The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at ZombieBlocks.HeadlessServer.RemoveNearbyZombiesIfNewPlayer(GameTime gameTime, PlayerSession Player) in C:\Users\teamt\Documents\Deadburg\Deadburg_PC\ZombieBlocks\ZombieBlocks\Networking\DedicatedServer\HeadlessServer.cs:line 2493
at ZombieBlocks.HeadlessServer.UpdateClientSpawnReady(ServerClient client, GameTime gameTime) in C:\Users\teamt\Documents\Deadburg\Deadburg_PC\ZombieBlocks\ZombieBlocks\Networking\DedicatedServer\HeadlessServer.cs:line 1327
at ZombieBlocks.HeadlessServer.UpdateServerClients(GameTime gameTime) in C:\Users\teamt\Documents\Deadburg\Deadburg_PC\ZombieBlocks\ZombieBlocks\Networking\DedicatedServer\HeadlessServer.cs:line 1055
at ZombieBlocks.HeadlessServer.Update(GameTime gameTime) in C:\Users\teamt\Documents\Deadburg\Deadburg_PC\ZombieBlocks\ZombieBlocks\Networking\DedicatedServer\HeadlessServer.cs:line 743
at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at ZombieBlocks.Program.Main(String[] args) in C:\Users\teamt\Documents\Deadburg\Deadburg_PC\ZombieBlocks\ZombieBlocks\Program.cs:line 81
I did a bit of testing on this one and I feel it may be due to my bed/respawn point being in the cornner of the map. Any time I respawn it crashes the game. When I reload however after the crash It dose have me by the bed. If there is any zombies by my bed when I die however they still stay alive and are attacking me as soon as I reload from the crash and so if they kill me again will cause me to respawn...and crash once again due to my bed being right beside them causing a bit of a death loop
OS Version
Microsoft Windows NT 6.2.9200.0
CPU
Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz
GPU
NVIDIA GeForce GTX 1050 Ti
fileuploads/file_934_GameLog.txt5/20/2022 12:19:27 AM - Steam Init Attempt
5/20/2022 12:19:27 AM - Steam Init Success
SteamStatAndAchievementController Initialized
5/20/2022 12:19:27 AM - ScreenManager AddScreen ZombieBlocks.PressAnyKeyUIScreen
StatAndAchieveWatcherComponent Initialized
5/20/2022 12:19:27 AM - InputHandlerComponent Initialized
5/20/2022 12:19:27 AM - PlayerViewportController Initialized
5/20/2022 12:19:27 AM - PlayerManagerComponent Initialized
5/20/2022 12:19:30 AM - ScreenManager RemoveScreen ZombieBlocks.PressAnyKeyUIScreen
5/20/2022 12:19:30 AM - ScreenManager AddScreen ZombieBlocks.MainMenuUIScreen
5/20/2022 12:19:31 AM - ScreenManager RemoveScreen ZombieBlocks.MainMenuUIScreen
5/20/2022 12:19:31 AM - ScreenManager AddScreen ZombieBlocks.ResumeGameUIScreen
5/20/2022 12:19:32 AM - CustomNetworkSession Constructor
5/20/2022 12:19:32 AM - CustomNetworkSession Activate
5/20/2022 12:19:32 AM - CustomNetworkSession AddLocalGamer
5/20/2022 12:19:32 AM - ScreenManager RemoveScreen ZombieBlocks.ResumeGameUIScreen
5/20/2022 12:19:32 AM - HeadlessServer Initialized
5/20/2022 12:19:33 AM - HeadlessServer AddLocalClient.ClientJoined
5/20/2022 12:19:33 AM - NetworkedGameplayScreen Construction Started
