Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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<rsparkyc> has anyone experienced KSP crashing when trying to use reflection to call a method?
<Papa_Joe> I use it quite a bit with SM, but I've had no issues... last tested with 1.2.9 and 1.3
<Papa_Joe> What kind of error do you get, if any?
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<rsparkyc> crash to desktop
<rsparkyc> even wrapping it in a try catch block does nothing
<rsparkyc> i'm trying to use reflection to call "ChangeThrust" in ModuleEngineConfigs
<rsparkyc> due to the nature of what i'm doing, i do it several times in succession, and that's when the problem arises
<rsparkyc> doing it just here and there seems fine
<rsparkyc> Ppap_Joe: last time it happened i got this: https://pastebin.com/y0mcTFSU
<rsparkyc> s/Ppap/Papa
<Qboid> rsparkyc meant to say: Papa_Joe: last time it happened i got this: https://pastebin.com/y0mcTFSU
<blowfish> rsparkyc: is that Crash!!! in the log with that stuff?
<rsparkyc> blowfish: i couldn't find anything in the actual logs
<blowfish> output_log.txt usually has something
<rsparkyc> yeah, that's where i looked
<blowfish> KSP.log may end up being cut off
<blowfish> weird
<rsparkyc> (Player.log on the mac)
<rsparkyc> i never look at KSP.log
<blowfish> well hmm
<rsparkyc> so i have that call in my FixedUpdate loop
<rsparkyc> normally there's some delay between log messages in there (i'm only doing it every 1 out of 20 loops)
<rsparkyc> right before it crashes, it runs that code like 1000 times
<rsparkyc> like there's no longer any processing delay in the FixedUpdate loop
<blowfish> bizarre
<rsparkyc> quite
<Papa_Joe> only thing I could think of would be thread safety... if you are calling it that often, then make sure the vars passed are thread safe...
<Papa_Joe> that will give you weird behavior like that... but only a guess
<Papa_Joe> it is in a coroutine, right?
<blowfish> coroutines are run on the main thread though
<Papa_Joe> yes, but they yeild, so they are stacked
<rsparkyc> maybe i can put some blocking around it, but what i'm passing in is just a float
<Papa_Joe> hmm... has to be something with data going stale, or falling behind. you run it for a while before the error manifests, so...
<Papa_Joe> my gut is something is amiss with what is being stored in state between frames, or duration of the call itself. but I don't know enough to nail it down...
<taniwha> Papa_Joe: o/
<taniwha> blowfish: rsparkyc: re log delay: LOG_INSTANT_FLUSH = True (settings.cfg)
<rsparkyc> all awesome suggestions, i'll try all that out and see what i can figure out. Thanks!
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<rsparkyc> adding a double check lock fixed it, thanks!
<Papa_Joe> excellent
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<VITAS> i just added ksp 1.3.0 to spacedock :)
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<riocrokite> are there any bugs connected with having docking ports on your root part?
<riocrokite> I'm debugging vessel and it double counts docking ports that are on a root part
<egg|zzz|egg> !wpn Thomas
* Qboid gives Thomas an identity ones-complement capybara-like capacitor
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<Technicalfool_> I'm thinking of editing the mechjeb and MM OPs with a big bold "IT DOESN'T WORK IN 1.3 YET" before Sarbian wakes up to yet more "lols it dun work" posts :P
<Sarbian> You ll notice I already posted in the thread 6H ago ;)
<Technicalfool_> What, reading past the OP before posting in a panic? :P
<Sarbian> http://forum.kerbalspaceprogram.com/index.php?/topic/154834-122-anatid-robotics-mumech-mechjeb-autopilot-260-12-dec-2016/&do=findComment&comment=3068336
<Technicalfool_> imma bookmark that post.
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<xShadowx> Technicalfool_: mods have big red flashy text in OP about various things, people dont see shit :P
<xShadowx> though i do wonder how many times people just click the <last page number> to open the thread, completely bypassing OP
<xShadowx> CobaltWolf made a nice post along the same lines but had goodies at the end :| http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/&page=344#comment-3068175
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<Starwaster> posting in a panic is a KSP staple
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<xShadowx> does MM configcache just loop gamedatabase confignodes and save to file? thinking when MM changes a value (no idea on nodes yet lol) make a duplicate value adding say _ before name, put value, and add comment for current MM patch url, so _title = Mk1 Pod //PartRenameMod/command.cfg
<xShadowx> could give a edit history ^.^
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<Starwaster> does anyone know if entryCost + float value still throws exceptions in KSP 1.3.0?
<blowfish> Starwaster: my research suggests that it was always supposed to be an integer, but would fail silently before 1.2 and set to zero if you had decimals
<Qboid> blowfish: acc left a message for you in #RO [26.05.2017 13:20:58]: "something was in the editor with resizing the tanks. can't remember atm. definetly had a reason. broke something?"
<Starwaster> thanks but that doesn't answer the question as to whether it STILL does it in KSP 1.3.0
<blowfish> My point is that it is unlikely to have changed
<blowfish> the underlying field is still an int
<blowfish> I haven't decompiled 1.3 yet so I can't look at if the way it's parsed has actually changed
<blowfish> but again, I doubt it
<Sarbian> You went too far Starwaster. Comic Sans. How could you ?!!!?
<Starwaster> OMG NO WHAT DID I DO????
<Starwaster> BAD STARWASTER!
* Starwaster performs The Walk of Shame
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<SigmaTrain> rainbow comic sans with cats and hearts
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<Sigma88> stupid question
<Sigma88> how do I add a Texture2D to a List<GameObject>
<Sigma88> nevermind
<Sigma88> I'm silly
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<riocrokite> hey giys. how to check and count modules with specific state
<riocrokite> need to count docking ports that are active
<blowfish> define active
<xShadowx> riocrokite: part.FindModulesImplimenting<ModuleDocking> > loop each to check <active>
<xShadowx> whatever active be :P
<riocrokite> I'm fiddling with docking modules
<riocrokite> almost everything there is described as events
<riocrokite> and states
<riocrokite> just cannot check state == true
<xShadowx> true being .....is docked?
<riocrokite> looking for state when it's not active and not docked
<riocrokite> something like with shielded docking node
<riocrokite> but i'm completely lost in this code, all events and states and delegates
<riocrokite> I think what I'm looking for is to count either moduleDockingNode with public KFSMState st_disabled;
<riocrokite> or modules with public KFSMState st_ready;
<riocrokite> KFSMState being a class
<riocrokite> what is KerbalFSM?
<xShadowx> uh......FSM = finite state machine? thats end of my knowledge :|
<riocrokite> dunno, anyway there are several events and states
<riocrokite> i.e. when OnDisable event it goes to disabled state which is called KFSMSState st_disabled
<riocrokite> anyway have to run
<riocrokite> pls ping me in future if you can help me
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<blowfish> riocrokite: the shielded docking node can still dock with the shield closed
<blowfish> the animation doesn't interact with docking at all
<xShadowx> blowfish: i thought the animation moved colliders to block it? or was i imagining that
<blowfish> there might be colliders, I'm not sure
<blowfish> it still looks for things to dock with though
<blowfish> and you can close it while docked
<xShadowx> ew
<xShadowx> hmm.....animations move colliders, those colliders would collide and trigger collision right? so could maybe have oncollision stop animation ^.^
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