NullReferenceException at Lifeinfographic.RefreshError
Hi all 

Apoloiges if this has already been addressed. So I have created a zone on one side of the map and built up an arena within said zone. Next I have installed a number of plugins to allow players to PVP. These are:
EMInterface
Event Manager
Spawns Database
GunGame
Arena Deathmatch
Duelist

I then setup a new gungame event by creating a new spawn file, adding 2 spawn points within the arena and then saving spawn file (save is confirmed).
When I started the event, if a player is killed, they respawn at the pre-defined spawn point, but then the game bugs out. Players are not able to leave the event, respawn or suicide (no zone flags are set to disallow this). the server console throws an error related to the savefile list. The only way out is to disconnect from the server. This then blocks the player form re-joining the server with the following message:

RPC Error in OnRespawnInformation: Object reference not set to an instance of an object.at Lifeinfographic.Refresh ()[0x00000] in.

Top left of server log screen in red text is:
NullReferenceException: Object reference is not set to an instance of an object.
Lifeinfographic.Refresh () [at<00000000000000000000000000000000000>:0)
UIDeathscreen.UpdateRespawnInformation(ProtoBuf.RespawnInformation info)[at<00000000000000000000000000000000000>:0)
UIDeathScreen.UpdateRespawninformation(Protobuff.Respawninformation info)[at<00000000000000000000000000000000000>:0)
UIDeathscreen.Onrespawninformation (Protobuff.Respawninformation info)[at<00000000000000000000000000000000000>:0)
Baseplayer.onRPCmessage (Baseplayer player, system.Uint32rpc, Network.message.msg)[at<00000000000000000000000000000000000>:0)​


And some other text that is related to server handling of the message.

Any help would be much appreciated.

Hi,

I have a problem with my rust server.

After running an event with event manager, 2 players got disconnected during the event and now cannot log into the server again.

This message appears:

(19:51:49) | IP/Player disconnecting: Exception (cs:57452): NullReferenceException: Object reference not set to an instance of an object. LifeInfographic.Refresh () (at <00000000000000000000000000000000>:0) UIDeathScreen.UpdateRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0) UIDeathScreen.OnRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0) BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) (at <00000000000000000000000000000000>:0) BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) (at <00000000000000000000000000000000>:0) Client.OnRPCMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Client.OnNetworkMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.HandleMessage () (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.Cycle () (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) UnityEngine.Debug:LogException(Exception) BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:CL_RPCMessage(UInt32, UInt64, Message) Client:OnRPCMessage(Message) Client:OnNetworkMessage(Message) Facepunch.Network.Raknet.Client:HandleMessage() Facepunch.Network.Raknet.Client:Cycle() Client:Update()

I would appreciate the help.

Someone?

Hello, 

first of all, i got this issue only at 1 player. 

Yesterday i tryed something with the EventManager and LastManStanding or Deathmatch mod. 
The player i tryed things out with cant connect anymore to the game. 
Something causing issues when the player want to join.
When the Player joins the game, he get disconnected cause it seems like he got 2 Player models active. Some Mod creating a temp. Player for playing in deathmatch, i guess it didnt transformed it back to the normal player character and now the system sees 2 Player models when he want to join. 

can i somehow delete all his players data so he join like a fresh player ? 

Ferdisquo with steamid 76561############ joined from ip *.*.*.*:63734
Ferdisquo with steamid 76561############ joined from ip *.*.*.*:63734
	NetworkId 76561############ is 10268457 (Ferdisquo)
	NetworkId 76561############ is 10268457 (Ferdisquo)
Ferdisquo[76561############] has spawned
Ferdisquo[76561############] has spawned 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

*.*.*.*:63734/76561############/Ferdisquo disconnecting: Exception (cs:57814): NullReferenceException: Object reference not set to an instance of an object. LifeInfographic.Refresh () (at <00000000000000000000000000000000>:0) UIDeathScreen.UpdateRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0) UIDeathScreen.OnRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0) BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) (at <00000000000000000000000000000000>:0) BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) (at <00000000000000000000000000000000>:0) Client.OnRPCMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Client.OnNetworkMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.HandleMessage () (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.Cycle () (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) UnityEngine.Debug:LogException(Exception) BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:CL_RPCMessage(UInt32, UInt64, Message) Client:OnRPCMessage(Message) Client:OnNetworkMessage(Message) Facepunch.Network.Raknet.Client:HandleMessage() Facepunch.Network.Raknet.Client:Cycle() Client:Update() 
*.*.*.*:63734/76561############/Ferdisquo disconnecting: Exception (cs:57814): NullReferenceException: Object reference not set to an instance of an object. LifeInfographic.Refresh () (at <00000000000000000000000000000000>:0) UIDeathScreen.UpdateRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0) UIDeathScreen.OnRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0) BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) (at <00000000000000000000000000000000>:0) BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) (at <00000000000000000000000000000000>:0) Client.OnRPCMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Client.OnNetworkMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.HandleMessage () (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.Cycle () (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) UnityEngine.Debug:LogException(Exception) BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:CL_RPCMessage(UInt32, UInt64, Message) Client:OnRPCMessage(Message) Client:OnNetworkMessage(Message) Facepunch.Network.Raknet.Client:HandleMessage() Facepunch.Network.Raknet.Client:Cycle() Client:Update() 
[Tebex Donate] Attempting to log all stored connection events...
[Tebex Donate] Attempting to log all stored connection events... ​