EXC ArgumentNullException: Value cannot be null.Parameter name: key

Old Crow

Hunter
Version
3.0 b257 EXP
Platform
Windows
At various POIS during 3.0 Experimental, I've had the following error message pop up in my console, sometimes several times at once:

EXC ArgumentNullException: Value cannot be null.
Parameter name: key
 
Reproduction Steps
1. Go to random POI/Chunk
2. See if error pops up
3. If error pops up, come here and post bug report
Link to Logs
https://pastebin.com/RHbzdMpG
Link to Screenshot/Video
https://idonothaveanyvideos
At various POIS during 3.0 Experimental, I've had the following error message pop up in my console, sometimes several times at once:

EXC ArgumentNullException: Value cannot be null.
Parameter name: key
Seems to be related to the signs. But you do have a mod installed and it *may* be related to the error.
 
It looks like the game is trying to find a sign in a dictionary object and using "null" as the key. This looks to me like one to route to the programmers.

The mod installed is "Starter Classes" and that doesn't sound like something that will intermix with Sign Tech.

Another possibility is that a POI's definition is somehow referrng to a non-existent sign or maybe there's a missing _signs.xml file for the POI, but still letting a null reference sneak through is rarely useful. Better would have been to detect it earlier and issue an error about the real issue.
 
Seems to be related to the signs. But you do have a mod installed and it *may* be related to the error.
I forgot to mention, this was on my friend's dedicated server that he runs from home, and the Starter Classes mod isn't installed there, only locally on my machine. I'll remove it on my end and see if that makes any difference though.
 
Hey All,

Thank you so much for your reports and for helping to debug this one.

This is currently a known sporadic issue that we are actively investigating. If you have any further details related to what you were doing when this occurred, I will gladly take the additional information.

Cheers,
Dollie
 
Hey All,

Thank you so much for your reports and for helping to debug this one.

This is currently a known sporadic issue that we are actively investigating. If you have any further details related to what you were doing when this occurred, I will gladly take the additional information.

Cheers,
Dollie
Ah, thanks! Not much as this time - first time it happened at a Crack a Book book store (the one with the car crash in front of it) and the Navezgane General Hospital.

We have multiple of that Crack a Book on our current map and it's only happened at once, and it would hit when (I think) we entered the chunk.
 
It happens specifically on downtown_filler_23. When I reload that POI the error opens the console.
EDIT: If it's worth noting, the error only appears in logs on client machine, not on the dedicated server logs.
Further Edit: Just updated to latest experimental and the issue seems to have resolved.
 
Last edited:
Hey All,

Thank you so much for your reports and for helping to debug this one.

This is currently a known sporadic issue that we are actively investigating. If you have any further details related to what you were doing when this occurred, I will gladly take the additional information.

Cheers,
Dollie
1782662035058.png
Post automatically merged:

ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <1071a2cb0cb3433aae80a793c277a048>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <1071a2cb0cb3433aae80a793c277a048>:0
at SignDataManager.TryGetRenderingData (GlobalSignId signId, SignDataManager+SignRenderingData& signRenderingData) [0x0000f] in <b625c191686c43889adc2d0a85b8f5ae>:0
at SignDataManager.TryApplyRenderingData (GlobalSignId signId, SignDataManager+RenderingDataPatcher patcher, System.Collections.Generic.List`1[T] signRenderers, SignCanvas+SignBlendMode blendMode, UnityEngine.Camera targetCamera) [0x00000] in <b625c191686c43889adc2d0a85b8f5ae>:0
at SignCanvas.RefreshRenderers () [0x00033] in <b625c191686c43889adc2d0a85b8f5ae>:0
at SignCanvas.Initialize (SignDataManager+RenderingDataPatcher _alternativePatcher) [0x00030] in <b625c191686c43889adc2d0a85b8f5ae>:0
at ImposterSignFactory.Create (UnityEngine.GameObject _parent, ImposterCanvas _data) [0x0016b] in <b625c191686c43889adc2d0a85b8f5ae>:0
at PrefabLODManager.LoadImposterSigns (PrefabLODManager+PrefabGameObject _pgo, UnityEngine.GameObject _go, SimpleMeshInfo _meshInfo) [0x0003c] in <b625c191686c43889adc2d0a85b8f5ae>:0
at PrefabLODManager.BuildGameObjectFromMeshInfo (SimpleMeshInfo _meshInfo, PrefabLODManager+PrefabGameObject _pgo) [0x00255] in <b625c191686c43889adc2d0a85b8f5ae>:0
at PrefabLODManager.UpdateDisplay (EntityPlayerLocal _localPlayer) [0x000be] in <b625c191686c43889adc2d0a85b8f5ae>:0
at PrefabLODManager.FrameUpdate () [0x00074] in <b625c191686c43889adc2d0a85b8f5ae>:0
at GameManager.gmUpdate () [0x00558] in <b625c191686c43889adc2d0a85b8f5ae>:0
at GameManager.Update () [0x00000] in <b625c191686c43889adc2d0a85b8f5ae>:0
 
I got on this tile with these pois on the tile.

