Crash report provided by Viradex at Mojiracord.
Steps to Reproduce
Have a lot of waypoints
Move around
Client crashes
Code Analysis (official mappings)
ClientGamePacketListener#handleWaypoint
does not call ensureRunningOnSameThread
(which is used to handle the ClientboundTrackedWaypointPacket
on render thread). This means the game handles it in Netty thread. This causes concurrent modification of waypoint map, causing crash when the packet arrives while waypoint is being sorted by render thread.
Attachments
Comments 3
Hi there!
Could you please provide us with this information:
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Does the issue occurs on a single or multiplayer world?
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Can confirm.