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Improved UpdateSuppressionCrashFix #143
base: staging
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There is already updateSuppressionCrashFix, and I think we should reuse that rule. Other than that, it would be better to go through the tick phases that still aren't covered by that rule and cover them with a try catch (I think entity tick, tile entity tick and random ticks pretty much cover it). This fix causes subtle changes in behaviour by catching the exception earlier and therefore allowing execution of the code to continue. |
... I mean you completely ignored the rest of my comment. |
I will do that soon. |
…ing entities or during world tick.
This PR seems to have been forgotten about |
No it hasn't, you have continued to ignore the rest of my comment, also the PR as it stands doesn't even do what it's claiming |
ok so the only tick phases that aren't covered by update suppression crash fix are autosave, network, and players. Entirely possible that I missed one, but I think that is everything that isn't covered. |
Also I've actually been testing this on an smp that has itt |
Sorry, but this PR does not reflect the changes your are testing then. Click "changed files" at the top. |
You are being quite uncooperative. Please listen to what I'm trying to say or I will unfortunately have to reject this PR. |
I'm trying, just struggling to understand |
The code in changed files is all that is needed. I found that the already existing try catch wasn't preventing all crashes, so I modified it slightly so that it will prevent all crashes in world tick or update entities. |
What you need to do is modify more code to throw a ThrowableSuppression rather than removing the purpose of ThrowableSuppression. |
You are getting closer to a good solution, however you still haven't taken into account part of my first message:
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as far as I can tell, that should be all tick phases where a crash could occur. |
A fix for the crashes that instant scheduling can cause