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Having certain modules (with substantial item/block count?) causes invisible blocks in multiplayer #2516

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Cervator opened this issue Oct 8, 2016 · 3 comments
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Multiplayer Affects aspects not visible in Singleplayer mode only Type: Bug Issues reporting and PRs fixing problems
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@Cervator
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Cervator commented Oct 8, 2016

During Alpha 5 play testing I enabled a few more modules than usual, for variety and birthday fun.

  • CakeLie
  • CheatsForAll
  • ChrisVolume1OST
  • JoshariasSurvival
  • Potions
  • ShatteredPlanes
  • StructureTemplates

However, after minimal playing and requesting blocks via console chests and TNT would place in an invisible way. The blocks clearly existed on the server - you could walk into their blockspace every so slightly before the server pushed you back, indicating to me that the client thought the space was empty yet the server knew it was not.

You could additionally start breaking the invisible blocks just fine and get the block breaking overlay rendered, and the block would pop. Yet you could open or trigger TNT using e to activate the block (maybe the client thought the space empty, so a request to activate was never sent?)

After some additional testing I suspect it has something to do with enabling enough modules to cross some threshold where there are sufficient blocks and items defined to have something go out of whack. If I disabled CakeLie and Potions I could no longer replicate the issue.

That makes me wonder if it relates to #2423 somehow - although it isn't quite the same scenario.

The same exact module config failed to reproduce the issue in single player, so it must have something to do with client and server being separate and not matching up in some way.

@Cervator Cervator added Type: Bug Issues reporting and PRs fixing problems Multiplayer Affects aspects not visible in Singleplayer mode only labels Oct 8, 2016
@Cervator Cervator added this to the Playability milestone Oct 8, 2016
@Cervator
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Cervator commented Oct 8, 2016

A somewhat related thought comes to mind: when you break blocks in some cases the particle effects that come off them do not always match the actual block (often you get diamond ore block particles even when breaking dirt or something). Somewhere there are still bugs in connecting blocks with different systems.

@4Denthusiast
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4Denthusiast commented Oct 18, 2018

This is possibly the same as #3095. Given that you mentioned it's quite tempramental in the other issue, the relation to number of modules may just be coincidental.

skaldarnar added a commit that referenced this issue Apr 11, 2020
As we are using shorts for block ids for some time now having only an
8-bit array in the chunk implementation will lead to blocks not being
rendered when exceeding block id 128.

Probably related to #3882 and #2516
@skaldarnar skaldarnar modified the milestones: Playability, v3.0.1 Apr 12, 2020
@skaldarnar
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Fixed by #3886

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