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Remote worker crash on rock crusher The Sequel


Tigin
  • Branch: Live Branch Version: Windows Pending

Similar to 

 but the crash message is different enough where there might be another issue with it. In this case, I disabled door permissions of dupes and boops but Rockpost 1 still managed to crash

 

[03:46:41.949] [1] [ERROR] RemoteWorker.Rockpost 1.state should be idle but instead it's:Working
RemoteWorker.Rockpost 1.state should be idle but instead it's:Working
[03:46:42.100] [1] [INFO] Checking which steam branch we're on. Got: []

 

Volcano3 Cycle 2031.sav


Steps to Reproduce

:((




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The logs had an incomplete stack trace. Here's the whole she-bang

RemoteWorker.Rockpost 1.state should be idle but instead it's:Working

  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <82f243aab18c4f32918da2df41974365>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at StandardWorker.StartWork (WorkerBase+StartWorkInfo start_work_info) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at GameStateMachine`4+State+<>c__DisplayClass93_0`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,WorkableType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at GameStateMachine`4+State+<>c__DisplayClass92_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at GameStateMachine`4+State+<>c__DisplayClass83_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <82d98ed04cc642f199bc654910617431>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
  at Game.Update () [0x00000] in <81d82ef0abf84e63af4ab107d5f451bc>:0 
Build: U54-647408-SCR

 

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This still happens. It seems to occur where I have multiple controllers assigned to multiple docks (not a frequent occurrence, about once every few hundred cycles)

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