You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Apr 17, 2022. It is now read-only.
Nexus AI stops doing things at certain moment slightly after it gets VTOLs and starts attacking with them (probably on the second or third attack). From what i've seen, the crash occurs somewhere in the middle of the vtolAttack() groups loop (sometimes the first group is handled correctly, but the next one crashes). The following stderr messages are produced for each crashed AI (probably at least two AI crashes (from a single game) are represented in these messages):
info |07:19:31: [scrBaseObjGet] Invalid object 0xce61b08 of type 828664175
info |07:19:31: [scrBaseObjGet] Assert in Warzone: scriptobj.cpp:76 (psObj->type ## OBJ_DROID || psObj->type OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error |07:19:31: [interpRunScript] interpRunScript: could not do var func
error |07:19:31: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=102)
error |07:19:31: [interpRunScript] Original event ID: 102 (of 119)
error |07:19:31: [interpRunScript] Current event ID: 102 (of 119)
error |07:19:31: [interpRunScript] Call depth : 0
error |07:19:31: [scrOutputCallTrace] *** Script call trace: ***
error |07:19:31: [scrOutputCallTrace] 0: N/A (current event)
info |07:19:31: [interpRunScript] interpRunScript: error while executing a script
info |07:19:31: [interpRunScript] Assert in Warzone: interpreter.cpp:925 (!"error while executing a script"), last script event: 'N/A'
info |07:19:31: [eventFireTrigger] Event N/A: code failed
info |07:19:31: [eventFireTrigger] Assert in Warzone: event.cpp:1018 (false), last script event: 'N/A'
info |07:19:31: [stackReset] stackReset: stack is not empty
info |07:19:31: [stackReset] Assert in Warzone: stack.cpp:1049 (((psCurrChunk ## psStackBase) && (currEntry 0))), last script event: 'N/A'
info |07:19:36: [scrBaseObjGet] Invalid object 0xce61b08 of type 828664175
info |07:19:36: [scrBaseObjGet] Assert in Warzone: scriptobj.cpp:76 (psObj->type ## OBJ_DROID || psObj->type OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error |07:19:36: [interpRunScript] interpRunScript: could not do var func
error |07:19:36: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=113)
error |07:19:36: [interpRunScript] Original event ID: 113 (of 119)
error |07:19:36: [interpRunScript] Current event ID: 113 (of 119)
error |07:19:36: [interpRunScript] Call depth : 0
error |07:19:36: [scrOutputCallTrace] *** Script call trace: ***
error |07:19:36: [scrOutputCallTrace] 0: N/A (current event)
info |07:19:36: [interpRunScript] interpRunScript: error while executing a script
info |07:19:36: [interpRunScript] Assert in Warzone: interpreter.cpp:925 (!"error while executing a script"), last script event: 'N/A'
info |07:19:36: [eventFireTrigger] Event N/A: code failed
info |07:19:36: [eventFireTrigger] Assert in Warzone: event.cpp:1018 (false), last script event: 'N/A'
info |07:19:45: [scrBaseObjGet] Invalid object 0xb82db18 of type -1
info |07:19:45: [scrBaseObjGet] Assert in Warzone: scriptobj.cpp:76 (psObj->type ## OBJ_DROID || psObj->type OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error |07:19:45: [interpRunScript] interpRunScript: could not do var func
error |07:19:45: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=102)
error |07:19:45: [interpRunScript] Original event ID: 102 (of 119)
error |07:19:45: [interpRunScript] Current event ID: 102 (of 119)
error |07:19:45: [interpRunScript] Call depth : 0
error |07:19:45: [scrOutputCallTrace] *** Script call trace: ***
error |07:19:45: [scrOutputCallTrace] 0: N/A (current event)
info |07:19:45: [interpRunScript] interpRunScript: error while executing a script
info |07:19:45: [interpRunScript] Assert in Warzone: interpreter.cpp:925 (!"error while executing a script"), last script event: 'N/A'
info |07:19:45: [eventFireTrigger] Event N/A: code failed
info |07:19:45: [eventFireTrigger] Assert in Warzone: event.cpp:1018 (false), last script event: 'N/A'
info |07:19:45: [stackReset] stackReset: stack is not empty
info |07:19:45: [stackReset] Assert in Warzone: stack.cpp:1049 (((psCurrChunk ## psStackBase) && (currEntry 0))), last script event: 'N/A'
info |07:20:10: [scrBaseObjGet] Invalid object 0xb82db18 of type 1064960320
info |07:20:10: [scrBaseObjGet] Assert in Warzone: scriptobj.cpp:76 (psObj->type ## OBJ_DROID || psObj->type OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error |07:20:10: [interpRunScript] interpRunScript: could not do var func
error |07:20:10: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=113)
error |07:20:10: [interpRunScript] Original event ID: 113 (of 119)
error |07:20:10: [interpRunScript] Current event ID: 113 (of 119)
error |07:20:10: [interpRunScript] Call depth : 0
error |07:20:10: [scrOutputCallTrace] *** Script call trace: ***
error |07:20:10: [scrOutputCallTrace] 0: N/A (current event)
info |07:20:10: [interpRunScript] interpRunScript: error while executing a script
info |07:20:10: [interpRunScript] Assert in Warzone: interpreter.cpp:925 (!"error while executing a script"), last script event: 'N/A'
info |07:20:10: [eventFireTrigger] Event N/A: code failed
info |07:20:10: [eventFireTrigger] Assert in Warzone: event.cpp:1018 (false), last script event: 'N/A'
Issue migrated from trac:3003 at 2022-04-16 08:43:39 -0700
The text was updated successfully, but these errors were encountered:
Oops sorry, i forgot to specify the version again. It's been happening in most of the latest master snapshots and nightlies. Doesn't happen on 2.3 though.
Also, it happens with both normal branch and VTOL branch bots.
resolution_fixedtype_bug| by NoQNexus AI stops doing things at certain moment slightly after it gets VTOLs and starts attacking with them (probably on the second or third attack). From what i've seen, the crash occurs somewhere in the middle of the vtolAttack() groups loop (sometimes the first group is handled correctly, but the next one crashes). The following stderr messages are produced for each crashed AI (probably at least two AI crashes (from a single game) are represented in these messages):
Issue migrated from trac:3003 at 2022-04-16 08:43:39 -0700
The text was updated successfully, but these errors were encountered: