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Certain Extended Content Breaks on Save Reload #155

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Sniper1-1 opened this issue Dec 8, 2024 · 0 comments
Open

Certain Extended Content Breaks on Save Reload #155

Sniper1-1 opened this issue Dec 8, 2024 · 0 comments

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@Sniper1-1
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I know you're busy but I want to note this issue before I forget again. As it stands, if there are custom story logs through LLL they work fine when you boot up the game, but if you leave your save they will be broken until a relaunch of the game. Leaving your save and going back in, creating a new save, etc all leads to a ArgumentOutOfRangeException being thrown. Perhaps, these are registered when the game launches and then cleared when a save is left? This means they aren't re-registered until the game is closed and relaunched?

I believe I've seen others report this with custom shop items. I don't have any of those to test with, but it sounds like it could be a similar issue. I'll put the log below, but the main thing of note is:

[Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
HUDManager.GetNewStoryLogServerRpc (System.Int32 logID) (at <d491ed1d4cc34874a2498af41192fe04>:IL_00FD)
HUDManager.__rpc_handler_3153465849 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <d491ed1d4cc34874a2498af41192fe04>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
HUDManager:GetNewStoryLogServerRpc(Int32)
StoryLog:DMD<StoryLog::CollectLog>(StoryLog)
UnityEngine.Events.UnityEvent`1:Invoke(PlayerControllerB)
InteractTrigger:Interact(Transform)
GameNetcodeStuff.PlayerControllerB:Interact_performed(CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)

Log.txt

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