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AnodeCathode

[Solved][79.20] TFC Generating chunks off into the ocean. Performance craters

10 posts in this topic

Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes

 

TFC Version #: 0.79.20.710 Forge Version #: forge-1.7.10-10.13.4.1448-1.7.10-universal SSP/SMP (SinglePlayer/MultiPlayer):  SSP Description:

With this world seed: -32783427402079346

From a few different locations. Two in particular: X: 5400 Z: -8680 and X: 3094 Z:-14106

TFC starts generating empty ocean chunks off to the NW endlessly. Ends in client timing out. Repeatedly logging back in it does eventually finish generating a long tendril of chunks off to the NW.

Tested by generating a new SSP world with seed. TP to X:5400 Z:-8400. Wait for all chunk to render around player. Travel N to -8680 until FPS drops to 0 and client disconnects. Memory increases steadily until hit's max allocated. Tried with client at 2G, 3G and 6G. All eventually timeout after memory is exhausted.

 Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): Yes Do you have any mods other than Forge and TFC installed? (Yes/No): NoIf yes, which mods?  If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No): Neither Pastebin.com link of the Crash Report: No crashlog from SSP tests. Client out of memory and unable to generate crashlog. Only applicable data from fml client log is:

[Netty IO #0/INFO] [sTDERR/]: [java.lang.Throwable$WrappedPrintStream:println:748]: java.lang.OutOfMemoryError: GC overhead limit exceeded

 

 

TFC Version: [1.7.10]TerraFirmaCraft-0.79.20.710Forge: forge-1.7.10-10.13.4.1448-1.7.10-universal

Other Mods: None.Only other mods in folder are:CodeChickenCore-1.7.10-1.0.7.46-universal1.7.10CodeChickenLib-1.7.10-1.1.3.138-universal1.7.10ForgeMultipart-1.7.10-1.1.1.320-universal

Running client with options: -Xmn1G -Xms3G -Xmx6G -XX:NewSize=512M -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:ParallelGCThreads=4 -d64 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+AggressiveOptsNote: -Xmx6G was tested with -Xmx2G and -Xmx3G as well.

With this world seed: -32783427402079346

From a few different locations. Two in particular: X: 5400 Z: -8680 and X: 3094 Z:-14106

TFC starts generating empty ocean chunks off to the NW endlessly. Ends in client timing out. Repeatedly logging back in it does eventually finish generating a long tendril of chunks off to the NW.

Tested by generating a new SSP world with seed. TP to X:5400 Z:-8400. Wait for all chunk to render around player. Travel N to -8680 until FPS drops to 0 and client disconnects. Memory increases steadily until hit's max allocated. Tried with client at 2G, 3G and 6G. All eventually timeout after memory is exhausted.

 

Image from MCEdit of the resultant chunk tendril generated at X:5400 Z:-8400: http://i.imgur.com/vqzYDKq.png

Resultant chunk tendril generated from player at X:3094 Z:-14016: http://i.imgur.com/pT7TGAC.png

 

On a server with additional mods (Streams, Fastcraft), the client would disconnect and the server would crash.http://pastebin.com/Dc9h8zeX

Logging back into the same location would cause the server to crash:http://pastebin.com/r4vygNx7

Checked region files with Minecraft-Region-Fixer-v0.2.0 and it reported no problems. Player had to be moved from the location in order to login.

 

Let me know if you require further information.

Edited by AnodeCathode
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This was the seed we have for the server we are running my pack on. I've also tested this in SSP in a Vanilla TFC environment with only Fastcraft and Journeymap. I can replicate the generation of the tendrils of ocean generated. The interesting thing is that not only is the triggering of the generation reproducible, but the shape and size of the generated tendrils are reproducible. It seems that from a single area multiple generation events can be triggered as we had recurring issues in this area which each produced a strip of generated ocean.

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Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes

 

Answering "no" to the above question will result in your post being deleted.

 

TFC Version #: 79.20
 
Forge Version #: 10.13.4.1448
 
Please note that an actual number must be provided for both of the above fields.
Simply saying "current" or "latest" will result in your post being locked, due to the fact that in a large number of cases, users who say they are using the "latest" or "current" version are actually using an outdated version.
 
