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Description
Before submitting a bug, please make sure following checks.
- You have finished loading all model packs before login to world/server.
- You're using the latest stable, snapshot, or daily-snapshot version of fixRTM.
- You're using correct version of RTM and NGTLib for your fixRTM.
- You couldn't find same bag in the issues.
Descrive the bug
Stack overflow when breaking long rails.
I noticed it will judge the breaking field in jp.ngt.rtm.rail.TileEntityLargeRailCore to avoid recursion too many layers, but it may not work in the latest commit of fixRTM.
The full crash report is here (ubuntu pastebin)
To Reproduce
Make a long rail in a world(hundreds of meters, such as 200m, 300m...) and break the rail (instead of breaking the rail core, breaking the rail base will cause stack overflow).
Long rail may requires more viewing distance and longer marker search distance, so adjust the horizontal line to make the rail long is possible.
Expected Behavior
The rail should break entirely in a short time without stopping the server thread.
Actual Behavior
The server thread stops processing ticks (such as player can not send messages), and StackOverflowError was thrown.
You can see many rail bases and the core still exists on the server when re-entering the game (bases doesn't exist was rendered as bedrock here):

OS
Windows 10 Pro 22h2
Minecraft Forge Version
2859
fixRTM Version
Other Mods
Optifine, smoothfont, vanillafix, malisisdoors, squeedometer and more(see crash report for more details)