View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0025347 | AI War 2 | Crash/Exception | Jun 26, 2021 5:58 pm | Aug 4, 2021 5:19 pm | |
Reporter | slake-moth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.304 Coilbeams No Longer Tickle | ||||
Fixed in Version | Beta 3.503 Multiplayer Sound | ||||
Summary | 0025347: SINGLEP ERROR In BuildingDronesInternally debugStage 1600: System.NullReferenceException: Object reference not set to an instanc | ||||
Description | I couldn't replicate it by reloading the saved game/ 6/26/2021 5:50:21 PM 3.304 SINGLEP ERROR In BuildingDronesInternally debugStage 1600: System.NullReferenceException: Object reference not set to an instance of an object at Arcen.AIW2.Core.Faction+<>c__DisplayClass243_0.<ExecutePlannedMetalFlows>b__2 (Arcen.AIW2.Core.Fleet+Membership item) [0x00017] in <3b251dadd3b54d8ab25b1e06a7a290c1>:0 at Arcen.AIW2.Core.Fleet.DoForMemberGroupsSorted_NonSim (Arcen.AIW2.Core.Fleet+Membership+ProcessorDelegate Processor) [0x00124] in <3b251dadd3b54d8ab25b1e06a7a290c1>:0 at Arcen.AIW2.Core.Faction.ExecutePlannedMetalFlows (Arcen.Universal.FInt EffectiveDeltaTime, Arcen.Universal.FInt& totalMetalFlowRequested, Arcen.Universal.FInt& metalFlowRequestPortionMet, Arcen.Universal.FInt& totalMetalFlowProjectedRequests, Arcen.Universal.FInt& metalSpent, System.Int32& outerdebugStage, Arcen.AIW2.Core.ArcenSimContext Context) [0x00cc2] in <3b251dadd3b54d8ab25b1e06a7a290c1>:0 at System.Environment.get_StackTrace () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity, System.DateTime Timestamp) [0x00000] in <3050fd2d97b140f999a39c5f58ef1700>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <3050fd2d97b140f999a39c5f58ef1700>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <3050fd2d97b140f999a39c5f58ef1700>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <3050fd2d97b140f999a39c5f58ef1700>:0 at Arcen.AIW2.Core.Faction.ExecutePlannedMetalFlows (Arcen.Universal.FInt EffectiveDeltaTime, Arcen.Universal.FInt& totalMetalFlowRequested, Arcen.Universal.FInt& metalFlowRequestPortionMet, Arcen.Universal.FInt& totalMetalFlowProjectedRequests, Arcen.Universal.FInt& metalSpent, System.Int32& outerdebugStage, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <3b251dadd3b54d8ab25b1e06a7a290c1>:0 at Arcen.AIW2.Core.Faction.DoFactionStepLogic_Stage1 (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <3b251dadd3b54d8ab25b1e06a7a290c1>:0 at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass56_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <3b251dadd3b54d8ab25b1e06a7a290c1>:0 at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <588d0afc0acb475a9ad10bcb304798c9>:0 at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 | ||||
Tags | No tags attached. | ||||
has duplicate | 0025435 | resolved | Chris_McElligottPark | BuildingDronesInternally debugStage 1600 |
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start.savemet (121 bytes)
SI 1627778857 67 Simple 7 <color=#66ffce>Easier </color> Simple Ensemble Difficulty 7 4 <color=#0000fb>slake-moth</color> |
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Thanks! * Removed all the old code for calculating drone construction internally for ships. ** It doesn't have much to do with other metal flows, and thus just does not belong there. *** Specifically it doesn't cost any metal, nothing should be able to boost it to be faster, and so on. ** Also the code was really confusing and has been broken in a lot of strange cases (but not all) ever since the July revamp of metal flows. * Added a new DoForFleetsParallel() set of methods on World which let us do rapid parallel processing of fleets where needed. * There is all-new drone construction logic (well, a lot of it was proted over) that runs in parallel for each fleet, and which calculates itself super efficiently and correctly. ** One thing among many that was funky in the old drone construction math was that if a fleet had multiple drone types it would give diminishing amounts to each one beyond the first. ** Another strange thing with the old drone construction logic was that it constructed in fits and starts, unlike other kinds of construction, and it was really not clear why. ** Now so long a the game isn't paused, and the flagship/centerpiece is not crippled, drones should construct at a steady rate. You're not charged metal for this (never have been), so it's simply handled in the quickest way possible. ** This also fixes several bits of error spam that folks were able to get in July. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 26, 2021 5:58 pm | slake-moth | New Issue | |
Jun 26, 2021 6:00 pm | slake-moth | Note Added: 0062307 | |
Jun 26, 2021 6:00 pm | slake-moth | File Added: ArcenDebugLog.txt | |
Jun 26, 2021 6:00 pm | slake-moth | File Added: start.save | |
Jun 26, 2021 6:00 pm | slake-moth | File Added: start.savemet | |
Jul 19, 2021 4:42 am | Daniexpert | Relationship added | has duplicate 0025435 |
Aug 4, 2021 5:19 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 4, 2021 5:19 pm | Chris_McElligottPark | Status | new => resolved |
Aug 4, 2021 5:19 pm | Chris_McElligottPark | Resolution | open => fixed |
Aug 4, 2021 5:19 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.503 Multiplayer Sound |
Aug 4, 2021 5:19 pm | Chris_McElligottPark | Note Added: 0062585 |