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I'm running a 1.19.2 server with a custom modpack.  Recently the server started crashing repeatedly due to a 60 second tick whenever a certain player loaded their base.  This behavior stopped once I teleported the player away from their base and it remained unloaded; the server would run perfectly.  Now what happens is the server will run perfectly, and then all at once with nothing displaying in the console beforehand, it will tell me that it is crashing because a tick took 60 seconds.  From what I can tell, this isn't a corrupted chunk because the server does not crash instantly, it only hangs seemingly forever.  Along with that, there is nothing that I can see suggesting a corrupted chunk in the logs and the server's CPU or memory is not being maxed out.  I have also tried clearing every entity in the game, but this does not solve the issue.  Any help to resolve this would be greatly appreciated.  I am not the best at troubleshooting so forgive any easy to spot errors I may have missed.  

Here is the crash log:
https://pastebin.com/W2Wwah0i

The debug log is too big for pastebin, but if it is needed to help resolve this issue, then I will find a way to display it.

Posted
  Quote

at net.minecraft.server.level.ChunkMap$TrackedEntity.m_140497_(ChunkMap.java:1336) ~[server-1.19.2-20220805.130853-srg.jar%23457!/:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B}

at net.minecraft.server.level.ChunkMap.m_140184_(ChunkMap.java:1918) ~[server-1.19.2-20220805.130853-srg.jar%23457!/:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:pluto.mixins.json:network.avoidwork.ChunkMapMixin,pl:mixin:APP:pluto.mixins.json:network.flushconsolidation.ChunkMapMixin,pl:mixin:APP:ftbchunks-common.mixins.json:ChunkMapMixin,pl:mixin:A}

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Something is taking too long on the server thread.

You can use a mod like https://www.curseforge.com/minecraft/mc-mods/spark to help diagnose these kind of problems. See their documentation for how to use it.

 

It was doing something in chunk loading at the 60 second time out, but that is not necessarily what took 60 seconds.

I have underlined 2 mods that are modifying code in that area.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

After running spark and looking closer at the crash report, we've found the cause was over half a million arrows spawned at some bases.  After going to every spot and deleting every arrow, the server runs well again.
https://spark.lucko.me/BSJGXDN70w
  image.png


Now my only wonder is what could've possibly spawned that many arrows, so that we know how to avoid this in the future.  One member suggested the idea that the multishot from mob enchant could've been multiplying arrows every time they got loaded.  Any ideas?

  • 3 weeks later...
Posted (edited)
  On 5/23/2023 at 2:00 AM, blackpanther300 said:

After running spark and looking closer at the crash report, we've found the cause was over half a million arrows spawned at some bases.  After going to every spot and deleting every arrow, the server runs well again.
https://spark.lucko.me/BSJGXDN70w
  image.png


Now my only wonder is what could've possibly spawned that many arrows, so that we know how to avoid this in the future.  One member suggested the idea that the multishot from mob enchant could've been multiplying arrows every time they got loaded.  Any ideas?

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Have you found any idea?

Edit: OK :)

Edited by RobertThomas

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