[MC-5120] Fireworks pushed by water / fired horizontally out of loaded chunks cause client to hang Created: 21/Dec/12  Updated: 03/Sep/18  Resolved: 08/Sep/16

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Minecraft 1.4.6, Snapshot 13w03a, Minecraft 1.7.5, Minecraft 14w21b, Minecraft 1.8, Minecraft 1.8.1, Minecraft 1.8.7, Minecraft 1.8.8, Minecraft 15w31c, Minecraft 15w34d, Minecraft 1.10, Minecraft 1.10.2
Fix Version/s: Minecraft 15w43c, Minecraft 16w35a

Type: Bug
Reporter: Andy Fewtrell Assignee: Unassigned
Resolution: Fixed Votes: 8
Labels: fireworks_rocket, hang
Environment:

Windows 7, Java 6u38


Attachments: PNG File 2015-08-04_13.50.45.png     Zip Archive Firework freeze (MC-5120 Minecraft 1.10).zip     PNG File unknown (1).png    
Issue Links:
Duplicate
is duplicated by MC-10471 FireworksRocketEntity spawners 0fps/c... Resolved
is duplicated by MC-25926 Angled Height:3 fireworks could cause... Resolved
is duplicated by MC-77391 1.8 Fireworks Fps Issue Resolved
is duplicated by MC-82062 Launching fireworks horizontally cras... Resolved
is duplicated by MC-4225 Extreme Lag with Fireworks Resolved
is duplicated by MC-4884 Client hanging after launching rocket... Resolved
is duplicated by MC-4902 Mincraft lags after firework rocket i... Resolved
Relates
relates to MC-48375 Fireworks causes freeze on death screen Resolved
relates to MC-54825 Slime block pushing firework horizont... Resolved
CHK:
Confirmation Status: Confirmed
Game Mode: Creative

 Description   

Fireworks which are pushed by water fly off into the distance at strange angles. If enough of these are launched (around 10 or so) the client will experience massive FPS loss and eventually become unresponsive. The client will not recover from this.

Set render distance to 4.
Reproduction steps:
1) Create a firework rocket with the following specification:
Flight Duration: 3
Large Ball

  • Magenta
  • Fade to Purple
  • Trail
  • Twinkle

2) Place some water so that it is flowing into an empty space
3) Launch 5 fireworks under the flowing water.
4) Watch as fireworks zoom off at a horizontal angle and explode in the distance (more than if they went vertical).
5) After 3-10 seconds the client will experience massive FPS loss.


From MC-82062:

Example command
/summon FireworksRocketEntity ~ ~1 ~ {LifeTime:99,Motion:[10.00,0.00,0.00],FireworksItem:{id:401,Count:1,tag:{Fireworks:{Explosions:[{Type:0,Flicker:0,Trail:0,Colors:[1234],FadeColors:[1234]}]}}}}

Code analysis by Marcono1234 can be found here.



 Comments   
Comment by [Mod] Greymagic27 [ 03/Sep/18 ]

The policy has changed, Clones are allowed as this is marked as fixed

Comment by [Mod] Greymagic27 [ 03/Sep/18 ]

This issue is present in 1.13.1

Comment by Fabian Röling [ 02/Sep/16 ]

Seems to be fixed in 16w35a.

Comment by [Mod] Neko [ 20/Aug/16 ]

That would be MC-106099

Comment by Fabian Röling [ 20/Aug/16 ]

Can someone provide a new command to reproduce, please? Even if I replace "FireworksRocketEntity" with "fireworks_rocket", it doesn't work in 16w33a.

Comment by Marcono1234 [ 25/Jul/16 ]

Please link to this comment in the description

The following is based on a decompiled version of Minecraft 1.10 using MCP 9.30.

It looks like the reason for this is that for the client the firework is not removed once it enters unloaded chunks. Because of this the method net.minecraft.entity.item.EntityFireworkRocket.onUpdate() keeps multiplying the x- and z-Motion with 1.15 reaching invalid values that are higher than 10.

Comment by Fabian Röling [ 25/Jul/16 ]

Seems to be caused by the firework entites not being killed automatically and they then do... something. /kill @e[type=FireworksRocketEntity] fixes the lag (if you can type it before the client crashes).

Comment by Marcono1234 [ 20/Jun/16 ]

Confirmed for

  • 1.10

Please include, that you have to set the view distance to about 4, it does not happen always. I am at the moment unsure what causes it to happen only sometimes.

Comment by Jeremy [ 27/Oct/15 ]

This now appears to have been fixed as of 15w43c. Tested with both OP's original design and a rapid fire dispenser setup. Neither seemed to cause a crash. If someone else can confirm this can be marked as resolved.

