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[1.9.4] [SOLVED] potential memory leak


Bektor

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Hi,

 

I've got a small problem. I'm always getting this error:

 

[Netty Server IO #1/ERROR] [FML]: Detected ongoing potential memory leak. 100 packets have leaked. Top offenders

[Netty Server IO #1/ERROR] [FML]: primevalforest : 100

 

package minecraftplaye.primevalforest.common.network.misc;

import io.netty.buffer.ByteBuf;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;

public class PacketMy implements IMessage, IMessageHandler<PacketMy, IMessage>{
    
    private double posX;
    private double posY;
    private double posZ;
    private int dimensionID;
    private int strength;
    
    public PacketMy () {
        super();
    }
    
    public PacketMy (double posX, double posY, double posZ, int dimensionID, int strength) {
        this.posX = posX;
        this.posY = posY;
        this.posZ = posZ;
        this.dimensionID = dimensionID;
        this.strength = strength;
    }
    
    @Override
    public IMessage onMessage(PacketMy message, MessageContext ctx) {
        EntityPlayer player = Minecraft.getMinecraft().thePlayer;
        
        if(player.worldObj.provider.getDimension() == message.dimensionID) {
            double moveX = (this.posX + .5d) - (player.posX + .5d);
            double moveY = (this.posY + .5d) - (player.posY + .5d);
            double moveZ = (this.posZ + .5d) - (player.posZ + .5d);
            
            double distanceSqrt = Math.sqrt(moveX * moveX + moveY * moveY + moveZ * moveZ);
            
            player.motionX += moveX / distanceSqrt * (message.strength / 150);
            player.motionY += moveY / distanceSqrt * (message.strength / 125);
            player.motionZ += moveZ / distanceSqrt * (message.strength / 150);
        }
        
        return message;
    }
    
    @Override
    public void fromBytes(ByteBuf buf) {
        this.posX = buf.readDouble();
        this.posY = buf.readDouble();
        this.posZ = buf.readDouble();
        this.dimensionID = buf.readInt();
        this.strength = buf.readInt();
    }
    
    @Override
    public void toBytes(ByteBuf buf) {
        buf.writeDouble(this.posX);
        buf.writeDouble(this.posY);
        buf.writeDouble(this.posZ);
        buf.writeInt(this.dimensionID);
        buf.writeInt(this.strength);
    }
}

 

package minecraftplaye.primevalforest.common.network;

import minecraftplaye.primevalforest.common.lib.Constants;
import minecraftplaye.primevalforest.common.network.misc.PacketMy;
import net.minecraftforge.fml.common.network.NetworkRegistry;
import net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper;
import net.minecraftforge.fml.relauncher.Side;

public class PacketHandler {
    
    private static final SimpleNetworkWrapper INSTANCE = NetworkRegistry.INSTANCE.newSimpleChannel(Constants.MOD_ID.toLowerCase());
    private static int networkID = 0;
    
    public static void init() {
        getInstance().registerMessage(PacketMy.class, PacketMy.class, getNetworkID(), Side.CLIENT);
    }
    
    private static int getNetworkID() {
        return networkID++;
    }
    
    public static SimpleNetworkWrapper getInstance() {
        return PacketHandler.INSTANCE;
    }
}

The PacketHandler#init method get's called at the end of the preInit.

 

Here the packet get's send:

            if(entity instanceof EntityPlayer && !this.worldObj.isRemote) {
                PacketHandler.getInstance().sendToAllAround(new PacketMy(this.posX, this.posY, this.posZ, this.worldObj.provider.getDimension(), this.getSize()), 
                        new TargetPoint(this.worldObj.provider.getDimension(), this.posX, this.posY, this.posZ, 20));

 

So what am I doing wrong? Just to mention, the packet will be send from a method which get's called in the onUpdate method of the Entity.

I just don't know what the error is or what it can be/what can cause such an error? I just know, it worked before, I changed something and it's not working, but I don't know what I changed.

 

EDIT: See also there: http://www.minecraftforge.net/forum/index.php?topic=39512.msg208164#msg208164

 

Thx in advance.

Bektor

Developer of Primeval Forest.

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this is detected when a lot of packets are sent successively without a break in the flow...you need to cache whatever the data is that you're trying to update and only send a packet if that data has changed

Well, it can change every tick because it modifies the movement of the Player itself. And how should I check the values, I mean the player movement is client side.

Besides that: I don't think the packet was send successfully cause the player movement does not change.

Developer of Primeval Forest.

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you give very little to go on, so it is hard to say..also note potential..it is possible that this isn't a memory leak, just that forge is detecting the right conditions for one..the only reason I posted a reply is because I just had and fixed this same issue in my own mod about 3 hours ago...i'll let someone more experienced reply to try and help you

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After months of seeing you here, I am quite surprised you don't remember stuff like this.

 

1. Your packets are not thread safe:

http://greyminecraftcoder.blogspot.com.au/2015/01/thread-safety-with-network-messages.html

 

2. You are accessing wrong member fields in handler - this is precisely why most people separate IMessage from MessageHandler.

* In #onMessage use message.field, not this.field.

 

3. Sending packet per tick shouldn't KILL the system, althrough - it shouldn't even be done. Do you even interpolate?! If you really need that much packets you can send updates per 5 or more ticks and then on client just interpolate values.

Besides - why are you not using setPosAndUpdate method? (naming might be different). What the hell are you doing anyway? :o

 

4. Oh and btw. - your packets don't need dimension since client has only one of those (current) and also - I think you want velocity updates (tho with vanilla its kinda messed up to decode) - in which case you can simply send SPacketEntityVelocity (vanilla) or maybe some of SPacketEntity ones, as of now - idk really, but worth looking into. Server/client movements are more than just sending position updates - its about motion/velocity and interpolation.

