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ethanmoffat avatar ethanmoffat commented on September 24, 2024

This is probably related to the recent commit where I split input handling out of EOCharacterRenderer and into separate game components. I've only encountered this once since that change and thought it was a fluke. I'll have a fix in for it soon.

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squiblez avatar squiblez commented on September 24, 2024

The IndexOutOfRange exception can happen anywhere, especially on large maps! It's a time related bug. Forcing the code to wait or lag if DestX and DestY are larger than the appropriate dimension BEFORE the exception would be thrown prevents it- however this causes a lot of render issues(character disappearing and jumping back and forth), and if this happens multiple times it will eventually crash the client with no exceptions.

I'm guessing this all has to do with loading and/or downloading the map while it's trying to draw. Possibly halting the renderer for a while could solve fix it. If you are looking for a fast way to throw the exception for testing, walk into the Aeven grocer, and immediately walk out, and then walk back in. Doing this 3-4 times is a sure-fire way.

Since your last update, throwing the except seldom breaks the game unless it happens back-to-back.

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ethanmoffat avatar ethanmoffat commented on September 24, 2024

I've got a better / more permanent fix that I haven't submitted yet.

The problem occurs as a result of trying to validate the 'next' tile on a walk action when the map is changing. The next tile is out of bounds of the map size - this used to be automatically checked by the way input was handled and broke since I changed it to be more modular.

I tried adding a synchronization object to prevent trying to validate the next tile while the map is updating but I think that adds too much unnecessary overhead (and it wasn't working properly anyway). I've added bounds checking for GetTileInfo that should take care of this problem in all cases.

I am currently optimizing the fix (I'm catching the IndexOutOfRangeExceptions currently and doing nothing on that error, which is a band-aid at best) and testing that it still works with the bounds checking method and then this issue should be taken care of.

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ethanmoffat avatar ethanmoffat commented on September 24, 2024

Fixed in commit f00a0c2

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