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RB4 instrument mapper closes or throws an "unhandled error has ocurred" window #68

@CobaldTrix

Description

@CobaldTrix

one day just stopped working. after pressing the start button on the app the system throw window after window of a message that says:
"An unhandled error has ocurred:
System.ArgumentNullException: The value cannot be null.

A log of the error has been created, do you want to open it?"

This is that logs content:

[2025/10/17 10:39:11] GameInput device 00-A6-D8-CB-ED-90-3A-D0-87-86-CA-04-53-BA-D9-F1-8E-84-F4-EB-85-9B-9B-0B-33-5B-F0-40-B3-5E-E2-B5 connected
[2025/10/17 10:39:11] Created new ViGEmBus device with user index 0
[2025/10/17 10:39:11] Created new GuitarRPCS3Mapper
[2025/10/17 10:39:53] -------------------
[2025/10/17 10:39:53] UNHANDLED EXCEPTION
[2025/10/17 10:39:53] -------------------
[2025/10/17 10:39:53] EXCEPTION

Unhandled exception!
System.ArgumentNullException: El valor no puede ser nulo.
Nombre del parámetro: buffer
en SharpGameInput.LightIGameInputRawDeviceReport.GetRawData(UIntPtr bufferSize, Void* buffer) en E:\Programming\Source\repos\SharpGameInput\source\Interfaces.Generated.cs:línea 3132
en RB4InstrumentMapper.Parsing.GameInputBackendDevice.HandleReading(LightIGameInputReading reading, DeviceMapper mapper) en E:\Programming\Source\repos\RB4InstrumentMapper\Program\PacketParsing\Backends\GameInputBackendDevice.cs:línea 156
en RB4InstrumentMapper.Parsing.GameInputBackendDevice.<>c__DisplayClass22_0.b__0(LightGameInputCallbackToken token, Object context, LightIGameInputReading reading, Boolean hasOverrunOccurred) en E:\Programming\Source\repos\RB4InstrumentMapper\Program\PacketParsing\Backends\GameInputBackendDevice.cs:línea 96
en SharpGameInput.IGameInput.<>c__DisplayClass5_0.b__0(UInt64 _token, Void* _, IntPtr _reading, Boolean hasOverrunOccurred) en E:\Programming\Source\repos\SharpGameInput\source\IGameInput.Callbacks.cs:línea 79
--- Fin del seguimiento de la pila de la ubicación anterior donde se produjo la excepción ---
en System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
en System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
en System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
en System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
en System.Threading.ThreadPoolWorkQueue.Dispatch()

[2025/10/17 10:39:58] -------------------
[2025/10/17 10:39:58] UNHANDLED EXCEPTION
[2025/10/17 10:39:58] -------------------
[2025/10/17 10:39:58] EXCEPTION

Unhandled exception!
System.ArgumentNullException: El valor no puede ser nulo.
Nombre del parámetro: buffer
en SharpGameInput.LightIGameInputRawDeviceReport.GetRawData(UIntPtr bufferSize, Void* buffer) en E:\Programming\Source\repos\SharpGameInput\source\Interfaces.Generated.cs:línea 3132
en RB4InstrumentMapper.Parsing.GameInputBackendDevice.HandleReading(LightIGameInputReading reading, DeviceMapper mapper) en E:\Programming\Source\repos\RB4InstrumentMapper\Program\PacketParsing\Backends\GameInputBackendDevice.cs:línea 156
en RB4InstrumentMapper.Parsing.GameInputBackendDevice.<>c__DisplayClass22_0.b__0(LightGameInputCallbackToken token, Object context, LightIGameInputReading reading, Boolean hasOverrunOccurred) en E:\Programming\Source\repos\RB4InstrumentMapper\Program\PacketParsing\Backends\GameInputBackendDevice.cs:línea 96
en SharpGameInput.IGameInput.<>c__DisplayClass5_0.b__0(UInt64 _token, Void* _, IntPtr _reading, Boolean hasOverrunOccurred) en E:\Programming\Source\repos\SharpGameInput\source\IGameInput.Callbacks.cs:línea 79
--- Fin del seguimiento de la pila de la ubicación anterior donde se produjo la excepción ---
en System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
en System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
en System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
en System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
en System.Threading.ThreadPoolWorkQueue.Dispatch()

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