Open anicalbano opened 1 month ago
From my playtest it seems to be related to #1181. After some time, I am starting getting partitioning errors and that is when teleportation stops working
IndexOutOfRangeException: Index was outside the bounds of the array.
Arch.LowLevel.Jagged.JaggedArray`1[T].Add (System.Int32 index, T& item) (at <7bb4cf50d14c4e7ca1f7dd19b34ab139>:0)
Arch.Core.EntityInfoStorage.Add (System.Int32 id, System.Int32 version, Arch.Core.Archetype archetype, Arch.Core.Slot slot) (at <8704400f3ef34475945ffb62bfb102d6>:0)
Arch.Core.World.Create[T0] (T0& t0Component) (at <8704400f3ef34475945ffb62bfb102d6>:0)
ECS.SceneLifeCycle.IncreasingRadius.LoadPointersByIncreasingRadiusSystem.ResolveActivePromise (ECS.SceneLifeCycle.Components.VolatileScenePointers& volatileScenePointers, ECS.SceneLifeCycle.Components.ProcessedScenePointers& processedScenePointers) (at Assets/Scripts/ECS/SceneLifeCycle/IncreasingRadius/LoadPointersByIncreasingRadiusSystem.cs:162)
ECS.SceneLifeCycle.IncreasingRadius.LoadPointersByIncreasingRadiusSystem.ResolveActivePromiseQuery (Arch.Core.World world) (at Arch.System.SourceGenerator/Arch.System.SourceGenerator.QueryGenerator/LoadPointersByIncreasingRadiusSystem.ResolveActivePromise(ref VolatileScenePointers, ref ProcessedScenePointers).g.cs:35)
ECS.SceneLifeCycle.IncreasingRadius.LoadPointersByIncreasingRadiusSystem.Update (System.Single t) (at Assets/Scripts/ECS/SceneLifeCycle/IncreasingRadius/LoadPointersByIncreasingRadiusSystem.cs:63)
IndexOutOfRangeException: Index was outside the bounds of the array.
Arch.LowLevel.Jagged.JaggedArray`1[T].get_Item (System.Int32 i) (at <7bb4cf50d14c4e7ca1f7dd19b34ab139>:0)
Arch.Core.EntityInfoStorage.GetArchetype (System.Int32 id) (at <8704400f3ef34475945ffb62bfb102d6>:0)
Arch.Core.World.Add[T] (Arch.Core.Entity entity, Arch.Core.Archetype& newArchetype, Arch.Core.Slot& slot) (at <8704400f3ef34475945ffb62bfb102d6>:0)
Arch.Core.World.Add[T] (Arch.Core.Entity entity, T& component) (at <8704400f3ef34475945ffb62bfb102d6>:0)
ECS.SceneLifeCycle.Systems.PartitionSceneEntitiesSystem.PartitionNewEntity (Arch.Core.Entity& entity, ECS.SceneLifeCycle.SceneDefinition.SceneDefinitionComponent& definition) (at Assets/Scripts/ECS/SceneLifeCycle/Systems/PartitionSceneEntitiesSystem.cs:111)
ECS.SceneLifeCycle.Systems.PartitionSceneEntitiesSystem.PartitionNewEntityQuery (Arch.Core.World world) (at Arch.System.SourceGenerator/Arch.System.SourceGenerator.QueryGenerator/PartitionSceneEntitiesSystem.PartitionNewEntity(in Entity, ref SceneDefinitionComponent).g.cs:35)
ECS.SceneLifeCycle.Systems.PartitionSceneEntitiesSystem.Update (System.Single t) (at Assets/Scripts/ECS/SceneLifeCycle/Systems/PartitionSceneEntitiesSystem.cs:87)
ECS.Abstract.BaseUnityLoopSystem.Update (System.Single& t) (at Assets/Scripts/ECS/Abstract/BaseUnityLoopSystem.cs:29)
Rethrow as EcsSystemException: [SCENE_LOADING]: [PartitionSceneEntitiesSystem]
ECS.Abstract.BaseUnityLoopSystem.Update (System.Single& t) (at Assets/Scripts/ECS/Abstract/BaseUnityLoopSystem.cs:35)
Explorer Alpha build version:
0.3.463-gf5b67b0c-main
Issue Description:
After making several jumps through scenes, at certain point it's not possible to teleport anymore via
/goto
or using the map. If we are stuck on a place and move to other, the client will load, take a while on 92% and when everything loads again, the position is the same, without being teleported.In other cases, the loading bar progresses as expected, bu the avatar stays in the same coordinates, withou teleporting to Genesis Plaza.
Repro steps are yet to be defined, but these are the tentative ones:
Steps to reproduce:
After a few attempts, the issue should appear.
Evidence:
Player.log
Additional Notes: