#Characters not being saved on locally hosted server
7 messages · Page 1 of 1 (latest)
Is the person managing the server ensuring that it's actually saving the data? (i.e. using the save command before quuitting)?
i am also experiencing this issue
I have the same problem. If you can replicate the issue, could you please post the log here?
Are you able to reproduce this on a new server without mods and the default settings?
what save command are you talking about? does the host have to manually save? that wasn't required in 42.12...
ok so something is causing an exception when the server attempts to save players. Tested it by enableing auto-saves via server ini file.
Looking at the server log, a sucessful save should look like this:
SaveAll took 63.9044 ms.
Saving players.
Saving worldgen params.
Saving GlobalModData.
Saving finish.
Saving took 380.6015 ms.
After some time playing, something happened that was then triggering an error for every save afterwards:
SaveAll took 89.1429 ms.
GameServer.main> Exception thrown
java.nio.BufferOverflowException at Buffer.nextPutIndex(null:-1). Message: Server processing error
Stack trace:
java.base/java.nio.Buffer.nextPutIndex(Unknown Source)
java.base/java.nio.HeapByteBuffer.putFloat(Unknown Source)
zombie.characters.BodyDamage.BodyDamage.save(BodyDamage.java:281)
zombie.characters.IsoGameCharacter.save(IsoGameCharacter.java:5292)
zombie.characters.IsoPlayer.save(IsoPlayer.java:1360)
zombie.iso.IsoObject.save(IsoObject.java:1323)
zombie.savefile.ServerPlayerDB$NetworkCharacterData.<init>(ServerPlayerDB.java:49)
zombie.savefile.ServerPlayerDB.serverUpdateNetworkCharacter(ServerPlayerDB.java:179)
zombie.savefile.ServerPlayerDB.save(ServerPlayerDB.java:162)
zombie.network.ServerMap.QueuedSaveAll(ServerMap.java:697)
zombie.network.ServerMap.preupdate(ServerMap.java:838)
zombie.network.GameServer.main(GameServer.java:965)
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