cem3cem3 / AppliedEcogisticsIssues

Bug tracker for the Eco mod: Applied Ecogistics
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Crash when moving items with crafting at the same time #13

Closed cem3cem3 closed 4 years ago

cem3cem3 commented 4 years ago

r1rider01: Getting this error when shift dragging a stack of iron into an Accessor, that is connected to some blast furnances.

--BEGIN DUMP-- Dump Time 02/26/2020 23:37:06

Exception Exception: InvalidOperationException Message:Changes could not be applied, the requested operation would result in an invalid inventory state: Inventory does not contain the items requested to be removed Source:Eco.Gameplay

System.InvalidOperationException: Changes could not be applied, the requested operation would result in an invalid inventory state: Inventory does not contain the items requested to be removed at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid) at Eco.Gameplay.Items.Inventory.Modify(Action1 callback, User user) at Eco.Gameplay.Items.WorkOrder.TryToContributeItems(User actor, Inventory inventory) at Eco.Gameplay.Components.CraftingComponent.AddResourcesToWorkOrders(User owner, User actor, Inventory source) at Eco.Gameplay.Components.CraftingComponent.FindAndAddResourcesToWorkOrders(User actor) at Eco.Gameplay.Components.CraftingComponent.Tick() at Eco.Shared.Utils.ListExtensions.ForEach[T](IList1 list, Action1 action) at Eco.Gameplay.Objects.WorldObject.Tick() at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable1 enumeration, Action`1 action) at Eco.Gameplay.Objects.WorldObjectManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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r1rider01 commented 4 years ago

Ok so more on this: seems to happen when a job needs more than is available in the accessor.

cem3cem3 commented 4 years ago

I still have no luck reproducing this. I hope this was fixed while fixing unrelated bugs, so let me know if this still happens in the new version.