SSP/SMP (SinglePlayer/MultiPlayer): SSP
 
Description: 

On some worlds, when you go to certain spots the game freezes and then crashes with a stackoverflow exception, and looking at the report it seems it's a TFC issue.
This was first noticed while I was playing on a server with a friend and lots of other mods, so for the topic I tried to replicate it using only forge, TFC and the seed from the servers's world and it worked. There is more than one area that causes this behavior, but a simple method to replicate it is: 1- Create and join a world with seed " 1009490131915979069 " with default settings (survival, etc) then keep heading north following the coastline and first you won't be able to get rocks and sticks from the floor, then the game will crash. It's really weird, because on the MP world with mods, we just avoided the area for a bit and then we were able to go there without any issues for the rest of the game, but at the time this popped on the console
 

[15:59:34] [server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2677ms behind, skipping 53 tick(s)
[16:00:28] [server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 10469ms behind, skipping 209 tick(s)

So, something really nasty is happening on worldgen ...
Anyways, it also happened on other areas of the world, and we used the same solution: simply avoid it and return later, and so far it worked. Also, sorry for my bad english.

 
Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): Yes
 
If you answered no to the above question, delete all 3 TFC config files (TFCCrafting, TFCOptions, TFCOre), do NOT edit or add to any of the files, and try to reproduce the bug.
This question is here because many bugs are caused by mistakes in config files. If you are unable to delete your edited config files, please provide a list of the config options you have changed.
 
Do you have any mods other than Forge and TFC installed? (Yes/No): No
If yes, which mods? 
 
If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No): Yes, since I don't have them installed
 
If you answered no to the above question, uninstall Optifine/Cauldron and try to reproduce the bug.
Both Optifine and Cauldron edit the base classes of forge that TFC uses. Because of this, we cannot officially support any issues that happen only when these mods are installed. In the majority of cases, TFC is not causing the bug; Optifine/Cauldron is and TFC can do nothing to fix it.
All bug reports should have an answer of "Yes" to this question.
If you refuse to uninstall Optifine/Cauldron, and cannot reproduce the bug when the mods are not installed, do not bother making a bug report, as it will be locked and ignored.
 
Pastebin.com link of the Crash Report: http://pastebin.com/Q5TJg1r5 (Warning: Huge paste, the crash report file was larger than 300KB)

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I believe that this is related to http://terrafirmacraft.com/f/topic/8470-7920-tfc-generating-chunks-off-into-the-ocean-performance-craters/ Could you try and either look at the world in MCEdit to see the extent of the terrain generation or put journeymap in the instance and auto-map. From the crash report it looks like it generated terrain all the way to x=8016 z=-9889 from near the spawn of x=12024 z=-5524. Over 4k blocks in X and 4k blocks in Z.

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Looks like it is giving you the finger. I'm going to merge this with previous report.

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This is a complete shot in the dark, but could you guys all check to see if the majority of the area in the tendrils are in a deep ocean biome?

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Yes I can confirm that all of the tendrils generated are in deep ocean. Passed the beginning of course which is on land, but the majority certainly are.

 

They all go NW and end up looking like this: http://i.imgur.com/n7bpJMJ.png

Edited by AnodeCathode
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Alright, it turns out that while we had checks to prevent world gen stuff like forests happening on ocean biomes, we forgot to add those checks to deep ocean. Going to do a bit more testing and see if it makes the tendrils go away.

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I see this thread is marked [solved] so this might not be needed, but I'd like to share some information from my investigation of a similar problem with Streams (http://terrafirmacraft.com/f/topic/7850-tfc-07917-streams-real-flowing-rivers/?p=110832).Some TFC generators are not using the standard +8 x/z block offset when populating chunks with objects such as trees. This means that instead of generating in a 16x16 zone centered on the intersection of the 4 chunks being populated, they generate in the Northwest chunk without the benefit of a full 8-block buffer around them. So a branch radiating out of a tree trunk at position (0, 0) may well reach out into a neighboring chunk to the North or West, causing recursive generation of new chunks. The fact that the "tendrils" are all headed Northwest is surely no coincidence here. That said, if this happens mostly in oceans it's not likely to be caused by trees but it could be a variety of other things such as (making up an example) a piece of seaweed checking its neighbors during generation for some reason.For the tree-gen case see https://github.com/Deadrik/TFCraft/blob/Build79/src/Common/com/bioxx/tfc/WorldGen/Generators/WorldGenForests.java ; you'll see that generateJungle uses the offset (lines 220-221) but not generateForest (lines 60-61). I may have overlooked something like the offset being applied later, but the inconsistency here is worth investigating.

Edited by delvr
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