Closed jkwphysics closed 1 year ago
Not sure how to reproduce this. Do you know how many companions were in the chunks with issues?
Not sure how to reproduce this. Do you know how many companions were in the chunks with issues?
Just one. The spark profiler shows the entities in the world for that chunk, and it's the same chunk that keeps generating a message "Saving oversized chunk [15, 149] (1911090 bytes} to external file ./aldinn/entities/c.15.149.mcc" in the console.
I'm assuming that companion was spawned before you got version 1.7.0? I think 1.7.0 may not be compatible with previous versions because the health calculation depends on a value set when the companion first spawns. Can you try spawning a new companion in a different chunk and see if that chunk has issues, too?
Is the picture of the thread what it looks like every tick? Asking cause the function modifyMaxHealth() shouldn't run every tick and that seems to be the issue with 28.2% of the usage.
Is the picture of the thread what it looks like every tick? Asking cause the function modifyMaxHealth() shouldn't run every tick and that seems to be the issue with 28.2% of the usage.
Sorry, I am not the most familiar with the tool. I assume it is each tick because the percentages are of the total 100% of the thread that runs the server. I will try to spawn a new companion as soon as I can. I just started trying to get into the world, which looked fine from the server panel, but my character won't load because I happen to be in that chunk I think. This is after rolling back so not sure what's damaged yet.
I'm assuming that companion was spawned before you got version 1.7.0? I think 1.7.0 may not be compatible with previous versions because the health calculation depends on a value set when the companion first spawns. Can you try spawning a new companion in a different chunk and see if that chunk has issues, too?
I was able to regen some corrupted chunks and do the upgrade to 1.7.0. Spawning a new companion doesn't seem to make the server go crazy, so perhaps there is something to that.
I was able to reproduce the same kind of issue, but on the client side with my existing human companions on a dedicated server. As you already mentioned it seems that the new version is not compatible with older human companions and is causing some kind of loop which freezes the client in the end.
In my case the only solution was to downgrade to the former version or to deactivate the mod to be able to join the server again.
I haven't been able to reproduce. I started a server in 1.5.1, spawned a companion, updated the mod to 1.6.0 and then 1.7.0, and saw no issues playing on the server.
Ok, I'm pretty sure I fixed it. Try it out guys. https://www.curseforge.com/minecraft/mc-mods/human-companions/files/4275514
I could easily reproduce the issue with a world copy even with a new profile and the version 1.7.0
CurseForge Profile:
Client Freeze:
Java Sampler:
According the sampler it seems there is a loop with older "Human Companions".
Unfortunately the world is 800MB in size and it seems your source-code in GitHub is not up to date. But let me know if I can help you with isolate the issue more in detail.
Just saw your last update, unfortunately version 1.7.1 shows the same issue in the sampler:
Looking into it, but not sure what exactly the issue is from looking at that.
I think it might be a different issue from the other person? The thread doesn't show the mod anywhere, so hard to see what part of my code is causing this, but something with how I use AttributeInstance probably. The github code is up to date btw.
Thanks for updating the code. Was able to reproduce the error in the dev env and it's related to the modifyMaxHealth
part which is requested several time per second.
Is that with the latest change? The last change I made fixes that. At least for me it did. Did you make a new world or open your world with the issue?
It's the lastest version from GitHub with my existing world.
Seems related to the checkStats()
function, if I uncomment the function in the tick
the world is loading as expected, e.g.:
public void tick() {
if (!this.level.isClientSide()) {
checkArmor();
//checkStats();
}
super.tick();
}
According some additional test it seems that this.getMaxHealth() return 1 for the first few seconds, which triggers the attribute updates several times.
What do getBaseHealth() and getExpLvl() return inside checkStats()?
Oh I see, so baseHealth is returning 20 and level is 0 I'm guessing, hence 1 != 20 = true
So it seems like max health isn't changing after modifyMaxHealth()
?
I don't know why modifyMaxHealth()
keeps being called. The issue I fixed was old companions don't have a baseHealth
, which is set at spawn, so it'll be 0 when getBaseHealth()
is called, so modifyMaxHealth()
was trying to change the health to <1, but that's not possible cause the minimum health is 1, so the max health is set to 1 instead and the if statement in checkStats()
is true every tick.
You could maybe add a check if the same modifier already exists and only update the modifier if it is different from the value before. Additional you could also add a counter which triggers these checks maybe every 10-20 ticks.
Seems the health is set after 5-10 min (on disk), but because of the attribute spam in the beginning the client is blocked the whole time and is unresponsive even after the 5-10 min.
I see, thanks. I didn't fully understand how attribute instance and modifiers worked.
No worries, it took me some time myself to understand them. For my mods I using a different method for a level system like:
addTransientModifier
which are more flexible like https://github.com/MarkusBordihn/BOs-Player-Companions/blob/c07f0d73b51bfcb485a91ba309ed9682b4d69298/src/main/java/de/markusbordihn/playercompanions/entity/PlayerCompanionEntityData.java#L617As a quick-fix you could maybe change the update to every 60 seconds, which helped to fix the issue in my dev environment with my existing world. For my own mod case no user has complaint so far that the only see a level up, after 1 minute and not immediately. ;)
Thanks, I just pushed a change with the attribute fix. Could you try it on your world?
Also hi, didn't know you were the player companions dev.
Thanks a lot for the fix, it worked perfect on my world and fixed the issue. Will push it to my server today and will let you know in the case if there are any issues with several players.
Really like your mod, so keep up the good work. 😄
Describe the bug Following an update from v1.6.0 to v1.7.0, which added the health leveling system, my server is reporting excessive ticking from the chunks containing companions - to the point of crashing. I rolled back to 1.6.0 and no longer have this issue. I don't have something more quantitative, but usage jumps from 20-50% on the previous version to 90-120% with only 1 player logged in (using a hosted service that allows temporary overuse).
To Reproduce 1.19.2 MC Server with Forge 43.2.0 running Human Companions 1.7.0 will show a noticeable increase in CPU usage on server compared to previous versions of the mod.
Versions (Please fill this out) Minecraft version: 1.19.2 Human Companions version: 1.7.0