Comments (5)
It's a really weird phenomenon. It cleared up for a while allowing me to do a ton of edits. Then I edited something and got a crash the next time I tried playing. And it causes the various prefabs I'm using to fail to synch with the server and stuff.
Then I have to scrub my various assets, scripts, and events to try and resave something in a way that causes it to re-synch the files and allow the assets to run as expected.
Attached is a pretty lengthy problem solving video.
https://drive.google.com/file/d/1vj0JvDtjIjjoP4bqgDSuvvHH_M6tHLk8/view?usp=sharing
- I show how fractional graph canvas edits destroys the playtime.
- I show how random actions are needed to jostle the state to work.
- I show how doing the same thing a few times will sometimes destroy the state and sometimes save the state.
- I look at how the AssetProcessor seems to be having trouble with some cache file in regards to my prefab that houses my changed script.
- I fix and cause the problem in quick succession at the end.
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It "MIGHT" be related to this issue: #17425
It seems as though the Playmode state and the Server state don't properly match and thus, Autonomous input doesn't arrive at any server equivalent.
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It "MIGHT" be related to this issue: #8969
The fundamental break when I change my scripts is that the Autonomous system runs fine, but ProcessInput never gets called on the server side. So I'm feeding inputs (and new changes to input processing) but then the server never receives the inputs until something jostles it loose and the server finally reflects the inputs and runs as though nothing was awry moments ago.
Note: This is without ANY logical changes from when it does function. Just saving and re-saving until things work.
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I cleared out all my superfluous warnings and things to clear up the console log.
When opening my project I get only these warnings.
Attempt to assign out of range value 0.
Attempt to assign out of range value 0.
Load Time Threshold Exceeded.
And the Asset Processor seems fine except for my level Prefab:
Entity with ID has no registered owning instance.
But the files I did edit all seem to process fine:
My script, and the prefab that carries it Succeed. The prefab has one Failure that it claims gets corrected.
from o3de.
My hypothesis, from watching the video: the behavior suggests, to me, that something is silently failing when Asset Processor processes the file, putting the cache in some sort of corrupt, limbo state. The simple open and save (without changing anything) loop doesn't fix it, because nothing actually changes, but then when a real change is made, the cache gets rewritten, thus fixing it at least part of the time.
Also, something I just thought of -- could there be a race condition somewhere as the underlying cause of the failure? That might explain the intermittent nature of both the failure and the revert, especially if even making a real change doesn't always fix the error state.
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