View Issue Details

IDProjectCategoryLast Update
0022605AI War 2Crash/ExceptionJan 22, 2020 7:39 pm
ReporterHistidine Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version1.302 Frigate Empowerment 
Fixed in Version1.308 Mega Performance 
Summary0022605: Nanocaust units stop appearing during the hive hack
DescriptionIn the attached save I am hacking the Nanobot Hive and fending off the response with my fortifications. The error with code 1400 occurs repeatedly in my log:


1/13/2020 9:45:31 PM debug code 1400 during update fireteams System.NullReferenceException: Object reference not set to an instance of an object
  at Arcen.AIW2.External.Fireteam.GetNearbyAlliedPlanetsUnderAttackThatWeCanHelp (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.External.ArcenLongTermIntermittentPlanningContext Context, Arcen.AIW2.Core.Planet startplanet, Arcen.AIW2.External.Fireteam team, System.Int32 maxDistanceToScan, System.Collections.Generic.List`1[T] Teams) [0x00037] in <b0ca40c35d0a4df7853b3b376041172b>:0
  at Arcen.AIW2.External.FireteamUtility.UpdateFireteams (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.External.ArcenLongTermIntermittentPlanningContext Context, System.Collections.Generic.List`1[Arcen.AIW2.External.Fireteam]& Teams, Arcen.Universal.ArcenSparseLookup`2[Arcen.AIW2.Core.Planet,Arcen.AIW2.External.FireteamRegiment]& TeamsAimedAtPlanet, Arcen.Universal.ArcenCharacterBuffer tracingBuffer, Arcen.Universal.FInt attackingStrengthMultiplier) [0x00723] in <b0ca40c35d0a4df7853b3b376041172b>:0


Eventually stuff breaks to the point where the Nanocaust stops attacking. Ships continue spawning from the hive according to the planet detail pane, but they do not visibly appear on the planet (and are not shot by sniper units, although other NC units wandering in from neighboring planets are shot). Eventually this causes game speed to drop to <50%.

(I've also observed immortal enemy ships belonging to the AI faction in one other case with the same error, could this be related?)

The game in question was started (and played for a long time) with version 1.300, if it matters.

Edit: Badger renamed the bug report since the fireteam problem was fixed, but the ships not showing up weirdness remains
TagsNo tags attached.

Relationships

related to 0022586 resolvedChris_McElligottPark Enemies not moving; firetimes NullReferenceException code 1400 

Activities

Histidine

Jan 13, 2020 9:07 am

reporter  

BadgerBadger

Jan 13, 2020 5:08 pm

manager   ~0055545

I have fixed the fireteam related null reference, but there's still a weirdness in this save where the nanocaust ships stop appearing (they show up in the sidebar, but not on the planet)

Histidine

Jan 16, 2020 9:10 am

reporter   ~0055599

It gets worse with my most recent retest in 1.304. Around the same time the nanocaust ships stop appearing, the player combat factory glitches out and starts spamming Combat Engineers endlessly as long as it's in unload mode (can easily get thousands of them on the planet, and they can't be scrapped).

Histidine

Jan 16, 2020 9:11 am

reporter   ~0055600

(I suspect it already did this before but I just didn't notice the extra engineers)

Chris_McElligottPark

Jan 16, 2020 1:53 pm

administrator   ~0055616

This is definitely the same marauders bug that I am seeing in another savegame that I'm working with. Attached below for future reference if we ever need it.

I've been looking into performance in general with these, and will see what's going on with the marauders in particular here. It's some sort of pathfinding issue I think, and a lot of the other issues (though I have no idea about combat engineers) is based around the long term threads all being blocked waiting on marauders.
zipped s6 save.zip (1,158,555 bytes)

Chris_McElligottPark

Jan 16, 2020 1:53 pm

administrator   ~0055617

In terms of the combat engineers, are there repro steps for that?

Histidine

Jan 17, 2020 7:24 am

reporter   ~0055630

I don't know if there's a way to repro in a clean game, but in the "Nanocaust_fireteams_bug" save it can be observed just by leaving the game to run for a few of minutes. When the nanocaust ships stop spawning* it means the engineers are broken, and unloading the factory (if it wasn't already loaded) will cause them to get spammed.

*It seems the ships are actually present but just not moving off the hive? I have another save with the bugged engineers, where summoned outguards aren't moving

Chris_McElligottPark

Jan 22, 2020 7:39 pm

administrator   ~0055721

We got it! This one performs really well now, and fire teams and whatnot now work very accurately and quickly.

https://wiki.arcengames.com/index.php?title=AI_War_2:_The_Grand_New_AI#Performance_Hunting_And_Open-Sourcing

Issue History

Date Modified Username Field Change
Jan 13, 2020 9:00 am Histidine New Issue
Jan 13, 2020 9:05 am Histidine Relationship added related to 0022586
Jan 13, 2020 9:07 am Histidine File Added: Nanocaust_fireteams_bug.zip
Jan 13, 2020 3:30 pm BadgerBadger Assigned To => BadgerBadger
Jan 13, 2020 3:30 pm BadgerBadger Status new => assigned
Jan 13, 2020 5:08 pm BadgerBadger Note Added: 0055545
Jan 13, 2020 5:08 pm BadgerBadger Assigned To BadgerBadger => Chris_McElligottPark
Jan 13, 2020 5:13 pm BadgerBadger Summary Fireteam code 1400 with Nanocaust, causing "ghost" enemies => Nanocaust units stop appearing during the hive hack
Jan 13, 2020 5:13 pm BadgerBadger Description Updated
Jan 16, 2020 9:10 am Histidine Note Added: 0055599
Jan 16, 2020 9:11 am Histidine Note Added: 0055600
Jan 16, 2020 1:53 pm Chris_McElligottPark File Added: zipped s6 save.zip
Jan 16, 2020 1:53 pm Chris_McElligottPark Note Added: 0055616
Jan 16, 2020 1:53 pm Chris_McElligottPark Note Added: 0055617
Jan 17, 2020 7:24 am Histidine Note Added: 0055630
Jan 22, 2020 7:39 pm Chris_McElligottPark Assigned To Chris_McElligottPark => BadgerBadger
Jan 22, 2020 7:39 pm Chris_McElligottPark Status assigned => resolved
Jan 22, 2020 7:39 pm Chris_McElligottPark Resolution open => fixed
Jan 22, 2020 7:39 pm Chris_McElligottPark Fixed in Version => 1.308 Mega Performance
Jan 22, 2020 7:39 pm Chris_McElligottPark Note Added: 0055721