Fatal Error with updating player's PCU/Limit
**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.
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
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
Thanks for the reply but the Torch-Guys said its an error in the Keen-Code. What do you say about that?
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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