Better / clearer handling of duplicate chunk loading in multiplayer #2477
Labels
Multiplayer
Affects aspects not visible in Singleplayer mode only
Topic: Architecture
Requests, Issues and Changes related to software architecture, programming patterns, etc.
Type: Bug
Issues reporting and PRs fixing problems
Milestone
During a multiplayer test event we had a few crashes resulting in an error like http://pastebin.com/xeNM3uCn (snipped inlined below) or https://gist.github.com/rzats/b16a7fd41c0b37033d5de5079500e8c7 where seemingly dupe chunk loading precedes an error where a chunk comparison ends up with a null chunk (a cancelled dupe?)
That's just an unproven theory based on the lines of code involved, but we probably need to figure out why we're getting into loading multiple chunks in the first place. The logging doesn't yield a lot of intel to help figure that out, maybe we can improve it to get better ideas in the future? The spot in
ChunkEventErrorLogger
has access toEntityRef worldEntity
so maybe we could log some more, try to detect what player or other source caused the chunk load request. Or better defeat the multiple loads without risking crashes elsewhere?I'm really unsure on this one but it did happen multiple times and I've seen the error get logged infrequently over the past few weeks, or likely even longer. Chunk loading / sorting for prioritization could use some work, based on some vague old memories.
Possibly related: #2385
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