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AutoParty setgamestat


Nnamrakk

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So I tried using autoparty in the game stat on my dedicated server. Seemed to work fine until a teammate crashed. after that got all kinds of errors in a loop and we couldn't reparty up after his crash. It seemed like I was still in the party but we were not. I ended up having to kill the server and turned it back off so we could party up again. Here is a snipet of the loop error that was running in my log file. Any thoughts from anyone??

 

(Filename: <567df3e0919241ba98db88bec4c6696f> Line: 0)

2020-08-02T21:42:11 285407.953 WRN NET: LiteNetLib: SendData requested for unknown client EntityID=171, PlayerID='00000000000000', OwnerID='000000000000000', PlayerName='blocked out'
2020-08-02T21:42:11 285407.957 INF [NET] PlayerDisconnected EntityID=171, PlayerID='00000000000000', OwnerID='00000000000000', PlayerName='blocked out'
2020-08-02T21:42:11 285407.957 INF Player disconnected: EntityID=171, PlayerID='00000000000000', OwnerID='00000000000000', PlayerName='blocked out'
2020-08-02T21:42:11 285407.957 INF [EAC] FreeUser: EntityID=171, PlayerID='00000000000000', OwnerID='00000000000000', PlayerName='blocked out'
2020-08-02T21:42:11 285407.958 EXC Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <567df3e0919241ba98db88bec4c6696f>:0 
  at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at Party.ServerHandleDisconnectParty (EntityPlayer player) [0x000bf] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at EntityPlayer.PartyDisconnect () [0x0000c] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at ConnectionManager.DisconnectClient (ClientInfo _cInfo, System.Boolean _bShutdown) [0x000d0] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at ConnectionManager.Net_PlayerDisconnected (ClientInfo _cInfo) [0x00018] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at NetworkServerLiteNetLib.OnPlayerDisconnected (System.Int64 _peerConnectId) [0x00014] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at NetworkServerLiteNetLib.DropClient (ClientInfo _clientInfo) [0x00000] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at NetworkServerLiteNetLib+<>c__DisplayClass8_0.<SendData>b__0 (ThreadManager+TaskInfo _taskInfo) [0x00000] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
  at ThreadManager.UpdateMainThreadTasks () [0x0005c] in <388a7216ab9b4eee80f1fabfb6402cca>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:UpdateMainThreadTasks()
GameManager:gmUpdate()
GameManager:Update()

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7D2D is very susceptible to crashes. Still, in your case it wasn't the server that crashed, it was the client. Since a client should have no problem redownloading any state from the server, a simple checksum on a normal close of the game would already make that part much less fragile. If you did start the world fresh with A173 and used no mods you might make a bug report in the bug forum. They surely won't put a high priority on this, but eventually they might want to make save games and autoparty more robust.

 

I assume you afterwards turned autoparty on again? I think it is likely going to work again and crashes should be the exception, not the rule.

 

 

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This was a fresh start from A173 and no mods. He tried to logout and log in. I logged out he logged out, but neither worked. Had to kill the server as the console just looped the error. I reset autoparty and we both joined. I still couldn't see him looked like I was in a party but he could invite me, i just couldn't accept it. I logged out turned auto party off and then rejoined and we could then invite and party up.

 

Something with the client crash and saving party information for me and him didn't align. I will submit a bug report and see what they say.

 

Thanks for the input :)

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