sometimes the head of a spectator looks solid
Sometimes the head of a spectator looks solid.
I have no idea what causes this, but it appears to only happen when I'm close to a lot of redstone.
map: http://www.mediafire.com/download/dj1u67ev1npy79o/MC-93377.zip
reminder, map runs on a 15w47c server, that could also effect it
Steps to reproduce (in attached world) switch gamemode before the chunks are loaded (f3+n)
Environment
'os.name' = 'Windows 7'
'os.version' = '6.1'
'os.arch' = 'amd64'
'java.version' = '1.8.0_25'
'java.vendor' = 'Oracle Corporation'
'sun.arch.data.model' = '64'
Created Issue:
sometimes the head of a specataor looks solid
Sometimes the head of a spectator looks solid.
I have no idea what causes this, but it appears to only happen when I'm close to a lot of redstone.
sometimes the head of a specataor looks solidsometimes the head of a spectator looks solid
Sometimes the head of a spectator looks solid.
I have no idea what causes this, but it appears to only happen when I'm close to a lot of redstone.map: http://www.mediafire.com/download/dj1u67ev1npy79o/MC-93377.zip
Sometimes the head of a spectator looks solid.
I have no idea what causes this, but it appears to only happen when I'm close to a lot of redstone.map: http://www.mediafire.com/download/dj1u67ev1npy79o/MC-93377.zip
reminder, map runs on a 15w47c server, that could also effect it
relates to
relates to
Sometimes the head of a spectator looks solid.
I have no idea what causes this, but it appears to only happen when I'm close to a lot of redstone.map: http://www.mediafire.com/download/dj1u67ev1npy79o/MC-93377.zip
reminder, map runs on a 15w47c server, that could also effect itSteps to reproduce (in attached world) switch gamemode before the chunks are loaded (f3+n)
relates to
duplicates
relates to
The bug
Players are removed from the list of loaded entities and the EntityTracker stops tracking them when they teleport out of non-spawn chunks which are not loaded afterwards anymore into currently unloaded chunks. This causes all kind of desynchronizations for the client and results in the @e selector not finding the player anymore (@a, @r and @p still do).
Desynchronization examples
- For any level of speed/slowness, it doesn't increase/decrease your walking speed, nor FOV and if you had speed or slowness before the glitch happens the speed/slowness will also stay after you clear it. (It won't show any particles or a tab in the GUI saying that you have the effect but your FOV is still increased/decreased and you still walk faster/slower)
- Invisibility doesn't work.
- Switching to spectator mode makes your head completely nontransparent (
MC-93377) and when switching from spectator to another makes you invisible. (MC-92324) - You don't take knockback from any damage. (
MC-98210) - You can't hear any damage sounds.
- Elytras won't work (
MC-89994) which might be the cause ofMC-90035. - Targeting with @e and @r[type=player] becomes unreliable. (
MC-100369) - If you have some armor equipped, then teleport, changing the armor values (changing, adding, removing) makes your armor points stay the same.
- Players will be invisible. (
MC-91236) - Potion effects are displayed incorrectly, went through a teleporter after getting absorption, and even after the absorption wore off minutes later, the particle effects from it were there.
- Health is displayed incorrectly, health-boost/absorption before teleporting, and extra hearts did not show after teleporting.
- Attack Indicator displays wrong animation (
MC-97169) - Main hand is always your right hand (
MC-142135) - Killing an entity with a bow and arrow will not count as the player's kill
- Player becomes stuck in bed
List by Spake Miner
How to reproduce
The main steps are always
- Use setup steps provided for the specific reproduction case
- Teleport away from any chunks which remain loaded after you teleport, example: spawn chunks, chunks with other player, chunks with hoppers...
/tp ~ ~ ~100000
- Teleport away from these chunks making sure they get unloaded once you teleported
/tp ~ ~ ~100000
- Use reproduction steps provided for the specific reproduction case
Potion effects modifiers are not updated for client
Reproduction steps
- Give yourself speed or slowness which both modify the movement speed
/effect @p speed 10000 10 true - Walk around
→ You will notice that you walk with normal movement speed
Potion effect particles are not updated
Setup steps
- Give yourself for example night vision
/effect @p night_vision 1000 1
Reproduction steps
- Clear the potion effects
/effect @p clear
→ You will notice that the particles remain
Actions modifying flags value
The FLAGS data parameter stores the state for some entity states:
- burning
- sneaking
- sprinting
- invisible
- glowing
- elytra flying
Data parameters are managed by the EntityTracker and therefor the player will not receive the change. The highlighted states cause client side problems. "Invisible" includes switching from Spectator mode to Creative mode.
