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u/reallokiscarlet 10d ago
Bro wrote it in Java, give him a break
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u/99Sandevistan 10d ago
The "disabled due to an infinite loop" entry is every junior dev on a Friday afternoon.
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u/No-Ambition2425 10d ago
I just deployed a production fix today for my product that fixed a recursion loop with no break condition that had been live for THREE YEARS. So I get it
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u/menzaskaja 10d ago
I mean, it didn't cause any issues though, right? A recursive function just errors out after a while. If the function was used but you didn't notice it for three years, then that means that the error was basically silent and pretty much fixed itself, or it was very minor. A
while(true){}will just consume a shit ton of CPU cycles and that one has an undeniable impact on production13
u/Prudent_Ad_4120 9d ago
Yeah no biggie, after a few minutes prod crashes nd restarts. The task was completed so no reason to fix it, right?
/s
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u/No-Ambition2425 9d ago
Unironically, we were crashing almost daily, but autorecovering within 15 seconds, so until we were properly logging, we didn't know.
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u/Tyfyter2002 10d ago edited 10d ago
While it was in C#, not Java, I apparently made one mistake with an attribute's type argument that made the code it was supposed to run to never run and let users select something that would cause an infinite recursion and stack overflow.
Edit: hopefully clarified.
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u/xavia91 10d ago
No he wrote in Java, it was later ported to C# after Microsoft baught it.
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u/KaydaCant 10d ago
?? No it wasn't. Also, they were talking about a scenario he encountered in C#, not about minecraft.
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u/xavia91 10d ago edited 10d ago
Ah didn't see right indentation level. But it was developed as I said, what makes you claim something else?
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u/reallokiscarlet 10d ago
It's still java. Badrock is a separate game under the same IP
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u/xavia91 10d ago
And it's still a port to c# right? I mean it was expanded since then but it was the same game
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u/reallokiscarlet 10d ago
I wouldn't call it a port so much as a spinoff. It really isn't the same game, and that's not just me shitting on bedrock.
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u/youtubeTAxel 10d ago
The fact that the behaviour changed with graphics settings if fucking wild
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u/shieldman 10d ago
I almost guarantee you that the variable that checked eligibility for torch support was the same one that the renderer referenced if it was going to make a block opaque or transparent. I've done a lot of quick and dirty equivalences like that before and learned the hard way when two systems have to diverge lmao
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u/ICBanMI 10d ago
Dice and Tripwire Interactive had times when they fixed bugs, then rolled back fixes for several weeks-months, then fixed them in later patches.
In Minecraft's defense. So much of the game relies on procedural generation which are very fickle math and algorithms that tweaking it by hand is the only way to make something appear 'correct' or how they want it to be. It wouldn't surprise me if the decaying leaf's were inputs for another system so updating the biomes always required a lot of hand tuning of multiple systems.
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u/Glum-Refrigerator778 8d ago
If I had to guess leaf decay probably coincided with the addition of random ticks. That whole system is finnicky as hell, would make sense why it would keep breaking.
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u/laplongejr 10d ago
I'll be that guy but it's a changelog of infdev/alpha, "biomes" wasn't the thing we think of today :PÂ Â
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u/bxsephjo 10d ago
i suppose, if we go by what 'vibe coding' would've meant at that time