Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Light not being updated when breaking and placing blocks #19

Closed
xpopy opened this issue Mar 23, 2021 · 4 comments
Closed

Light not being updated when breaking and placing blocks #19

xpopy opened this issue Mar 23, 2021 · 4 comments

Comments

@xpopy
Copy link

xpopy commented Mar 23, 2021

2021-03-23_15 43 09

It only seems to happen when there's a lot of chunks loaded (like 32 chunk render distance)
Even when placing a torch nearby it doesn't update the light
This is without any light modifying mods, but in case it would help these are the mods i'm using:

Architectury
Autorun
Betterbeds
Blockmeter
Blur
Bobby
Cloth-config
Cmdkeybind
Connected-block-textures
Dynamic-fps
Fabric-api-0.31.0
Fallingleaves
Hydrogen
Indium
Krypton
LazyDFU
Lithium
Logical zoom
Mod menu
Soaring Clouds
Sodium extra
Sodium 0.1.1 (latest build)
Tic-tacs

@Johni0702
Copy link
Owner

Could you please try without any other mods and if that works try to narrow it down to which mod is breaking it?

@xpopy
Copy link
Author

xpopy commented Mar 24, 2021

Did some testing, I managed to replicate it using only sodium 0.1.1 snapshot, fabrics api 0.31.0 and bobby 1.1.1

Everything looks fine when I connect to the world, but after going through a nether portal to somewhere far away and then coming back, thats when the light bug appears

@xpopy
Copy link
Author

xpopy commented Mar 24, 2021

After some futher testing I can't seem to replicate this on my own server (1ms ping) but I managed to do it on two other servers (100ms+ ping). Idk if the ping or server performance has anything to do with it

@Johni0702
Copy link
Owner

Thanks for your testing! After some concentrated starring at the Sodium-specific code I was able to find a potential race condition which indeed would be influenced in part by network bandwidth (specifically it only behaves badly if the time between the respawn packet and the chunk packets is longer than it takes MC to render a frame; rarely the case on a local server / singleplayer where I usually test).
And indeed with a bit of careful time manipulation in the right places I am able to reliably reproduce your issue. I'll publish a 1.1.2 version with the fix shortly.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants