Project Red - Fabrication

Project Red - Fabrication

19M Downloads

Error when clicking an item in the Request Pipe

RAnders00 opened this issue · 20 comments

commented

I'm not sure how i managed to get that crash, but here is the log: It happened when i clicked on a IndustrialCraft2 Copper Ingot in the Request Pipe. Clicking the item normally had worked, but now i just randomly crashed -> http://pastebin.com/baBuE4Pn

I have a broadcaster chip setup at a black hole chest, had no problems before with that setup.

Version of Project Red? Latest for 1.7.10 (Build 44), All Modules
Version of Multipart? 1.1.0.299 (1.7.10-Latest)

If you want OpenEye, there you go (but in this case that does not really make sense): http://openeye.openmods.info/crashes/8431f0d82a1c17ab2d79cd74193b0f54

commented

This happened to me like 50 times now, every time giving me the same crash log. Happens when clicking buttons in the request pipes. Happened to me for the buttons "All", "Submit" and clicking on items. I'm aware of there being a report like that before, but since it's a bug and it exists it needs to be fixed. Please do not say "that is not a actual error log".

commented

Issues like this have been reported before (e.g. #450)
When searching issues it seems that there is no known reason for this crash.
Try removing all other mods and comment again whether it still happens

commented

Please reopen the bug as while it may be resolved for you it is still a crash that may need fixing.

commented

You can PM me to get a copy of my world and my modpack. Please note though it's forbidden to redistribute it as i do not have permission to publish the mods in the pack (i did not ask the authors).

Due to OpenEye, mods that have always been involved in crashing are (except for Project Red dependencies):

  • BiblioCraft
  • NEI

The rest is all Project Red, Forge Multipart stuff, Forge basics and OpenEye.

NEI seems to be a good tip as it modifies the inventory screen. I'll try it with NEI disabled (press O) and if it still occurs I will disabled the mod completely. Last thing i will do is switch from latest NEI to recommended NEI.

commented

Results are that neither BiblioCraft or NEI are the reason of this crash. See "Mods that have been installed during every crash". I disabled both mods out of my world, still crashing. 100% Project Red Issue. You can see, the rest is Multipart, Forge and OpenEye. If you really want I can disable OpenEye.

commented

This crash now also reaches the routing thread: My integrated Singleplayer server is now frozen and i got this message in my regular minecraft log (no Minecraft exit):

Exception in thread "PR RoutingThread #2" mrtjp.projectred.core.lib.LabelThrowable

EDIT 1: I googled why stack traces may be that hidden, turns out that the JVM has kind of a optimization for NPEs and there is a simple solution and it hides the stack trace, but it does not help/the optimization does not apply in this case.

EDIT 2: I just looked at LabelThrowable in Notepad++ (like a noob) and i can see something like "Lscala/util/control/NoStackTrace;". Maybe disable something like that. I also looked at this source file and noticed there is broken code. Maybe that's the reason there is broken code in a class that is in the correct packet and contains a LabelThrowable val and a NoStackTrace thing? Anyone agree?

commented

I have compiled a test version for me that hopefully fixes this issue. But i do not get this error often. Maybe someone who gets it more frequently wants to test the fix. When the fix works i will create a pull request.

commented

@RAnders00 that means the label was broken (e.g. break label), not that the code is broken. If a LabelThrowable propagates up that means that there is an unbalanced break (break without label).

commented

I'm working on a patch to detect what label block is messing up. If you want a stack trace on the throwable, set the scala.control.noTraceSuppression system property when launching (
-Dscala.control.noTraceSuppression=true).

commented

@RAnders00 Can I have a copy of your world to mess around with? I want to see if there's anything special I need to look out for.

commented

There you go, there is a actual crashlog: http://pastebin.com/ij29mSPm
There is the folder: Deleted
--> Make a new launcher profile, point it at the folder (edit profile -> Game Directory), use MC1.7.10-Forge 1189 as a Version. Make sure you have got the scala argument attached. (add it to JVM Arguments) I sent you the password for the ZIP via email (I do not have permission from the mod authors to publish the pack)
It seems like I am no longer getting that error so often like before. The way I made it crash this time is open the Request Pipe and scroll through NEI pages.

By the way, the "broken code" i meant the comment inside of the source saying that the code is broken, not the file name :) See this

Edit: It seems like there is actually no password on the ZIP (7zip derped something up), anyways, use at your own risk if you want to. I'll delete the link once this is closed.

commented

Can't seem to reproduce. Must be some random condition. There's really no way to track it down to the exact spot.

commented

The only way this is going to happen is on a refresh of the routing table, according to the stack. I'm not sure yet how this happens, but I assume it's a double-stacking of the single-label breaks.

commented

@MrTJP what do I need to do in-game to make the routing thread stop waiting?

commented

@RAnders00, that comment is what I was referring to. Honestly, a better comment would be something like // break out of label, but it gets the same message across.

commented

Route tables are updated via thread passively when the network configuration changes, such as adding a new pipe to the network.

On Aug 13, 2014, at 4:53 PM, Kenzie Togami [email protected] wrote:

@MrTJP what do I need to do in-game to make the routing thread stop waiting?


Reply to this email directly or view it on GitHub.

commented

That's not working for some reason, I'll just have to manually force an update.

commented

I got nothing, I can't seem to trigger it. The loops pass through as expected, and nothing crashes.

commented

Oh, note: the stacktrace is useless. It doesn't create a new LabelThrowable every break, so the stacktrace tells us nothing about the location of the crash. @MrTJP would we want to change this?

commented

Think I fixed it, check #539.