stackcollision / Nebulous-BugReporting

Issue-only repository for reporting bugs in NEBULOUS: Fleet Command
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Game 31: Shipyard Prod. Manager glitched - ArgumentException, at Conquest.UI.Elements.ShipyardProductionStationItem.Set (Conquest.Stations.SpaceStation station, Conquest.UI.Windows.ShipyardProductionContent main) #685

Closed ignifluous closed 2 months ago

ignifluous commented 2 months ago

Describe the bug During turn 1 tasking, as HADM of team 2, attempted to open shipyard production manager to see state of production.

Red text ensued, along with a "no stations with construction facilities available" message on the manager window, and the visible elements within the window are unresponsive (though it can be moved/closed fine).

At least one other team member reported the same behaviour.

Log snip:

ArgumentException: An item with the same key has already been added. Key: Conquest.Stations.BerthAddress
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at Conquest.UI.Elements.ShipyardProductionStationItem.Set (Conquest.Stations.SpaceStation station, Conquest.UI.Windows.ShipyardProductionContent main) [0x000bd] in D:\Projects\Unity\Nebulous Conquest\Assets\Source\Conquest\UI\Elements\ShipyardProductionStationItem.cs:58 
  at Conquest.UI.Windows.ShipyardProductionContent.CreateStationItem (Conquest.Stations.SpaceStation station) [0x00032] in D:\Projects\Unity\Nebulous Conquest\Assets\Source\Conquest\UI\Windows\ShipyardProductionContent.cs:93 
  at Conquest.UI.Windows.ShipyardProductionContent.Set (Conquest.ConquestTeam team) [0x000c4] in D:\Projects\Unity\Nebulous Conquest\Assets\Source\Conquest\UI\Windows\ShipyardProductionContent.cs:57 
  at Conquest.UI.ConquestUIMain.ButtonOpenShipyardManager () [0x00001] in D:\Projects\Unity\Nebulous Conquest\Assets\Source\Conquest\UI\ConquestUIMain.cs:134 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in C:\buildslave\unity\build\Runtime\Export\UnityEvent\UnityEvent.cs:180 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00022] in C:\buildslave\unity\build\Runtime\Export\UnityEvent\UnityEvent\UnityEvent_0.cs:58 
  at UnityEngine.UI.Button.Press () [0x00027] in D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Button.cs:68 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00010] in D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Button.cs:110 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00001] in D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\ExecuteEvents.cs:50 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00074] in D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\ExecuteEvents.cs:262 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\ExecuteEvents.cs:266)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:187)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:642)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:548)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:528)
UnityEngine.EventSystems.StandaloneInputModule:Process() (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:282)
UnityEngine.EventSystems.EventSystem:Update() (at D:\Projects\Unity\Nebulous Conquest\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\EventSystem.cs:385)

To Reproduce (untested repro steps, but this is what I did)

  1. Load save
  2. Click on "PROD" menu in top-right
  3. Click on "Shipyard production"
  4. See error

Attachments Screenshot: image

Save: Thursday_Game_31_Turn_1.zip

Full log: shpyd prodman error.log

ShadowLotus232 commented 2 months ago

Issue appeared again in Game 33.

This is a client issue only. Host of the game could use the window just fine and did not receive an error. Multiple client players on both teams had the same issue. Stacktrace exactly the same.