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"Ink Compiler timed out while the file was importing." #45
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Same problem, same platform, same setup. I've spent a little while debugging this. I hadn't touched either C# or Unity until a couple of weeks ago, so I don't know how to remedy either of these things, but here are my findings:
My current hacky workaround is to programmatically close the progress bar at the end of |
Hmm that's pretty awful.The I think instead of shutting it down in update
we should simply not show the progress bar on linux, but the rest of the
fix sounds great. Since I can't test it, I dont suppose either of you can
test and submit a pull request?
…On Tue, Jan 23, 2018 at 1:40 AM, Rikk Hill ***@***.***> wrote:
Same problem, same platform, same setup.
I've spent a little while debugging this. I hadn't touched either C# or
Unity until a couple of weeks ago, so I don't know how to remedy either of
these things, but here are my findings:
1.
In the Linux version of Unity Editor, the editor progress bar prevents
the delayCall callback from firing. Unfortunately, this callback is
what clears the stack (and the progress bar), and if it never does this,
the loop in Update() will continue to evaluate even if the whole stack
has been processed, so it will eventually time out.
2.
If I close the progress bar, either programmatically or by manually
closing it, my .inks will be compiled in a timely fashion, but
OnProcessError() fires with a weird message string. It's of length 1
(so it passes the null/zero-length guards) but if I try and evaluate the
Byte value of that character, I get System.OverflowException: Value is
greater than Byte.MaxValue. So maybe it's getting garbage from stderr?
My current hacky workaround is to programmatically close the progress bar
at the end of Update() if there are no files currently compiling, and to
change the guard conditions on the error processor to discard messages of
length less than a single character.
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If you’d like out-of-the-box Linux compatibility, I’m happy to test and submit a PR with the following content:
This would cover all the gotchas I came across when running the plugin on Linux. @tomkail – are you happy with that as a self-contained set of changes? Any questions, comments, complaints or suggestions? @Lattyware – do you have any other potential Linux pitfalls to add? |
Seems the 1 character error is a unity 2017 and explains the issues other have had too. Fixed and merged, so that's only the first and third on your list left, which I'll leave for you since I can't test them. |
just got that same "Ink Compiler timed out" error (for the Assets/Plugin/Ink/example/Ink/story.ink file) and i'm on Windows ... so seems not specific to Linux. |
Ah yeah, that can happen when unity recompiles mid ink-compile. Presumably if you compile again it works? I'm not too bothered about fixing since it's not that important and I suspect it's a bit tricky to work out how to fix it, if its even fixable; but it might be worth noting it as an issue and leaving for the community.
…On Thu, 25 Jan 2018 at 09:28, gboulard ***@***.***> wrote:
just got that same "Ink Compiler timed out" error (for the
Assets/Plugin/Ink/example/Ink/story.ink file) and i'm on Windows ... so
seems not specific to Linux.
this was during unity launch while a lot fo 3D heavy assets where
imported, don't know if it has a link with this error or not.
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I'm running in the Linux editor (2016.3.0f1), and while compilation works (the json is created), I then get this error:
I've changed the path there, as the original is very long. The only change I've made is to modify the path for mono as on my Linux system it's in
/usr/bin/mono
.That error seems to be just printing out the list rather than the content, so I changed the line to:
Debug.LogError("Ink Compiler timed out for "+compilingFile.inkAbsoluteFilePath+" while the file was importing.\n. Please report as a bug with the following error log at this address: https://github.com/inkle/ink/issues\nError log:\n ---"+string.Join(",", compilingFile.errorOutput.ToArray())+"---");
This shows the list is empty:
If I manually run the compiler as the editor is doing, it compiles with no error output and a 0 return code - no errors in sight.
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