Closed YakovAU closed 1 year ago
It would be helpful and much appreciated in terms of maintaining mod compatibility. I’ve seen quite a few using DF/Ravenhearst in combination with the mod.
heres the log information, it happens on a newgame in the debug build. Reading External Particles in ConfigFeatureBlock/ExternalParticles...
Done Reading External Particles.
2023-09-06T01:50:23 1127.175 INF Started thread IH-ThreadSafeAStarPathFinder
2023-09-06T01:50:23 1127.233 INF [Improved Hordes] [ImprovedHordesCore] .ctor(Int32,ILoggerFactory,IRandomFactory`1,IEntitySpawner): Initializing.
2023-09-06T01:50:23 1127.268 INF Started thread IHThreaded-WorldEventReporter
2023-09-06T01:50:23 1127.269 INF Started thread IHThreaded-WorldHordeTracker
2023-09-06T01:50:23 1127.269 INF StartGame done
2023-09-06T01:50:23 1127.269 INF Started thread IHThreaded-WorldHordePopulator
2023-09-06T01:50:23 1127.269 ERR Exception in thread IHThreaded-WorldEventReporter:
2023-09-06T01:50:23 1127.269 ERR Exception in thread IHThreaded-WorldHordeTracker:
2023-09-06T01:50:23 1127.269 ERR Exception in thread IHThreaded-WorldHordePopulator:
2023-09-06T01:50:23 1127.273 EXC get_time can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
at (wrapper managed-to-native) UnityEngine.Time.get_time()
at ImprovedHordes.Core.Threading.Threaded.ThreadLoop (ThreadManager+ThreadInfo threadInfo) [0x00014] in <545fd6ff8ed54acf9c76b226d604ce04>:0
at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x0005d] in
2023-09-06T01:50:23 1127.273 EXC get_time can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
at (wrapper managed-to-native) UnityEngine.Time.get_time()
at ImprovedHordes.Core.Threading.Threaded.ThreadLoop (ThreadManager+ThreadInfo threadInfo) [0x00014] in <545fd6ff8ed54acf9c76b226d604ce04>:0
at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x0005d] in
2023-09-06T01:50:23 1127.273 INF Exited thread IHThreaded-WorldHordePopulator
2023-09-06T01:50:23 1127.273 INF Exited thread IHThreaded-WorldHordeTracker
2023-09-06T01:50:23 1127.273 EXC get_time can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
at (wrapper managed-to-native) UnityEngine.Time.get_time()
at ImprovedHordes.Core.Threading.Threaded.ThreadLoop (ThreadManager+ThreadInfo threadInfo) [0x00014] in <545fd6ff8ed54acf9c76b226d604ce04>:0
at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x0005d] in
2023-09-06T01:50:23 1127.273 INF Exited thread IHThreaded-WorldEventReporter
2023-09-06T01:50:23 1127.423 INF [Steamworks.NET] GameServer.Init successful
2023-09-06T01:50:23 1127.428 INF [Steamworks.NET] Making server public
2023-09-06T01:50:23 1127.429 INF Entering RefreshButtons Prefix
2023-09-06T01:50:23 1127.429 INF Buttons are not set to show. Deactivating.
Calling Animator.GotoState on Synchronize layer
2023-09-06T01:50:24 1127.802 INF [EOS] Server registered, session: 1d45a8d26203492d824a3452c1a95b5f
2023-09-06T01:50:24 1127.805 INF [EOS] Session address: 159.196.149.228
2023-09-06T01:50:24 1127.810 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypePublic)
2023-09-06T01:50:24 1128.148 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775244366118067, server SteamID=, server public IP=15.19.14.22, server port=26900
2023-09-06T01:50:24 1128.155 INF [Steamworks.NET] Lobby entered: 109775244366118067
2023-09-06T01:50:24 1128.355 INF [Steamworks.NET] GameServer.LogOn successful, SteamID=90176095449852958, public IP=15.19.14.22
2023-09-06T01:50:24 1128.359 INF [Steamworks.NET] Exiting Lobby
2023-09-06T01:50:24 1128.359 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypePublic)
2023-09-06T01:50:25 1128.710 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775244366118082, server SteamID=90176095449852958, server public IP=15.19.14.22, server port=26900
2023-09-06T01:50:25 1128.713 INF [Steamworks.NET] Lobby entered: 109775244366118082
2023-09-06T01:50:26 1129.820 INF Respawn almost done
2023-09-06T01:50:26 1129.834 INF Chat (from '-non-player-', entity id '-1', to 'Global'): 'Improved Hordes': 2.0.0-beta.5 Experimental Build.
2023-09-06T01:50:26 1129.834 INF Chat (from '-non-player-', entity id '-1', to 'Global'): 'Improved Hordes': Please report any bugs/performance issues at github.com/FilUnderscore/ImprovedHordes/issues
2023-09-06T01:50:26 1129.840 INF PlayerSpawnedInWorld (reason: NewGame, position: -349, 35, 101): localplayer
2023-09-06T01:50:26 1129.873 INF 30290+1 Origin Reposition (0.0, 0.0, 0.0) to (-352.0, 32.0, 96.0)
2023-09-06T01:50:28 1132.006 INF MinEventLogMessage: XP gained during the last level:
2023-09-06T01:50:28 1132.006 INF CVarLogValue: $xpFromLootThisLevel == 0
2023-09-06T01:50:28 1132.006 INF CVarLogValue: $xpFromHarvestingThisLevel == 0
2023-09-06T01:50:28 1132.006 INF CVarLogValue: $xpFromKillThisLevel == 0
2023-09-06T01:50:29 1133.417 ERR Exception in thread IH-ThreadSafeAStarPathFinder:
2023-09-06T01:50:29 1133.418 EXC get_isPlaying can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
at (wrapper managed-to-native) UnityEngine.Application.get_isPlaying()
at AstarPath.StartPath (Pathfinding.Path path, System.Boolean pushToFront) [0x000f3] in <75c8fe99ae854d1a97348f99c534fe45>:0
at GamePath.ASPPathFinder.Calculate (UnityEngine.Vector3 _fromPos, UnityEngine.Vector3 _toPos) [0x001cc] in
2023-09-06T01:50:29 1133.418 INF Exited thread IH-ThreadSafeAStarPathFinder
Thanks for the log! Looks like Unity doesn't like stuff being accessed outside the main thread, odd that this is only occurring with the debug build.
we managed to catch a rare bug using the debug build, our splash screen would very rarely continue into the game, when we ran it on the debug build it popped a similar error and was consistent. Highly recommend using the debug build for development + rider IDE, the debugging tools in that are magic.
Try this build of the mod which makes some changes to threads depending on whether you're running a debug build. Hopefully Debug.isDebugBuild
is set correctly and recognizes which build of the game you are running. I haven't currently got a debug build of the game up and running.
https://ci.filunderscore.com/job/ImprovedHordes/job/threading-fix/1/
I feel there might be a couple more issues with some other things that rely on accessing Time.time
, but try out the build I've linked above and see if you catch any other errors.
Hey. we'll be likely using IH in Ravenhearst, we use the debug build of 7d and i was wondering if you want those errors reported still as generally they dont show up in vanilla.