Space Engineers

Space Engineers

Advanced Welding - detaching and reattaching blocks!
Krateria 10 月 10 日 上午 9:21
dedicated server explodes when attaching
running on a dedicated server, real solar systems.
server explodes when I connect two pads

18:07:51.9737 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupBase.UpdateParenting(ParentingSetup parentingSetup, Int64 currentParentId)
at Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.UpdateEntitySupport()
at Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.Serialize(BitStream stream, MyClientInfo forClient, MyTimeSpan serverTimestamp, MyTimeSpan lastClientTimestamp, Byte packetId, Int32 maxBitPosition, HashSet`1 cachedData)
at Patched_VRage.Network.MyClientSerialize_0(Object sendStream, IMyStateGroup timeStamp, BitStream messageBitSize, MyTimeSpan streaming, Int32 , Boolean )
at VRage.Network.MyClient.SendStateSync(MyStateDataEntry stateGroupEntry, Int32 mtuBytes, MyPacketDataBitStreamBase& data, MyTimeSpan serverTimeStamp)
at Patched_VRage.Network.MyReplicationServerFilterStateSync_0(Object , MyClient )
at Patched_VRage.Network.MyReplicationServerSendUpdate_1(Object )
at Patched_Sandbox.Engine.Multiplayer.MyMultiplayerBaseTick_0(Object )
at Patched_Sandbox.Engine.Multiplayer.MyDedicatedServerBaseTick_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_1(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_1(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Patched_Sandbox.MySandboxGameRun_0(Object disposeSplashScreen, Boolean , Action )
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 319
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 133
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.Replication.StateGroups.MyEntityPhysicsStateGroupBase.UpdateParenting(ParentingSetup parentingSetup, Int64 currentParentId)
at Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.UpdateEntitySupport()
at Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.Serialize(BitStream stream, MyClientInfo forClient, MyTimeSpan serverTimestamp, MyTimeSpan lastClientTimestamp, Byte packetId, Int32 maxBitPosition, HashSet`1 cachedData)
at Patched_VRage.Network.MyClientSerialize_0(Object sendStream, IMyStateGroup timeStamp, BitStream messageBitSize, MyTimeSpan streaming, Int32 , Boolean )
at VRage.Network.MyClient.SendStateSync(MyStateDataEntry stateGroupEntry, Int32 mtuBytes, MyPacketDataBitStreamBase& data, MyTimeSpan serverTimeStamp)
at Patched_VRage.Network.MyReplicationServerFilterStateSync_0(Object , MyClient )
at Patched_VRage.Network.MyReplicationServerSendUpdate_1(Object )
at Patched_Sandbox.Engine.Multiplayer.MyMultiplayerBaseTick_0(Object )
at Patched_Sandbox.Engine.Multiplayer.MyDedicatedServerBaseTick_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_1(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_1(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Patched_Sandbox.MySandboxGameRun_0(Object disposeSplashScreen, Boolean , Action )
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 319
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 133
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()
< >
正在显示第 1 - 4 条,共 4 条留言
Digi  [开发者] 10 月 10 日 上午 10:57 
It's a very elusive crash unfortunately, and since it has nothing from the mod code in the error I need to dig around and/or experiment to see what causes it, but to do that I need to cause the crash in the first place, which it hasn't happened in my DS so far.

If it happens reliably for you, please provide a world with the grids just before bringing the weldpads together (and a way for me to find said grids).
Krateria 10 月 10 日 下午 12:35 
it happens reliably, yes.
does your mod create logs? is there a way to enable debug for it?
Krateria 10 月 10 日 下午 12:46 
well. forget about it. seems that the mod loading order makes difference. I changed to top, e now it works.
Digi  [开发者] 19 小时以前 
引用自 Krateria
it happens reliably, yes.
does your mod create logs? is there a way to enable debug for it?
There's nothing I can have in the logs for something like this, what I need to test is with a debugger attached to the game to see the game state and experiment with things in my own code, the world is critical for that.

引用自 Krateria
well. forget about it. seems that the mod loading order makes difference. I changed to top, e now it works.
That sounds very unlikely, it's more likely that the crash itself is random. But also, there's others that have the issue and I can't just tell them to randomly reorder their mods until it works xD
So I still need the world that was having the crashes with the grids causing it ready to be weldpadded.
Or, for the future, right before bringing 2 weldpads together you can do /save to force DS to save and then if it crashes you have the world ready to reproduce the crash.
< >
正在显示第 1 - 4 条,共 4 条留言
每页显示数: 1530 50