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Dedicated server crash

When trying to setup a new server your mod seemed to causes dedicated server crashes (which didn't initially create any crash report or log entry of this crash) (We had to install visual studio on the server to capture this crash).

'Torch.Server.exe' (CLR v4.0.30319: Torch.Server.exe): Loaded 'C:\Windows\Microsoft.Net\assembly\GAC_64\System.Web\v4.0_4.0.0.0__b03f5f7f11d50a3a\System.Web.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
An unhandled exception of type 'System.StackOverflowException' occurred in VRage.dll

And the call stack:

>	VRage.dll!VRage.Network.MyReplicationLayerBase.RaiseEvent<VRage.Network.IMyEventOwner, ushort, byte[], ulong, VRage.Network.IMyEventOwner>(VRage.Network.IMyEventOwner arg1, VRage.Network.IMyEventOwner arg5, System.Func<VRage.Network.IMyEventOwner, System.Action<ushort, byte[], ulong>> action, ushort arg2, byte[] arg3, ulong arg4, VRage.Network.EndpointId endpointId, VRageMath.Vector3D? position)	Unknown
 	Sandbox.Game.dll!Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.SendMessageTo(ushort id, byte[] message, ulong recipient, bool reliable)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.Server.SendCommand(SENetworkAPI.Command cmd, VRageMath.Vector3D point, double radius, ulong steamId, bool isReliable)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<Natomic.AngledLCDs.LCDSettings>.SendValue(SENetworkAPI.SyncType syncType, ulong sendTo)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<Natomic.AngledLCDs.LCDSettings>.SetNetworkValue(byte[] data, ulong sender)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<System.__Canon>.RouteMessage(SENetworkAPI.SyncData pack, ulong sender, long timestamp)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetworkAPI.HandleIncomingPacket(byte[] msg)	Unknown
 	Sandbox.Game.dll!Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.HandleMessage(ushort id, byte[] message)	Unknown
 	Sandbox.Game.dll!Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.ModMessageClientReliable<>System_UInt16#System_Byte<#>#System_UInt64.Invoke(VRage.Network.IMyEventOwner <static>, ushort id, byte[] message, ulong recipient, System.DBNull arg4, System.DBNull arg5, System.DBNull arg6)	Unknown
 	VRage.dll!VRage.Network.MyReplicationLayerBase.InvokeLocally<System.__Canon, ushort, System.__Canon, ulong, System.__Canon, System.__Canon, System.__Canon>(VRage.Network.CallSite<System.__Canon, ushort, System.__Canon, ulong, System.__Canon, System.__Canon, System.__Canon> site, System.__Canon arg1, ushort arg2, System.__Canon arg3, ulong arg4, System.__Canon arg5, System.__Canon arg6, System.__Canon arg7)	Unknown
 	VRage.dll!VRage.Network.MyReplicationLayer.DispatchEvent<VRage.Network.IMyEventOwner, ushort, byte[], ulong, System.DBNull, System.DBNull, System.DBNull, VRage.Network.IMyEventOwner>(VRage.Network.CallSite callSite, VRage.Network.EndpointId recipient, VRageMath.Vector3D? position, ref VRage.Network.IMyEventOwner arg1, ref ushort arg2, ref byte[] arg3, ref ulong arg4, ref System.DBNull arg5, ref System.DBNull arg6, ref System.DBNull arg7, ref VRage.Network.IMyEventOwner arg8)	Unknown
 	[The 11 frame(s) above this were repeated 1778 times]	
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<Natomic.AngledLCDs.LCDSettings>.SetNetworkValue(byte[] data, ulong sender)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<System.__Canon>.RouteMessage(SENetworkAPI.SyncData pack, ulong sender, long timestamp)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetworkAPI.HandleIncomingPacket(byte[] msg)	Unknown
 	Sandbox.Game.dll!Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.HandleMessage(ushort id, byte[] message)	Unknown
