I'm pretty confident it's the same issue, yes.
Tested it according to instructions and it does work (https://www.youtube.com/watch?v=DFa4wSobUY8). It's a superflat world opened in LAN with a second player loading the area, as I found that /forceload does not seem to be enough to trigger it, or at least with a much lower probability.
As you can see in the footage the 'Client Chunk Cache' counts up rapidly as it not only tries to load the chunks in the path to the player, but actively generates missing ones. Since it will happily do this forever though, I don't get a crash-dump using this setup, however it does trigger consistently.
I have attached the same crash dumps in non-deobfuscated form now. And yes, that's exactly what it looks like.
Yes that description is correct; my guess was that either the entity doesn't do a dimension check or it tries to pathfind to the player's coordinates but in the wrong dimension or is in some kind of dead-lock, but since I'm not familiar with the source code I didn't want to start theory-crafting.
MC-149563 may be related, but it's hard to tell as the events leading up to it are quite different.
I've asked some of the players that were online as the crashes occurred. I can confirm that this crash has happened at times when the area left behind was being loaded by another player as well as when there was no-one else around. The mob farms that triggered this crash are all in areas that are not permanently loaded for performance reason, so regular unloading should occur eventually.
In addition, at least one of the crashes was apparently triggered by using a regular nether portal, which I was not aware of until now, but without knowing when that was the case I can't pull up the exact crash report. So I'd take that with a grain of salt.
Also of note: the players involved sometimes see the area they wanted to go to and sometimes the terrain isn't able to load in in time before the crash, so the time-frame between teleporting away and the start of the hang-up must be quite short.
I understand that you must get a lot of people seeing "Watchdog Error" and immediately posting an unhelpful bug report on it, I just didn't expect to still get dismissive questions 3 comments in.
Read. The. Crash. Dump.
I've gone the extra mile to de-obfuscate it, yet you keep asking questions you could rule out by looking at it for a minute.
If every time the watchdog kills the server is during the pathfinding of a zombified piglin it's clearly not the datapack that's at fault here, is it?
The functions in charge of teleporting contain a simple 'tp @s ~ ~ ~' executed at the right position and it gets called through #minecraft:tick. It does not mess with any other entities nor force-load chunks.
Now please stop insulting my intelligence or wasting my time by not bothering to look at the crash dump.
No. It doesn't. Just read the crash dump: they all have an almost identical stack trace with the commonality that a zombified piglin tries to pathfind and that function call takes more than 60 seconds to complete, exceeding the watchdog timer.
Linking some other random report does not help, and this is frankly starting to feel insulting...
What on earth are you talking about? No it does not shut down because of too much lag. The server runs perfectly fine until it suddenly stops responding and the watchdog kills it exactly 60 seconds after the teleport.
In two of the crashes I've attached there is a single person online running a run-of-the-mill gold farm, the TPS was most certainly at 20 until the second the player teleports away.
It may well be intentional, but none of the patchnotes describe it as such. All it says is:
Fixed
- prevents item frame from being broken and item inside from being removed
This behaviour was changed half-way through the 1.16 snapshots, but there is no mention of said change anywhere, making a lot of fan-made documentation out of date and needlessly confusing. This bug report would have never existed in the first place if it was mentioned in any of the snapshots.
Edit:
I have now gone through all the patchnotes of every single snapshot. Not one of them mention this change. And the gamepedia wiki openly disagrees with itself on what "Fixed" actually means. It's fine to make the "remove items" portion of the "Fixed" tag part of the "Invulnerable" tag, it's not ok however to not disclose this change anywhere.
This also applies to grass and tall grass, which can actually lead to people falling into lava pits in combination with MC-610
Tested in 1.16.5