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Under Iris/shader packs the world renders in several passes per frame, so
the block-entity renderer's extractRenderState (and thus getOrStart) runs
many times per frame and tick() can transiently miss the BE. The old design
recreated the backend + a fresh per-instance texture Identifier on every
miss and tore the entry down on the first absent-BE tick, producing a
runaway: hundreds of decoder threads/sec for one screen, the texture id
changing every pass ("Missing resource .../dynamic/<id>"), and a panel that
never stabilised — invisible for shader users while non-shader users saw it.
Fixes:
- Deterministic texture Identifier derived from BlockPos, so a recreate
reuses the same id and the renderer never binds a released id.
- Serialise create/url-change under a lock + ConcurrentHashMap so concurrent
passes can't double-spawn a decoder per anchor.
- Tolerate a missing BE for MISSING_GRACE_TICKS (~2s) before teardown
instead of nuking on the first miss; real deletes still stop immediately
via BLOCK_ENTITY_UNLOAD.
- Transient texture-upload errors no longer kill the decoder (logged once).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
457 B
457 B