mojira.dev
MC-308569

The `max-tick-time` server property is relative to the tick rate

Title:
Server watchdog crash / incorrect watchdog threshold after setting very high tick rate

Description:
Setting the server tick rate to an extremely high value causes the server to overload and eventually crash via the watchdog. The watchdog report says:

"A single server tick took 60.00 seconds (should be max 0.00)"

This suggests the watchdog/error logic is using the current tick-rate target duration directly, or displaying it without sane clamping/formatting. At very high tick rates, the expected tick time becomes near-zero, causing the watchdog message to report an impossible "max 0.00" seconds.

Steps to reproduce:

  1. Start a dedicated server.

  2. Join with operator permissions.

  3. Run:
    /tick rate 10000

  4. Optionally switch back to:
    /tick rate 1

  5. Run:
    /tick rate 10000

  6. Wait until the server watchdog triggers.

Observed result:
The server crashes with:
"A single server tick took 60.00 seconds (should be max 0.00)"

Expected result:
The server should either:

  • clamp the maximum allowed tick rate to a safe value,

  • prevent impossible/unstable tick-rate values,

  • keep watchdog timing independent from the tick-rate target,

  • or at least report a sane non-zero watchdog threshold.

Additional notes:
The server also logged "Can't keep up" warnings showing it was thousands of ticks behind immediately after setting the tick rate to 10000.

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Thank you for your report!
After consideration, the issue is being closed as Won't Fix.

Please note that this is not the same as Working as Intended, as this bug report correctly describes behavior in the game that might not be the intended or desirable behavior, but it will not be fixed right now. Sometimes, this is because the issue reported is minor and/or impossible to change without large architectural changes to the code base.

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William

(Unassigned)

Confirmed

26.1.2, 26.2 Pre-Release 3

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