Creating an NRaas project Attn C# Devs: ErrorTrap

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JunJayMdM
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Post by JunJayMdM » January 24th, 2014, 1:57 pm

I truly hope so, but by reading at what they updated, it looks like it's ScriptCore.dll, that's where the server stuff is...

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JunJayMdM
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Post by JunJayMdM » January 29th, 2014, 5:14 pm

So far I'm not having problems with it. I noticed that it kinda became hyperactive...not sure, it might be Overwatch with its YieldAllAlarms thing, but it seems to be doing more corrections and faster, or maybe it's just my imagination. Anyway, that's green light for me, and I would release Overwatch too along with it, let's also hear from Chain :)

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Post by Chain_Reaction » January 29th, 2014, 10:28 pm

I could do the release this evening? ErrorTrap, UntranslatedKey, Overwatch, Consigner should go imo.

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Post by Chain_Reaction » January 30th, 2014, 4:57 am

Release is released. I'll leave the official blurb for you Mr SimAd, I need to get in bed. :)

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Post by Chain_Reaction » February 7th, 2014, 3:50 am

Regarding OnProcessEventCallback: I did some review of ET and confirmed Twallan just added in code to catch these UI events that fail with 1.63. I don't know if he was prompted by something EA hosed in 1.63 or if they were occurring in earnest prior to him catching them and simply being ignored.

My question is this: Do I revert the error catching for these since they seem to be annoying people and there's nothing any of us can do about it? They are valid errors, the UI is tripping over it's self... but I don't know if this is a new issue or how/if the game would recover without ET catching them.

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Post by Chain_Reaction » February 7th, 2014, 5:44 am

Just did quite a bit more research on it before I went and killed it.

The users are likely not causing them, just finding themselves in an EA mess. Looking at the area's that are erroring, I can see why most are. EA's lack of null checks are an epidemic in the core. I could fix a few of them by rewriting the interactions but unfortunately quite a few of the errors are occurring in build/buy (which might be the result of malformed CC but I'm not entirely sure) or deep in the UI where there's no easy way to inject replacement code (that I know of) which means there's nothing we can do about those.

The code is a "catch all" for any UI errors that occur. Having studied it a bit more, I imagine Twallan put it there to catch errors in the menu system that cause interactions to not show up. He has the same error trapping in Selector but that only covers a limited scope... this covers the whole UI.

With a bit more understanding of it, I'm now sure these errors have been occurring for a while but haven't been being caught. The game should recover, just thumbnails won't load, interactions won't show up once they error out and so on. At the moment it does recover in most situations but I can see how it could overwhelm the user's computer and cause the UI to break in the process with the exceptions being spammed.

So with all that said, I can add tuning around the trapping or I could also leave it and add errors we can't solve to ET's internal ignore list where they will no longer be reported. Thoughts?

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