonardo-Fiori
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Solution: force the generation using the latest argument.. /wb fill world freq pad true

The last "true" argument forces generation and worked for me

@JonMagon
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JonMagon commented Jul 5, 2019

@Leonardo-Fiori but it will regenerate all chunks? It may take a long time if the world is big.

@Leonardo-Fiori
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No, i did it on my world and it is still here, if it regenerated it from scratch I would have killed myself lol

The other main problem now are nether portals.. I had to keep worldborder disabled to make them work. And enable it when expanding map

@Leonardo-Fiori
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It's not a solution, at least personally I would not call it solution.. disable worldborder plugin and set the vanilla worldborder at the same spot to prevent players from going outside. Then when you need to trim or fill enable it back and do it.. then disable. If you want to keep it enabled find a way to enable to all the players the bypass mode.. wb bypass

@WeltensiedlerDE
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Solution: force the generation using the latest argument.. /wb fill world freq pad true

The last "true" argument forces generation and worked for me

It needs much time to fill and the fullrender takes much more time now. The flat Map looks good. Now, it's rendering the surface. But at the moments it looks good.

@ghost
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ghost commented Jul 11, 2019

I had this happen to me as well, a workaround would be to force loading for all chunks by doing /wb world fill 20 208 true
Did you ever step into that world before running WB fill by any chance?

This won't wipe the building we made or redo the modifications we made to the world, does it?

@cooperisdunn
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I had this happen to me as well, a workaround would be to force loading for all chunks by doing /wb world fill 20 208 true
Did you ever step into that world before running WB fill by any chance?

This won't wipe the building we made or redo the modifications we made to the world, does it?

No.

@Leonardo-Fiori
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Today we decided to expand the map to 6000 blocks. Starting from the previous 2000 blocks. Its taking ages, i have to keep my server on whitelist for thw whole day.. of course because i had to force the generation using "true". This is barely usable. Please fix :( @Brettflan

@ishland
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ishland commented Aug 7, 2019

The same issue in Paper 1.14.4

@TheoRetisch1
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I have the same problem under Paper 1.15.2 - 226 with the Worldborder version 1.9.10. The error pattern is not as consistent anymore: https://imgur.com/a/M2mOFGP. But the error description and the solution approach still apply 1:1.

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