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GRPC Server LogMessage Unmarshalling Busto #1900

@RobertBColton

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@RobertBColton

Figured out what's the deal with RGM only wanting to compile a game a single time. It's because after you close the game, emake is crashing. Emake is crashing because of the crappy code I wrote to unmarshal the redirect output file into structured LogMessages.

while (future.wait_for(std::chrono::seconds(0)) != std::future_status::ready) {

const LogMessage CallBack::GetFirstLogMessage(bool &end) const {

We can see this by adding a MessageBox blocking call to the future right after its call to compile returns. What happens then is you'll still be able to compile again in RGM side instead of emake crashing. If we instead put a MessageBox at the bottom of the LogMessage loop, the output will get stuck waiting on the blocking MessageBox while the game opens. Closing the game without dismissing the MessageBox crashes emake (verify in task manager).

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Asset PipelineInvolving emake and the related asset pipeline libraries and tools.BugIssues that are non fatal and occur at run time or compile time.CrashFatal errors which may or may not include a message.

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