#Safehouse Crash if Animals Enter

5 messages · Page 1 of 1 (latest)

turbid radish
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15-12-25 01:12:40.288] WARN : General f:0, t:1765779160288, st:0> ConnectedPacket.parse > ReceivePlayerConnect: guid=1765746043872977 mtu=1492.
[15-12-25 01:12:48.508] ERROR: General f:481, t:1765779168508, st:2,206,933,543> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "zombie.characters.Role.hasCapability(zombie.characters.Capability)" because "player.role" is null at SafeHouse.isSafehouseAllowTrepass(SafeHouse.java:272).
Stack trace:
zombie.iso.areas.SafeHouse.isSafehouseAllowTrepass(SafeHouse.java:272)
zombie.iso.IsoGridSquare.testCollideAdjacent(IsoGridSquare.java:7678)
zombie.iso.IsoMovingObject.DoCollide(IsoMovingObject.java:1629)
zombie.iso.IsoMovingObject.postupdate(IsoMovingObject.java:863)
zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:10655)
zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:10634)
zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:3847)
zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:3840)
zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:81)
zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:162)
zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3277)
zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3360)
zombie.iso.IsoWorld.update(IsoWorld.java:3293)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1475)

    zombie.GameWindow.logic(GameWindow.java:392)
    zombie.GameWindow.frameStep(GameWindow.java:825)
    zombie.GameWindow.mainThreadStep(GameWindow.java:597)
    zombie.MainThread.mainLoop(MainThread.java:68)
    java.base/java.lang.Thread.run(Unknown Source)

We've seemingly reproduced this bug by checking when an animal enters a safehouse claim. It seems to trigger this error, and associated black screen crash, on anyone who belongs to the safehouse when the animal enters the claim.

It's happening to many of our players now, especially since rats and mice tend to be pretty common even in residential areas, and causing people to crash out of the game inconsistently if not nonstop, becoming unplayable.

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Whether or not the "Allow Trespass" option for safehouses is enabled, it doesn't matter.

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We could be wrong in the whole animal theory, but it's the only one that makes sense so far. Perhaps it applies to more than just animals, though.

teal iron
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I suggest forwarding it as a bug

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!bugreport