Topic: Crash: updateVisibilityForFaction in onMovementFinish of actor

  • This topic has 1 reply, 2 voices, and was last updated 3 years ago by Avatar photoRap.
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  • #28051
    Avatar photolordmidas
    Participant

    This is a completely vanilla issue, even though it was observed in a modded game. The reason I did not reproduce it in a vanilla game is because the situation is extremely hard and time consuming to reproduce – but it can happen.

    Describe the bug
    The game crashes when an Unhold uses Sweeping Strike and knocks a bro back, but the Unhold dies before the bro has finished being knocked back to a tile. The game crashes in some kind of updateVisibilityForFaction function, because the Unhold is dead. Possibly that function needs a check for if the actor is still alive.

    To Reproduce
    Steps to reproduce the behavior:

    1. Surround an Unhold with bros and use Riposte.
    2. Let the Unhold attack and trigger it in a way that he knocks back a bro, but the Riposte from the other bro kills the Unhold.
    3. As the Unhold dies before the knocked back bro lands on his tile, the game crashes.

    Here is a video of it happening. Again, the video is from a modded game because the situation is tedious to reproduce, but the issue is not caused by any mod.
    https://clips.twitch.tv/ObliqueDeafChimpanzeeSaltBae-K7WnykN9_tRnuWQU

    Cause:
    In the onMovementFinish function of actor, there is an if statement which says:

    if (this.Tactical.TurnSequenceBar.getActiveEntity() != null && this.Tactical.TurnSequenceBar.getActiveEntity().getID() != this.getID())
    {
    	this.Tactical.TurnSequenceBar.getActiveEntity().updateVisibilityForFaction();
    }

    The issue happens because this if block runs when the Unhold is dead (Unhold is the active entity). Therefore, the if should include a check for the active entity being alive, or such a check should be baked into updateVisibilityForFaction.

    Attachments:
    #28094
    Avatar photoRap
    Keymaster

    Thanks for reporting this.

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