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landing 2 trailblazer landers from 2 rockets simultaneous can cause a crash


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When trying to land 2 trailblazer landers from 2 different rockets (1 per rocket) simultaneous then game can crash. I did try multiple times to get the crash to happen again but i'm seem unable to get it to happen again. Most of the time both dupes will get to the door, the dupe that seems the be first there will land and the other will stand at the door, i seems like the game doesn't want to let you land 2 landers at the same time? maybe to prevent this from happening?


Crash report:

Exception in: (PioneerModule).JettisonableCargoModule.root.not_grounded.emptying. 
System.NullReferenceException: Object reference not set to an instance of an object
  at JettisonableCargoModule+StatesInstance.CancelPendingDeploy () [0x00028] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at JettisonableCargoModule+<>c.<InitializeStates>b__7_4 (JettisonableCargoModule+StatesInstance smi) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>: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) [0x00048] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>: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 <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at ClusterGridEntity.SendClusterLocationChangedEvent (AxialI oldLocation, AxialI newLocation) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at ClusterGridEntity.set_Location (AxialI value) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at ClusterFXEntity.Init (AxialI location, UnityEngine.Vector3 animOffset) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at JettisonableCargoModule+StatesInstance.FinalDeploy () [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at JettisonableCargoModule+<>c.<InitializeStates>b__7_2 (JettisonableCargoModule+StatesInstance smi, System.Single dt) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <0f4b778ef79c497e89f6ee18303840cf>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
  at Game.Update () [0x00000] in <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0 
Build: U47-562984-S


Steps to Reproduce

I think if you get the time perfect you could reproduce this crash. AKA needs to happen in the same game tick so both start at the same time and the "check" doesn't yet see a dupe that is landing? Or maybe 1 tick after the first. It seems like a strange edge case to me. i Have added the save file at the time i was trying to land both dupes, i waited until the daily saves happend and paused the game to get both dupes into there lander.

Ultra Spaceprison.sav




User Feedback


I also got this crash with a single rocket in orbit with a single lander module.  Game state was heavily loaded, lots of lag, which may be related.  Also, when deploying the lander it cancelled several times while the dupe was walking from one end of the rocket to the other and I had to manually re-deploy the lander.

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