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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I don't have time to fix this for ~16 hours, sorry, but this exception will almost definitely give all the information needed to fix it :D Regarding the memory leaks - jvisualvm has been "calculating retained sizes" for the past three hours, so I'm going to also leave it on until tomorrow. No...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I can't get the energy cell issue to happen - it might have been fixed in 804. https://github.com/nallar/TickThreading/commit/c53dcf8b15029075bc518efee0f003b136ef9ebc attempts to clear worlds properly after they are unloaded, but I'm not certain that that's the issue. I'll get back to you...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've made some changes in latest which should fix enet. You may still get some error spam - that's normal on the version of IC2 used in the mindcrack pack - but it should at least let current flow.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've added "-XX:+HeapDumpOnOutOfMemoryError" to the recommended parameters. If you're not already using it, please do, it makes the jvm write a heap dump if it runs out of memory. That can the be given to me, and I can find what's using all your RAM. edit 2: Maybe that's not so useful, the...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Can you make an issue with a heap dump from when it runs out of memory? Which build were you testing when redstone energy cells broke?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Try restarting, it will probably fix it. Sorry that that's required, still haven't discovered why that happens.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Latest now includes a fix for the redpower dupe bug, and will notify admins if players attempt to abuse it. (It also catches non-duping hotbar swaps while using a canvas bag though, so don't ban as soon as you see it.)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The latest build is currently rather experimental. It may fix the exceptions you had there pherce, but not the crash - in fact it looks like the server didn't crash, just IC2 took far too long for a network update for some reason. :s I'm not sure how the TickNextTickList is getting out of...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Add the "-XX:+HeapDumpOnOutOfMemoryError" and then a "java_<something>.hprof" file will be created in your server directory when it runs out of memory. You can then upload that file somewhere and I'll look at it with jvisualvm to see what's using all the RAM when it crashes. edit: Also, it's...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    There were deadlock issues in some of the testing builds, when player movement was made asynchronous. This is fixed as of 752.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yes. TT will support it eventually, but it needs many changes because of some bukkit silliness - the handling of many events is not threadsafe, due to the use of fields on the world when extra parameters should've been added, for example with block placing it breaks the block with a field set to...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Build 739 includes an attempt at fixing the deadlock, as well as a fix for the comodification exception. edit: I derped, fix is in 739.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I... what?! Somehow a thread was null... added a workaround in latest, will need tested with that to get the error report, because the error reporting crashed. :(
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Congratulations on an odd bug. If a chunk update ran and caused a chunk to load due to bad mod/plugin code, and some mobs were spawned in that chunk, and at the same time the chest shop plugin tried to load a chunk to check a sign your server had a chance of crashing. edit: Quoted the wrong...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Bumped stable version to 729, fixing an issue where mobs could not be attacked after reloading a chunk.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It's a little bit late to tell you, but it seems that the vanished entities return on loading the world with a working TT.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The entity issue should be fixed now, and with it the deadlock (I think it was related to looping world gen for aura node entities). Haven't actually confirmed that the deadlock is fixed though, we'll need to wait and see.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    709 promoted to stable. You can try installing it locally and copying the mods folder, coremods folder and server jar to the server.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yes, that's a serious bug. I'll need to talk to keepcalm, TT causes the issue but it's a design flaw in bukkitforge. edit: Oh, that should be fixed in latest. Didn't notice the build you were on. Sorry!