I keep getting this specific crash System.IndexOutOfRangeException
i have run into an issue with a large, high pcu count grid with 550,000 pcu count causing the game to crash when i have grids with double the pcu count but half the size. Crash log is under [===]
================================================================
{
"$Bundles": {
"System.Runtime": "1.0.0.0",
"VRage": "1.5.0.3086"
},
"$Type": "VRage:Keen.VRage.Core.Platform.CrashReporting.CollectedCrash",
"$Value": {
"GameID": "SpaceEngineers2",
"IsOfficial": false,
"AppVersion": "1.5.0.3086",
"UserContact": "",
"TotalProcessTime": 6988438498,
"IsTask": false,
"BranchName": "Stable_VS1.5",
"ClientBranchName": "default",
"MainLogName": "SpaceEngineers2_250705_005821_828_462084.log",
"ProcessFiles": [
"C:\\Users\\Austin\\AppData\\Roaming\\SpaceEngineers2\\Temp\\CrashReports\\Corinus class Grand Cruiser world_250705_010957_904.zip",
"C:\\Users\\Austin\\AppData\\Roaming\\SpaceEngineers2\\Temp\\MiniDumps\\CrashReport_250705_005821_828_462084.dmp"
],
"Exception": {
"ExceptionType": "System.IndexOutOfRangeException",
"DisableGrouping": null,
"InnerExceptionInfo": [],
"Message": "Index was outside the bounds of the array.",
"StackTrace": "System.IndexOutOfRangeException: Index was outside the bounds of the array.\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlocks(BlocksUpdateParams& blocksUpdateParams, Boolean forceSplit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.InsertRange(ReadOnlySpan`1 cubeBlocks)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees.BlockOctreeComponent.UpdateBlockChanges(BlocksChangedArgs changedBlocks)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.CubeGridComponent.CommitBlockChangesImpl(Boolean isParallelInit)\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.CubeGridComponent.CommitBlockChanges()\r\n at Keen.Game2.Simulation.WorldObjects.CubeGrids.CubeGridComponent.CommitBlockChanges_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext)\r\n at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex)\r\n at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync)\r\n at Keen.VRage.Core.Game.Systems.Session.Update(Boolean doEntityLifetimeUpdates)\r\n at Keen.Game2.WorldTickComponent.Tick()\r\n at Keen.Game2.InProcessServerWorldTickComponent.Tick()\r\n at Keen.Game2.GameAppComponent.GameUpdate()\r\n at Keen.Game2.GameAppComponent.GameUpdate_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext)\r\n at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex)\r\n at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync)\r\n at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback)\r\n at Keen.VRage.Core.VRageCore.Run()\r\n at Keen.Game2.Program.Main(String[] args)",
"HResult": -2146233080,
"Source": "Game2.Simulation",
"Namespace": "Keen.Game2.Simulation.WorldObjects.CubeGrids.BlockOctrees"
},
"RawProcessData": {
"PCUCount": {
"$Type": "System.Runtime:System.Int32",
"$Value": 548962
}
},
"Tags": [
"Dump",
"CrashManaged",
"CorruptOrModifiedContent"
]
}
}
Hello Austin Berry,
Could you please share with us an example of grids that cause this crash? Are there any specific steps for the crash to occur? Additionally, could you provide us with whole log files?
You can find them here:
They will look like this:
Kind Regards,
Bartosz
Keen Software House
Hello Austin Berry,
Could you please share with us an example of grids that cause this crash? Are there any specific steps for the crash to occur? Additionally, could you provide us with whole log files?
You can find them here:
They will look like this:
Kind Regards,
Bartosz
Keen Software House
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