此处例子为网络问题,通常不会造成致命错误。
java.net.ConnectException: Connection timed out: connect
at sun.nio.ch.Net.connect0(Native Method) ~[?:?]
at sun.nio.ch.Net.connect(Net.java:574) ~[?:?]
at sun.nio.ch.Net.connect(Net.java:563) ~[?:?]
at sun.nio.ch.NioSocketImpl.connect(NioSocketImpl.java:588) ~[?:?]
at java.net.SocksSocketImpl.connect(SocksSocketImpl.java:333) ~[?:?]
at java.net.Socket.connect(Socket.java:648) ~[?:?]
at sun.security.ssl.SSLSocketImpl.connect(SSLSocketImpl.java:290) ~[?:?]
at sun.security.ssl.BaseSSLSocketImpl.connect(BaseSSLSocketImpl.java:173) ~[?:?]
at sun.net.NetworkClient.doConnect(NetworkClient.java:182) ~[?:?]
at sun.net.www.http.HttpClient.openServer(HttpClient.java:474) ~[?:?]
at sun.net.www.http.HttpClient.openServer(HttpClient.java:569) ~[?:?]
at sun.net.www.http.HttpClient.parseHTTP(HttpClient.java:709) ~[?:?]
at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1623) ~[?:?]
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1528) ~[?:?]
at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:224) ~[?:?]
at java.net.URL.openStream(URL.java:1167) ~[?:?]
at net.coderbot.iris.UpdateChecker.lambda$checkForUpdates$0(UpdateChecker.java:85) ~[iris-mc1.16.5-1.2.7.jar:?]
at java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1764) [?:?]
at java.lang.Thread.run(Thread.java:832) [?:?]
堆栈踪迹一般是这样的格式,其分析方法在崩溃报告一节中将会给出讲解。
堆栈踪迹的出现表明Minecraft在运行中遇到了一些问题,但这些不一定是致命的,大多数情况下游戏仍能正常运行。但是,如果一个堆栈踪迹被输出后游戏就发生了崩溃,那么这一堆栈踪迹可能会提供一些关键性信息。
[16:05:27] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 5510ms or 110 ticks behind
这是游戏卡顿的标志,但通常不必过多在意。
[13:24:20] [Server thread/WARN]: Fetching packet for removed entity class_1542['花岗岩'/15352, l='ServerLevel[1.16 Longterm]', x=-849.30, y=30.35, z=1236.30]
实体创建后被立即杀死就可能造成此类日志,不必在意。
[14:27:11] [Render thread/WARN]: Received passengers for unknown entity
[14:27:11] [Render thread/WARN]: Received passengers for unknown entity
玩家接收到新区块时可能会出现此类报错,不必在意。
[14:27:33] [Sound engine/WARN]: Maximum sound pool size 247 reached
[14:27:33] [Render thread/WARN]: Failed to create new sound handle
由于声音太多导致声音播放失败,通常是一个没有太多价值但是有害的报错,一般而言这一报错会被成千上万次地输出,这会极大地加重卡顿甚至卡死游戏。错误本身不可怕,报错才是卡顿元凶。