Eureka

Eureka

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Tick Loop (AE2)

Shadowhunter82 opened this issue · 20 comments

commented

Hello
Found ah new bug!

http://pastebin.com/7SddPEni

commented

@Shadowhunter82 when did that happen? When your AESystem did craft something?

commented

Thats the main problem i don´t know, It happend on my server. and there are ah view people on it with the autocrafting from AE

commented

Test it in singelplayer. or make a server on your pc on put the mods in and try to crash it with this bug.

commented

AE2 is throwing the CraftEvent but with a null-Playerobject, @AEnterprise should implement a null-Check there.

Am 07.09.2014 um 17:18 schrieb Speiger [email protected]:

Test it in singelplayer. or make a server on your pc on put the mods in and try to crash it with this bug.


Reply to this email directly or view it on GitHub.

commented

@Speiger this just prevent all possible crashes, easier solution and it works

commented

@iTitus i did think that too but could be possible that the fakeplayer of them had some problems.

commented

Trying to reproduce now

commented

Ok, its definetely a broken FakePlayer: the playerNetServerHandler is null while it tries to send a message in "addChatMessage(IChatComponent)"

commented

@iTitus so this has to be reported to AE2 then? should i do a null check for that?

commented

Yes, I think so, I was able to recreate this with only AE2, BC6 and BCA. When I created the right amount of Tools via Autocrafting it crashed with the same crash log.

commented

You could check if player.playerNetServerHandler is null before sending a message but this should be done at AE2's end, I think

commented

the right amount, so did you make progresss if you look in your book?

commented

I will check now, I have to restart MC

commented

My Player did not make any progress. But it keeps crashing as long as the crafting operation is running (I requested 60 Wooden Pickaxes...)

commented

You should just add a null check like iTitus said, but you can't really blame AE2 (and other mods that can cause this problem) for this, as I don't think there is a better way of throwing a CraftEvent without having a normal player.

commented

alright will add a null check

commented

Also it's normal that auto crafting stuff via AE2 or other mods doesn't progress the player as there is no player specified. the same thing is happening for the HQM quest if you have a crafting task, only the player crafted items help you progress.

commented

did it with a try catch as there might be other issues with fake players, this will take care of all of them

commented

Also a possible solution ;)

commented

Why not make a FakePlayerTestfunction?