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1.17.1 Vanilla – java.lang.reflect.InvocationTargetException / Could not initialize class org.lwjgl.glfw.GLFW #4205
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I have this problem on macOS 12 too. To solve this problem, I use brew to install adoptopenjdk 16. |
I'm away from home and cannot test on the same computer as before, but I'll take a look ! Thank you for your potential solution. |
Are you running with aarch64 at all? |
@jamierocks For Me, Yes. I am running the MultiMC on Apple Silicon |
@jamierocks And for me, I have a Ryzen amd64, nothing out of the ordinary. The laptop I'm using right now has the exact same OS and same architecture as my desktop computer that I don't have access to right now, and 1.17.1 works on MultiMC here... I'll try to do some research on my own (by comparing everything I can) once I have access to my desktop, hoping I can find something. Since the problem is related to GLFW, could it be also linked to graphics driver though ? or it's strictly a Java problem ? Because my desktop computer – where it crashes – has an AMD GPU with the |
So, this doesn't quite look easy to debug, since something eats the actual exception that caused the GLFW class to fail loading. @lesterlo this is NOT the same issue, and ARM computers aren't supported here or by Mojang |
I FOUND IT ! I took a bit of time trying to reproduce the bug on the computer where it worked, and I managed to make Minecraft crash too. See, I'm French. We use funny-looking dressed-up letters such as this magnificent "é". Although the world is supposed to use UTF-8 everywhere and even almost not care about the bytes that make up any string, it just happens that in the huge technological stack required to launch Minecraft (MMC, Java, MMC's bootstrap code, Minecraft, LWJGL...) a little rascal misbehaves when exposed to non-English characters, and produces a very unclear – almost unrelated – error that took hours to debug. Well I still don't know what causes the bug precisely and more importantly why, but I can definitely tell you that the Minecraft instance can be started if its directory name contains strictly ASCII characters, and crashes when it contains an "é". This has to do with the directory name, not the instance name, which can differ if the instance is renamed after its creation. It is worth mentioning that:
How to fix it quickly myself ?Erase your language's culture(/s), rename your instance DIRECTORIES (not the instances themselves from the contextual menu) so they only contain American© Standardized™ letters How can it be fixed upstream ?
or
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In theory, Unicode handling should work on Linux (not on Windows though) |
Plus an MC bug that silences the original exception, of course. |
You're incredibly fast, I was trying to diff the |
It looks as if LWJGL 3.3.0 or 3.2.3 fixed this issue. |
LWJGL/lwjgl3@a10f862 |
Hi, I found and reported this problem at the end of October. https://github.com/huanghongxun/HMCL/pull/1145 When a non ASCII character is detected in the native library path, we create a soft link for it in |
Is there anything end-users like me could do to fix it locally? |
Run in a directory where the path contains only ASCII characters. |
Issue is with arm Mac I think, which lwjgl doesn't support apparently |
@Am3ra Check this reply: #4205 (comment)
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that lib apparently has arm builds now, but mojang has yet to add the libraries themselves, which might work |
@peterix Since you removed the issue about Mac M1 and arm binaries, can we follow up on the problem in this one or create a new issue? |
Operating System
Linux
Description of bug
When trying to start a 1.17.1 instance that I just created to try, the game crashes with the following stack trace:
full version here: https://paste.ee/p/4gAUv
Steps to reproduce
.minecraft/runtime
) and it still doesn't workSuspected cause
I have no idea, the stack trace is truncated and I don't know why the "GLFW" class wouldn't load. I have a lot of MultiMC instances, ranging from 1.8 to 1.16.*, modded and vanilla, and they all work (on openjdk8 though).
This issue is unique
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