Client crash
kaxlabs opened this issue · 11 comments
Perhaps same as #80
I have not encountered that crash yet, but it appears to be a problem with casting from double
to int
when sorting the List
.
I have tried some test code (intentionally causing overflow and underflow when casting from double
to int
), but could not pinpoint a definitive cause.
How about replacing the comparison function with Comparator.comparingDouble
?
I built patched one and would like someone to try it.
Perhaps same as #80
I have not encountered that crash yet, but it appears to be a problem with casting from
double
toint
when sorting theList
.I have tried some test code (intentionally causing overflow and underflow when casting from
double
toint
), but could not pinpoint a definitive cause.How about replacing the comparison function with
Comparator.comparingDouble
? I built patched one and would like someone to try it.
It happens somewhat consistently when I'm near this complex raid farm with a lot of water streams. If you attach the build I can try it.
It happens somewhat consistently when I'm near this complex raid farm with a lot of water streams. If you attach the build I can try it.
Thank you for additional info. I'll test it by generating too much messed up water flow.
Here it is.
effective-1.2.1+patch-aeef858.jar.zip
I see that it seems to crash near by raid farm.
I think it might be a good idea to be aware of thread-safes, as is the case on other issue boards, in my opinion. There are many reports of crashes with the tick
method, or its auxiliary methods.
btw, I realize that replacing the comparison function misses the point of this issue, so I'm trying a new way to generate splash particles.
It still doesn't crash on my environment. Could someone please test it?
effective-1.2.1+patch-b78ec6f.jar.zip
Changes
- register a new ParticleType class named
SplashParticleType
(extendsDefaultParticleType
) - use a custom structure class named
SplashParticleInitialData
Solution:
- do not call
ClientWorld#getOtherEntities
, no sorting, of course - refer the custom structure class when
SplashParticle.DefaultFactory#createParticle
was called
May cause:
- generate oddly sized particles
Code is here: lonefelidae16/Effective/try/fix-splash-generator
Perhaps there are other useful solutions.
edit: No longer available.
I see that it seems to crash near by raid farm. I think it might be a good idea to be aware of thread-safes, as is the case on other issue boards, in my opinion. There are many reports of crashes with the
tick
method, or its auxiliary methods.btw, I realize that replacing the comparison function misses the point of this issue, so I'm trying a new way to generate splash particles. It still doesn't crash on my environment. Could someone please test it? effective-1.2.1+patch-b78ec6f.jar.zip
Changes
- register a new ParticleType class named
SplashParticleType
(extendsDefaultParticleType
)- use a custom structure class named
SplashParticleInitialData
Solution:
- do not call
ClientWorld#getOtherEntities
, no sorting, of course- refer the custom structure class when
SplashParticle.DefaultFactory#createParticle
was calledMay cause:
- generate oddly sized particles
Code is here: lonefelidae16/Effective/try/fix-splash-generator Perhaps there are other useful solutions.
New crash with this build unsure what could've caused it:
latest.log
crash-2022-05-15_17.41.26-client.txt
New crash with this build unsure what could've caused it: latest.log crash-2022-05-15_17.41.26-client.txt
Thanks for testing and reporting crashes. I know WaterfallCloudGenerators
crashes at this time, but will be resolved with #83.
If I attach a build that includes all of these patches, could you like to try it?
New crash with this build unsure what could've caused it: latest.log crash-2022-05-15_17.41.26-client.txt
Thanks for testing and reporting crashes. I know
WaterfallCloudGenerators
crashes at this time, but will be resolved with #83. If I attach a build that includes all of these patches, could you like to try it?
I'm subscribed to this thread and enjoy the mod, please attach builds whenever necessary.
Thank you so much. I hope my code will be of help to someone.
effective-1.2.1+patch-efb1162.jar.zip
Sorry for the delay, but this build hasn't caused any issues. I'd say it has fixed the crashes.
That sounds good. The crash report for this issue is the same as #97 . But I’m not sure what went wrong in the end; could it have something to do with Witch throwing potions...?
Anyway, I hope it gets merged upstream. Thank you again for testing and reporting back.
Thank you so much. I hope my code will be of help to someone. effective-1.2.1+patch-efb1162.jar.zip
Sorry for the delay, but this build hasn't caused any issues. I'd say it has fixed the crashes.