Sprites.MySpritesRenderer.ProcessDrawMessage
so im looking to do a wipe and one of the testers for the world and mods had a graphics crash due to spirits.
2021-02-01 02:29:53.521 - Thread: 1 -> GC Memory: 3381.014 / 3381.014 MB
2021-02-01 02:30:01.897 - Thread: 25 -> Exception in render!
Exception: ParallelTasks.TaskException: An exception(s) was thrown while executing a task.
at ParallelTasks.WorkItem.ThrowExceptionsInternal(Int32 runId)
at ParallelTasks.Task.WaitOrExecute(Boolean blocking)
at ParallelTasks.Future`1.GetResult()
at VRage.Render11.Render.MyOffscreenRenderer.Render()
at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
at VRageRender.MyRender11.DrawScene()
at VRageRender.MyRender11.FullDraw(Boolean draw)
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw()
at VRageRender.ExternalApp.MyRenderThread.RenderFrame(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
Task exception, inner exception 0:
System.NullReferenceException: Object reference not set to an instance of an object.
at VRage.Render11.Sprites.MySpritesRenderer.ProcessDrawMessage(MyRenderMessageBase drawMessage, Boolean touchTextures)
at VRage.Render11.Sprites.MySpritesRenderer.ProcessDrawSpritesQueue(MySpriteMessageData messages, Boolean touchTextures)
at VRageRender.MyRender11.DrawSpritesOffscreen(MyRenderContext rc, IRtvBindable texture, MySpriteMessageData messages, Vector2& aspectRatio, Nullable`1 clearColor, IBlendState blendState)
at VRage.Render11.Render.MyOffscreenRenderer.RenderWork(MyData data, RenderTargetProxy renderTarget)
at ParallelTasks.FutureWork`1.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
2021-02-01 02:30:01.932 - Thread: 25 -> Additional information --
Aftermath: Main(|FAIL_NotInitialized|Unknown|NotStarted) Deferred(MyOffscreenRenderer.RenderWork@|FAIL_NotInitialized|Unknown|NotStarted )
Statistics: Scene:
Entities
Actors: 2,591
InstanceBuffers: 36
GPUEmitters: 0
Atmospheres: 7
Clouds: 37
DebugDrawMesh: 0
Videos: 0
Decals: 0
Billboards: 33
Actor Components
MyLightComponent: 131
MyRenderVoxelActor: 8
MyInstanceComponent: 1,592
MyResourcePrioritizationComponent: 2,627
MyRenderableComponent: 823
MyRotationAnimator: 4
MyThrustFlameAnimator: 39
MySkinningComponent: 1
MyVoxelCellComponent: 175
MyFoliageComponent: 0
2021-02-01 02:30:04.009 - Thread: 25 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at VRage.Render11.Sprites.MySpritesRenderer.ProcessDrawMessage(MyRenderMessageBase drawMessage, Boolean touchTextures)
at VRage.Render11.Sprites.MySpritesRenderer.ProcessDrawSpritesQueue(MySpriteMessageData messages, Boolean touchTextures)
at VRageRender.MyRender11.DrawSpritesOffscreen(MyRenderContext rc, IRtvBindable texture, MySpriteMessageData messages, Vector2& aspectRatio, Nullable`1 clearColor, IBlendState blendState)
at VRage.Render11.Render.MyOffscreenRenderer.RenderWork(MyData data, RenderTargetProxy renderTarget)
at ParallelTasks.FutureWork`1.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
2021-02-01 02:30:04.009 - Thread: 25 -> Exception Data:
Exception Info: Holder ID: 1372; m_runCount: 1372; m_executing: 1; MaximumThreads: 1
Work Options: MaximumThreads: 1, QueueFIFO: False, DebugName: OffscreenRender, TaskType: GUI
2021-02-01 02:30:04.010 - Thread: 25 -> Task Exception Stack:
at ParallelTasks.WorkItem.ThrowExceptionsInternal(Int32 runId)
at ParallelTasks.Task.WaitOrExecute(Boolean blocking)
at ParallelTasks.Future`1.GetResult()
at VRage.Render11.Render.MyOffscreenRenderer.Render()
at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
at VRageRender.MyRender11.DrawScene()
at VRageRender.MyRender11.FullDraw(Boolean draw)
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw()
at VRageRender.ExternalApp.MyRenderThread.RenderFrame(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
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(Object obj)
2021-02-01 02:30:04.010 - Thread: 25 -> Showing message
2021-02-01 02:30:04.988 - Thread: 25 ->
================================== CRASH INFO ==================================
AppVersion: 01_197_075
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: True
IsExperimental: True
ProcessRunTime: 607
PCUCount: 25256
IsHang: False
GCMemory: 3384
GCMemoryAllocated: 3384
HWAvailableMemory: 10583
ProcessPrivateMemory: 7809
AnalyticId: SE
================================== OFNI HSARC ==================================
2021-02-01 02:30:04.988 - Thread: 25 -> Log Closed
we deleted the grid they would spawn near and they could then join and not crash. so we wrote it off as the script in the PB. but i was testing another mod and a grid was causing me to get the same crash but the grid had no PB but it did have LCDs using the vanilla scripts like the analog clock and faction symbol so i deleted the LCDs and i could then go back to that grid. it was not crashing the server only the player near the affected lcd the spirits are working on
For reference, since this involves my mod...
This is caused when a mod has a sprite (or in my case, a Faction icon) with a missing file.
Then a PB script tries to create an empty MySprite(), which crashes in the render with a NRE.
For reference, since this involves my mod...
This is caused when a mod has a sprite (or in my case, a Faction icon) with a missing file.
Then a PB script tries to create an empty MySprite(), which crashes in the render with a NRE.
Hello, Engineers,
thanks for letting us know about this issue that you are experiencing. The issue has been reported into our internal system.
Kind Regards
Keen Software House: QA Department
Hello, Engineers,
thanks for letting us know about this issue that you are experiencing. The issue has been reported into our internal system.
Kind Regards
Keen Software House: QA Department
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