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Bug in chunk prioritizing after respawning - player position wrongly related to camera? #3006
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I think the same issue would happen if you teleport to another player on a multiplayer server. I'm not exactly sure what the monitor overview is, but I can say that I did teleport to far away players and have stood in a void for quite a bit before stuff started loading. Is it only the early chunks loading far or will you forever be stuck there in a void? That's one bit I didn't quite get. |
Forever! At least in single player, where you then don't have another player to provoke chunk prep from the server. If that happens you would probably be "saved" Similar issue in the past where on super low view distance if you logged onto a fresh server you might never get chunks as the range isn't far enough for the chunks to get through all the phases (enough chunks loaded to calc lighting etc). But if a player with a different view distance logged on they'd provoke enough chunk gen to where the low view distance player would finally get chunks. See #1886 for details there. Which I really should've linked already, so thanks for making me check a second time! :-) |
On local testing just now I think I hit this one again, but I hadn't walked quite as far from spawn so I did see visible chunks nearby. Seemingly previously loaded chunks all remained broken, with a bunch of log spam about multiple loads of chunk x - which I haven't noticed before. Had I walked further I probably would have been stuck in the void, but being on the edge I was in chunks previously prepared (had meshes, were walkable) but just not visible. In the past I've been far enough so that spawn no longer had chunks loaded to any capacity. |
As noted in #2477 there is a way to replicate some intense duplicate chunk loading that's very similar to the replication instructions for this: walk some distance from spawn (but not too far?) then suicide. On respawn some of the chunk loading weirdness may trigger including log spam. The two issues could be related, but maybe not. They seem similar in any case. |
Still an issue as reported by @jdrueckert and others for 2019-10-02 play test: DistroOmega 1016 - module list (log)
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This is likely a lengthy and deep issue that has bit us from time to time leading to obscure bugs like ending up in a void without chunks around you (no visible world). Some new and very interesting information came to light so I wanted to submit this new issue with those exact notes.
Possibly related issues: #2361, #2385, #2477, #2590 (bounty), #2742, #2774, #2884. Possibly of interest to @Vizaxo as his GSOC item pokes around in the general area of chunk loading stages.
Steps to reproduce:
config.cfg
by having"monitoringEnabled": true,
in there. It is false by default and there is no GUI-based way to enable it.hspeed
andflight
then move off in some direction and observe the chunk map. You'll want to expand it a fair bit (as you go off the square will enlarge slowly, showing unloaded chunks where you've left). Aim to roughly fill the default size of the monitor windowkill
in the console then respawn. With a little "luck" you should appear in an empty void - no chunks becoming visible and you can't moveSuspicion: At some point (likely a while ago) we broke the chunk prioritization / sorting process, leading to fun bugs. This can replicate the problem quite clearly as you can see the chunk locations registered for the first two phases showed in the chunk monitor are simply in the wrong places - they are way too far away from the player, and nothing is managing to re-register the chunks immediately around the player for regeneration / reloading.
You are probably fine if you die relatively close to spawn (or re-kill yourself again while stuck in the void at spawn) or even in a multiplayer session where somebody else is keeping a desire in the engine to keep the right chunks loaded. It just seems that the prediction of which chunks are more important based on the direction in which the player is looking is a bit off math-wise.
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