mojira.dev
MC-31222

Crash on pressing the inventory close key and an item manipulation key at the same time in large chests

If you press an inventory manipulation key (Q or a number key from 1 to 9) while in an inventory and hovering over certain items in your inventory at the same time as you press a key to close the inventory (E or esc), the game crashes.

Info by @unknown.

To reproduce

  1. Make a double chest

  2. Open the chest

  3. Put an item in the slot that your cursor defaults to in the chest (the middle slot on the bottom row)

  4. Press both 1 and E at the exact same time.

  5. If the game did not crash, reopen the chest and try again (the benefit of using that slot is that you don't need to move the mouse and thus can try repeatedly quickly; the item can be either in hotbar slot 1 or the chest slot for the game to crash)

Speculations on the cause

I think this specific part of the crash report explains what's happening pretty well:

-- Affected screen --
Details:
    Screen name: ~~ERROR~~ NullPointerException: null

Note also the message of the exception:

java.lang.IndexOutOfBoundsException: Index: 53, Size: 46

Specifically, size 46. What inventory has 46 slots? Answer: the player inventory! (numbered 0 to 45).

It seems like it's trying to swap items using indexes from the old inventory within the player's inventory. This can further be seen by the positions where it crashes...

Which slots cause crashes, exactly?

A curious property of this bug is it never happens in some inventories (such as furnaces and enchantment tables), and never happens in the first slots of any inventory.

Well, assuming that it is the case of the wrong inventory being used, a quick look at the wiki.vg article on inventories should show what slots have indexes greater than 45 in different inventories, and thus would be capable of causing crashes. There's only a few: chests (of all sizes where there's more than 1 row), chested donkeys and mules, shulker boxes, and llamas with a strength of at least 4. In all of those inventories, it can be reproduced in the 9th slot of the hotbar, and in the case of large chests can be reproduced in all of the player's inventory slots and the last 8 items of the last chest row.

If this were 1.8 (before the introduction of the offhand slot), the largest player slot would be 44 instead of 45, you'd also be able to reproduce this in crafting tables with the 9th hotbar slot, and in some more slots in other inventories.

Code analysis

All of this is based off of MCP for 1.10.

Adding a debug logging println into GuiContainer.keyTyped (which handles slot manipulation and inventory closing) like this can show some useful information:

protected void keyTyped(char typedChar, int keyCode) throws IOException {
    System.out.println("Key '" + typedChar + "' typed in " + this + " - active is " + this.mc.currentScreen + " (same = " + (this.mc.currentScreen == this) + ")");
    // Regular code...
    if (keyCode == 1 || keyCode == this.mc.gameSettings.keyBindInventory.getKeyCode()) {
        this.mc.thePlayer.closeScreen();
    }

    this.checkHotbarKeys(keyCode);

    if (this.theSlot != null && this.theSlot.getHasStack()) {
        if (keyCode == this.mc.gameSettings.keyBindPickBlock.getKeyCode()) {
            this.handleMouseClick(this.theSlot, this.theSlot.slotNumber, 0, ClickType.CLONE);
        } else if (keyCode == this.mc.gameSettings.keyBindDrop.getKeyCode()) {
            this.handleMouseClick(this.theSlot, this.theSlot.slotNumber, isCtrlKeyDown() ? 1 : 0, ClickType.THROW);
        }
    }
}

Normally (when the '1' is processed before the 'e', you'd get this:

Key '1' typed in net.minecraft.client.gui.inventory.GuiChest@77f36fa7 - active is net.minecraft.client.gui.inventory.GuiChest@77f36fa7 (same = true)
Key 'e' typed in net.minecraft.client.gui.inventory.GuiChest@77f36fa7 - active is net.minecraft.client.gui.inventory.GuiChest@77f36fa7 (same = true)

But when the game crashes, you get this:

Key 'e' typed in net.minecraft.client.gui.inventory.GuiChest@685af84b - active is net.minecraft.client.gui.inventory.GuiChest@685af84b (same = true)
Key '1' typed in net.minecraft.client.gui.inventory.GuiChest@685af84b - active is null (same = false)

It's running the move item action on the wrong screen, as predicted! But why is the closed screen still getting keyboard input?

Well, for whatever reason GuiScreen processes its own keyboard input:

/**
 * Delegates mouse and keyboard input.
 */
public void handleInput() throws IOException {
    if (Mouse.isCreated()) {
        while (Mouse.next()) {
            this.handleMouseInput();
        }
    }

    if (Keyboard.isCreated()) {
        while (Keyboard.next()) {
            this.handleKeyboardInput();
        }
    }
}

// Snip - don't need to include handleMouseInput...

/**
 * Handles keyboard input.
 */
public void handleKeyboardInput() throws IOException {
    char c0 = Keyboard.getEventCharacter();

    if (Keyboard.getEventKey() == 0 && c0 >= 32 || Keyboard.getEventKeyState()) {
        this.keyTyped(c0, Keyboard.getEventKey());
    }

    this.mc.dispatchKeypresses();
}

handleInput continues running on the screen it started on, even if that screen is closed! Thus, the items are swapped when 1 is pressed, even if the screen is closed. That item swapping causes a crash, because the number of available items is smaller on the player inventory than the previous one.

The "ugly hack" fix for this would be to change handleInput to bail out early if the screen changed:

public void handleInput() throws IOException {
    if (Mouse.isCreated()) {
        while (Mouse.next()) {
            if (this != this.mc.currentScreen) {
                // Screen changed - bail out!
                return;
            }
            this.handleMouseInput();
        }
    }

    if (Keyboard.isCreated()) {
        while (Keyboard.next()) {
            if (this != this.mc.currentScreen) {
                // Screen changed - bail out!
                return;
            }
            this.handleKeyboardInput();
        }
    }
}

A better fix would be to remove handleInput entirely and just call handleMouseInput / handleKeyboardInput from within the same place that normal input is handled instead of having two input handling loops.

Linked issues

Attachments

Comments 16

kumasasa

Incomplete without crash report ([minecraft|http://hopper.minecraft.net/help/finding-minecraft-data-folder]/crash-reports/crash-<DATE>-client.txt). Please attach it so that we can diagnose your issue.

Frédéric Gierlinger

Crash report

Ben W

This has happened twice to me now, both times while viewing a chest. Cannot reliably reproduce.

Ian Oliver

I found it pretty easy to reproduce. Check out my report (MC-54685, listed as a duplicate here) for details.

Edit: OP's edited it in.

Anon Ymus

I can confirm this.

6 more comments
MysticMight

Ok, i Have now made a new issue to cover this. MC-70845

Sonicwave

For me on 1.8 it visually deletes/duplicates the item in the selected hotbar, but it doesn't crash and opening a inventory screen fixes the issue.

wobst.michael

Is this still an issue in the most recent versions (currently that is 1.10.2, or 16w42a) of Minecraft? If so, please update the affected versions and help us keeping this ticket updated from time to time. If you are the owner/reporter of this ticket, you can modify the affected version(s) yourself.

pokechu22

Confirmed on latest snapshot, and added a code analysis.

pokechu22

Due to the way LWJGL 3 works, the suggested fix is present in the new code (as far as I can tell); keyboard events aren't being passed to closed GUIs anymore.

Frédéric Gierlinger

(Unassigned)

Confirmed

inventory, null-pointer-exception

Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 13w41b, Minecraft 1.7.1, Minecraft 1.7.2, ..., Minecraft 1.12.1 Pre-Release 1, Minecraft 1.12.1, Minecraft 1.12.2 Pre-Release 1, Minecraft 1.12.2 Pre-Release 2, Minecraft 1.12.2

Minecraft 17w43a

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