[MCPE-15476] Stuck pistons stay stuck forever Created: 15/Jun/16 Updated: 23/Jan/17 Resolved: 20/Jul/16 |
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| Status: | Resolved |
| Project: | Minecraft (Bedrock codebase) |
| Component/s: | None |
| Affects Version/s: | 0.15.1 Beta 1, 0.15.1, 0.15.2 |
| Fix Version/s: | 0.15.3 |
| Type: | Bug | ||
| Reporter: | Azelef | ||
| Resolution: | Fixed | Votes: | 2 |
| Labels: | None | ||
| Attachments: |
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| Issue Links: |
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| Confirmation Status: | Unconfirmed | ||||||||||||||||||||||||||||
| Platform: | Android | ||||||||||||||||||||||||||||
| Description |
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Steps to reproduce : What I expected to happen : What would happen in PC edition (probably unintended) What happened : Maybe this is intended, but it is : A theoretical way to update unstuck pistons without slow useless updates : |
| Comments |
| Comment by Vincent Vermilya [ 20/Jul/16 ] |
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Thanks for typing all that out, the only thing I'm waiting for now is Microsoft to distribute the patch. My piston stone generator doesn't rely on things happening at the exact same time, so I'm good. |
| Comment by [Mojang] Tomas Alaeus [ 20/Jul/16 ] |
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Previously we had some code in place that tried to optimize this so it didn't have to recheck all the time, but that was apparently a bit broken (it's hard to do without cluttering down everything). The fix was just to remove that optimization. Now if a piston got power, it will check the push conditions every tick (redstone tick) regardless if it could do it before or not. It will require more performance on the host/server, but that's something we have to live with until we can provide an optimization that's bug free. Randomness: This fix had nothing to do with randomess. However, pistons (and all other ticking block entities like hoppers) do depend on their ticking order (if two pistons push the same block from different angles in the exact same tick, only the first ticked will activate). In 0.15.2 this order was undefined*, while now it's randomized every tick. We've had many discussions here around how to make the order stable and dependable, but we haven't got to any conclusion yet. In the meantime, it's random so no one can depend on any order. *) Undefined order They were generally ticked in the same order that they were placed (up until the hashmap had to grow). This meant that users could start to depend on it, and then get frustrated when the order suddenly changed if they placed too many in the same chunk. With the added randomness in the ticking order, users have to make machines that work with any ticking order (delay one of the pistons with 1 tick). Those machines will not break regardless of the amount of block entities added, and they will not break if we later figure out a way to order them properly. |
| Comment by Azelef [ 20/Jul/16 ] |
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Yep. I wonder how the fix was implemented, because it is lag free, but seems to have some degree of randomness (or maybe pistons are inherently random). |
| Comment by ItsPlantseed [ 20/Jul/16 ] |
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This was fixed in 0.15.3. |
| Comment by Azelef [ 13/Jul/16 ] |
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Of course ! Due to I have a testworld with my reported bugs to see if they are still in every version, but updating every report one by one is quite tedious, so I only do it when asked to. |
| Comment by Vincent Vermilya [ 13/Jul/16 ] |
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Do you accept human sacrifices? In all seriousness, why has this taken so long? Will we see it next update? And thanks for fixing this. |
| Comment by PHO [ 13/Jul/16 ] |
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Maybe a Mojangle temple? |
| Comment by Azelef [ 22/Jun/16 ] |
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One of the bugs I reported got fixed ! I found faith. Where do I convert to Mojangism ? |
| Comment by [Mojang] Tomas Alaeus [ 22/Jun/16 ] |
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Bah, non-believer! I pushed a fix for it ~4 hours after the comment. |
| Comment by Azelef [ 21/Jun/16 ] |
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Yay, a direct answer from a developer (I bet you aren't the developer who will have to fix it |
| Comment by [Mojang] Tomas Alaeus [ 21/Jun/16 ] |
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Confirmed a bug. Azelef: There you go. |
| Comment by Azelef [ 20/Jun/16 ] |
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Agreed. @PlantSeed : "This has been confirmed by a developer that it's a bug, not an intended behavior." Where ? |
| Comment by PHO [ 20/Jun/16 ] |
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I think this is the same bug as |