Comments (11)
I know something that's random and without cause is hard to diagnose, but I've been scratching my head for a while trying to figure out what was causing this. I assume it's related to editing my C# scripts since it's only happened every now and again after editing them, but I'm not sure what exactly is causing the problem within them. It only happens on my desktop too. Running the project on my laptop doesn't seem to trigger the error at all. Just some guidance to start looking would be helpful!
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Do you get a stack trace of what was being called to get there?
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I don't have access to my desktop often enough to test it, but, from my memory, it didn't appear to have a stack trace for some reason when the error pops up. I believe that it is probably related to #473 in some capacity as well, since it might be trying to run get_next_dialogue_line for some reason and I might be forcing it to run in editor somehow by introducing build time with C# editing?
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Managed to capture a full screenshot of the Debugger window
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MSBuild_Log.txt
MSBuild_Log2.txt
I'm including the MSBuild output as well that's generated when I run the scene. The first one labeled MSBuild_Log.txt is the one that accompanied the Parser Error and the second one labeled MSBuild_Log2.txt is what was generated after I reran the scene.
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Just to add even more context, my laptop has .NET SDK 6 while my desktop has .NET SDK 7. It might make a difference so I will experiment around with it.
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Do you see it on both your laptop and your desktop?
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I only get it on my desktop for some reason. Not quite sure what the difference is still between the two of them besides just physical hardware.
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I'm on .NET SDK 8 on both my Desktop and my Surface and haven't come across anything like that (though I admittedly don't use Godot with C# that much).
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Thank you for all of your help so far! I've really been kicking myself with this for a while now, but it seems as though the root cause goes beyond Dialogue Manager itself and into some potential race conditions with autoloads in general for my project? That would explain why differing hardware would present the issue. However, I don't see why or how these race conditions are created. As the issue seems to stem outside of just Dialogue Manager though, I don't see the point in pushing this topic here specifically any further. Thank you for your help though!
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I'm getting the exact same error in my own project, and a friend is getting the error every time she tries to launch the game while I'm only getting it about 20% of the time. I'm also using Rider, and the error occurs more frequently after updating C# scripts without recompiling manually. Breakpoints does not work. I've been able to bypass the error by guarding the responses
property call with checks or get()
/set()
, but then I get errors about DialogueResource
not being defined in the scope. There seems to be some general GDScript parsing error here when using .NET.
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Related Issues (20)
- Autoload not recognized HOT 1
- Plugin settings are not being created (they still work once manually added to project.godot)
- [2.23.0] Having a negative number in the function parameter causes "Unxpected operator" in "do ..." expressions
- [2.32.1] BBCode [img] shows up immediately when using region HOT 3
- Implement docstring-style comments for exporting translations HOT 3
- test_basic_dialogue.gd: Wrong Assertion HOT 1
- Unskippable first line with custom input HOT 1
- Randomized lines cannot have replies. It does not add them in the lines dictionary HOT 4
- Clicking on screen requires specific area to continue
- "do" cannot use array parameters.
- Editor slowdown when resolving due to translations in assertions HOT 1
- Game crashes after update to 2.32.4
- get_next_dialogue_line is not available when run in editor HOT 1
- Allow nested properties in conditions and mutations HOT 2
- Using the return value of the same function in a dialog will only show the return value of one function. HOT 4
- async method not exist that return Task in C# HOT 2
- Add option to remember the dialogue editor's state after closing Godot HOT 2
- DialogueLabel: possible race condition between `finished_typing` event and `type_out` method
- `resolve_method` assertion error for state shortcut due to Dictionary in game_states
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