Comment by Marcono1234 [ 23/Aug/15 ]

Confirmed for

  • 15w34d Please change the tiltle like Koala_eiO suggested

Probably relates to MC-48375

Comment by Koala_eiO [ 04/Aug/15 ]

Still a bug in 1.8.8 and 15w31c. Can someone update the title as well? It's fireworks pushed out of loaded chunks that cause the client to crash.

I added a screenshot of a small machine that can be used to reproduce the bug.

Comment by Galaxy_2Alex [ 24/Oct/14 ]

Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

Comment by James Chilingerian [ 02/Jun/14 ]

Still in 14w21b

Comment by Kumasasa [ 18/Mar/14 ]

Reopened.

Comment by Exxmorphing [ 15/Mar/14 ]

As of 1.7.4, 1.7.5, and maybe 1.7.2, this is happening again.

EDIT: Could the resolved status be removed?

EDIT2: Any type of firework (Blank firework rocket is untested) can cause the bug as long as it leaves the loaded chunks.

Comment by Kumasasa [ 05/Aug/13 ]

Seems to be no longer an issue.

Comment by Tails [ 17/Mar/13 ]

Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

Comment by Aikar [ 24/Jan/13 ]

My commit to CB here: https://github.com/aikar/EMC-CraftBukkit/commit/1c3abba02a76b08f38bfd03c095345652327924e

Comment by Aikar [ 24/Jan/13 ]

I have found a solution to part of this bug (server side)

in World.tickEntities:

if (entity instanceof EntityFireworks || !flag || this.d(i - b0, 0, j - b0, i + b0, 0, j + b0)) { // CraftBukkit - Fireworks can not be skipped or clients can lag out.

The fireworks are being skipped for ticks if they are less than 32 blocks from an unloaded chunk. The server then never detonates the firework, causing the client to shoot it into unrenderable areas.

The client should still be fixed to not lag out when a firework hits unrenderable areas.

Comment by Aikar [ 23/Jan/13 ]

and to make it clear-- water isnt required to reproduce this.

Having a firework dispenser launcher firing and moving away so the fireworks enter unloaded chunks does the same.

Something about the server stops sending updates about the firework to the client, and the client keeps the firework and it continues to propel farther than it was intended to.

Comment by Aikar [ 23/Jan/13 ]

this issue is killing our server... Fireworks also seem to be able to "bundle up" in some cases as I loaded a chunk with 3000 fireworks that did not want to detonate either, killing the client in lag.

Comment by Mike B [ 22/Jan/13 ]

I can confirm this is still occurring on the latest snapshot (13w03a).

Java Version: Java 7u11 (most recent update)
Minecraft Version: 13w03a
Operating System: Windows 7

It does not matter too much what colors or explosive upgrades are on each firework, as I had different settings that in the step 1 of the description above. The long flight duration (flight duration: 3) is what allows it to leave the loaded chunks. So as Spencer has already stated above, I feel it is because it left the loaded chunks, and not because of its contact with the water.

Video Proof: http://youtu.be/t-A27ErKMjQ
As soon as I launch the fireworks, I try to keep moving my mouse around, but the fps was too bad, and the game goes unresponsive to the point I had to restart it.

Comment by spencer williams [ 20/Jan/13 ]

i dont think its water it the firework going out of the loaded chunks heres a vid where i use tnt and lunch the fireworks out of the loaded chunks skip to 1:50s http://www.youtube.com/watch?v=b4k6Kw0ouVM

Comment by Ólafur Jón Björnsson [ 29/Dec/12 ]

I seem to have run into this problem by using Craftbukkit server plugin.
If I create fireworks manually on a vanilla 1.4.6 client as rapidly as I can, it works.
But when I make the server create a few fireworks with little or no ticks between (0-5) they fire but the frame rate starts to drop when the particles increase. The client does not recover after the fireworks have stopped. (the sound stops but some of the trailing particles are still visibile, and change very slowly )
I know the server is not vanilla but the client is.

I ran a few test with Java Visual VM and in every one of them the thread "process reaper" stopped at the same time that the FPS drops, about 5 seconds after I start shooting fireworks.

Found the cause of the problem in my case. I made the fireworks too powerfull, somthing not possible without a server-mod or a water glitch maybe? ( threads running to long or somthing like that)

Comment by Andy Fewtrell [ 22/Dec/12 ]

Flowing lava does not have an effect on the fireworks.
While I have seen it happen a couple of times with steps and halfstep blocks, I cannot reliably reproduce it.

Comment by Andy Fewtrell [ 21/Dec/12 ]

Seems even if you only launch one firework at a time and wait for the boom, after 3 or so rockets the client will still hang.

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