EasyEdit Server Crash: //1 //2 Cut/Paste Bug Fix
Hey guys,
We've got a situation here – a server crash linked to the EasyEdit plugin, specifically after using the //1
, //2
, //cut
, and //paste
commands. Let's dive into the details and see what's going on.
The Issue: Server Crash After EasyEdit Usage
So, the user, CeltTr1nculo, was doing some editing using EasyEdit commands like //1
, //2
, //cut
, and //paste
. After being AFK for a bit and then leaving the server, boom! The server crashed. The error log points to a LogicException
with the message "Player is not connected" within the Player
class of PocketMine, specifically at line 663. The stack trace clearly shows the EasyEdit plugin (platz1de/EasyEdit
) playing a role in this crash.
The error occurs when the plugin attempts to interact with a player's network session after they've already disconnected. This usually indicates a timing issue where the plugin is still trying to send packets or update client-side blocks for a player who is no longer online. Let's break down the stack trace to understand where things went wrong.
Decoding the Stack Trace
- The crash originates from
pmsrc/src/player/Player
at line 663, which involves thegetNetworkSession()
method. This suggests the server is trying to access the network session of a player. plugins/EasyEdit.phar/src/platz1de/EasyEdit/utils/PacketUtils(35)
calls the problematicgetNetworkSession()
method. This is the EasyEdit plugin trying to get the network session of a player.PacketUtils::sendFakeBlockAt
(line 24) attempts to send a fake block to the player. This is a common technique used by world editing plugins to show changes to the player without modifying the actual world data immediately.StructureBlockOutline
(line 37) usessendFakeBlock
to display or update the outline of a structure being edited. This indicates the plugin is trying to show a visual representation of the edited area.StructureBlockOutline::remove
(line 51) andStructureBlockOutline::update
(line 61) suggest the plugin is managing client-side block outlines. These outlines are used to visualize the selection or edited area for the player.ClientSideBlockManager::updateAll
(line 139) indicates that EasyEdit is trying to update all client-side blocks for a player. This might be triggered when a player leaves the server to clean up any temporary visual modifications.DefaultEventListener
(line 139) is where the update process is initiated, likely in response to a player-related event (like leaving the server).- The remaining lines show the standard PocketMine task scheduling and server tick processing, leading up to the plugin manager and server tick.
The Core Problem
The core problem seems to be that the EasyEdit plugin is attempting to send fake block updates or manage client-side blocks for a player (CeltTr1nculo
) after they have already disconnected from the server. This leads to the "Player is not connected" error because the getNetworkSession()
method returns null for a disconnected player, and the plugin doesn't handle this case properly.
Possible Causes and Solutions
Okay, so we know what's happening, but why is it happening? And more importantly, how can we fix it? Let's brainstorm some possible causes and solutions, guys.
1. Timing Issues
- The Cause: The most likely culprit is a timing issue. When a player leaves the server, there's a brief period where the server is still processing the disconnection event. If the EasyEdit plugin tries to clean up client-side blocks during this period, it might attempt to access the player's network session after it's already closed.
- The Solution:
- Delay the Cleanup: Implement a short delay before cleaning up client-side blocks for a player who has disconnected. This would give the server time to fully process the disconnection and avoid the race condition.
- Check Player Connection: Before accessing the network session, the plugin should explicitly check if the player is still connected. This can be done using a method like
Player::isOnline()
or by checking ifPlayer::getNetworkSession()
returns null.
2. Asynchronous Operations
- The Cause: If EasyEdit uses asynchronous tasks (which are run in separate threads), there's a chance that a task is still running and attempting to interact with the player after they've disconnected. Asynchronous operations can lead to race conditions if not handled carefully.
- The Solution:
- Synchronization: Ensure that any asynchronous operations that interact with player data are properly synchronized with the main server thread. This might involve using locks or queues to prevent concurrent access to player-specific data.
- Task Cancellation: When a player disconnects, the plugin should cancel any pending asynchronous tasks that are associated with that player. This will prevent the tasks from running and potentially causing errors.
