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Occasional crashes with updates to the map


imazined
  • Branch: Preview Branch Version: Windows Pending

It's not often but  I had repeated crashes while the dupes built or dug something. Sadly I have no good way to reproduce it. But since the stacktraces seem to touch the same code. I post it here maybe some dev has one of those "Of course" moments when they see it.

Assert failed

UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
LogCatcher:UnityEngine.ILogHandler.LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) (at /home/build/workspace/game/Assets/scripts/game/Game.cs:51)
UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at /home/build/workspace/game/Assets/Plugins/Debug.cs:153)
Debug:Assert (bool) (at /home/build/workspace/game/Assets/Plugins/Debug.cs:190)
DebugUtil:Assert (bool) (at /home/build/workspace/game/Assets/Plugins/Klei/util/DebugUtil.cs:24)
KAnimBatch/AtlasList:Add (UnityEngine.Texture2D) (at /home/build/workspace/game/Assets/Plugins/Klei/animation/KAnimBatch.cs:85)
SymbolOverrideController:ApplyOverrides () (at /home/build/workspace/game/Assets/scripts/animation/SymbolOverrideController.cs:291)
KBatchedAnimController:ApplySymbolOverrides () (at /home/build/workspace/game/Assets/scripts/animation/KBatchedAnimController.cs:1045)
KAnimBatch:UpdateDirty (int) (at /home/build/workspace/game/Assets/Plugins/Klei/animation/KAnimBatch.cs:505)
BatchSet:UpdateDirty (int) (at /home/build/workspace/game/Assets/Plugins/Klei/animation/BatchSet.cs:166)
KAnimBatchManager:UpdateDirty (int) (at /home/build/workspace/game/Assets/Plugins/Klei/animation/KAnimBatchManager.cs:285)
World:LateUpdate () (at /home/build/workspace/game/Assets/scripts/game/World.cs:231)

Build: U57-698380-SCRP

Also as you can see on the player.log - the crash screen spams the player.log file.


Steps to Reproduce

Not really except for build and dig a lot. Lot means real life hours.

DxDiag.txt




User Feedback


One interesting theory could be that this were emote of critters that died but the emote was already queued for a world update call.

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In today's hotfix I added better error logging to track down this issue. If this happens again please attach a new Player.log.

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