Closed QgamesGeonPyoNoh closed 4 weeks ago
v200190
v190.0.0
Android, iOS
Android 12, iOS 17
0x3146FE0E47A1998e14cd8a33640e3648A5A90276
No response
[내용] 간헐적으로 캐릭터 생성 시 닉네임 입력 과정을 생략하는 현상 -해당 현상 발생 후 로딩이 계속되며, 실제 캐릭터는 생성되지 않았습니다. -Android, iOS 환경에서 확인했습니다.
https://github.com/planetarium/NineChronicles/assets/150774808/06dd6749-fd37-492d-a1f6-f97a69701bf6
[재현 스텝]
[Should be] 캐릭터 생성 시 닉네임 입력 과정을 진행해야 합니다.
KeyNotFoundException: index(1) Nekoyume.State.States.SelectAvatarAsync (System.Int32 index, System.Boolean initializeReactiveState, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.States.SelectAvatarAsync (System.Int32 index, System.Boolean initializeReactiveState, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- Cysharp.Threading.Tasks.UniTask+ExceptionResultSource1[T].GetResult (System.Int16 token) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.b__7_0 (System.Object state) (at <00000000000000000000000000000000>:0) UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.UnitySynchronizationContext.Exec () (at <00000000000000000000000000000000>:0)
1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest
1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- Cysharp.Threading.Tasks.UniTask+ExceptionResultSource
1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction
수정 내용 확인 완료되었습니다.
[테스트 환경] Android.v200190-190.0.1 iOS.v190.0.1(76)
https://github.com/planetarium/NineChronicles/assets/150774808/e0602053-f63e-4a04-93de-b30166299ad8
APV version info
v200190
Client version info
v190.0.0
Device
Android, iOS
detailed device info
Android 12, iOS 17
account address info
0x3146FE0E47A1998e14cd8a33640e3648A5A90276
avatar address info
No response
purchase receipt info
No response
What happened?
[내용] 간헐적으로 캐릭터 생성 시 닉네임 입력 과정을 생략하는 현상 -해당 현상 발생 후 로딩이 계속되며, 실제 캐릭터는 생성되지 않았습니다. -Android, iOS 환경에서 확인했습니다.
https://github.com/planetarium/NineChronicles/assets/150774808/06dd6749-fd37-492d-a1f6-f97a69701bf6
How to reproduce the issue
[재현 스텝]
[Should be] 캐릭터 생성 시 닉네임 입력 과정을 진행해야 합니다.
Relevant log output
KeyNotFoundException: index(1) Nekoyume.State.States.SelectAvatarAsync (System.Int32 index, System.Boolean initializeReactiveState, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.States.SelectAvatarAsync (System.Int32 index, System.Boolean initializeReactiveState, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigestb__7_0 (System.Object state) (at <00000000000000000000000000000000>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <00000000000000000000000000000000>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <00000000000000000000000000000000>:0)
1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest
1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- Cysharp.Threading.Tasks.UniTask+ExceptionResultSource
1[T].GetResult (System.Int16 token) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.State.RxProps.SelectAvatarAsync (System.Int32 avatarIndexToSelect, Libplanet.Common.HashDigest
1[T] stateRootHash, System.Boolean forceNewSelection) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0) Nekoyume.UI.LoginDetail.LoginClick () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction
1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.