5/20/2022 12:19:33 AM - ScreenManager AddScreen ZombieBlocks.NetworkedGameplayScreen
5/20/2022 12:19:33 AM - ScreenManager AddScreen ZombieBlocks.PlayerChatUIScreen
5/20/2022 12:19:33 AM - ScreenManager AddScreen ZombieBlocks.GameLoadingUIScreen
5/20/2022 12:19:33 AM - HeadlessServer UpdateClientJoined.ClientInfoSent
5/20/2022 12:19:36 AM - NetworkedGameplayScreen UpdateWaitingForFullLoad.WaitingForPlayerId
5/20/2022 12:19:36 AM - ScreenManager RemoveScreen ZombieBlocks.GameLoadingUIScreen
5/20/2022 12:19:36 AM - NetworkedGameplayScreen UpdateWaitingForPlayerId.SendingClientStatePackets
5/20/2022 12:19:36 AM - NetworkedGameplayScreen UpdateSendingClientStatePackets.WaitingForPostLoadReady
5/20/2022 12:19:36 AM - HeadlessServer UpdateClientInfoAck.ClientStateReceived
5/20/2022 12:19:36 AM - HeadlessServer UpdateClientStateReceived.ClientDataSent
5/20/2022 12:19:37 AM - NetworkedGameplayScreen UpdateWaitingForPostLoad.ReadyToSpawn
5/20/2022 12:19:37 AM - HeadlessServer UpdateIncomingNetworkActionList_ClientReadyToSpawn.ClientSpawnReady
5/20/2022 12:19:37 AM - HeadlessServer UpdateClientSpawnReady.ClientSpawned
5/20/2022 12:19:44 AM - ScreenManager AddScreen ZombieBlocks.PauseMenuUIScreen
5/20/2022 12:19:46 AM - ScreenManager AddScreen ZombieBlocks.GenericDialogUIScreen
5/20/2022 12:19:47 AM - ScreenManager RemoveScreen ZombieBlocks.PauseMenuUIScreen
5/20/2022 12:19:47 AM - ScreenManager RemoveScreen ZombieBlocks.GenericDialogUIScreen
5/20/2022 12:19:47 AM - ScreenManager AddScreen ZombieBlocks.PlayerDiedUIScreen
5/20/2022 12:19:53 AM - ScreenManager RemoveScreen ZombieBlocks.PlayerDiedUIScreen
5/20/2022 12:19:53 AM - NetworkedGameplayScreen PreRespawn.PreRespawn
5/20/2022 12:19:53 AM - NetworkedGameplayScreen PrepRespawn.WantingToRespawn
5/20/2022 12:19:53 AM - ScreenManager AddScreen ZombieBlocks.GameLoadingUIScreen
5/20/2022 12:19:53 AM - NetworkedGameplayScreen UpdateWantingToRespawn.WaitingForFullLoadComplete
5/20/2022 12:19:55 AM - NetworkedGameplayScreen UpdateWaitingForFullLoad.WaitingForPlayerId
5/20/2022 12:19:55 AM - ScreenManager RemoveScreen ZombieBlocks.GameLoadingUIScreen
5/20/2022 12:19:55 AM - NetworkedGameplayScreen UpdateWaitingForPlayerId.SendingClientStatePackets
5/20/2022 12:19:55 AM - NetworkedGameplayScreen UpdateSendingClientStatePackets.WaitingForPostLoadReady
5/20/2022 12:19:55 AM - NetworkedGameplayScreen UpdateWaitingForPostLoad.ReadyToSpawn
5/20/2022 12:19:55 AM - HeadlessServer UpdateClientInfoAck.ClientStateReceived
5/20/2022 12:19:55 AM - HeadlessServer UpdateClientStateReceived.ClientDataSent
5/20/2022 12:19:55 AM - HeadlessServer UpdateIncomingNetworkActionList_ClientReadyToSpawn.ClientSpawnReady
5/20/2022 12:19:55 AM - NetworkedGameplayScreen Unload
5/20/2022 12:19:55 AM - CustomNetworkSession Dispose
5/20/2022 12:19:55 AM - HeadlessServer Dispose
5/20/2022 12:19:55 AM - Steam Shutdown
5/20/2022 12:19:55 AM - HeadlessServer Dispose