mojira.dev
MC-297271

Waypoint packet is handled by network thread instead of render thread, causing crash

Crash report provided by Viradex at Mojiracord.

Steps to Reproduce

  1. Have a lot of waypoints

  2. Move around

  3. 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: 

  • Could you upload a video of the issue? 

  • Could you write down more specific steps to reproduce the issue?  

  • Does the issue occurs on a single or multiplayer world? 

This ticket will reopen automatically when you reply. 

This bug can be reproduced more easily in multiplayer.

apple502j

(Unassigned)

1411084

Community Consensus

Expansion A

Very Important

Crash

25w17a, 25w18a

25w19a

Retrieved