Tile: rwg_tile_commercial_cap (Commercial District)

POIs: nursing_home_01 (The Last Sunset Nursing Home)
commercial_strip_02 (Treats Terrace)
carlot_01 (Joey's Carlot)
store_bakery_01 (Ma Baker & Sons Bakery)
 
Please hurry, the game is currently unplayable

That's interesting. I've not yet experienced the error either on solo or server play. I wonder what the difference is. I had been thinking this was perhaps a single POI with some kind of sign issue and that maybe I haven't gotten near that POI yet.
 
That's interesting. I've not yet experienced the error either on solo or server play. I wonder what the difference is. I had been thinking this was perhaps a single POI with some kind of sign issue and that maybe I haven't gotten near that POI yet.
Your instinct's actually right — it's tied to specific POI signs, and you just haven't rendered the ones that trigger it yet.

What it comes down to: certain distant POI signs (the LOD "imposter" versions you see from far away) get loaded with a broken sign ID — the internal library reference on them comes up empty. When the game goes to draw one of those signs, the rendering code tries to look it up but chokes because it never checks whether the ID is valid first. That's the crash. It's not random — it's those specific signs.

So whether you see it depends entirely on whether you've gotten near the POIs that have the bad signs. If you haven't rendered one yet, your game looks completely fine — which is exactly your situation.
The folks calling it unplayable are in areas packed with the POIs that trigger it, so they hit it constantly. Same bug, totally different experience depending on what's around you.

It's already been reported to TFP with the specifics.
 
That's interesting. I've not yet experienced the error either on solo or server play. I wonder what the difference is. I had been thinking this was perhaps a single POI with some kind of sign issue and that maybe I haven't gotten near that POI yet.
if you play solo, chances are you are getting the yellow warnings only so your console doesn't drop down. I do not see the error when playing on my own server and I think it's because my ping is zero being on the same network. However, clients are seeing their consoles drop with the red error when approaching some poi's with the special signage. Our server maps are always with 'mega cities' so the chances are greater you bump into the error
 
if you play solo, chances are you are getting the yellow warnings only so your console doesn't drop down. I do not see the error when playing on my own server and I think it's because my ping is zero being on the same network. However, clients are seeing their consoles drop with the red error when approaching some poi's with the special signage. Our server maps are always with 'mega cities' so the chances are greater you bump into the error
If it's not specifically a server error, which this doesn't seem to be, you would get the same red error in solo that you'd get in multiplayer. But this appears to be specific POI and so you'd have to go near those POI to see the error. I also haven't seen it yet, but I haven't gone that far yet and most of my time has been in the forest so far, with only a few quick trips to a desert or burnt forest town and a little into the snowy forest, so if those POI with problems are in something like the downtown district or commercial district (neither of which are in the forest towns in RWG), it would explain not seeing the error yet.
 
Hey All,

Thank you so much for your reports and for helping to debug this one.

This is currently a known sporadic issue that we are actively investigating. If you have any further details related to what you were doing when this occurred, I will gladly take the additional information.

Cheers,
Dollie
It's not at all sporadic, it occurs at every single poi that uses signtech improperly...
 
If it's not specifically a server error, which this doesn't seem to be, you would get the same red error in solo that you'd get in multiplayer. But this appears to be specific POI and so you'd have to go near those POI to see the error. I also haven't seen it yet, but I haven't gone that far yet and most of my time has been in the forest so far, with only a few quick trips to a desert or burnt forest town and a little into the snowy forest, so if those POI with problems are in something like the downtown district or commercial district (neither of which are in the forest towns in RWG), it would explain not seeing the error yet.
The error is present in log both in dedicated server and client. However, I personally have not noticed ANY impact in either scenario.

perhaps OP is using a POI pack other than zztong's which is the only one i have found to be consistently bug free.

or maybe sCore is blocking the issue. It's hard to say.

I am currently at 117 mods and counting and the game is eminently playable and performant despite the signtech issues...
 
Back
Top