View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022689 | AI War 2 | Bug - Gameplay | Jan 23, 2020 12:02 am | Jan 23, 2020 12:23 pm | |
Reporter | ZeusAlmighty | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.308 Mega Performance | ||||
Fixed in Version | 1.309 Instigator Cheekiness | ||||
Summary | 0022689: Bug report -- unfamiliar exception | ||||
Description | Badger says this is a new bug so posting the debug log and the save immediately after | ||||
Tags | No tags attached. | ||||
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Called AI Sentinels_execCont_607 pathfinder from two different contexts! First was executionContext, new one is specialFactionContext_22_AI |
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Thanks! * Fixed the "Called AI Sentinels_execCont_607 pathfinder from two different contexts! First was executionContext, new one is specialFactionContext_22_AI" error, and probably all related errors. ** The correct pathfinder to use for a faction is now centrally calculated from a method called GetPathfindersOfRelevanceFromContext, and there are now many more pathfinder instances possible to have on a faction instance to avoid the potential case where factions need to pathfind out of cases we were expecting. *** If pathfinding is done by Faction.FindPath in a generalized sense from certain types of threads (anything other than the main, execution context, or background faction planning threads), then honestly it will probably wind up with an exception and the programmer in question needs to instantiate their own custom pathfinder instance for whatever it is they have in mind. ** As it stands, it's now lazy-instantiating all these new possible pathfinding contexts per thread type per faction, since a lot of factions do next to no pathfinding and all of them only use some of the thread cases. *** This helps to avoid memory over-usage (even though that would still be minor in the grand scheme), and makes instantiating faction external data slightly faster than it was in the past and would have become in the future. * Also put in a count of pathfinders created in total, and discovered that we were creating and discarding a pathfinder or two every second or so. This was a minor performance drain and is now fixed. ** You will notice that the number of pathfinders goes up over time early in a new game because of the lazy-creation of them as factions need them, and that's normal (even some getting added hours after starting is normal, if a faction enters a new mode for the first time). Exiting one game and creating another will also cause more to get created. But there shouldn't be a runaway growth of them indefinitely. |
Date Modified | Username | Field | Change |
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Jan 23, 2020 12:02 am | ZeusAlmighty | New Issue | |
Jan 23, 2020 12:02 am | ZeusAlmighty | File Added: ArcenDebugLog.txt | |
Jan 23, 2020 12:02 am | ZeusAlmighty | File Added: post exception.save | |
Jan 23, 2020 12:13 am | BadgerBadger | Note Added: 0055731 | |
Jan 23, 2020 10:05 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 23, 2020 10:05 am | Chris_McElligottPark | Status | new => assigned |
Jan 23, 2020 12:23 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 23, 2020 12:23 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 23, 2020 12:23 pm | Chris_McElligottPark | Fixed in Version | => 1.309 Instigator Cheekiness |
Jan 23, 2020 12:23 pm | Chris_McElligottPark | Note Added: 0055749 |