Closed tjensen closed 4 years ago
m_Identities
is a TStringStringMap
, so it's impossible for it to contain a null
value. I've added some extra logging to help debug if/when this issue happens again.
Closing this issue because I have not seen a recurrence. I believe the issue was in the base game and it was likely fixed in either 1.08 or 1.09.
I noticed that the player count (as reported by
m_Identities.Count()
) became out of sync with the actual player count reported by the server. It could have been related to:I think what happened was that the player disconnected after being killed and the disconnect happened before corpse processing could finish, leaving a
null
weak reference behind.It might be necessary to look for (and remove)
null
entries from them_Identities
array.The server also crashed a couple hours later, which might have been related to the desync.