#Subchunk Palette corruption (Spigot 1.19.3)

1 messages · Page 1 of 1 (latest)

mellow dune
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Greetings Dynmap team! I've been running my server for 1,5 years now with Dynmap and it has been a true blessing! But we've recently started noticing an odd visual glitch when radius rendering. I'll make sure to post a few screenshots of the issue and share a link to our dynmap.

What basically happens is that these weird blocks of random well.. blocks start rendering over the existing terrain and we just cannot wrap our head around it! Hence why we are here.

The server is currently running on version 1.19.2 with dynmap version 3.4-beta-5-806

If anyone could help us out with this very weird issue I'd appreciate it immensely! Thank you so much already.

Dynmap link of our server: https://dynmap.fablesfantasyrp.com/

rapid grailBOT
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Thank you! Please provide any errors you are experiencing and upload your configuration.txt. Someone from our <@&801354402010628138> team will respond to help shortly. As a general reminder, everyone on our support team is a volunteer, please be kind!

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(optional) Please upload your configuration.txt to https://pastebin.org and send us the link. BE SURE TO REMOVE PASSWORDS

somber canopy
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That looks to me like some sort of corruption of those chunks

mellow dune
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The chunks themselves are perfectly fine

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It's an issue that usually arises after the dynmap updates itself shortly after a world edit or big paste

somber canopy
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Worldedits and pasts are not supported by us, only player actions themselves, maybe look at disabling some render trigger to see if it helps

mellow dune
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Fair enough, I'm not asking for a fix for this exact issue and stuff but I was just wondering if there maybe was a possibility to repair these render errors somehow. That's really all I'm interested in haha

somber canopy
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That is also what I meant above, maybe disabling some triggers (configuration.txt) might it make not render the edits at first, and maybe if a user than places a block it will update it, assuming other triggers supply that functionality

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So essentially it will render it on a later date, because this seems to me that dynmap renders the placeholder blocks of worldedit which are removed later

mellow dune
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Mhm, we stopped rendering dynmap automatically some time ago and these are the result of manual renders after the fact. Would you reckon allowing some time between the sudden big change and the render would help here?

somber canopy
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Hmm strange, if you do a small radiusrender now, on a region that was changed a while ago, does it update properly?

mellow dune
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It is kind of a dice roll really. Sometimes it goes perfectly fine, even after massive edits, but sometimes the smallest of updates cause these weird visual glitches as can be seen around that individual house. It even started rendering random blocks instead of the ones that are actually there haha. And there is nothing that can be done to fix it, from deleting the tiles to repeating the process to try again to updating the plugin, etc. When they're there it is impossible to get rid of them.

We've had these issues occasionally since 1.16/17-ish but never really thought much of it but they have been popping up more recently now so I figured I may as well ask.

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And yeah I just went to a random area that was changed last around half a year ago and nothing odd happened this time.

somber canopy
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Seems like the plugin that places the blocks leaves some traces of placeholder blocks enough for dynmap to pick them up and render them as stone, which is block id 1 instead of 0 for air

mellow dune
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Or any other random block it feels like rendering I suppose haha.

That would actually make sense! Though that I think doesn't explain why they just refuse to leave later on right?
Like, when they're there, they're there and they will never ever leave again.

somber canopy
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If they are not properly removed by the plugin that places the area every time, they wil never be removed no

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I would assume if that is found, a re-paste of that area from the original file, should work, but that would require a deep dive into the MCA files

mellow dune
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You mean as in restoring the original terrain before the paste?

somber canopy
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Yeah, or redo the paste again and see if it works this time

vapid galleon
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Paste shouldn't mess up this bad... :|

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Can you post a screenshot of the corruption? I can't find it on the map

mellow dune
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If you scroll up a tad I posted a whole bunch of them

vapid galleon
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Wait, the screenshots are visible now

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App is being problematic

mellow dune
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Happens happens haha

vapid galleon
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This looks like palette corruption

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Since something else shows up instead of air

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And it stops at subchunk boundaries

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This is the best example, you can see the entire subchunk has block states completely mixed up

mellow dune
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Oh yeah it's horrible there haha

vapid galleon
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Is this reproducible? Do the same chunks always glitch the same way?

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If yes, send us the mca file for that region

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Because it means dynmap chunk NBT parsing logic is wrong

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If not, run memtest on your server ?

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Might be memory corruption

mellow dune
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It really is a dice roll every time we do a world edit. 9/10 times it goes completely fine but sometimes it just randomly decides to do this when we manually update dynmap.

And I can't really imagine it being a thing from our end. We've had this on multiple servers from multiple hosts and a dedicated server.

vapid galleon
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But generally, Dynmap has its own code for reading palletted chunk data format

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And if that code is not in perfect sync with Minecraft, weirdness can happen

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I would love an mca file to try and reproduce this

mellow dune
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I'll ask my tech man to dig it up for me when he gets home from work. Unless you'd know how I can fish the correct one out of the big pile haha

vapid galleon
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Use a region coordinate calculator

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I only need the region file, no need for poi or entities

mellow dune
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It's the region for this specific place if I did it correctly

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Which is by far the worst one we have

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  • a screenshot of the place in game
vapid galleon
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What server platform are you on? Forge?

mellow dune
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Spigot

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No wait that's a lie

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Paper

vapid galleon
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okay so we have a similarly looking problem on both Paper and Fabric

mellow dune
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Aah I see so you were able to reproduce it

mellow dune
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Is there any sort of way to repair these render issues?

mellow dune
vapid galleon
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sorry I have been swamped with work

mellow dune
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It's alright. I just kept talking so the ticket wouldn't auto close haha

vapid galleon
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that's smart

vapid galleon
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Try the latest SNAPSHOT build

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Mike has done some fixes for pallete handling

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here:

vapid galleon
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Subchunk Palette corruption (Spigot 1.19.3)

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