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Comments (6)

xyztdev avatar xyztdev commented on July 20, 2024

This may or may not be possible, but a suggestion: place a try..catch block around all of the code in flightinputhandler.fixedupdate() so that errors in kos cannot propagate into the game and cause a crash; simply logging the error to the game log will allow you to debug the error if you so choose.

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marianoapp avatar marianoapp commented on July 20, 2024

There are a few validations to avoid this already, I'm curious in how you manage to reproduce the error (if you can, post some code example).

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xyztdev avatar xyztdev commented on July 20, 2024

I probably cannot reproduce the error. I suspect that the game was paused at just the right moment after the checks occurred, yet before the values were used in calculations.

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marianoapp avatar marianoapp commented on July 20, 2024

Added a LOT of validations in the steering code so it doesn't crash when its fed some invalid values. When an invalid value is found the steering code is aborted but fails silently without informing the user, so I won't close the issue until that is addressed (just logging the exception doesn't really work because this code is called on every frame and it would spam the log with messages).

In the process I also added a config option to disable the current "safe mode" and allow NaNs and Infinities back into the stack (using "set config:safe to false.") and then I tried to crash the game using this values without success.

Everyone is welcome to try and crash the game :)

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Dunbaratu avatar Dunbaratu commented on July 20, 2024

Thank you. I had been changing my scripts to handle the infinity problem but I may try changing them back. I rather like the idea of a status message on the screen saying "terminal velocity: Infinity" rather than "terminal velocity: 999999" when the craft enters a vacuum.

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erendrake avatar erendrake commented on July 20, 2024

I havent been able to reproduce this error. If it comes back we will have to revisit

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