Today I learned - new mod, crashing on game load

Started by Rihlsul, August 12, 2016, 11:26:50 AM

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Rihlsul

So, I created a barebones, do nothing mod just to see how the process worked.  Only, the game would crash with no real evident reason in the Crash log.  There was just this bit in output_log.txt:

========== OUTPUTING STACK TRACE ==================

0x76C3DAE8 (KERNELBASE) RaiseException
0x100010DD (mono) set_vprintf_func
0x100010F6 (mono) set_vprintf_func
0x10059920 (mono) mono_debugger_lock
0x1005AF42 (mono) mono_debug_open_image_from_memory
0x1001075C (mono) mono_set_ignore_version_and_key_when_finding_assemblies_already_loaded
0x16D5A883 (Mono JIT Code) (wrapper managed-to-native) System.AppDomain:LoadAssemblyRaw (byte[],byte[],System.Security.Policy.Evidence,bool)
0x16D5A7F6 (Mono JIT Code) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence,bool)
0x16D5A7BC (Mono JIT Code) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence)
0x16D5A770 (Mono JIT Code) (wrapper remoting-invoke-with-check) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence)
0x16D6D5E3 (Mono JIT Code) System.AppDomain:Load (byte[],byte[])
0x16D6D592 (Mono JIT Code) (wrapper remoting-invoke-with-check) System.AppDomain:Load (byte[],byte[])
0x062277B9 (Mono JIT Code) Verse.ModAssemblyHandler:ReloadAll ()
0x062274B4 (Mono JIT Code) Verse.ModContentPack:ReloadAllContent ()
0x062207E0 (Mono JIT Code) Verse.LoadedModManager:LoadAllActiveMods ()
0x0621FDD4 (Mono JIT Code) Verse.PlayDataLoader:DoPlayLoad ()
0x0621F089 (Mono JIT Code) Verse.PlayDataLoader:LoadAllPlayData (bool)
0x0621EF60 (Mono JIT Code) Verse.Root:<Start>m__5A2 ()
0x0621EE61 (Mono JIT Code) Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
0x0621EE20 (Mono JIT Code) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__5A0 ()
0x061BF541 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x100F12F4 (mono) mono_set_defaults
0x1005D971 (mono) mono_runtime_invoke
0x1005DD8D (mono) mono_runtime_delegate_invoke
0x1007F0B2 (mono) mono_thread_interruption_request_flag
0x1010C38E (mono) unity_mono_method_is_generic
0x76EA38F4 (KERNEL32) BaseThreadInitThunk
0x77D15DE3 (ntdll) RtlUnicodeStringToInteger

========== END OF STACKTRACE ===========


Couldn't figure it out.  Finally, cup of tea later:   The class wasn't marked public properly.

Check your scopes.  Always check your scopes.  Hope this helps someone else some day.

:-[

Kyna Tiona

Looks like there's something else than can cause it as well, unfortunately, since I'm still getting this despite setting everything to public. I found an old thread on the Unity forums that says it's the work of certain firewalls in certain situations, but I'm not sure yet what that entails in terms of fixing it.

Going to go grab tea and try again, though if anyone can tell me another potential source for this error, I'd appreciate it!

RawCode

Quote from: Caraise Link on January 12, 2017, 10:44:42 PM
Looks like there's something else than can cause it as well, unfortunately, since I'm still getting this despite setting everything to public. I found an old thread on the Unity forums that says it's the work of certain firewalls in certain situations, but I'm not sure yet what that entails in terms of fixing it.

Going to go grab tea and try again, though if anyone can tell me another potential source for this error, I'd appreciate it!
lol no.


please do not include debugging information with your DLL or any other DLLs you drop into assemblies folder, and do not generate any kind of symbol files.

Kyna Tiona

#3
Quote from: RawCode on January 12, 2017, 11:03:22 PM
Quote from: Caraise Link on January 12, 2017, 10:44:42 PM
Looks like there's something else than can cause it as well, unfortunately, since I'm still getting this despite setting everything to public. I found an old thread on the Unity forums that says it's the work of certain firewalls in certain situations, but I'm not sure yet what that entails in terms of fixing it.

Going to go grab tea and try again, though if anyone can tell me another potential source for this error, I'd appreciate it!

lol no.


please do not include debugging information with your DLL or any other DLLs you drop into assemblies folder, and do not generate any kind of symbol files.

...Welp, I feel dumb now. Thanks, RawCode. Still getting a "recovered from incompatible or corrupted mods" error, for some reason, but at least it doesn't actually crash.

EDIT: An error which was also because I left in something dumb! Agh!...