Handling exceptions thrown at any point during coroutine update, not just at Coroutine.MoveNext, dirty workaround for a (rare?) pathfinding bug I haven't been able to reproduce
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@@ -346,6 +346,14 @@ namespace Barotrauma
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{
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finalPath.Add(pathNode.Waypoint);
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//there was one bug report that seems to have been caused by this loop never terminating:
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//couldn't reproduce or figure out what caused it, but here's a workaround that prevents the game from crashing in case it happens again
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if (finalPath.Count > nodes.Count)
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{
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DebugConsole.ThrowError("Pathfinding error: constructing final path failed");
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return new SteeringPath(true);
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}
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path.Cost += pathNode.F;
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pathNode = pathNode.Parent;
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}
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@@ -65,42 +65,42 @@ namespace Barotrauma
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for (int i = Coroutines.Count-1; i>=0; i--)
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{
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if (Coroutines[i].Coroutine.Current != null)
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try
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{
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WaitForSeconds wfs = Coroutines[i].Coroutine.Current as WaitForSeconds;
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if (wfs != null)
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if (Coroutines[i].Coroutine.Current != null)
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{
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if (!wfs.CheckFinished(unscaledDeltaTime)) continue;
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}
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else
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{
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switch ((CoroutineStatus)Coroutines[i].Coroutine.Current)
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WaitForSeconds wfs = Coroutines[i].Coroutine.Current as WaitForSeconds;
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if (wfs != null)
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{
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case CoroutineStatus.Success:
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Coroutines.RemoveAt(i);
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continue;
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case CoroutineStatus.Failure:
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DebugConsole.ThrowError("Coroutine ''" + Coroutines[i]+ "'' has failed");
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break;
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if (!wfs.CheckFinished(unscaledDeltaTime)) continue;
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}
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else
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{
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switch ((CoroutineStatus)Coroutines[i].Coroutine.Current)
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{
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case CoroutineStatus.Success:
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Coroutines.RemoveAt(i);
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continue;
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case CoroutineStatus.Failure:
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DebugConsole.ThrowError("Coroutine ''" + Coroutines[i]+ "'' has failed");
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break;
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}
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}
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}
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Coroutines[i].Coroutine.MoveNext();
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}
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//try
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//{
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Coroutines[i].Coroutine.MoveNext();
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//}
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//catch (Exception e)
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//{
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// DebugConsole.ThrowError("Coroutine " + Coroutines[i].Name + " threw an exception: " + e.Message);
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catch (Exception e)
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{
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DebugConsole.ThrowError("Coroutine " + Coroutines[i].Name + " threw an exception: " + e.Message);
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//#if DEBUG
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// throw e;
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//#endif
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// Coroutines.RemoveAt(i);
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// }
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Coroutines.RemoveAt(i);
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}
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}
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}
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@@ -318,18 +318,17 @@ namespace Barotrauma
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if (leaveBehind)
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{
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saveElement.Add(new XAttribute("location", Level.Loaded.Seed));
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saveElement.Add(new XAttribute("worldpos", ToolBox.Vector2ToString(sub.SubBody.Position)));
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saveElement.SetAttributeValue("location", Level.Loaded.Seed);
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saveElement.SetAttributeValue("worldpos", ToolBox.Vector2ToString(sub.SubBody.Position));
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}
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else
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{
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if (saveElement.Attribute("location") != null) saveElement.Attribute("location").Remove();
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if (saveElement.Attribute("worldpos") != null) saveElement.Attribute("worldpos").Remove();
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}
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if (saveElement.Attribute("pos") != null) saveElement.Attribute("pos").Remove();
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saveElement.Add(new XAttribute("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition)));
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}
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saveElement.SetAttributeValue("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition));
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}
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