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Fatal Error with updating player's PCU/Limit

Kassiopeia shared this bug 4 years ago
Won't Fix

**Torch Version:** 1.3.1.129 **SE Version:** 1.196.016


### Expected Behavior

//What did you expect to happen?

I can play the game with these Mods without Error


### Observed Behavior

//What actually happened?

After a couple of seconds, minutes, or maybe one hour, the Server crashes with exactly the same errormessage every time.

After one of these crashes occur it is not a solution to delete the mods out of the config.sbc file. The error stays the same.


The game works perfect without the mods.


### Steps to Reproduce

1. Install Torch

2. Install a couple of given Plugins (after deleting all Plugins, the Error stays the same)

![Plugins_Screenshot](https://user-images.githubusercontent.com/68276979/94807330-c90be880-03ef-11eb-9aa1-4645ad49c1e3.png)

3. Put...


"Modular Encounters Spawner"

1521905890


"NPC Programming Extender"

1400364273


"Corruption PvE Combat">

914369510


"Defense Shields"

1365616918


...in your Sandbox_config.sbc file

4. Play a short time and look how it crashs


### Other Information

Whatever caused the crash happened within keen's code and it has to do with updating player's PCU/Limit.


Please help me... I am tired of trying


In the .zip are all logs from torch + config.


**---------------------------------------------------------------------------------------------------**

Here is the fatal error itself:


09:05:00.1321 [INFO] Backup: Backing up completed!

09:13:53.2778 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.

at Sandbox.Game.Multiplayer.MyPlayerCollection.SetIdentityGridBlocksBuilt(MyGridLimitData limits, Int32 pcu, Int32 pcuBuilt, Int32 blocksBuilt, Int32 transferedDelta)

at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)

at VRage.Network.MyReplicationLayer.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Nullable`1 position, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)

at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3,T4,T5,T6,T7](T1 arg1, T7 arg7, Func`2 action, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, EndpointId endpointId, Nullable`1 position)

at Sandbox.Game.Multiplayer.MyPlayerCollection.SendDirtyBlockLimit(MyBlockLimits blockLimit, List`1 playersToSendTo)

at Sandbox.Game.Multiplayer.MyPlayerCollection.SendDirtyBlockLimits()

at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)

at Sandbox.MySandboxGame.Update()

at Sandbox.Engine.Platform.Game.UpdateInternal()

at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )

at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()

at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)

at Sandbox.Engine.Platform.Game.RunLoop()

at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)

at Torch.VRageGame.DoStart() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 246

at Torch.VRageGame.Run() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 125

at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)

at System.Threading.ThreadHelper.ThreadStart()

System.NullReferenceException: Object reference not set to an instance of an object.

at Sandbox.Game.Multiplayer.MyPlayerCollection.SetIdentityGridBlocksBuilt(MyGridLimitData limits, Int32 pcu, Int32 pcuBuilt, Int32 blocksBuilt, Int32 transferedDelta)

at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)

at VRage.Network.MyReplicationLayer.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Nullable`1 position, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)

at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3,T4,T5,T6,T7](T1 arg1, T7 arg7, Func`2 action, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, EndpointId endpointId, Nullable`1 position)

at Sandbox.Game.Multiplayer.MyPlayerCollection.SendDirtyBlockLimit(MyBlockLimits blockLimit, List`1 playersToSendTo)

at Sandbox.Game.Multiplayer.MyPlayerCollection.SendDirtyBlockLimits()

at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)

at Sandbox.MySandboxGame.Update()

at Sandbox.Engine.Platform.Game.UpdateInternal()

at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )

at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()

at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)

at Sandbox.Engine.Platform.Game.RunLoop()

at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)

at Torch.VRageGame.DoStart() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 246

at Torch.VRageGame.Run() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 125

at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)

at System.Threading.ThreadHelper.ThreadStart()

09:13:53.2778 [INFO] Initializer: Generating minidump at C:\space-DS public\Instance\Minidump.dmp

09:13:53.2778 [ERROR] Initializer: Keen broke the minidump, sorry.

09:28:01.7524 [INFO] SteamCMD: Checking for DS updates.

Replies (2)

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1

Hello, Engineer!


Thank you for your report, unfortunately we don't support torch servers and therefore we can't fix it.


Kind Regards

Keen Software House: QA Department

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1

Thanks for the reply but the Torch-Guys said its an error in the Keen-Code. What do you say about that?

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