3. Plugin Bugs
- The Cause: There might be a bug in the EasyEdit plugin itself that is causing it to not properly handle player disconnections. This could be due to an unhandled exception or an incorrect logic flow.
- The Solution:
- Code Review: The plugin's code should be carefully reviewed to identify any potential bugs related to player disconnection handling.
- Bug Reporting: If a bug is found, it should be reported to the plugin developer so they can fix it in a future release.
Digging Deeper: Analyzing the Code Snippets
To really understand the issue, let's look at the specific code snippets mentioned in the stack trace. This will give us a clearer picture of what's happening under the hood, guys.
Player::getNetworkSession()
This PocketMine method is at the heart of the problem. It's used to retrieve the network session associated with a player. However, if the player is not connected, this method will return null. The EasyEdit plugin needs to be careful when using this method and handle the null case gracefully.
PacketUtils::sendFakeBlockAt()
and PacketUtils::sendFakeBlock()
These methods are likely responsible for sending fake block updates to the player's client. This is a common technique used by world editing plugins to show changes without modifying the actual world data immediately. The problem arises when these methods are called for a disconnected player, as the network session is no longer valid.
StructureBlockOutline::remove()
and StructureBlockOutline::update()
These methods manage the visual outlines of structures being edited. They likely use the fake block sending methods to display the outlines to the player. If the player disconnects while these outlines are being managed, errors can occur.
ClientSideBlockManager::updateAll()
This method appears to be responsible for updating all client-side blocks for a player. This could be used to clean up any temporary visual modifications when a player leaves the server. However, if this method is called after the player has disconnected, it can lead to the "Player is not connected" error.
Practical Steps to Resolve the Issue
Alright, enough theory! Let's get practical. Here are some concrete steps you can take to resolve this issue, guys:
- Update EasyEdit: Check if there's a newer version of the EasyEdit plugin available. Plugin developers often release updates to fix bugs and improve stability. A newer version might already address this issue.
- Contact the Plugin Developer: If the issue persists, reach out to the EasyEdit plugin developer. Provide them with the error log and a detailed description of the problem. They might be able to provide a specific fix or workaround.
- Implement a Temporary Fix: As a temporary solution, you could try disabling EasyEdit's client-side block management features. This might prevent the crash, but it could also reduce the plugin's functionality. Look for configuration options related to client-side block updates or structure outlines.
- Adjust Server Configuration: In some cases, server configuration settings can affect plugin behavior. Review your server settings to see if there are any options that might be related to player disconnection handling or network timeouts. Adjusting these settings might help prevent the crash.
- Test in a Staging Environment: Before making any changes to your live server, it's always a good idea to test them in a staging environment. This will allow you to identify any potential problems before they affect your players.
Prevention is Key: Best Practices for Plugin Usage
Of course, preventing crashes in the first place is always better than fixing them after they happen, right? Here are some best practices for plugin usage that can help you avoid similar issues in the future, guys:
- Keep Plugins Updated: Regularly update your plugins to the latest versions. Plugin developers often release updates to fix bugs, improve performance, and add new features. Outdated plugins are more likely to have issues.
- Choose Plugins Wisely: Before installing a plugin, do some research. Read reviews, check the developer's reputation, and make sure the plugin is compatible with your server version. Avoid installing too many plugins, as this can increase the risk of conflicts and performance issues.
- Test Plugins Thoroughly: After installing a new plugin, test it thoroughly in a staging environment before deploying it to your live server. This will help you identify any potential problems early on.
- Monitor Server Performance: Keep an eye on your server's performance metrics, such as CPU usage, memory usage, and network traffic. If you notice any unusual activity, it could be a sign of a problem.
- Regular Backups: Make regular backups of your server data. This will ensure that you can restore your server to a working state if something goes wrong.
Conclusion: Working Towards a Stable Server
Server crashes can be frustrating, but by understanding the underlying causes and taking proactive steps, we can minimize their impact. In this case, the EasyEdit plugin seems to be the culprit, and by implementing the solutions discussed above, we can hopefully prevent this crash from happening again.
Remember, guys, a stable server is a happy server (and happy players!). So, let's keep working together to troubleshoot issues and make our Minecraft servers the best they can be!