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JamesWa

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  1. Hi All, Posting a bug I've encountered, managed to get a stacktrace by enabling logging on log4net and outputting VStudio It seems that if TUs reaches 100+ (I have one character at 102 TUs and another at 100 TUs). I've managed to replicate this by having them both using laser weapons after researching laser ammo renewal. If I use anything other than Laser in mission the crash doesn't occur. I managed to get this down to Xenonauts.GroundCombat.Abilities.RegenerateAmmoAbility - but only going by the header I can't tell if this is related to Laser as TU seems to be called just before RegenerateAmmoAbility is called and I can't step into (no breakpoints). Although if I hold TU and force it lower, it seems to work OK. Or if I go for NULL value on TU it seems to go over 99 (100) as it seems to count 0. My best guess the number is rolling over in some way on the new round with 100+ being bigger than 99 causing the lockup. Output: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Disposing: 0 animation(s), 4 screen(s) NullReferenceException: [INITIAL CRASH] - A fatal error occurred during Update[] - Object reference not set to an instance of an object Context: - Object reference not set to an instance of an object at Artitas.Entity.DeltaShots (Single valueDelta) [0x00000] in <filename unknown>:0 at Xenonauts.GroundCombat.Abilities.RegenerateAmmoAbility.<Create>m__3 (Common.RPG.AbilityState state, IEventEffect`1 effect, Common.FSM.Systems.PhaseStepReport`2 report) [0x00000] in <filename unknown>:0 at Common.RPG.DelegateEventEffect`2[Common.RPG.AbilityState,Common.FSM.Systems.PhaseStepReport`2[Xenonauts.GroundCombat.GCPhases+RoundEnd,Common.FSM.Systems.Steps+Begin]].Apply (Common.RPG.AbilityState state, IEvent event) [0x00000] in <filename unknown>:0 at Common.RPG.AbilityState.ExecuteEventEffects (IEvent event) [0x00000] in <filename unknown>:0 at Common.RPG.AbilityState.Execute (IEvent event) [0x00000] in <filename unknown>:0 at Common.RPG.AbilitySystem.DelegateToAbilities (IEvent trigger) [0x00000] in <filename unknown>:0 at Common.RPG.AbilitySystem.Handle (IEvent trigger) [0x00000] in <filename unknown>:0 at Artitas.DebugProcessStrategy.ProcessEvent (IEvent queuedEvent) [0x00000] in <filename unknown>:0 at Artitas.World.HandleEvent[IPhaseStepReport] (IPhaseStepReport event) [0x00000] in <filename unknown>:0 at Common.FSM.Systems.PhasedFSMSystem`2[TPhase,TComponent].ProcessStep (Transition transition, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Stateless.StateMachine`2+StateRepresentation+<AddEntryAction>c__AnonStorey1[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].<>m__0 (IStep state, Transition t, System.Object[] args) [0x00000] in <filename unknown>:0 at Stateless.StateMachine`2+StateRepresentation[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].ExecuteEntryActions (Transition transition, System.Object[] entryArgs) [0x00000] in <filename unknown>:0 at Stateless.StateMachine`2+StateRepresentation[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].Enter (Transition transition, System.Object[] entryArgs) [0x00000] in <filename unknown>:0 at Stateless.StateMachine`2[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].InternalFire (PhaseStepTrigger trigger, System.Object[] args) [0x00000] in <filename unknown>:0 at Common.FSM.Systems.PhasedFSMSystem`2[TPhase,TComponent].HandleNextStep () [0x00000] in <filename unknown>:0 at Common.FSM.Systems.PhasedFSMSystem`2[TPhase,TComponent].HandleDeltaTimeUpdate (Artitas.Events.DeltaTimeEvent report) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.GroundCombatLogicSystem, Artitas.Events.DeltaTimeEvent>:invoke_void__this___GroundCombatLogicSystem_DeltaTimeEvent (Xenonauts.GroundCombat.GroundCombatLogicSystem,Artitas.Events.DeltaTimeEvent) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Artitas.Events.DeltaTimeEvent,Xenonauts.GroundCombat.GroundCombatLogicSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x00000] in <filename unknown>:0 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00000] in <filename unknown>:0 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00000] in <filename unknown>:0 at Artitas.DebugProcessStrategy.ProcessEvent (IEvent queuedEvent) [0x00000] in <filename unknown>:0 at Artitas.DefaultProcessStrategy.Process () [0x00000] in <filename unknown>:0 at Artitas.DebugProcessStrategy.Process () [0x00000] in <filename unknown>:0 at Artitas.World.Process () [0x00000] in <filename unknown>:0 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00000] in <filename unknown>:0 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x00000] in <filename unknown>:0 at Xenonauts.XenonautsMain.Update () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Common.Logging.UnityLogAppender:Append(LoggingEvent) log4net.Appender.AppenderSkeleton:DoAppend(LoggingEvent) log4net.Util.AppenderAttachedImpl:AppendLoopOnAppenders(LoggingEvent) log4net.Repository.Hierarchy.Logger:CallAppenders(LoggingEvent) log4net.Repository.Hierarchy.Logger:ForcedLog(Type, Level, Object, Exception) log4net.Repository.Hierarchy.Logger:Log(Type, Level, Object, Exception) log4net.Core.LogImpl:Fatal(Object, Exception) Xenonauts.XenonautsMain:OnApplicationQuit() (Filename: Line: -1) Setting up 8 worker threads for Enlighten. Thread -> id: 300c -> priority: 1 Thread -> id: 2394 -> priority: 1 Thread -> id: 3104 -> priority: 1 Thread -> id: 2584 -> priority: 1 Thread -> id: 1fc4 -> priority: 1 Thread -> id: 33d8 -> priority: 1 Thread -> id: 2a88 -> priority: 1 Thread -> id: 37a0 -> priority: 1
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