1.7.10 is no longer supported by forge, you are on your own.

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Bektor, I think the custom here is to continue existing threads probing a problem rather than starting new threads for various aspects of a problem. Otherwise you plunge new readers into a problem without the context that has been built in the earlier thread (and if you're new to this conversation, then you might find context there).

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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After months of seeing you here, I am quite surprised you don't remember stuff like this.

 

1. Your packets are not thread safe:

http://greyminecraftcoder.blogspot.com.au/2015/01/thread-safety-with-network-messages.html

 

2. You are accessing wrong member fields in handler - this is precisely why most people separate IMessage from MessageHandler.

* In #onMessage use message.field, not this.field.

 

3. Sending packet per tick shouldn't KILL the system, althrough - it shouldn't even be done. Do you even interpolate?! If you really need that much packets you can send updates per 5 or more ticks and then on client just interpolate values.

Besides - why are you not using setPosAndUpdate method? (naming might be different). What the hell are you doing anyway? :o

 

4. Oh and btw. - your packets don't need dimension since client has only one of those (current) and also - I think you want velocity updates (tho with vanilla its kinda messed up to decode) - in which case you can simply send SPacketEntityVelocity (vanilla) or maybe some of SPacketEntity ones, as of now - idk really, but worth looking into. Server/client movements are more than just sending position updates - its about motion/velocity and interpolation.

Well, I can't remember everything. And I don't think that I'm here for only month. I'm here since 2013 (end of 2012 started learning Java).

 

to 1: Oh yeah, the thread stuff. I really hate communication with threads.... every lib does it different.... (Swing vs JavaFX... never got such stuff for the Swing lib working, for JavaFX is was quite easy)... But to come back to the theme... I didn't even know Minecraft has so much thread stuff. I knew just that the chunk generation is done asynchron (even when I never noticed it while writing my own world geneartions). Like when you don't see it you just don't know it is there.

 

to 2: Oh, ok. Seems that I forgot to change it after copying the math code over into the packet.

 

to 3: interpolate? And why I am sending so much packets, well, EntityMotion changes every tick and the location of the entity also.

so what is the interpolate thing? I just know motion, so the movement and velocity, so the speed.

 

to 4: Oh, didn't knew the client got only one dimension. I thought the client got all, like the server. Well, I really don't like the vanilla packets, maybe because I don't know the code in them and there are more then I know.... and with all the changes between MC versions the names and so on change also.... (well, I gave up long time ago to remember all the names and all the stuff MC uses because you have to re-learn with the next update most of the stuff again)

 

And what that code does it moving the player around., like a black hole.

 

Bektor, I think the custom here is to continue existing threads probing a problem rather than starting new threads for various aspects of a problem. Otherwise you plunge new readers into a problem without the context that has been built in the earlier thread (and if you're new to this conversation, then you might find context there).

Well, I always think, that new readers don't want to read over 5 sites of stuff just to fix one problem.

I mean, if I would continue those threads I would end up having all these threads in one:

http://www.minecraftforge.net/forum/index.php/topic,39419.0.html

http://www.minecraftforge.net/forum/index.php/topic,39469.0.html

http://www.minecraftforge.net/forum/index.php/topic,38757.0.html

http://www.minecraftforge.net/forum/index.php/topic,38745.0.html

http://www.minecraftforge.net/forum/index.php/topic,38191.0.html

 

And I'm not the guy who is working on one think until it's fixed. I'm more the guy who is working on one think. If I can't get it to work I start re-concepting it or waiting until someone knows a solution and besides that I'm starting to work on other parts of the mod. Like sometimes I have a problem on the logic side and then start with the render side of the same block and when I've got there a problem I go back to the logic side and wait until I know what's wrong with the render side. And having all of those work flows in one thread whould not really helpfull for anyone reading the stuff, even when then some problems can take a few weeks until I go back to them. And when then a MC updates comes also... Like some problems started in 1.8.9 and then I switched to 1.9 and then to 1.9.4. (one of the reason to do so is to stay updated and because the mod is in WIP yet, no release yet... There was one release long ago... but then I left the modding to others and came back a few month ago starting with a re-concept and new motivation and much more knowledge about Java and a bit abut C++... so the mod had it's last port back in the 1.7.2 times, but I think it was there only a port, too and not really changes... then came back with 1.8.9 :P)

 

EDIT:

Changed it now to this and processMessage handles now the code which was handles in onMessage before.

if(ctx.side != Side.CLIENT) {
            System.err.println("PacketNote received on wrong side: " + ctx.side);
            return null;
        }
        
        Minecraft.getMinecraft().addScheduledTask(() -> { processMessage(Minecraft.getMinecraft(), message); });

 

EDIT 2: Ok, I've found a way to solve this issue without sending explicit a packet. But I'm letting this thread open, because when I find a solution for it here, I may also have less problems in the future with network things.

 

Oh and it would be nice if someone can tell me how such an error happens, so it's easier to track such stuff down. ;)

Developer of Primeval Forest.

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Well, I can't remember everything. And I don't think that I'm here for only month. I'm here since 2013 (end of 2012 started learning Java).

 

His point is that you've been here for over a month and are making the same mistakes as people who've only just started.

 

#3) Ah, google and wikipedia are your friend https://en.wikipedia.org/wiki/Interpolation

http://www.gabrielgambetta.com/fpm3.html

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

http://gamedev.stackexchange.com/questions/22444/how-does-client-side-prediction-work

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Well, when looking at my friends... I don't think I'm doing the same mistakes as when I just started....

 

Ok, thx. And wikipedia is not always a friend, sometimes it turns into an enemy because it explains stuff in such a way that I can't understand it.... And then there are cases where it explains stuff with words google translate does even not know. :P

Developer of Primeval Forest.

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