PC _Arg_InsufficientSpace

FastBurst

New member
After a reboot, I have noticed on a few occasions I will get this error

ArgumentException: Arg_InsufficientSpace

After that I have to remove the map or world before I can replay it again but I lose everything, anyone know of a fix for this???

 
Get a larger hard drive.
Not even close on Hard Drive or Ram, over 585Gbs free on the 6TB drive it is installed on. 40 TBs of space between all drives, 128 GBs of ram i7-6950X Xtreme Edition CPU .

Mods, Allocs Server Fixes and BC

Seems to happen when shutting down and having to restart the PC/System even with a clean shutdown on the Dedicated Server, but I have also noticed it happen on SP as well when I am testing prefabs and after a few of those, I restart 7DTD fresh and I will get that same error. Somehow related to the main.ttw file (file sizes range from 335kb to sometimes 1MB in size when I get the error.) If I remove the main.ttw and restart the game it is fine but its back to day 1 again.

My only concern is that, on my Dedicated server if and when this does happen - What are my players or myself losing when this happens besides the day 1 reset? Inventory and items seem to be fine so far.

 
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I haven't seen anyone else reporting this, so it must be kinda rare. However, you state that this happens in single player and on your dedicated server. I assume when you say this, these are run on separate machines? If that server is truly dedicated, I find it pretty weird that you get this on 2 machines... unless perhaps, you set up the dedicated server yourself and that dedicated server has some kind of commonality with whatever machine you are playing SP on.

 
I haven't seen anyone else reporting this, so it must be kinda rare. However, you state that this happens in single player and on your dedicated server. I assume when you say this, these are run on separate machines? If that server is truly dedicated, I find it pretty weird that you get this on 2 machines... unless perhaps, you set up the dedicated server yourself and that dedicated server has some kind of commonality with whatever machine you are playing SP on.
Both are on the same machine - When I noticed it on the SP, it wasn't playing it on SP so I should clarify, I was actually using the World Editor when this happened on that one. Place a prefab where I wanted, Save, then Exit. Edit the XML for prefabs if I didn't like the placement. run the World Editor, repeat. After a few times of doing this, I would get that error - wasn't back to back thing which was kinda weird.

Now with the Dedicated server. It would be running for a few days, and had several reboots using Botman's Server Manager and be running fine. and every now and then I get that message as well. This one on the dedicated side would seem to really happen after a Machine Reboot itself. Windows 10 Pro - a very beefy machine that really has had no issues ever - except this one thing that happens.

Now when it does happen, the game whether it be SP, World Editor or Dedicated stops and freezes once that error hits. And the only way past it is to delete the main.ttw file and its back to normal, but of course on a dedicated system that means Day 1 again. It's just odd that it happens. And only seen this happen since A17

Now between the World Editor/SP that save folder is in the default location, as the Dedicated is in a completely different folder path - So I ruled out maybe something in those - checked folder permissions and everything, also have the AV to exclude the ttw ext as well and the games EXEs.

It almost feels that some how the file possibly gets corrupted somehow or something that I cannot explain. What drives me nuts is that its not consistent like you would expect it to happen every single time or something.

At first thought maybe the mods but Alloc's Server Fixes and BC only run on the dedicated side and no one else is having this issue, but that wouldn't explain why the SP/World Editor would have the same thing happen. Since those mods are not even installed nor do they work on that side of the game anyways.

The work around I have like I stated before is simply remove the main.ttw file from there I can just change the Date and Time if I need to - to the day and time that it was before it happened. I just do not know with doing any of that what is it that is being affected by "resetting" that file per-say. I have even tried using the main.ttw.bak and and still get the same issue. If I remove it though the server launches as normal as well the World Editor or SP and all inventory items etc are still in play, map viewed and what not. So not entirely sure what it is we are actually losing when we generate a new main.ttw file besides the Day and time.

 
It's a shot in the dark, but my first guess would be a messed up prefab. Perhaps the server uses it but it only errors after a regions file is created that includes that POI. This would explain why it works, then suddenly doesn't after a reboot. When this happens, you might want to look at the most recently created region files. From those region filenames, you can get sets of coordinates... see this: https://7daystodie.com/forums/showthread.php?6922-Regions-Chunks-and-a-Map-Mod

Then, based on those sets of coordinates, you can narrow down which prefab might be causing the problem by cross-referencing the coordinates in prefabs.xml

.... again, just a shot in the dark.

