C2ME and Radium caused the world to lagout
Aabyonis opened this issue ยท 4 comments
Describe the bug
When using C2ME on forge with SInytra connector with radium installed sometimes the world just lags out and outputs a thread dump in the logs, especially when generating a specific structure from the mod Integrated villages*, the structure is called integrated_villages:tavern_village, removing either of these mods fixes the issue
To Reproduce
Steps to reproduce the behavior:
- Install C2ME, radium and IDAS
- Try tping to integrated_villages:tavern_village and the world might lag out
Expected behavior
Screenshots
Runtime info (please complete the following information):
- OS: Win 11
- Minecraft version: 1.20.1
- Mod version: c2me-fabric-mc1.20.1-0.2.0+alpha.11.16
- Mod branch: (fill this if you are not using the default
verbranches)
Crash reports / logs
(https://mclo.gs/KLyAJLZ) exceeded pastebin limit so used mclo.gs
Other mods
(https://pastebin.com/RAX0hTfD)
Checklist
- I am using the official version of the mod.
- I tried the latest development version but the issue persists.
- I searched for similar open issues and could not find an existing bug report on this.
Additional context
There is no crash though just a complete lag out
Some kubejs script is trying to summon entity during entity loading, which deadlocks the server. Unlikely to be our problem.
Some kubejs script is trying to summon entity during entity loading, which deadlocks the server. Unlikely to be our problem.
this might be abit out of scope for the issue but i wanted to know how do you pinpoint such errors? id like to know since i have no clue what to do in these situations
This is what the server thread is doing:
https://mclo.gs/KLyAJLZ#L15262
On line 15409, the server loads entities generated during the world generation process.
On line 15383, kubejs received the entity spawning event and invokes some javascript.
On line 15355, summon command is called (very likely on the current chunk), and that proceed to wait for the current chunk to finish loading in. At this point it is just waiting for itself, and deadlocks.
There is a lot of duplicate cases in the server thread because it is trying to do something else while it is waiting for itself indefinitely.
This is what the server thread is doing: https://mclo.gs/KLyAJLZ#L15262
On line 15409, the server loads entities generated during the world generation process. On line 15383, kubejs received the entity spawning event and invokes some javascript. On line 15355, summon command is called (very likely on the current chunk), and that proceed to wait for the current chunk to finish loading in. At this point it is just waiting for itself, and deadlocks.
There is a lot of duplicate cases in the server thread because it is trying to do something else while it is waiting for itself indefinitely.
I see, thank you