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[1.14.4] [UNSOLVED] Server Thread Freezes After Entity Explodes


saxon564

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My entities have the ability to explode similar to a creeper, and use almost the exact same code as a creeper, but when the entity explodes the server thread freezes. I can still move around and the item entities still spin. But I cannot pickup anything, save the game, or even close the game. I cannot figure out what is causing it.

The code is located here.

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3 hours ago, loordgek said:

The value only ever gets used on the client side for sending chat messages when the tamed entity dies. Are you saying you believe that is what is causing the hang though?

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2 hours ago, saxon564 said:

The value only ever gets used on the client side for sending chat messages when the tamed entity dies. Are you saying you believe that is what is causing the hang though?

No, it will outright crash the dedicated server. You can't do this at all. You want to send a message to a player you need to send a message to a player.

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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49 minutes ago, Draco18s said:

No, it will outright crash the dedicated server. You can't do this at all. You want to send a message to a player you need to send a message to a player.

OK, I will add that to my list of things to address. For now though, can we focus on the issue I made the post for?

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I have condensed my code down  so the link in my first post is off by several lines. So here is the correct link. I also commented out all the code using the Minecraft instance since none of that is important right now. I still can't figure out what is causing the hang. Putting in debug code between each line and even overriding the remove methods and all the debug lines do get called. So it seems to me it is something after the my entity is removed, which makes no sense since if the entity dies in any other way, this is not an issue.

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Maybe because you're removing entity while ticking or something like that.  At least that's the error I am see while trying to use livingTick() and making an entity explode.  Possibly move the blowUp parts out of livingTick() and put them under tick(). see CreeperEntity.

Edited by Lea9ue
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1 hour ago, Lea9ue said:

Maybe because you're removing entity while ticking or something like that.  At least that's the error I am see while trying to use livingTick() and making an entity explode.  Possibly move the blowUp parts out of livingTick() and put them under tick(). see CreeperEntity.

I feel like I've done that before with no positive results, but that may have been for a different issue, so I will give it a shot tonight and see if that works.

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9 hours ago, Lea9ue said:

Maybe because you're removing entity while ticking or something like that.  At least that's the error I am see while trying to use livingTick() and making an entity explode.  Possibly move the blowUp parts out of livingTick() and put them under tick(). see CreeperEntity.

Unfortunately that was not the case, there was no change in the result at all.

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Why do you appear to have a base EntityMoChicken that has not just copypasted vanilla code rather than extending the vanilla chicken, but also the code for every specialized chicken that (at least I would think) should be split into each respective special chicken?

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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5 hours ago, DaemonUmbra said:

Why do you appear to have a base EntityMoChicken that has not just copypasted vanilla code rather than extending the vanilla chicken, but also the code for every specialized chicken that (at least I would think) should be split into each respective special chicken?

Since I first built this in 1.5.2 I do not remember the reason I did not extend the vanilla chiclen. I would guess that at the time, it was because of spawning issues or issues with making the chickens hostile. As for why code isn"t split between each individual chicken, that is because I have made the chickens highly configurable, so any chicken can do anything. So to put the "respective" code in each chicken class, I would have 21 classes that would be almost 100% identical. Which would also mean loads more time would have to go into updating since I would have to update 21 classes instead of just a single class. I will admit, when I was first building the mod, I did copy and paste a lot of vanilla code, but I have also made several changes to get the code to work the way I wanted/needes it to.

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