 
It's a shot in the dark, but my first guess would be a messed up prefab. Perhaps the server uses it but it only errors after a regions file is created that includes that POI. This would explain why it works, then suddenly doesn't after a reboot. When this happens, you might want to look at the most recently created region files. From those region filenames, you can get sets of coordinates... see this: https://7daystodie.com/forums/showthread.php?6922-Regions-Chunks-and-a-Map-Mod
Then, based on those sets of coordinates, you can narrow down which prefab might be causing the problem by cross-referencing the coordinates in prefabs.xml

.... again, just a shot in the dark.
I will have to give that a look at - its all in RGW so not sure if that plays a factor or not. And that is what both are having the issue with, Maybe TOO many prefabs/POI's in 1 area/region?

 
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The server logs may or may not tell you anything...

FYI: All drives "SSD's": OS on one drive, swap file on another drive, game on yet another drive, and in your case the server software on yet another drive.

 
Another thing you could do is delete the region files one by one in backward creation date order and see if the world loads after each deletion until you find the problem area. Maybe backup those region files first so that once you find out which one causes it, you can send a copy of it to TFP for bug inspection.

... this is of course if a region file is even involved, but I think so.

 
The server logs may or may not tell you anything...

FYI: All drives "SSD's": OS on one drive, swap file on another drive, game on yet another drive, and in your case the server software on yet another drive.
SSD's for the OS yes, Game and Dedicated on the another drive both are on the same one. The logs were no help it loads everything gets to the region part right before its good basically after loading the settings and blocks and items etc etc.

Code:
GameStat.LandClaimOfflineDurabilityModifier = 32
GameStat.LandClaimOnlineDurabilityModifier = 32
GameStat.LandClaimSize = 41
GameStat.LoadScene = 
GameStat.LootTimer = 
GameStat.OptionsPOICulling = 0
GameStat.PartySharedKillRange = 100
GameStat.PlayerKillingMode = KillStrangersOnly
GameStat.ScoreDiedMultiplier = -5
GameStat.ScorePlayerKillMultiplier = 1
GameStat.ScoreZombieKillMultiplier = 1
GameStat.ShowAllPlayersOnMap = False
GameStat.ShowFriendPlayerOnMap = True
GameStat.ShowSpawnWindow = False
GameStat.ShowWindow = 
GameStat.ShowZombieCounter = False
GameStat.TimeLimitActive = False
GameStat.TimeLimitThisRound = 0
GameStat.TimeOfDayIncPerSec = 20
GameStat.ZombieHordeMeter = False
2019-01-08T18:48:05 100.783 INF StartAsServer
2019-01-08T18:48:07 102.752 INF Block IDs with mapping
2019-01-08T18:48:07 102.752 INF BlockIDs from Mapping
2019-01-08T18:48:08 103.670 INF Item IDs with mapping
2019-01-08T18:48:08 103.670 INF ItemIDs from Mapping
2019-01-08T18:48:11 107.247 INF createWorld: New Betilo Valley, A17 B238, GameModeSurvival
2019-01-08T18:48:11 107.309 INF Started thread ChunkRegeneration
2019-01-08T18:48:11 107.309 INF Started thread ChunkCalc
2019-01-08T18:48:12 107.399 INF World.Load: New Betilo Valley
ArgumentException: Arg_InsufficientSpace
Parameter name: chars
 at System.Text.UTF8Encoding.InternalGetChars (System.Byte* bytes, Int32 byteCount, System.Char* chars, Int32 charCount, System.UInt32& leftOverBits, System.UInt32& leftOverCount, System.Object provider, System.Text.DecoderFallbackBuffer& fallbackBuffer, System.Byte[]& bufferArg, Boolean flush) [0x00000] in <filename unknown>:0 
 at System.Text.UTF8Encoding.InternalGetChars (System.Byte[] bytes, Int32 byteIndex, Int32 byteCount, System.Char[] chars, Int32 charIndex, System.UInt32& leftOverBits, System.UInt32& leftOverCount, System.Object provider, System.Text.DecoderFallbackBuffer& fallbackBuffer, System.Byte[]& bufferArg, Boolean flush) [0x00000] in <filename unknown>:0 
 at System.Text.UTF8Encoding+UTF8Decoder.GetChars (System.Byte[] bytes, Int32 byteIndex, Int32 byteCount, System.Char[] chars, Int32 charIndex) [0x00000] in <filename unknown>:0 
 at PooledBinaryReader.ReadString () [0x00000] in <filename unknown>:0 
 at SleeperVolume.Read (System.IO.BinaryReader _br) [0x00000] in <filename unknown>:0 
 at World.ReadSleeperVolumes (System.IO.BinaryReader _br) [0x00000] in <filename unknown>:0 
 at World.LoadWorld (System.String _sWorldName, Boolean _fixedSizeCC) [0x00000] in <filename unknown>:0 
 at GameManager+<createWorld>c__Iterator7.MoveNext () [0x00000] in <filename unknown>:0 
 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 

