View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025389 | AI War 2 | Crash/Exception | Jul 10, 2021 11:22 am | Aug 4, 2021 5:19 pm | |
Reporter | Daniexpert | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.307 Art Overload And The Devourer Chrysalis | ||||
Fixed in Version | Beta 3.503 Multiplayer Sound | ||||
Summary | 0025389: BuildingDronesInternally exception | ||||
Description | I had this error appear 8 seconds into this save file, but after reloading it didn't repeat. | ||||
Tags | No tags attached. | ||||
related to | 0025435 | resolved | Chris_McElligottPark | BuildingDronesInternally debugStage 1600 |
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Exception.txt (3,650 bytes)
7/10/2021 5:15:22 PM 3.307 SINGLEP DELAYED2: ERROR In BuildingDronesInternally debugStage 1400: System.NullReferenceException: Object reference not set to an instance of an object at Arcen.AIW2.Core.Fleet.DoForMemberGroupsSorted_NonSim (Arcen.AIW2.Core.Fleet+Membership+ProcessorDelegate Processor) [0x000af] in <28c31526625d4b9dacb9edcc275c7f5f>: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 <28c31526625d4b9dacb9edcc275c7f5f>:0 at System.Environment.get_StackTrace () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <c754a612ddf146d99b26a39e3f30b2d8>: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 <28c31526625d4b9dacb9edcc275c7f5f>:0 at Arcen.AIW2.Core.Faction.DoFactionStepLogic_Stage1 (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <28c31526625d4b9dacb9edcc275c7f5f>:0 at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass57_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>:0 at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <28c31526625d4b9dacb9edcc275c7f5f>:0 at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>:0 at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>:0 at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>:0 at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>:0 at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>:0 at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <4fc64abfcbc34952a5e171e3acf3405d>: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 |
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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 |
---|---|---|---|
Jul 10, 2021 11:22 am | Daniexpert | New Issue | |
Jul 10, 2021 11:22 am | Daniexpert | File Added: Autosave at 1h 0m 0s.save | |
Jul 10, 2021 11:22 am | Daniexpert | File Added: Exception.txt | |
Jul 19, 2021 4:41 am | Daniexpert | Relationship added | related to 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: 0062586 |