Base install returns this error:
[script:vorp_inventor] Cannot implicitly convert type 'Newtonsoft.Json.Linq.JArray' to 'Newtonsoft.Json.Linq.JObject'
[script:vorp_inventor] Cannot implicitly convert type 'Newtonsoft.Json.Linq.JArray' to 'Newtonsoft.Json.Linq.JObject'
[script:vorp_inventor] Cannot implicitly convert type 'Newtonsoft.Json.Linq.JArray' to 'Newtonsoft.Json.Linq.JObject'
[script:vorp_inventor] Cannot implicitly convert type 'Newtonsoft.Json.Linq.JArray' to 'Newtonsoft.Json.Linq.JObject'
When a client connects it returns. a Partial File error.
The server then crashes with this error.
[ citizen-server-impl] server thread hitch warning: timer interval of 554 milliseconds
[ citizen-server-impl] server thread hitch warning: timer interval of 245 milliseconds
[ script:vorp_core] Unhandled exception: System.InvalidCastException: Specified cast is not valid.
[ script:vorp_core] at vorpcore_sv.Scripts.LoadUsers.LoadUser (CitizenFX.Core.Player source, System.Object setKickReason, System.Object deferrals) [0x00380] in <bbbe2016312444d8969d10af7ecdb70f>:0
[ script:vorp_core] at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_1 (System.Object state) [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
[ script:vorp_core] at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context (System.Object state) [0x00007] in <9391d7651e69459eae268d8a1dfa670f>:0
[ script:vorp_core] at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00071] in <9391d7651e69459eae268d8a1dfa670f>:0
[ script:vorp_core] at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
[ script:vorp_core] at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00021] in <9391d7651e69459eae268d8a1dfa670f>:0
[ script:vorp_core] at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00074] in <9391d7651e69459eae268d8a1dfa670f>:0
[ script:vorp_core] at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
Unhandled exception in Mono script environment: System.InvalidCastException: Specified cast is not valid.
at vorpcore_sv.Scripts.LoadUsers.LoadUser (CitizenFX.Core.Player source, System.Object setKickReason, System.Object deferrals) [0x00380] in <bbbe2016312444d8969d10af7ecdb70f>:0
at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_1 (System.Object state) [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context (System.Object state) [0x00007] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00071] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00021] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00074] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
at vorpcore_sv.Scripts.LoadUsers.LoadUser (CitizenFX.Core.Player source, System.Object setKickReason, System.Object deferrals) [0x00380] in <bbbe2016312444d8969d10af7ecdb70f>:0
at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_1 (System.Object state) [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context (System.Object state) [0x00007] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00071] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00021] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00074] in <9391d7651e69459eae268d8a1dfa670f>:0
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in <9391d7651e69459eae268d8a1dfa670f>:0
> txaEvent "serverShuttingDown" "{"delay":5000,"author":"txAdmin","message":"Server restarting (crash detected)."}"
Fresh upload to make sure there’s no corrupted file, did not change anything.
Stupid sick today will come back to this in a few days.
Okay few days later…..
Trying a different version of Newtonsoft.Json.DLL did not work. (just swapping out different versions).
After several hours of testing different versions, and then testing different c# builds, it looks like the GitHub repository, “build” directory version is the one that works right now. This will change in the future as they publish new builds. Check the GitHub repository for each of your resources and try different versions until you find one that works with your platform. My server platform for this particular server is Ubuntu.
Note if you are familiar with C# and compiling code, you can grab the git hub repository (source code) and compile it yourself, and that will work as well. You will have to update your compiler or project to know where the Newtonsoft.Json.dll and other DLL files are for your build. (Building it yourself is faster.)
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