I keep getting this specific crash System.IndexOutOfRangeException

Austin Berry shared this bug 20 days ago
Won't Fix

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"

]

}

}

Replies (1)

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1

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:

  • C:\Users\(your username)\AppData\Roaming\SpaceEngineers2\Temp\Logs

They will look like this:

18a7e33efb8e42fe42dd6f2ae9720f4c

Kind Regards,

Bartosz

Keen Software House

photo
1

Here is the full log. the grid that causes this crash is one of my 1:1 projects prow section with the pcu limit off. any other grid i have no issues with doubling or tripling the pcu count. the only thing in common all the crashes have is placing a grid onto the prow section with blueprint building. I believe the issue is that the grid encompasses to large an area. i have attached an image of the grid in question with a red ship for a sense of scale

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1

Hello Austin Berry,


I was unable to reproduce this crash even with gigantic grids. I'm afraid this is beyond our power. Unfortunately there is risk in using mods that raise the PCU limit that such issues may occur.


Kind Regards,

Bartosz

Keen Software House

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