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csharpissuetracker's Issues

C# event bridge error

Happens when an arg == nil
[error] An error occurred while calling event SomeCoolEvent! System.NullReferenceException: Object reference not set to an instance of an object. at Onset.Server.Runtime.Bridge.CallEvent(IntPtr eventNamePtr, BridgedParam** args, Int32 count)

Unable to call imported function from the same package

Hi,
I have a problem with calling my own lua function from the C# server. Those functions are declared and exported in the same package as is my C# package. See below

lua

function HandleVehicleInteraction(vehicle, player, key, isCtrl, isAlt, isShift)
    if (key ~= "U") then return end
    if (GetPlayerVehicle(player) == 0) then
        SetPlayerInVehicle(player, vehicle)
    else
        RemovePlayerFromVehicle(player)
    end
end
AddFunctionExport("HandleVehicleInteraction", HandleVehicleInteraction)

AddEvent("OnPlayerJoin", function(player)
    G_Package.API_Entity_PlayerMonitorKey(player, "U")
end)

AddEvent("OnPlayerSpawn", function(player)
    local x, y, z = GetPlayerLocation(player)
    x = x + 500
    CreateVehicle(6, x, y, z)
end)

AddEvent("OnVehicleCreated", function(vehicle)
    G_Package.API_Entity_AddVehicleInteraction(vehicle, "HandleVehicleInteraction")
end)

c#

[Export("API_Entity_AddVehicleInteraction")]
public static void AddVehicleInteraction(int vId, string callbackName)
{
    var func = Framework.Instance.Interop.Import(Framework.Instance.Name, callbackName) ??
        throw new ArgumentException($"Unable to import {callbackName} function");
    FVehicle vehicle = Framework.GetVehicle(vId) ?? throw new ArgumentException($"No vehicle with id {vId}");
    vehicle.AddInteraction((source, player, key, ctrl, alt, shift) =>
    {
        Framework.GetLogger().Script($"Calling veh interaction ({source.Id}, {player.Id}, {key}, {ctrl}, {alt}, {shift})");
        func(source.Id, player.Id, key, ctrl, alt, shift);
    });
}

This gives me the following log, followed by a server crash

image

It is worth mentioning that interactions are propagated through an event, when the player press the key (which is monitored client-side), a RemoteEvent is triggered, which propagate the interaction to the entity.
From what I can see, it seems the error occurs when calling the imported function, while it try to access to EventManager, but I'm not sure about that

Nested dictionary not working with lua

Hi,
there is a bug with nested dictionary not being sent back to lua, see below
C#

[Export("API_Inventory_GetContent")]
public static Dictionary<object, object>? GetInventoryContent(string id)
{
  Logger logger = Framework.GetLogger();
  Inventory? inv = Framework.GetInventory(id);
  if (inv == null)
    return null;
            
  Dictionary<object, object> ret = new();
  int i = 0;
  foreach (ItemStack stack in inv.Items())
  {
    logger.Info($"GetContent, add item {stack.Meta.ReferenceName}, { stack.Amount }; i = { i }");
    Dictionary<object, object> vals = new()
    {
      {"Reference_Name", stack.Meta.ReferenceName},
      {"Amount", stack.Amount}
    };
    ret.Add(i++, vals);
  }
  return ret;
}

Lua

G_Package = ImportPackage(GetPackageName()) -- Need to reimport my package, because c# exported functions are not available
local function Log(player, message)
    AddPlayerChat(player, message)
    print(message)
end

AddCommand("test_inventory", function(player)
    local uid = G_Package.create_inv(player)
    G_Package.API_ItemMeta_RegisterItem("apple")
    G_Package.API_ItemMeta_RegisterItem("water_bottle")
    G_Package.API_Inventory_AddItemStack(uid, "apple", 2)
    G_Package.API_Inventory_AddItemStack(uid, "water_bottle", 4)
    G_Package.API_ItemMeta_SetAttribute("water_bottle", "thirst", 20)
    G_Package.API_ItemMeta_SetAttribute("apple", "hunger", 5)
    local content = G_Package.API_Inventory_GetContent(uid)
    Log(player, dump_table(content))
end)

Then the console print the following message
image

Logs clearly display that I'm adding content to the dictionary
If I just serialize the item to JSON instead of using nested dictionary, then it works well

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