 	Sandbox.Game.dll!Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.ModMessageClientReliable<>System_UInt16#System_Byte<#>#System_UInt64.Invoke(VRage.Network.IMyEventOwner <static>, ushort id, byte[] message, ulong recipient, System.DBNull arg4, System.DBNull arg5, System.DBNull arg6)	Unknown
 	VRage.dll!VRage.Network.MyReplicationLayerBase.InvokeLocally<System.__Canon, ushort, System.__Canon, ulong, System.__Canon, System.__Canon, System.__Canon>(VRage.Network.CallSite<System.__Canon, ushort, System.__Canon, ulong, System.__Canon, System.__Canon, System.__Canon> site, System.__Canon arg1, ushort arg2, System.__Canon arg3, ulong arg4, System.__Canon arg5, System.__Canon arg6, System.__Canon arg7)	Unknown
 	VRage.dll!VRage.Network.MyReplicationLayer.DispatchEvent<VRage.Network.IMyEventOwner, ushort, byte[], ulong, System.DBNull, System.DBNull, System.DBNull, VRage.Network.IMyEventOwner>(VRage.Network.CallSite callSite, VRage.Network.EndpointId recipient, VRageMath.Vector3D? position, ref VRage.Network.IMyEventOwner arg1, ref ushort arg2, ref byte[] arg3, ref ulong arg4, ref System.DBNull arg5, ref System.DBNull arg6, ref System.DBNull arg7, ref VRage.Network.IMyEventOwner arg8)	Unknown
 	VRage.dll!VRage.Network.MyReplicationLayerBase.RaiseEvent<VRage.Network.IMyEventOwner, ushort, byte[], ulong, VRage.Network.IMyEventOwner>(VRage.Network.IMyEventOwner arg1, VRage.Network.IMyEventOwner arg5, System.Func<VRage.Network.IMyEventOwner, System.Action<ushort, byte[], ulong>> action, ushort arg2, byte[] arg3, ulong arg4, VRage.Network.EndpointId endpointId, VRageMath.Vector3D? position)	Unknown
 	Sandbox.Game.dll!Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.SendMessageTo(ushort id, byte[] message, ulong recipient, bool reliable)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.Server.SendCommand(SENetworkAPI.Command cmd, VRageMath.Vector3D point, double radius, ulong steamId, bool isReliable)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<Natomic.AngledLCDs.LCDSettings>.SendValue(SENetworkAPI.SyncType syncType, ulong sendTo)	Unknown
 	2427400629.sbm_AngledLCDs!SENetworkAPI.NetSync<Natomic.AngledLCDs.LCDSettings>.SetValue(Natomic.AngledLCDs.LCDSettings val, SENetworkAPI.SyncType syncType)	Unknown
 	2427400629.sbm_AngledLCDs!Natomic.AngledLCDs.AngledLCD<System.__Canon>.LoadData()	Unknown
 	2427400629.sbm_AngledLCDs!Natomic.AngledLCDs.AngledLCD<Sandbox.ModAPI.IMyTextPanel>.UpdateOnceBeforeFrame()	Unknown
 	VRage.Game.dll!VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(bool entityUpdate)	Unknown
 	[Lightweight Function]	
 	VRage.Game.dll!VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()	Unknown
 	Sandbox.Game.dll!Sandbox.Game.World.MySector.UpdateBeforeSimulation()	Unknown
 	[Lightweight Function]	
 	[Lightweight Function]	
 	Sandbox.Game.dll!Sandbox.MySandboxGame.Update()	Unknown
 	[Lightweight Function]	
 	[Lightweight Function]	
 	[Lightweight Function]	
 	VRage.Library.dll!Sandbox.Engine.Platform.GenericLoop.Run(Sandbox.Engine.Platform.GenericLoop.VoidAction tickCallback)	Unknown
 	Sandbox.Game.dll!Sandbox.Engine.Platform.Game.RunLoop()	Unknown
 	Sandbox.Game.dll!Sandbox.MySandboxGame.Run(bool customRenderLoop, System.Action disposeSplashScreen)	Unknown
 	Torch.dll!Torch.VRageGame.DoStart()	Unknown
 	Torch.dll!Torch.VRageGame.Run()	Unknown
 	mscorlib.dll!System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state, bool preserveSyncCtx)	Unknown
 	mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state, bool preserveSyncCtx)	Unknown
 	mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state)	Unknown
 	mscorlib.dll!System.Threading.ThreadHelper.ThreadStart()	Unknown

