FakeFishGames / Barotrauma

A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa.
http://www.barotraumagame.com/
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Thalamus fleshspike causes a crash in multiplayer #13907

Closed Jasontti closed 2 months ago

Jasontti commented 2 months ago

Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/13906

Originally posted by **Jasontti** April 30, 2024 ### Disclaimers - [X] I have searched the issue tracker to check if the issue has already been reported. - [ ] My issue happened while using mods. ### What happened? When fleshspike from thalamus wreck fires, it causes server to crash. MP save file for testing: [thalamus-fleshspike-crash-MP-save.zip](https://github.com/FakeFishGames/Barotrauma/files/15160184/thalamus-fleshspike-crash-MP-save.zip) ### Reproduction steps 1. Start multiplayer sandbox game or use included save file 2. Look for thalamussed wreck with fleshspike 3. Get in the range of the fleshspike ### Bug prevalence Happens every time I play ### Single player or multiplayer? Multiplayer hosted from the in-game menu (= using a listen server) ### - _No response_ ### Version v1.4.5.0 (Blood in the Water Update, hotfix 1) ### - _No response_ ### Which operating system did you encounter this bug on? Linux ### Relevant error messages and crash reports ```shell Process terminated. Assertion failed. Tried to create Turret EventData with no projectile. at Barotrauma.Items.Components.Turret.EventData..ctor(Item projectile, Turret turret) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs:line 891 at Barotrauma.Items.Components.Turret.Launch(Item projectile, Character user, Nullable`1 launchRotation, Single tinkeringStrength) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs:line 980 at Barotrauma.Items.Components.Turret.TryLaunch(Single deltaTime, Character character, Boolean ignorePower) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs:line 847 at Barotrauma.Items.Components.Turret.UpdateAutoOperate(Single deltaTime, Boolean ignorePower, Identifier friendlyTag) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs:line 1209 at Barotrauma.SubmarineTurretAI.OperateTurrets(Single deltaTime, Identifier friendlyTag) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Wreck/WreckAI.cs:line 83 at Barotrauma.WreckAI.Update(Single deltaTime) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Wreck/WreckAI.cs:line 326 at Barotrauma.Submarine.Update(Single deltaTime) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs:line 1162 at Barotrauma.GameScreen.Update(Double deltaTime) in /dev/Barotrauma-development/Barotrauma/BarotraumaShared/SharedSource/Screens/GameScreen.cs:line 273 at Barotrauma.GameMain.Run() in /dev/Barotrauma-development/Barotrauma/BarotraumaServer/ServerSource/GameMain.cs:line 334 at Barotrauma.Program.Main(String[] args) in /dev/Barotrauma-development/Barotrauma/BarotraumaServer/ServerSource/Program.cs:line 85 ```
Jasontti commented 2 months ago

Tested in: https://github.com/FakeFishGames/Barotrauma-development/pull/5268/commits/6cc0dcfe8ed332b9d7fa82adfc479c6c0932d73c

Tested in SP and MP Tested all thalamus and player turret types

No issues found Closing ticket