The ability to crash a torch server by loading a blueprint into a projector or pasting it into the world. #589
Description
- Verify that this issue is related to Torch and not a Torch plugin or the vanilla game
- Ensure that the issue is reproducible for testing (provide a link to a test world if necessary)
- Is this a suggestion?
Torch Version: 1.3.1.302 master SE Version: 1.204
It's easier to explain by demonstrating so I took a video. Shorthand something contained in se toolbox blueprints bug a server bringing it down. Video and copy of the log follows.
23:46:54.6425 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.MyCubeGrid.PasteGridData.Callback()
at ParallelTasks.Parallel.RunCallbacks()
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
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.Entities.MyCubeGrid.PasteGridData.Callback()
at ParallelTasks.Parallel.RunCallbacks()
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
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()
23:46:54.6425 [INFO] Initializer: Generating minidump at Logs\MiniDumpT39-2024-09-23 23-46-54.dmp