Random lighting crash (due to large generation?)
GroundBat opened this issue ยท 5 comments
Version Information
Minecraft version: 1.12.2
Forge version: 14.23.5.2859
Other mods (if applicable):
- CubicChunks-1.12.2-0.0.1244.0-SNAPSHOT-dev-all (in dev environment)
- My testing grounds mod for very large trees (2000 blocks tall, canopy about 2000 blocks across)
Steps to reproduce:
- Unzip and add the included .jar of my mod to the mods folder (Located after the Debug log files section).
- Launch the game
- The game may crash while preparing the spawn area.
- If the game doesn't crash right away, you may be able to trigger a crash by going up to around y=800, and navigating towards x=1024, z=1024. The tree trunk is around 100-150 blocks in diameter, centered on that coordinate. Or, you might be better off just rerunning it.
Expected Behavior:
The game loads, and the trees generate correctly, blocking out all light within about a 1000-block radius of the trunk (at least, once the trunk is
Actual Behavior:
Sometimes crashes upon loading the world, or heavily lags (& potentially crashes) once the branches start generating.
Link to crash log (if applicable - use a site such as hastebin:
Crash while preparing spawn area (NullPointerException): crash-2022-06-23_15.28.34-server.txt
Crash while moving up near a tree's trunk, and the tree's branches start generating (OutOfMemoryError): No crash log generated, see corresponding log file.
Log files:
NullPointerException: 2022-06-23-7.log
OutOfMemoryError: latest.log
Debug log files:
NullPointerException: debug-1.log
OutOfMemoryError: debug.log
Zipped mod .jar: Yggdrasil[CC]-0.0.1.zip
Zipped mod .jar with mixin actually working: Yggdrasil[CC]-0.0.1.zip
Source repo: https://github.com/Joekeen03/-CC-Yggdrasil-Mod/tree/Full_Tree_Generation
Notes:
- I have a mixin (Mixin_GuiMainMenu) applied which loads directly into a world, skipping the main/world creation menus. It creates a save-file named Yggdrasil Testing (run through MC's savedir/savename transforms), with a random seed, and creative mode.
- I turned my heap size up to 6 gigabytes when I started encountering the out of GC errors (though that didn't completely stop them, and might have simply obfuscated the core of the problem).
- The testbed world consists of flat planes of stone at cube-local y=15, for all cubes at cubeY<4
- Sometimes it just lags horribly upon generating the branches.
- Tree's rough shape: trunk goes up about 1000 blocks, at which point the canopy starts, which is approximately hemispherical in shape, and around 2000 blocks in diameter.
I can't reproduce it. Any more details? Specific seed?
It does lag which is expected (a lot of light updates on render thread) but otherwise I can't get it to crash.
After creating about 25 worlds I just can't make it crash. Did you change CC config in any way?
I'm now running the game in a loop until it crashes on spawn generation and will leave it for a few hours.
After creating about 25 worlds I just can't make it crash. Did you change CC config in any way?
Not that I remember. I'm out of town until Monday/Tuesday, but I can double check once I return.
It's been very difficult for me to reproduce as well - sometimes it just froze.
I'm assuming you're running it from the CubicChunks dev environment?
I ran it from my mod's dev environment when it crashed (looking at the log files I uploaded) - is it possible running it from one mod's dev environment vs. another could change anything (CubicChunks vs. Yggdrasil dev environments)?
It shouldn't make a difference which dev environment it is.
I even tried running with the same amount of ram allocated. After over an hour of making the game run in a loop and quitting if it gets past spawn generation i didn't get any crashes. It made a total of 185 worlds.
I did use a slightly newer CC version but i checked and there have been no changes to lighting code since your version, aside of reloading some data from disk, which can't make a difference when generating chunks for the first time