[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 |
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| 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 |
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| Attachments: |
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| Issue Links: |
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| CHK: | |||||||||||||||||||||||||||||||||||||||||||||
| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||||||||||||||
| Game Mode: | Creative | ||||||||||||||||||||||||||||||||||||||||||||
| Description |
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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.
2) Place some water so that it is flowing into an empty space From 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 ] |
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The policy has changed, Clones are allowed as this is marked as fixed |
| Comment by [Mod] Greymagic27 [ 03/Sep/18 ] |
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This issue is present in 1.13.1 |
| Comment by Fabian Röling [ 02/Sep/16 ] |
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Seems to be fixed in 16w35a. |
| Comment by [Mod] Neko [ 20/Aug/16 ] |
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That would be |
| Comment by Fabian Röling [ 20/Aug/16 ] |
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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 ] |
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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 ] |
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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 ] |
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Confirmed for
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 ] |
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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 ] |
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Confirmed for
Probably relates to |
| Comment by Koala_eiO [ 04/Aug/15 ] |
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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 ] |
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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 ] |
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Still in 14w21b |
| Comment by Kumasasa [ 18/Mar/14 ] |
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Reopened. |
| Comment by Exxmorphing [ 15/Mar/14 ] |
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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 ] |
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Seems to be no longer an issue. |
| Comment by Tails [ 17/Mar/13 ] |
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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 ] |
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My commit to CB here: https://github.com/aikar/EMC-CraftBukkit/commit/1c3abba02a76b08f38bfd03c095345652327924e |
| Comment by Aikar [ 24/Jan/13 ] |
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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 ] |
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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 ] |
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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 ] |
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I can confirm this is still occurring on the latest snapshot (13w03a). Java Version: Java 7u11 (most recent update) 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 |
| Comment by spencer williams [ 20/Jan/13 ] |
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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 ] |
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I seem to have run into this problem by using Craftbukkit server plugin. 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 ] |
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Flowing lava does not have an effect on the fireworks. |
| Comment by Andy Fewtrell [ 21/Dec/12 ] |
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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. |