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Small PVP battle crashes the server

Garret Sidzaka shared this bug 2 years ago
Solved

This error came from just attacking a noobie base with a normal sized ship. Vanilla server no mods


Keen, do you remeber the last time performance we really really bad and i sent you my whole mapfile and you guys fixed it?


Will that help here? Do you remember the expanse vanilla server?


Let me know and we can start the process again of getting you that map file



  1. [8:33 PM] Gertron:
    19:18:02.3853 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object. at Sandbox.Game.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId) at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId) at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Nullable`1 hitInfo, Boolean addDirtyParts, Int64 attackerId) at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId, Int64 realHitEntityId, Boolean shouldDetonateAmmo) at Sandbox.Game.Entities.Cube.MySlimBlock.DoMaximumDamage(Single maxDamage, Nullable`1 hitInfo, Int64 attackerId) at Sandbox.Game.Weapons.MyMissile.HitCubes(List`1 cubeList) at Sandbox.Game.Weapons.MyMissile.HitMultipleGrids(List`1 m_hitRaycastR

Replies (4)

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Full Log entry for Fatal Error

19:18:02.3853 [FATAL]  Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
   at Sandbox.Game.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Nullable`1 hitInfo, Boolean addDirtyParts, Int64 attackerId)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId, Int64 realHitEntityId, Boolean shouldDetonateAmmo)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoMaximumDamage(Single maxDamage, Nullable`1 hitInfo, Int64 attackerId)
   at Sandbox.Game.Weapons.MyMissile.HitCubes(List`1 cubeList)
   at Sandbox.Game.Weapons.MyMissile.HitMultipleGrids(List`1 m_hitRaycastResult, Vector3D nextPosition)
   at Sandbox.Game.Weapons.MyMissile.HitEntity()
   at Sandbox.Game.Weapons.MyMissile.MarkForExplosion(Boolean force)
   at Sandbox.MySandboxGame.ProcessInvoke()
   at Sandbox.MySandboxGame.Update()
   at Sandbox.Engine.Platform.Game.UpdateInternal()
   at Sandbox.Engine.Platform.Game.RunSingleFrame()
   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:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 316
   at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 130
   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.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Nullable`1 hitInfo, Boolean addDirtyParts, Int64 attackerId)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId, Int64 realHitEntityId, Boolean shouldDetonateAmmo)
   at Sandbox.Game.Entities.Cube.MySlimBlock.DoMaximumDamage(Single maxDamage, Nullable`1 hitInfo, Int64 attackerId)
   at Sandbox.Game.Weapons.MyMissile.HitCubes(List`1 cubeList)
   at Sandbox.Game.Weapons.MyMissile.HitMultipleGrids(List`1 m_hitRaycastResult, Vector3D nextPosition)
   at Sandbox.Game.Weapons.MyMissile.HitEntity()
   at Sandbox.Game.Weapons.MyMissile.MarkForExplosion(Boolean force)
   at Sandbox.MySandboxGame.ProcessInvoke()
   at Sandbox.MySandboxGame.Update()
   at Sandbox.Engine.Platform.Game.UpdateInternal()
   at Sandbox.Engine.Platform.Game.RunSingleFrame()
   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:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 316
   at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 130
   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()

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Happened again just now.

A single volley of 6 large grid fixed artillery guns on another players ship shortly after jumping in that was attacking another small outpost.

Whole server crashes immediately after impact on other players ship. The player on the receiving end of the volley didn't even get any feedback of a hit (presumably because of the crash)

21:15:59.9618 [FATAL]  Initializer: System.NullReferenceException: Object reference not set to an instance of an object.   at Sandbox.Game.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Nullable`1 hitInfo, Boolean addDirtyParts, Int64 attackerId)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId, Int64 realHitEntityId, Boolean shouldDetonateAmmo)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoMaximumDamage(Single maxDamage, Nullable`1 hitInfo, Int64 attackerId)   at Sandbox.Game.Weapons.MyMissile.HitCubes(List`1 cubeList)   at Sandbox.Game.Weapons.MyMissile.HitMultipleGrids(List`1 m_hitRaycastResult, Vector3D nextPosition)   at Sandbox.Game.Weapons.MyMissile.HitEntity()   at Sandbox.Game.Weapons.MyMissile.MarkForExplosion(Boolean force)   at Sandbox.MySandboxGame.ProcessInvoke()   at Sandbox.MySandboxGame.Update()   at Sandbox.Engine.Platform.Game.UpdateInternal()   at Sandbox.Engine.Platform.Game.RunSingleFrame()   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:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 316   at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 130   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.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Nullable`1 hitInfo, Boolean addDirtyParts, Int64 attackerId)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId, Int64 realHitEntityId, Boolean shouldDetonateAmmo)   at Sandbox.Game.Entities.Cube.MySlimBlock.DoMaximumDamage(Single maxDamage, Nullable`1 hitInfo, Int64 attackerId)   at Sandbox.Game.Weapons.MyMissile.HitCubes(List`1 cubeList)   at Sandbox.Game.Weapons.MyMissile.HitMultipleGrids(List`1 m_hitRaycastResult, Vector3D nextPosition)   at Sandbox.Game.Weapons.MyMissile.HitEntity()   at Sandbox.Game.Weapons.MyMissile.MarkForExplosion(Boolean force)   at Sandbox.MySandboxGame.ProcessInvoke()   at Sandbox.MySandboxGame.Update()   at Sandbox.Engine.Platform.Game.UpdateInternal()   at Sandbox.Engine.Platform.Game.RunSingleFrame()   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:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 316   at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 130   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()

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Hello, Engineer!


Thank you for your report. Are still experiencing this issue on the latest game version 201.013? Can you please attach here a full log and a save of your server? Thank you.


Kind regards,

Keen Software House, QA Department

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i asked the staff, and they informed me that we have not seen this type of crash in a while.


good work! please close issue

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Hello, Garret!


Thank you for your reply. I'm glad you are not experiencing this issue anymore.


Kind Regards

Keen Software House, QA Department

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