stackcollision / Nebulous-BugReporting

Issue-only repository for reporting bugs in NEBULOUS: Fleet Command
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Game 35 - Flurry of one NRE while leaving Skirmish #726

Open ShadowLotus232 opened 1 month ago

ShadowLotus232 commented 1 month ago

Describe the bug While loading from skirmish to CQ map a cascade of the same NRE

To Reproduce Steps to reproduce the behavior:

  1. Fight a battle
  2. Finish the battle
  3. See thousands of errors during loading screen

Expected behavior A clean transition between modes

Additional context Clients only, not host Seems to have only been clients on the opposing team to the host, but that may be coincidence There's nearly 5000 instances of this bug, all exactly the same

NullReferenceException: Object reference not set to an instance of an object
  at Conquest.Crew.Officer.OnStartClient () [0x00008] in D:\Projects\Unity\Nebulous Conquest\Assets\Source\Conquest\Crew\Officer.cs:101 
  at Mirror.NetworkIdentity.OnStartClient () [0x00048] in D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkIdentity.cs:739 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception, Object)
Mirror.NetworkIdentity:OnStartClient() (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkIdentity.cs:743)
Mirror.NetworkClient:ApplySpawnPayload(NetworkIdentity, SpawnMessage) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkClient.cs:1020)
Mirror.NetworkClient:OnSpawn(SpawnMessage) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkClient.cs:1277)
Mirror.<>c__DisplayClass46_0`1:<RegisterHandler>g__HandlerWrapped|0(NetworkConnection, SpawnMessage) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkClient.cs:454)
Mirror.<>c__DisplayClass6_0`2:<WrapHandler>b__0(NetworkConnection, NetworkReader, Int32) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\MessagePacking.cs:118)
Mirror.NetworkClient:UnpackAndInvoke(NetworkReader, Int32) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkClient.cs:274)
Mirror.NetworkClient:OnTransportData(ArraySegment`1, Int32) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkClient.cs:342)
Mirror.FizzySteam.<>c__DisplayClass26_0:<CreateClient>b__2(Byte[], Int32) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\Transport\FizzyFacepunch\NextClient.cs:41)
Mirror.FizzySteam.NextClient:OnMessageReceived(IntPtr, Int32) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\Transport\FizzyFacepunch\NextClient.cs:115)
FizzyConnectionManager:OnMessage(IntPtr, Int32, Int64, Int64, Int32) (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\Transport\FizzyFacepunch\FizzyConnectionManager.cs:10)
Steamworks.ConnectionManager:ReceiveMessage(IntPtr)
Steamworks.ConnectionManager:Receive(Int32)
Mirror.FizzySteam.NextClient:ReceiveData() (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\Transport\FizzyFacepunch\NextClient.cs:175)
Mirror.FizzySteam.FizzyFacepunch:ClientEarlyUpdate() (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\Transport\FizzyFacepunch\FizzyFacepunch.cs:59)
Mirror.NetworkClient:NetworkEarlyUpdate() (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkClient.cs:1345)
Mirror.NetworkLoop:NetworkEarlyUpdate() (at D:\Projects\Unity\Nebulous Conquest\Assets\Mirror\Runtime\NetworkLoop.cs:186)

(Filename: D:/Projects/Unity/Nebulous Conquest/Assets/Mirror/Runtime/NetworkIdentity.cs Line: 743)

Attachments Full log (There's a bunch of deserialize errors at the bottom) Game 35 - post battle cascade.log