(Note that this crash also happens with the non Torch dedicated server).

Crash when placing LCDs

This is from the SE logs, let me know if there's anything else I can get you.

Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
   at Natomic.AngledLCDs.TerminalHelper.<>c__DisplayClass8_0`1.<AddTermSlider>b__0(IMyTerminalBlock b)
   at Sandbox.Game.Gui.MyTerminalControlSlider`1.OnUpdateVisual()
   at Sandbox.Game.Gui.MyTerminalControl`1.UpdateVisual()
   at Natomic.AngledLCDs.TerminalHelper.RefreshAll()
   at Natomic.AngledLCDs.AngledLCD`1.UpdateOnceBeforeFrame()
   at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate)
   at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame()
   at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()
   at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
   at Sandbox.Game.World.MySession.UpdateComponents()
   at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
   at Sandbox.MySandboxGame.Update()
   at Sandbox.Engine.Platform.Game.UpdateInternal()
   at Sandbox.Engine.Platform.Game.RunSingleFrame()
   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 SpaceEngineers.MyProgram.Main(String[] args)

Repeated crash on dedicated server with NPC mods

Hello, playing on a dedicated GTX server (not Torch) I had multiple crashes when NPC ships would load into my proximity.

The two NPC grids that triggered it are:
grid (NPC-PLX) Heroes Pride (Parallax Concepts mod, 1 crash so far)
grid (NPC-TOC) GSX-5010 Chrono-Station (Trade Operators Coalition mod, x2 crashes)

We also have Imber Corporation mod installed but I don't think I've been close enough to them to see if it triggers a crash.

I believe this is repeatable as it crashed twice for the same station.

The error message was the same for all 3 crashes and is as follows:

2023-10-23 20:46:16.492 - Thread:   1 ->  Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
   at Natomic.AngledLCDs.TerminalHelper.<>c__6`1.<AddTermBtn>b__6_0(IMyTerminalBlock b)
   at Natomic.AngledLCDs.AngledLCD`1.<>c__DisplayClass71_0.<AddEnabled>b__0(IMyTerminalBlock b)
   at Sandbox.Game.Gui.MyTerminalControl`1.OnUpdateVisual()
   at Sandbox.MySandboxGame.ProcessInvoke(Boolean isClosing)
   at Sandbox.MySandboxGame.Update()
   at Sandbox.Engine.Platform.Game.UpdateInternal()
   at Sandbox.Engine.Platform.Game.RunSingleFrame()
   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 SpaceEngineers.MyProgram.Main(String[] args)
   at avaness.SpaceEngineersLauncher.Program.StartSpaceEngineers(String[] args)
   at avaness.SpaceEngineersLauncher.Program.Main(String[] args)
2023-10-23 20:46:16.493 - Thread:   1 ->  Showing message
2023-10-23 20:46:18.921 - Thread:   1 ->  
================================== CRASH INFO ==================================
AppVersion: 01_203_024
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: True
ProcessRunTime: 1225
PCUCount: 20543
IsHang: False
GCMemory: 4390
GCMemoryAllocated: 4390
HWAvailableMemory: 13361
ProcessPrivateMemory: 23179
AnalyticId: SE

Thank you for this amazing mod! I hope you're able to get it fixed because this is such a great addition to the game!

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