Setup steps
Switch to Spectator mode or give yourself the invisibility effect
/gamemode spectator
Reproduction steps
- Switch back to a different game mode
- Stand in fire
- Use the glowing effect
/effect @p glowing 1000 1 true - Use the invisibility effect
/effect @p invisibility 1000 1 true - Try using the elytra
Entity selector not finding player anymore
Reproduction steps
Use the following command
/say @e
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The problem is that the method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) only updates the chunk an entity is in if the area around the entity is loaded, which causes other bugs like MC-81536 and might not be a good design as seen in MC-108469.
When the server then receives a CPacketPlayer packet before the area around the player is loaded correcting the chunk the player is in, the chunks were the player was before are unloaded. This makes the server then later remove the player from the list of loaded entities (Side note: but not loaded players) and causes the EntityTracker to stop tracking the player which means no data parameter changes are send to the player anymore.
Removing the condition for the area to be loaded could nearly completely solve this problem. It would however not solve the problem where entities teleported in unloaded chunks get lost.
The reason why it only "nearly completely" solves this is because it might still be possible that this happens when the CPacketPlayer packet is received and processed before the player is updated, which might be possible because packets are processed before players are updated.
Might relate to MC-93377
basically the exact opposite of MC-93377, marking as related







ProfMobius (Thomas Guimbretiere) I might be able to attach the world, but it only appear when I've been in a certain area.
The screenshots are from my 15w47c version server, I could also give you the IP, because I don't know if any scoreboard value (un)assigned might effect it, so I can also guide you though, or even place signs to follow the steps in the effected world if I have to attach it
sorry for the music in the background, I was listening to it, and didn't realise it recorded it too.
as for the area I teleport to, it has a lot of redstone, if I return to the first area, the bug still occures
I didn't managed to reproduce the bug.
Can you attach a world save with the mentioned bug and the skins of the people involved ?
Are you using a resource pack, because in the video it looks like it but in the crash report the line is empty?
I might attach it later today.
I'll just put some signs down telling you what to do, because I don't know if any scoreboard values effect it
I was only capable of replicating it when on the server, alone, I'll have someone else check if it appears for him if he's alone too.
Also it happens regardless of resource pack
someone I know manages to confirm it happens with the exact steps given.
attached both his and my skin because it has been asked to do so.
map: http://www.mediafire.com/download/dj1u67ev1npy79o/MC-93377.zip
reminder, map runs on a 15w47c server, that could also effect it
another person can confirm
Couple questions.
I didn't managed to reproduce the bug using the map, but I might have a couple ideas on what is going on.
When 2 persons are spectators, do they see each other solid or transparent ?
Can you confirm normal players can't see the spectators ?
Are you touching the teams in any way via command blocks ?
Seems like the part supposed to determine transparency doesn't trigger properly and returns that the rendering should be solid (ie : this is not a rendering problem, more like a logical problem with what should be transparent and what shouldn't).
they see each other transparent
non spectators don't see the spectators
the only thing being touched by teams is that people with a OnlineTime 2880 score are joining a blue team and people with Moderator joining red
team rules edited away from default: color (blue/red) and seeFriendlyInvisibles (false)
still in 15w51b, even the hitbox still says it should have a hitbox.
if you can't reproduce this, I can give you a server IP which runs the exact map, so you can test it there
Confirmed for
It just happend (randomly) for me. The player behaves partwise like not beeing in spectator mode: Flying through blocks zooms in and out the whole time.
I seem to have found a way to reproduce this, at least for me, the area in the video, going to spectator mode before the chunks correctly load makes it happen, can anybody confirm that?
resolving to
MC-92916, this is not the only issue that arrives when teleporting to unloaded chunks