Closed maxanier closed 4 years ago
This bug has been fixed for the next version.
To be honest, I am not sure if this actually resolves the issue.
The OnlyIn(Dist.Client)
will have no affect on single player games with the integrated server.
That method can and will still be called on the server thread of the single player client/integrated server and therefore could still cause a "Not on render thread exception"
This fixed similar issues in the past, so it's only up to testing now!
Still pretty sure it does not fix the issue as the Dist is completely unrelated to the thread or logical side which causes the IllegalState expection/ Thread check. https://mcforge.readthedocs.io/en/latest/concepts/sides/#distexecutor But since I did not have the original issue (or use this mod) I cannot test it. Just wanted to let you know
I get the same crash, but I do not have Vampirism installed. The crash occured as soon as I tried to remove the Virtual Goggle from my helmet slot.
Mubble v3.0.3
Crash Log
It sounds like you are right, @maxanier. I'll look further into this this next week-end
This bug should be fixed for the next version.
Describe the bug I received a crashreport for a mod of mine. But as far as I can tell it is merely triggered by Vampirism not caused. See crashlog below. Note: This is for Mubble 31.0.1, but the affected file hasn't been changed in between
It seems like https://github.com/Hugman76/Mubble/blob/e4996186f83e227306b4b8f4d367da810f0a1356/src/main/java/hugman/mubble/objects/event_handler/ShaderHandler.java#L33 is executed on the Server thread. I am not entirely familar with the Dist filter of the EventBusSubscriber but I assume it does not care about the thread, but only ensures that the code is not executed on a standalone server. Therefore an additional world.isRemote or similar check could solve this issue.
Side note: I don't know why you are stopping shaders here, but I assume you have added your own shaders elsewhere. However, if another mod would add shaders (like Vampirism does) those would also get immediatly canceled by this. Maybe you can check the shaderGroup before stopping it.
To Reproduce Don't know as I did not have this issue myself. If the crashreport is not sufficient, just disregard this issue.
Crashlog