Crash when pressing F3 on dedicated server

James Tran shared this bug 12 days ago
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Hello, My game crashes when I am in a multiplayer game and press "F3" or when I try to press "view players" on the droppod selection.

Replies (2)

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Here is part of my client side log:


2024-10-18 13:06:19.712 - Thread:   1 ->  MyConfig.Save() - END
2024-10-18 13:06:19.744 - Thread:   1 ->  MyGuiScreenMainMenu MyGuiScreenBase.UnloadContent - START
2024-10-18 13:06:19.745 - Thread:   1 ->  MyGuiScreenMainMenu MyGuiScreenBase.UnloadContent - END
2024-10-18 13:06:20.236 - Thread:   1 ->  Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.OverflowException: TimeSpan overflowed because the duration is too long.
   at System.TimeSpan.Interval(Double value, Int32 scale)
   at Sandbox.Game.Gui.MyGuiScreenPlayers.RecreateControls(Boolean constructor)
   at Sandbox.Game.Gui.MyGuiScreenPlayers..ctor()
   --- End of inner exception stack trace ---
   at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
   at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, Boolean nonPublic)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
   at System.Activator.CreateInstance(Type type, Object[] args)
   at Sandbox.Game.Gui.MyGuiScreenGamePlay.HandleUnhandledInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Game.Gui.MyGuiScreenGamePlay.HandleInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
   at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
   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 SpaceEngineers.MyProgram.Main(String[] args)
2024-10-18 13:06:20.241 - Thread:   1 ->  Exception occurred: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.OverflowException: TimeSpan overflowed because the duration is too long.
   at System.TimeSpan.Interval(Double value, Int32 scale)
   at Sandbox.Game.Gui.MyGuiScreenPlayers.RecreateControls(Boolean constructor)
   at Sandbox.Game.Gui.MyGuiScreenPlayers..ctor()
   --- End of inner exception stack trace ---
   at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
   at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, Boolean nonPublic)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
   at System.Activator.CreateInstance(Type type, Object[] args)
   at Sandbox.Game.Gui.MyGuiScreenGamePlay.HandleUnhandledInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Game.Gui.MyGuiScreenGamePlay.HandleInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
   at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
   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 SpaceEngineers.MyProgram.Main(String[] args)
2024-10-18 13:06:20.241 - Thread:   1 ->  InnerException: 
2024-10-18 13:06:20.241 - Thread:   1 ->  Exception occurred: System.OverflowException: TimeSpan overflowed because the duration is too long.
   at System.TimeSpan.Interval(Double value, Int32 scale)
   at Sandbox.Game.Gui.MyGuiScreenPlayers.RecreateControls(Boolean constructor)
   at Sandbox.Game.Gui.MyGuiScreenPlayers..ctor()
2024-10-18 13:06:20.242 - Thread:   1 ->  Showing message
2024-10-18 13:06:20.244 - Thread:   1 ->  MyInitializer.OnCrash
2024-10-18 13:06:20.244 - Thread:   1 ->  var exception = System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.OverflowException: TimeSpan overflowed because the duration is too long.
   at System.TimeSpan.Interval(Double value, Int32 scale)
   at Sandbox.Game.Gui.MyGuiScreenPlayers.RecreateControls(Boolean constructor)
   at Sandbox.Game.Gui.MyGuiScreenPlayers..ctor()
   --- End of inner exception stack trace ---
   at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
   at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, Boolean nonPublic)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
   at System.Activator.CreateInstance(Type type, Object[] args)
   at Sandbox.Game.Gui.MyGuiScreenGamePlay.HandleUnhandledInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Game.Gui.MyGuiScreenGamePlay.HandleInput(Boolean receivedFocusInThisUpdate)
   at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
   at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
   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 SpaceEngineers.MyProgram.Main(String[] args)
2024-10-18 13:06:26.058 - Thread:   1 ->  

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Hello Engineer,

thank you for reaching our forum with this problem.

Can you please provide us more information? We tried to reproduce this on our side, but with no success.

Does this problem is still ongoing, or was it just some one-timer? Or it was fixed/solved in a meantime, it was just temporary?

Does this problem happen to you on all servers, or just one?

Are there any mods on the affected server? Can you please try the same on any other server as well? Preferably some vanilla (no mods) like Keen Official or such?

If you are still experiencing this problem even on multiple servers without any mods, please supply us full log, not just a snippet of it, so we can try and investigate more.

Thank you.

Kind Regards

Keen Software House: QA Department

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