Skip to content

Only visited 1.18 chunks are rendered after Spigots --forceUpgrade #2002

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
gobo7793 opened this issue Dec 7, 2021 · 15 comments
Open

Only visited 1.18 chunks are rendered after Spigots --forceUpgrade #2002

gobo7793 opened this issue Dec 7, 2021 · 15 comments

Comments

@gobo7793
Copy link

gobo7793 commented Dec 7, 2021

On my Server we recently updated Spigot to 1.18. I also did as mentioned on the release notes post on Spigots Homepage a server start using the --forceUpdgrade start parameter to update the whole worlds to the new chunk format. After that I pulled the current Overviewer master branch after merged PR #1990.

Since then, only chunks are rendered that were visited by a player since the update to 1.18. It doesn't matter if I start the rendering without options, --check-tiles or a fullrender of the world. The render of the world also doesn't show any errors for the world I want to render. It also shows the render like before, no blocks under y=0 (and we confirmed already that there should be blocks).

Example render:
grafik

Overviewer Version: 0.3.1
Commit-ID I tried the last days: a5b36f5

Has anyone an idea what to do (except for visiting the whole world manually again)?

@CounterPillow
Copy link
Member

Can you upload a zipped up region file here that contains some chunks with the issue here? I suspect I may know what the problem is (which chunk statuses we cull from rendering), but I need to look into the nbt to know how to fix it.

@gobo7793
Copy link
Author

gobo7793 commented Dec 7, 2021

Of course, that's one of the region files rendered on the screeshot: r.-2.-4.mca.zip
It contains both rendered and not rendered chunks.

@urda
Copy link
Contributor

urda commented Dec 8, 2021

I can confirm that we're also only seeing visited chunks on ours. I had started a re-render on our server to see if that would have corrected it. A user had noted this "section" had gone missing:

image

Once I had a player travel between the two points in 1.18, the render picked them up normally:

image

But that area around it, used to be filled in prior to 1.18. I can see about getting copies of chunks if you need additional sources.


Edit:

The version the render is currently processing now is: version 0.17.41 (a5b36f5)

@dalandis
Copy link

dalandis commented Dec 8, 2021

The launch of the chunky(plugin) helped us. After that, the map starts to display as it should.

@kqfflo
Copy link

kqfflo commented Dec 12, 2021

I am also having the same issue but with Dynmap. Chunky would not help I think. As I do not need to generate squares or triangles. Any solutions / workarounds yet?

@gobo7793
Copy link
Author

The best workaround to generate the map is currently just to visit the chunks ingame

@Nekzuris
Copy link

The best workaround to generate the map is currently just to visit the chunks ingame

That's rather unpractical with big maps, I also encounter this issue and I'm sure it's fixable since other block by block renderer like unmined or Chunky work just fine with unvisited chunk

@urda
Copy link
Contributor

urda commented Dec 13, 2021

The best workaround to generate the map is currently just to visit the chunks ingame

That's rather unpractical with big maps, I also encounter this issue and I'm sure it's fixable since other block by block renderer like unmined or Chunky work just fine with unvisited chunk

Alas that's also been the only "working" workaround I've found. We have a large map as well and a full re-render of our map did not help either.

@dalandis
Copy link

I am also having the same issue but with Dynmap. Chunky would not help I think. As I do not need to generate squares or triangles. Any solutions / workarounds yet?

chunky works great. http://map.gmgame.ru/
there is a clear border of the transition from the old generation to the new

@gobo7793
Copy link
Author

What exactly did you done? Just starting to fill the world until your border?

@dalandis
Copy link

I have a vanilla border, i did like this:
/chunky world nameWorld
/chunky worldborder
/chunky start

@gobo7793
Copy link
Author

gobo7793 commented Dec 17, 2021

Okay, I tried it in the last days for our world and it looks that this really work as a workaround. But chunky only process around 2 or 3 chunks per seconds, which is (in our case) for a world with 100 km²... slow...

@greatmastermario
Copy link
Contributor

I'm going to split my reply into two parts, one solved, one not.

Solved: Blocks below Y=0 and above Y=256 are generating with this PR: #2012. If you try rendering with this change, the chunks loaded after 1.18 will have all blocks show

Not solved: Missing chunks. This is an issue caused by 1.18 updating the chunks to the new layout only after loading them in game. Once you get to certain distance from a 1.17 chunk, it will load as a proto-chunk, resetting its Status tag to "structure_starts". This results in Overviewer skipping this chunk since it thinks the chunk is not real. Normally this would be the case if the proto-chunk is on the edge of the world, but since this protochunk has existing data and is in the middle of the world, it results in the effects you see above. I do not know the proper way to handle this, but I can open a PR if we decide on a solution. See world.py line 1733-1735

@urda
Copy link
Contributor

urda commented Jan 21, 2022

Are there any updates on supporting / correcting this ?

@Phoenix616
Copy link
Contributor

This results in Overviewer skipping this chunk since it thinks the chunk is not real. Normally this would be the case if the proto-chunk is on the edge of the world, but since this protochunk has existing data and is in the middle of the world, it results in the effects you see above. I do not know the proper way to handle this

Well checking the chunk for data or biomes instead of using the lag could be a solution?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

8 participants