Space Engineers

Space Engineers

Advanced Welding - detaching and reattaching blocks!
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()
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Showing 1-4 of 4 comments
Digi  [developer] 10 Oct @ 10:57am 
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).
it happens reliably, yes.
does your mod create logs? is there a way to enable debug for it?
well. forget about it. seems that the mod loading order makes difference. I changed to top, e now it works.
Digi  [developer] 12 hours ago 
Originally posted by 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.

Originally posted by 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.
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Showing 1-4 of 4 comments
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