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Server Crash - Due to a city which secede from parent & related inventories actions #25464

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Thibault-Brocheton opened this issue Mar 25, 2025 · 0 comments

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@Thibault-Brocheton
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Thibault-Brocheton commented Mar 25, 2025

Eco 11.1.10

We experienced a fatal crash on the incroyaux server. We're unable to re-use the save, the crash occur at server launch (probably during the civics tick)
We have been able to mitigate the issue by getting the last backup and deleting en election (which was a secede from their country)

Crash is:

[20:51:39.045] [20] [Error] [Eco] System.AggregateException: One or more errors occurred. (Changes could not be applied, the requested operation would result in an invalid inventory state: Pas assez de place dans l’inventaire)
 ---> System.InvalidOperationException: Changes could not be applied, the requested operation would result in an invalid inventory state: Pas assez de place dans l’inventaire
   at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid, Boolean consolidating)
   at Eco.Gameplay.Items.InventoryChangeSet.Apply()
   at Eco.Gameplay.Items.Inventory.ReplaceItems(IEnumerable`1 newStacks)
   at Eco.Gameplay.Settlements.SettlementUtils.ReplaceClaimStake(SettlementClaimStakeObject stake, Settlement newSettlement)
   at Eco.Gameplay.Settlements.SettlementProperty.SettlementParentChanged(Object sender, MemberChangedBeforeAfterEventArgs args)
   at Eco.Gameplay.Settlements.SettlementParentage.OnPropertyChanged(String propertyName, Object before, Object after)
   at Eco.Gameplay.Settlements.SettlementParentage.set_ParentSettlement(Settlement value)
   at Eco.Gameplay.Settlements.SettlementParentage.SetParent(Settlement parent)
   at Eco.Gameplay.Settlements.SettlementParentage.<>c__DisplayClass52_0.<Initialize>b__1(IEnumerable`1 newChildren, IEnumerable`1 removedChildren)
   at Eco.Gameplay.Settlements.Internal.SettlementRoster.TryRemove(Settlement settlement, Boolean ignoreParents, Boolean triggerChangeEvent)
   at Eco.Gameplay.Settlements.SettlementParentage.TryRemove(Settlement settlement)
   at Eco.Gameplay.Settlements.CivicAction_SecedeFromParentSettlement.Perform(User user, Election election)
   at Eco.Gameplay.Civics.Elections.Election.PerformReferendumActions(LocStringBuilder sb)
   at Eco.Gameplay.Civics.Elections.Election.ProcessFinishedElection()
   at Eco.Gameplay.Civics.Elections.Election.CalcResultsAndProcess(Boolean forceEnd, Boolean veto, User vetoer)
   at Eco.Gameplay.Civics.Elections.Election.CheckFinishedAndProcess(Boolean forceUpdate)
   at Eco.Gameplay.Civics.ElectionManager.FastTick()
   at Eco.Gameplay.Civics.CivicsData.TickAll()
   at Eco.Gameplay.Civics.CivicsPlugin.TickAll()
   at Eco.Core.Utils.Threading.PeriodicWorkerFactory.<>c__DisplayClass0_0.<Create>b__0(CancellationToken token)
   at Eco.Core.Utils.Threading.RepeatableActionWorker.DoRepeatableWork(CancellationToken token)
   at Eco.Core.Utils.Threading.RepeatableWorkerBase.DoWork(CancellationToken token)
   --- End of inner exception stack trace --- System.InvalidOperationException: Changes could not be applied, the requested operation would result in an invalid inventory state: Pas assez de place dans l’inventaire
   at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid, Boolean consolidating)
   at Eco.Gameplay.Items.InventoryChangeSet.Apply()
   at Eco.Gameplay.Items.Inventory.ReplaceItems(IEnumerable`1 newStacks)
   at Eco.Gameplay.Settlements.SettlementUtils.ReplaceClaimStake(SettlementClaimStakeObject stake, Settlement newSettlement)
   at Eco.Gameplay.Settlements.SettlementProperty.SettlementParentChanged(Object sender, MemberChangedBeforeAfterEventArgs args)
   at Eco.Gameplay.Settlements.SettlementParentage.OnPropertyChanged(String propertyName, Object before, Object after)
   at Eco.Gameplay.Settlements.SettlementParentage.set_ParentSettlement(Settlement value)
   at Eco.Gameplay.Settlements.SettlementParentage.SetParent(Settlement parent)
   at Eco.Gameplay.Settlements.SettlementParentage.<>c__DisplayClass52_0.<Initialize>b__1(IEnumerable`1 newChildren, IEnumerable`1 removedChildren)
   at Eco.Gameplay.Settlements.Internal.SettlementRoster.TryRemove(Settlement settlement, Boolean ignoreParents, Boolean triggerChangeEvent)
   at Eco.Gameplay.Settlements.SettlementParentage.TryRemove(Settlement settlement)
   at Eco.Gameplay.Settlements.CivicAction_SecedeFromParentSettlement.Perform(User user, Election election)
   at Eco.Gameplay.Civics.Elections.Election.PerformReferendumActions(LocStringBuilder sb)
   at Eco.Gameplay.Civics.Elections.Election.ProcessFinishedElection()
   at Eco.Gameplay.Civics.Elections.Election.CalcResultsAndProcess(Boolean forceEnd, Boolean veto, User vetoer)
   at Eco.Gameplay.Civics.Elections.Election.CheckFinishedAndProcess(Boolean forceUpdate)
   at Eco.Gameplay.Civics.ElectionManager.FastTick()
   at Eco.Gameplay.Civics.CivicsData.TickAll()
   at Eco.Gameplay.Civics.CivicsPlugin.TickAll()
   at Eco.Core.Utils.Threading.PeriodicWorkerFactory.<>c__DisplayClass0_0.<Create>b__0(CancellationToken token)
   at Eco.Core.Utils.Threading.RepeatableActionWorker.DoRepeatableWork(CancellationToken token)
   at Eco.Core.Utils.Threading.RepeatableWorkerBase.DoWork(CancellationToken token)

Link to the map: (both the crash loop map & the backup)

https://drive.google.com/drive/folders/1mGS1dYxAc8b7-MPUrWlcRghzRD9TfO5k?usp=sharing

Election is ID: 66952562 Séparation avec la colonie mère Act

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