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  • Town-run routine error & freezes v1.5.2.2/v1.0.994.250

    Discussion in 'Archives' started by BoWd, Oct 1, 2012.

    1. BoWd

      BoWd New Member

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      Hello Mr. Smith,

      Just wanted to help by reporting the following error (though everything seems to work fine). It happens on all town-runs. Tried both GilesTrinity_v1.5.2.1 and GilesTrinity_v1.5.2.2 with the same result.

      Code:
      [05:32:24.308 N] [GilesTrinity] No more space to pickup a 2-slot item, now running town-run routine.
      [05:32:32.333 N] ========== Grid segmentation resetting!!! ============
      [05:32:32.333 D] [BotEvents] EventChecker  threw exception Could not read bytes from 00000000 [299]! in check
      [05:32:32.336 D] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         at Zeta.Internals.Actors.DiaObject.()
         at Zeta.Internals.Actors.DiaObject.get_ACDGuid()
         at Zeta.Internals.Actors.DiaObject.get_IsACDBased()
         at Zeta.Internals.Actors.DiaObject.GetCommonData[T]()
         at Zeta.Internals.Actors.DiaUnit.get_Level()
         at Zeta.CommonBot.GameStats.(Object , EventArgs )
         --- End of inner exception stack trace ---
         at System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         at System.RuntimeMethodHandle.InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
         at System.Delegate.DynamicInvokeImpl(Object[] args)
         at System.Delegate.DynamicInvoke(Object[] args)
         at Zeta.CommonBot.Pulsator.(Delegate , Object[] ) --> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         at Zeta.Internals.Actors.DiaObject.()
         at Zeta.Internals.Actors.DiaObject.get_ACDGuid()
         at Zeta.Internals.Actors.DiaObject.get_IsACDBased()
         at Zeta.Internals.Actors.DiaObject.GetCommonData[T]()
         at Zeta.Internals.Actors.DiaUnit.get_Level()
         at Zeta.CommonBot.GameStats.(Object , EventArgs )
      [05:32:32.337 D] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         at Zeta.Internals.Actors.DiaObject.()
         at Zeta.Internals.Actors.DiaObject.get_Position()
         at Zeta.CommonBot.InactivityDetector.(Object , EventArgs )
         --- End of inner exception stack trace ---
         at System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         at System.RuntimeMethodHandle.InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
         at System.Delegate.DynamicInvokeImpl(Object[] args)
         at System.Delegate.DynamicInvoke(Object[] args)
         at Zeta.CommonBot.Pulsator.(Delegate , Object[] ) --> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         at Zeta.Internals.Actors.DiaObject.()
         at Zeta.Internals.Actors.DiaObject.get_Position()
         at Zeta.CommonBot.InactivityDetector.(Object , EventArgs )
      [05:32:32.337 D] System.AccessViolationException: Could not read bytes from 00000000 [299]!
         at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         at Zeta.Internals.Actors.DiaObject.()
         at Zeta.Internals.Actors.DiaObject.get_ACDGuid()
         at Zeta.Internals.Actors.DiaObject.get_IsACDBased()
         at Zeta.Internals.Actors.DiaObject.GetCommonData[T]()
         at Zeta.Internals.Actors.DiaActivePlayer.get_NumBackpackSlots()
         at Zeta.Internals.Actors.DiaActivePlayer.InventoryManager.get_NumBackpackSlots()
         at Zeta.CommonBot.Logic.BrainBehavior.()
         at Zeta.CommonBot.Logic.BrainBehavior.()
         at Zeta.CommonBot.Logic.BrainBehavior.()
      [05:33:04.996 D] [GilesTrinity] GSDebug: Stash routine started.
      I have also noticed that the freezes in combat are back in GilesTrinity_v1.5.2.2. They do not happen with GilesTrinity_v1.5.2.1. EG: toon is standing in the middle of combat doing nothing until he get moved, avoid something or die. Sorry, cant find anything in logs about that.

      :confused:
       
    2. GilesSmith

      GilesSmith New Member

      Joined:
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      Hey. That big error is a really common one, and is actually generated by default DemonBuddy. Seems to happen regularly during map changes/town-run changes. I see it myself but it never seems to cause any harm, so I think it can safely be ignored! :D
       

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