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Tiver

Vintarian
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  1. Many thanks for the repository, it was very helpful. I'm not 100% certain yet but I'm fairly sure this is being caused by graceTimer, it's defaulting to 3 days when unspecified in server config when I bring up a new server and this means Temporal Stability is disabled for those first 3 days but the function doesn't check this. This explains why established servers I was having no issue, but whenever I recreated the world I'd start seeing it. If I get some time I'll attempt to add logic to check for this and avoid the issue.
  2. temporal stability is enabled. It happens every single time and while that log includes all the mods, I thought it might be a specific one so I tested out starting up with just one of each, but it crashed the client in every single combination. I'm all set for now with my own hack of the dll to add the try/catch but I'd prefer to not have to modify every new release. If you can suggest code that would log details, that wasn't something I was able to easily find for the game's libraries, I could add logging to see what specifically is null and if the error goes away after the client has been connected for a bit.
  3. Logs attached. Also I used dnspy to modify the ApplyAbilitiesStability to add the try/catch and now the mod loads up. not sure if stability mods work as I haven't modified it to log anything when it catches the exception so not sure if it only fails initially and then works or not. The logs attached here are using the standard mod, not my modified version. client-logs.zip server-logs.zip
  4. I can't seem to ever get past System.NullReferenceException: Object reference not set to an instance of an object. at XSkills.XSkillsPlayerBehavior.ApplyAbilitiesStability() at XSkills.XSkillsPlayerBehavior.OnGameTick(Single deltaTime) at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 896 no matter what I do. If the only Mod I have on the server is xskill and xlib, then it works. The instant I add any other mods, xskill fails with this on the client side. Mods that have nothing to do with temporal stability. One was the auto map markers mod. Something I wouldn't expect to have any collision with this. I suspect it's a timing issue. Something the mod expects to exist doesn't right near the connection time and the code proceeds as if it does and crashes from the null exception. I decompiled and I see some null checks but then I see a lot of code that just assumes things will return successfully? Not the nicest solution, but possible to wrap a try/catch around the entire function and just log the null reference instead of crashing the client? Any thoughts on ever making the plugins open source? I'd be interested in contributing.
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