View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017186 | Stars Beyond Reach | Bug - Other | Jun 7, 2015 4:49 pm | Jun 7, 2015 7:21 pm | |
Reporter | Cinth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.876 (Much Sanity Was Added) | ||||
Fixed in Version | 0.877 (Citybuilding Smoothness) | ||||
Summary | 0017186: Errors reported by engine | ||||
Description | Alt tab on game initialization gave these reports (found testing for white squares). Repro Tab out as soon as the game screen pops up. Give it enough time to finish loading (I usually check the web for a minute or three), and move back into the game. Errors pop when the game is back up. It's not quite a 100% repro though I can pop these more often than not. | ||||
Tags | No tags attached. | ||||
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ArcenDebugLog.txt (12,212 bytes)
6/7/2015 1:43:03 PM Steamworks Init 6/7/2015 1:43:03 PM Steamworks IsRunning: True 6/7/2015 1:43:03 PM GameInit (0 - 6/7/2015 1:43:03 PM) 6/7/2015 1:43:03 PM GameInit (1 - 6/7/2015 1:43:03 PM) 6/7/2015 1:43:03 PM GameInit (2 - 6/7/2015 1:43:03 PM) 6/7/2015 1:43:03 PM Version: 0.876 6/7/2015 1:43:04 PM audio load: 463 6/7/2015 1:43:04 PM GameInit (3 - 6/7/2015 1:43:04 PM) 6/7/2015 1:43:04 PM GameInit (4 - 6/7/2015 1:43:04 PM) 6/7/2015 1:43:45 PM GameInit (5 - 6/7/2015 1:43:45 PM) 6/7/2015 1:43:45 PM GameInit (6 - 6/7/2015 1:43:45 PM) 6/7/2015 1:43:45 PM GameInit (7 - 6/7/2015 1:43:45 PM) 6/7/2015 1:43:46 PM ----------- Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_vertices(UnityEngine.Vector3[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ErrorsReportedByEngine: ----------- Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText, Boolean SuppressArcenDebugLog) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_vertices(UnityEngine.Vector3[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ----------- Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_uv(UnityEngine.Vector2[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ErrorsReportedByEngine: ----------- Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText, Boolean SuppressArcenDebugLog) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_uv(UnityEngine.Vector2[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ----------- Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_colors(UnityEngine.Color[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ErrorsReportedByEngine: ----------- Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText, Boolean SuppressArcenDebugLog) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_colors(UnityEngine.Color[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ----------- Failed setting triangles. Some indices are referencing out of bounds vertices. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_triangles(System.Int32[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 6/7/2015 1:43:46 PM ErrorsReportedByEngine: ----------- Failed setting triangles. Some indices are referencing out of bounds vertices. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText, Boolean SuppressArcenDebugLog) at EngineConfig.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_triangles(System.Int32[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() |
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ErrorsReportedByEngine.txt (1,263 bytes)
6/7/2015 1:43:46 PM (0.876) Mem: 31,612,928 Mode: SinglePlayerOrMultiplayerHost Plat:WindowsPlayer -----------------------------------ErrorsReportedByEngine----------------------------------- ----------- Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Stack Trace: 6/7/2015 1:43:46 PM (0.876) Mem: 31,817,728 Mode: SinglePlayerOrMultiplayerHost Plat:WindowsPlayer -----------------------------------ErrorsReportedByEngine----------------------------------- ----------- Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. Stack Trace: 6/7/2015 1:43:46 PM (0.876) Mem: 32,010,240 Mode: SinglePlayerOrMultiplayerHost Plat:WindowsPlayer -----------------------------------ErrorsReportedByEngine----------------------------------- ----------- Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. Stack Trace: 6/7/2015 1:43:46 PM (0.876) Mem: 32,215,040 Mode: SinglePlayerOrMultiplayerHost Plat:WindowsPlayer -----------------------------------ErrorsReportedByEngine----------------------------------- ----------- Failed setting triangles. Some indices are referencing out of bounds vertices. Stack Trace: |
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Thanks! * Put in a change to a long-running thing where it was possible to have text strings that were apparently tens of thousands of lines long for some reason and thus causing the SpriteText class to barf out error messages about its vertices arrays being out of bounds. Now if a string is more than 10k words long, it crops it to 10k words before trying to draw it. There's no way a valid string should ever be that wrong, so whatever the heck is going on should hopefully stop. Maybe whatever the root cause is of the overly-long strings will actually become apparent! |
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Heh, I'm updating and your already fixing it... GG Chris, GG. |
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Nailed it the rest of the way. :D * Fixed a super longrunning issue, probably dating back to when we first ported to unity (but at least back to Valley 2), where during load it would smear a lot of extra text together in an overly-long buffer during load. The reason was that it was updating the text buffer but only clearing it during render, and especially if you were tabbed out it could go many frames without rendering, and thus the buffer would just get insanely larger and larger. ** If you ever saw the "Steamworks Enabled!" message like 10 times on the left of your screen right when you hit the main menu, then that's what that was. So that was the cause of the overly-long text that would then error out. |
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Still, GG. |
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:) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 7, 2015 4:49 pm | Cinth | New Issue | |
Jun 7, 2015 4:49 pm | Cinth | File Added: ArcenDebugLog.txt | |
Jun 7, 2015 4:49 pm | Cinth | File Added: ErrorsReportedByEngine.txt | |
Jun 7, 2015 5:00 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 7, 2015 5:00 pm | Chris_McElligottPark | Status | new => assigned |
Jun 7, 2015 5:00 pm | Chris_McElligottPark | Note Added: 0042012 | |
Jun 7, 2015 5:01 pm | Cinth | Description Updated | |
Jun 7, 2015 5:02 pm | Cinth | Note Added: 0042015 | |
Jun 7, 2015 5:16 pm | Chris_McElligottPark | Note Added: 0042020 | |
Jun 7, 2015 5:16 pm | Chris_McElligottPark | Status | assigned => resolved |
Jun 7, 2015 5:16 pm | Chris_McElligottPark | Fixed in Version | => 0.877 (Citybuilding Smoothness) |
Jun 7, 2015 5:16 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 7, 2015 6:19 pm | Cinth | Note Added: 0042027 | |
Jun 7, 2015 7:21 pm | Chris_McElligottPark | Note Added: 0042032 |