Structurize

Structurize

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Crash whan scanning very specific structure

Closed this issue ยท 3 comments

commented

Is there an existing issue for this?

  • I have searched the existing issues.

Are you using the latest Structurize Version?

  • I am running the latest beta/release version of Structurize for my Minecraft version.
    I am also running the latest versions of other mods that are part of my problem.

Did you check on the Wiki? or ask on Discord?

  • I checked the MineColonies/Structurize Wiki or I asked on discord.

Minecraft Version

1.21

Structurize Version

1.0.767-1.21.1-snapshot

MineColonies Version (if related bug)

1.1.933-1.21.1-snapshot

Related Mods and their Versions

No response

Current Behavior

Whenever I try to scan a specific chunk-aligned, 1x2 chunk big 2 blocks tall structure consisting only of Cobblestone, Oak Slabs and Cobblestone Wall blocks, it craches, if I replace, remove or add any block, it works fine. but with this exact structure it crashes with the following error message.
Image

From my testing, name of the blueprint doesn't seem to matter.

Giving me these logs:
https://gist.github.com/seedback/44fcfdac4519db1aa3a0bd144a7ad54d
https://gist.github.com/seedback/23f4a21ce941bc67393afa4c6af343b0

The structure I'm trying to build is this:
Image
Chunk aligned, one cobble perimeter inset one block from the chunk border, two blocks of oak slabs inside, walkways in the middle of each chunk-side four wide with a cobble border. Cobblestone walls on top of all cobblestone.

Expected Behavior

I doesn't crash, and blueprint is created

Reproduction Steps

  1. Build structure as described above, any changes to the structure seems to fix it (might have to be chunk aligned, I haven't tested, mine is build from -1 64 -1 to -16 65 -32)
  2. Attempt to make a scan with the coordinates given above
  3. Crash

Logs

https://gist.github.com/seedback/44fcfdac4519db1aa3a0bd144a7ad54d

Anything else?

No response

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commented

That's interesting @Nightenom is there somewhere a calc where we might not serialize a blueprint completely correctly?

commented

I also ran into this problem. It looks like the SaveScanMessage packet is incremented by n bytes after serialization. During deserialization, all data is read correctly (I compared the data from .toBytes and from the parser constructor through the debugger), but these few bytes of indeterminate origin remain uncounted. I added stream.ReadAllBytes() at the end of the parser constructor, and it didn't cause any problems - now everything is read correctly.

commented
  • Possible dupe of #731