Astral Sorcery

Astral Sorcery

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Dedicated Server Crash on Augmented Sextant Use

Aiva418 opened this issue ยท 4 comments

commented

I am using the latest version of Astral Sorcery as of writing this (astralsorcery-1.12.2-1.10.23.jar), as well as over 100 other mods (which should be listed in both crash reports). I crafted an augmented sextant and opened the sextant interface. Opening and closing the interface does not appear to cause issues, as I was able to open another gui afterwards. The server seems to hang when matching a location to its corresponding star, as no other tileentities are interactable upon exiting the sextant view afterwards. I was able to replicate this crash on my server by using the sextant and matching a location to a star, after which I timed out and the server crashed. I did not experience this issue in singleplayer.

crash-2020-04-13_23.14.12-server.txt

crash-2020-04-13_23.41.07-server.txt

latest.log

If you need more information, let me know.

commented

Sextant removed post MC 1.12 versions.

commented

Server load is too high, and server tick rate is exceeding the forge watchdog:

[23:39:29] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 28563ms behind, skipping 571 tick(s)
[23:40:07] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 15111ms behind, skipping 302 tick(s)
[23:41:07] [Server Watchdog/FATAL] [net.minecraft.server.dedicated.ServerHangWatchdog]: A single server tick took 60.05 seconds (should be max 0.05)
[23:41:07] [Server Watchdog/FATAL] [net.minecraft.server.dedicated.ServerHangWatchdog]: Considering it to be crashed, server will forcibly shutdown.
[23:41:07] [Server Watchdog/WARN] [org.dimdev.utils.ModIdentifier]: Failed to identify hellfirepvp.astralsorcery.common.network.packet.client.PktRequestSextantTarget$$Lambda$3653.00000000BC07C2B0 (untransformed name: hellfirepvp.astralsorcery.common.network.packet.client.PktRequestSextantTarget$$Lambda$3653.00000000BC07C2B0)

What is different server vs singleplayer with your hosting? Memory availability? CPU? What are you matching in these tests, biome or building? Is it a vanilla biome? How many biomes are in your world?

commented

I get the same crash for both biomes and buildings.

The server is running on the same CPU as what I have on my laptop, though I've allocated just over 5GB RAM on my client and the server only has 4. And the only difference I can see in software is that the server isn't running any purely clientside mods, and that it probably isn't running on MacOS (I'm not sure what the host uses).

I just remembered that I also used a different world type when testing in singleplayer. I have the mod Climatic Biomes installed, and I'm using its world generator settings. The server also has Biomes O' Plenty, so there's quite a lot of biomes in the world.

Having just tested again in singleplayer, I was able to achieve a crash by roughly the same process, but it required some extra clicking in the sextant menu and resulted in a clientside error rather than a serverside one. It definitely isn't the same issue, as the server one happened roughly a minute after every time I made a match, and that didn't happen in singleplayer. Still, I'll provide the crash log in case it's related:

crash-2020-04-15_19.34.21-client.txt

commented

Same issue in the end: too many things to iterate through and search. Not really much that can be done about that, unfortunately.