#Save Multiplayer Volume

26 messages · Page 1 of 1 (latest)

calm wharf
elder swallow
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ArgumentException: An item with the same key has already been added. Key: 76561199046333009
at System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000dd] in <787acc3c9a4c471ba7d971300105af24>:IL_00DD at System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at LC_MultiplayerVolumeFix.Hooks.VolumeFix.PlayerJoined (QuickMenuManager __instance, System.UInt64 steamId, System.String playerName, System.Int32 playerObjectId) [0x00115] in ./Hooks/UpdatePlayerVolume.cs:73
at (wrapper dynamic-method) QuickMenuManager.DMDQuickMenuManager::AddUserToPlayerList(QuickMenuManager,ulong,string,int)
at NameFix.Patches.NameSanitizePatch.Prefix4 (System.UInt64[] playerSteamIds, GameNetcodeStuff.PlayerControllerB __instance) [0x0025d] in <032bed10e21c4775a49ff6821b58a5e9>:IL_025D
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SendNewPlayerValuesClientRpc>(GameNetcodeStuff.PlayerControllerB,ulong[])
at GameNetcodeStuff.PlayerControllerB.__rpc_handler_956616685 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) [0x00073] in <bdf6a080e98a49fd84b92b24894f768c>:IL_0073
at (wrapper delegate-invoke) <Module>.invoke_void_NetworkBehaviour_FastBufferReader___RpcParams(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
at Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) [0x0004e] in <895801699cfc4b4ab52267f31e2a4998>:IL_004E
Rethrow as Exception: Unhandled RPC exception!

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
System.Reflection.RuntimeMethodInfo:InternalInvoke(RuntimeMethodInfo, Object, Object[], Exception&)
System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
NameFix.Patches.NameSanitizePatch:Prefix4(UInt64[], PlayerControllerB)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::SendNewPlayerValuesClientRpc>(PlayerControllerB, UInt64[])
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::SendNewPlayerValuesServerRpc>(PlayerControllerB, UInt64)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::__rpc_handler_2504133785>(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()

calm wharf
#

hey thanks i've deprecated the mod until i can get it fixed

crystal pelican
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is this mod still gonna be fixed?

elder swallow
crystal pelican
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which i thought could be done better

elder swallow
crystal pelican
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like why couldn't it run on the function for when a player joins

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instead of running every frame

elder swallow
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oh

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thats weird

crystal pelican
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like from a quick glance, the code that runs in update could be copied into Start() and then repeated whenever someone joins (at least i think so, i just kinda assume it would work)

red arch
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I at least saw them in the help and troubleshooting thread recently

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lol

crystal pelican
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yea

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@calm wharf do u still plan on fixing thi smod

red arch
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Well the dev of SavePlayerVolume was in here but now I can't find them lmao odd

crystal pelican
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oh that

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would be nice to have one that doesn't run in update

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i'll ask in general