(Filename:  Line: -1)
That is an example after a reboot of the system and tries to load the server again or world editor.

 
Another thing you could do is delete the region files one by one in backward creation date order and see if the world loads after each deletion until you find the problem area. Maybe backup those region files first so that once you find out which one causes it, you can send a copy of it to TFP for bug inspection.... this is of course if a region file is even involved, but I think so.
This I will have to check, starting maybe thinking its one of the regions, nothing wrong with the POIs or Prefabs persay - thinking may be waaaay too many in one area and too much for it to handle. Loads fine initially and can play thru it possible said area, no errors thrown, however may be everything is fine until the reboot time and that one region is the problem child or something.

 
It looks like a messed up sleepervolume in a prefab. That's what I gather from that output, but of course... could be wrong.

 
It looks like a messed up sleepervolume in a prefab. That's what I gather from that output, but of course... could be wrong.
that could be possible I am wondering if it is the prefab "skyhigh" that I had to convert - I noticed that prefab off the prefabs download section has an extreeeeeme amount of sleepers. COuld it be as simple as that....

 
Looking at this error more... I now guess that it is messed up prefab xml file. Perhaps saved with an incompatible encoding. Perhaps similar, but where something like a newline character is incorrect. Perhaps someone looking at file in a text editor with different encoding clicked save.

 
that could be possible I am wondering if it is the prefab "skyhigh" that I had to convert - I noticed that prefab off the prefabs download section has an extreeeeeme amount of sleepers. COuld it be as simple as that....
It is possible that there is a limit to the number of sleepvolumes and the insufficient space is referring to the buffer size for the character array representing all of those values.

It is also possible, like I said before, that bad encoding on a character you cannot see, such as newline, causes insufficient space because the loader can no longer find the end of the line of code.

 
Possible - converted with Pilles Prefab editor with a version looking like may have issues before the latest updates with sleepers. Could very well be that.

 
I'm pretty confident that you'll find the problem now. Saw that you've been looking for a solution to this on at least one other thread.

 
It is possible that there is a limit to the number of sleepvolumes and the insufficient space is referring to the buffer size for the character array representing all of those values.It is also possible, like I said before, that bad encoding on a character you cannot see, such as newline, causes insufficient space because the loader can no longer find the end of the line of code.
I know with that one prefab it has about after I stop counting a little over freaking 50 sleepervolumes for some ungodly reason! Looking at the Prefab in the Prefab editor in the game itself, sweet baby Jesus! almost 1000! sleepers placed???? Why Why WHY? Who does that?? The building itself is nice and very appealing but for heavens sake, its like the Skyscraper from Hell if you would go in it.

I think this is the problem child, seems like no matter what region you throw this into it would have to be by itself maybe.

 
I doubt someone actually did that on purpose. Sounds like conversion gone wrong. Like a block replacement that shouldn't have happened.

 
skyhigh.jpg

This is the Prefab I think is the problem child worked great in A16 lol

- - - Updated - - -

If you know this prefab trust me it seems to be done on purpose

- - - Updated - - -

That and I don't think it was meant to be converted lol

 
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