polarathene / biglobby

[DEPRECATED] A BLT mod for Payday 2. Allows games to have more than 4 players at once. [See README for link to BigLobby3]
MIT License
38 stars 14 forks source link

error in game: [string "lib/managers/menu/menuscenemanager.lua"]:1328: attempt to index local 'unit' (a nil value) #51

Open MrFastwind opened 7 years ago

MrFastwind commented 7 years ago

crash log: Application has crashed: C++ exception [string "lib/managers/menu/menuscenemanager.lua"]:1328: attempt to index local 'unit' (a nil value)

SCRIPT STACK


Callstack:

     payday2_win32_release  (???)     ???                                                 
     payday2_win32_release  (???)     ???                                                 
     payday2_win32_release  (???)     ???                                                 
     payday2_win32_release  (???)     zip_get_name                                        
                     ntdll  (???)     RtlAllocateHeap                                     
                       ???  (???)     ???                                                 

Current thread: Main


System information: Application version : 1.72.257 CPU : Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz (1 core); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2 DirectX : 12.0 GPU : AMD Radeon HD 7600M Series / aticfx32.dll[8.17.10.1404] Language : @IDf3225f08b2a80303@ Memory : 8088MB 284KB OS : 6.2.9200 () 0x300-0x1 (64 bits) Physics : threaded Renderer : DX9 threaded Sound : IDT (Altoparlanti / Auricolari (IDT High Definition Audio CODEC))

polarathene commented 7 years ago

Has the mod been working fine for you before, or is this the first time trying biglobby? Have you confirmed the cause is biglobby by only running the game with only the biglobby mod enabled and no other mods?

Please confirm that both BLT mod and PDMOD are enabled for biglobby and that they are the latest version from the releases page.

MrFastwind commented 7 years ago

1)No, it's not the first time, but it happens every time the amount of entity increase 2)Yes I have tested it without other mod installed 3)yes the are updated every time

Shad0wlife commented 6 years ago

This kind of still happens for me: 4 players work fine, but the 5th player wont completely load into the lobby (the others only see question marks, the joining player only sees the others for a short time) and then the connection gets lost. When clicking ok, the Game usually crashes with

Application has crashed: C++ exception
[string "lib/managers/menu/menuscenemanager.lua"]:1391: attempt to index local 'unit' (a nil value)

SCRIPT STACK

hide_all_lobby_characters() @mods/biglobby/lua/lib/managers/menu/_menuscenemanager.lua:188
_close_lobby_menu_components() lib/managers/menumanager.lua:1407
on_leave_lobby() lib/managers/menumanager.lua:1430
callback_func() lib/states/menumainstate.lua:269
button_pressed() lib/managers/dialogs/dialog.lua:58
button_pressed_callback() lib/managers/dialogs/genericdialog.lua:337
mouse_press() lib/managers/dialogs/genericdialog.lua:101
lib/managers/mousepointermanager.lua:339

As its log. But that crash only happens when leaving the lobby (has to be fixed too), but for me tha major problem is that I can't actually get a 5th player to join the lobby. Tons of bots work fine though, so I guess it's either network related (maybe some networking code istn't updated and times out?) or gui related (something in the lobby screen?)

EDIT: The crash doesn't happen in the mission briefing screen, but the 5th player still can't join (I mean can join for a short moment and then loses connection), so this specific crash is gui based, but the joining issue seems to be a network thing.

EDIT 2: The joining 5th player is able to see the host, but not the other lobby members, which leads me to think that the _introduce_new_peer_to_old_peers part in hoststateinlobby is broken. I can't really backtrack the function to an error source though. For some reason, this seems to work fine until 4 players, but not for the 5th anymore.

polarathene commented 6 years ago

Hi @Shad0wlife , as per the main repo notice at https://github.com/polarathene/biglobby , community has forked BigLobby into a new version not requiring pdmod(although it should still be updated in BLT side to correctly make modifications to network methods when required). They decided not to contribute those fixes/improvements to my repo and continue development at their own one here: https://github.com/payday-restoration/BigLobby3

I would suggest raising the issue with your findings in that repo :) Yes the problem is either due to an update requiring new network methods/changes to be synced or one was missed in a previous update. If it's not due to that, it is very possible BLT code needs improvement, I don't think much has changed on that side, it's quite possible that devs have since added/modified code there as improvements or to support new features/modes since this mod was initially released(eg henchman, crimespree, etc). I know quite a few network methods were added for the pdmod, but as the mod was in maintenance mode, if it just adding them restored functionality, original codebase was not investigated for changes to apply to the BLT end of this mod.