Closed GTNHAfx237v7 closed 1 year ago
Pathfinding code is run when the network is rebuilt, and the result of it is "online"/"offline" status and channel distribution. This is a weird bug and I currently have no idea what might have caused it
Any suggestions for me to try profile / narrow it down ingame? We also discussed this briefly on discord, where I mentioned the NPE error within holoinventory, but this has not happened after updating the version.
Didn’t we just add code to speed up “first look” in AE? Could that be related?
there are slightly later versions but they’re going to be near identical code. If you want to try reverting ae2 (maybe just disable holo entirely) until it doesn’t happen that might help narrow it down
It also seems to take some time after world launch to appear, have not noticed it immediately after joining the world.
It definitely did not happen with appliedenergistics2-1.7.10-rv3-beta-71-GTNH-1-gffe586d
bombcar, do you have a build that predates the pathfinding commit? Did not find anything suitable on jenkins... https://github.com/GTNewHorizons/Applied-Energistics-2-Unofficial/commit/b876bbab78fdd43922d4072c89677907628ee393
the a.m. appliedenergistics2-1.7.10-rv3-beta-71-GTNH-1-gffe586d
dated 20.01.2022, before the implementation of ultra dense (backbone) cables.
Here's all the tagged versions - if you need something more precise I can check out a commit and build
beta-71 is essentially previous version
@bombcar :(
Some proxy you have doesn't like strange ports :(
Well looking at the commit history and as repo said, beta71 is the latest version before implementation of the ultra dense/backbone cables. I did not mention it before but there are only covered and dense cables in my world, no ultra dense/backbone cables.
Oh you can also find the jars here: https://github.com/GTNewHorizons/Applied-Energistics-2-Unofficial/releases ( click "Assets" to expand - maybe try -73 as that has lots of stuff)
I'll add one additional state reporting to Waila, to display (seemingly impossible) state of "booting" when channels and power are already ok but node is not active.
I will also try with beta 72 and beta 73 to see if I can narrow it down - the additional WAILA state sounds like a suitable debugger.
Here is the somewhat extended Waila support: http://jenkins.usrv.eu:8080/job/Applied-Energistics/lastBuild/ If those stuck interfaces will show up as "booting" then it will be more clear.
So I tried with appliedenergistics2-1.7.10-rv3-beta-77-GTNH-1-gc1570f3.jar
and it keeps happening.
WAILA does not report "Booting" as state for any of the interfaces that are stuck. They are either ONLINE or, after I broke and replaced them, MISSING CHANNEL until they switch to ONLINE.
What I can confirm is that the longer the game runs, the worse it gets. Today, the first ~ 60mins were fine until the first interface failed. After about two hours I had about a dozen interfaces stuck, which needed to be "reactivated" by clicking the GUI or braking and replacing them.
I think I'll add some debug diagnostics log, printing AE ticking requests. I suspect they go to sleep, but not sure about that (and can't think of any reason too)
Would it be possible to indicate the interface x/y/z position as well?
So I ran with the latest AE2 incl debugging and eventually found one interface that shut off: <html xmlns:v="urn:schemas-microsoft-com:vml" xmlns:o="urn:schemas-microsoft-com:office:office" xmlns:x="urn:schemas-microsoft-com:office:excel" xmlns="http://www.w3.org/TR/REC-html40">
[15:33:18] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 22800 | ns, | new | state | is | SLEEP -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- [15:33:34] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 9651000 | ns, | new | state | is | SLEEP [15:33:35] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 2108000 | ns, | new | state | is | SLEEP [15:33:36] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1624300 | ns, | new | state | is | SLEEP [15:33:36] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1531400 | ns, | new | state | is | SLEEP [15:33:37] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1747500 | ns, | new | state | is | SLEEP [15:33:37] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1739800 | ns, | new | state | is | SLEEP [15:33:37] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1282500 | ns, | new | state | is | SLEEP [15:33:38] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1068700 | ns, | new | state | is | SLEEP [15:33:38] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 759300 | ns, | new | state | is | SLEEP [15:33:38] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1173400 | ns, | new | state | is | SLEEP [15:33:39] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1110200 | ns, | new | state | is | SLEEP [15:33:39] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1047200 | ns, | new | state | is | SLEEP [15:33:39] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 651600 | ns, | new | state | is | SLEEP [15:33:40] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1214200 | ns, | new | state | is | SLEEP [15:33:40] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1317700 | ns, | new | state | is | SLEEP [15:33:41] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 9298100 | ns, | new | state | is | SLEEP [15:33:41] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1388800 | ns, | new | state | is | SLEEP [15:33:41] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 998600 | ns, | new | state | is | SLEEP [15:33:41] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 764900 | ns, | new | state | is | SLEEP [15:33:42] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 850000 | ns, | new | state | is | SLEEP [15:33:42] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 7200 | ns, | new | state | is | SLEEP [16:15:35] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 1898300 | ns, | new | state | is | SLEEP [16:15:36] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 398500 | ns, | new | state | is | SLEEP [16:15:36] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 272900 | ns, | new | state | is | SLEEP [16:15:37] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 413200 | ns, | new | state | is | SLEEP [16:15:37] | [Server | thread/DEBUG] | [AE2:S/]: | Timing: | machine | tick | at | (1573 | 162 | 438) | took | 219600 | ns, | new | state | is | SLEEP
Your GTNH Discord Username
Afx237v7
Your Pack Version
2.1.2.2
Your Server
SP
Type of Server
Single Player
Your Expectation
Updated AE2 to
appliedenergistics2-1.7.10-rv3-beta-76-GTNH-1-g6ee0f9a.jar
and holoinventory toholoinventory-1.7.10-2.1.5-beta-7-g514918d.jar
from jenkins. Did not make any changes to the ME system prior to updating. Expected everything to work as normally.The Reality
Interfaces keep getting stuck, i.e. will not accept items anymore (from output buses or pipes inserting into them) or provide items in their internal inventory (which are then extracted via conveyor). They will again function correctly if you click one of the top row slots, but only for a seemingly random amount of time until they are stuck again. AE system has sufficient power, storage space, everything is properly chunkloaded.
Your Proposal
As this update contains changes to the pathfinding, maybe this is related? There are no entries in fml-client-latest.log or latest.log that hint at errors (no CME, NPE etc.)...
Final Checklist