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[BUG] Icon of Sin causes extreme server-side TPS drops when not in range of every logged in player #156

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Vetpetmon opened this issue Dec 26, 2024 · 4 comments
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@Vetpetmon
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ALL INFO MUST BE FILLED IN OR THE ISSUE WILL BE CLOSED AS INVALID

Minecraft Info:
Minecraft Version: 1.20.1
Modloader version: Forge 47.3.12
Mod version: 7.0.13

Describe the bug
Summoning the Icon of Sin in the server is just fine when you're alone and stay near it, but when another player is present and they move out of a certain block range (30-50 blocks, unsure of exacts) of the boss, the server will have ticklag of 7000 ms per tick, possibly even provoking the tick watchdog. When all players are within this distance, however, the boss does not cause server-wide TPS lag.

To Reproduce
Steps to reproduce the behavior:

  1. Get 1 other player on the server to join you
  2. Summon the Icon of Sin
  3. Have the other player and/or you run to a position further away
  4. Icon of Sin should stop moving, tickskips begin
  5. If done for long enough, this could set off the tickrate watchdog and end with a forced crash.

Screenshots
No screenshots or logs provide any valuable information. All we can provide is a video of this in action, server logging only reports a tickrate issue & number of ticks skipped (Worst case scenario, if the watchdog was dispatched, it'll create a "tick took too long" crash report), and client logs say nothing unless if the server closes from the tick watchdog.

@AzureDoom
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Can you run spark during this please and share that spark profiler? That will help track the issue code.

@Vetpetmon
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Vetpetmon commented Dec 27, 2024

Ahah! I ticked off the Server Hang Watchdog, and got the crash:
crash-2024-12-27_20.04.38-server.txt

Bad pathfinder code?

I was running Spark, but lost the logging when the Watchdog forced the server to crash.

@Vetpetmon
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I reviewed what I did to trigger the issue. I was within tracking range (aggro range) of the Icon of Sin, but I was outside of the pathing range/distance. Essentially, too far way or impossible to reach for it to form a sane path, causing the lag.

@Vetpetmon
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Having another pathfinding crash, this time with a Doom Hunter in its dying stage.

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