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PostPosted: 2015/11/23, 13:01 
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Hi community!


I got this funny problem which happens when I try to startup my project - splash screen flashes once and nothing happens.

I get this into the logs:
Code:
[Core] Msg: Using 'DefaultPluginLoader' to load plugins.
[Core] Msg: Scanning for core plugins...
[Core] Msg:   Plugins\AudioHandling.core.dll...
[Core] Msg:     Assembly loaded: AudioHandling.core
[Core] Msg:     Assembly loaded: System.Linq.Expressions
[Core] Msg:   Plugins\BasicMenu.core.dll...
[Core] Msg:     Assembly loaded: BasicMenu.core
[Core] Msg:   Plugins\CameraController.core.dll...
[Core] Msg:     Assembly loaded: CameraController.core
[Core] Msg:   Plugins\Compatibility.core.dll...
[Core] Msg:     Assembly loaded: Compatibility.core
[Core] Msg:   Plugins\DefaultOpenTKBackend.core.dll...
[Core] Msg:     Assembly loaded: DefaultOpenTKBackend.core
[Core] Msg:     Assembly loaded: OpenTK
[Core] Msg:   Plugins\DotNetFrameworkBackend.core.dll...
[Core] Msg:     Assembly loaded: DotNetFrameworkBackend.core
[Core] Msg:   Plugins\DynamicLighting.core.dll...
[Core] Msg:     Assembly loaded: DynamicLighting.core
[Core] Msg:   Plugins\DynamicLighting.Sample.core.dll...
[Core] Msg:     Assembly loaded: DynamicLighting.Sample.core
[Core] Msg:   Plugins\FlapOrDie.core.dll...
[Core] Msg:     Assembly loaded: FlapOrDie.core
[Core] Msg:   Plugins\GamePlugin.core.dll...
[Core] Msg:     Assembly loaded: GamePlugin.core
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Data.core
[Core] Msg:   Plugins\Gravity.core.dll...
[Core] Msg:     Assembly loaded: Gravity.core
[Core] Msg:   Plugins\InputHandling.core.dll...
[Core] Msg:     Assembly loaded: InputHandling.core
[Core] Msg:   Plugins\ParticleSystem.core.dll...
[Core] Msg:     Assembly loaded: ParticleSystem.core
[Core] Msg:   Plugins\SceneTransitions.core.dll...
[Core] Msg:     Assembly loaded: SceneTransitions.core
[Core] Msg:   Plugins\SnowyPeak.Duality.Data.core.dll...
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Data.core
[Core] Msg:   Plugins\SnowyPeak.Duality.Frozen.core.dll...
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Frozen.core
[Core] Msg:   Plugins\SnowyPeak.Duality.Frozen.FX.core.dll...
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Frozen.FX.core
[Edit] ERR:     An error occurred: TypeLoadException: Could not load type 'Duality.Drawing.ColorRgba' from assembly 'Duality, Version=2.1.3.0, Culture=neutral, PublicKeyToken=null'.
                CallStack:
                   at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous)
                   at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args)
                   at Duality.Editor.Forms.SplashScreen.mainFormLoader_DoWork(Object sender, DoWorkEventArgs e) in c:\projects\duality\DualityEditor\Forms\SplashScreen.cs:line 35
                   at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
                   at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)


Any ideas how can I fix this, because I have no idea... :)
Thanks!


EDIT: There's also a file called logfile_editor_reloadfailure.txt which has these errors in the end of the file:
Code:
[Core] ERR: There was an error while Camera in "SmoothPositionCameraController" was collecting drawcalls: NullReferenceException: Object reference not set to an instance of an object.
            CallStack:
               at TileD_Plugin.TileD.TiledMap.Draw(IDrawDevice device) in d:\! Duality Projects\TileD Plugin\Source\Code\CorePlugin\TileD\TiledMap.cs:line 303
               at Duality.Components.Camera.CollectDrawcalls() in c:\projects\duality\Duality\Components\Camera.cs:line 637
               at Duality.Components.Camera.RenderSinglePass(Rect viewportRect, Pass p) in c:\projects\duality\Duality\Components\Camera.cs:line 550
[Edit] Msg: Saving data...
[Edit] Msg: Reloading core plugins...
[Edit] Msg:   Plugins\GamePlugin.core.dll...
[Core] Msg:     Assembly loaded: GamePlugin.core
[Edit] ERR:     Failed reloading plugins during runtime: NullReferenceException: Object reference not set to an instance of an object.
                CallStack:
                   at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous)
                   at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args)
                   at Duality.Editor.Forms.ReloadCorePluginDialog.PerformRuntimeReload(WorkerInterface workInterface) in c:\projects\duality\DualityEditor\Forms\ReloadCorePluginDialog.cs:line 439
                   at Duality.Editor.Forms.ReloadCorePluginDialog.PerformPluginReload(WorkerInterface workInterface, Boolean& fullRestart) in c:\projects\duality\DualityEditor\Forms\ReloadCorePluginDialog.cs:line 369
                   at Duality.Editor.Forms.ReloadCorePluginDialog.WorkerThreadProc(Object args) in c:\projects\duality\DualityEditor\Forms\ReloadCorePluginDialog.cs:line 285
[Edit] Msg:     Trying full restart...

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PostPosted: 2015/11/23, 14:08 
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What was the last thing you did before this happened? Did you install any new plugins? Did you update some of them?

This here might be the crucial part:
Code:
[Core] Msg:   Plugins\SnowyPeak.Duality.Frozen.FX.core.dll...
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Frozen.FX.core
[Edit] ERR:     An error occurred: TypeLoadException: Could not load type 'Duality.Drawing.ColorRgba' from assembly 'Duality, Version=2.1.3.0, Culture=neutral, PublicKeyToken=null'.
                CallStack:
                   at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous)
                   at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args)
                   at Duality.Editor.Forms.SplashScreen.mainFormLoader_DoWork(Object sender, DoWorkEventArgs e) in c:\projects\duality\DualityEditor\Forms\SplashScreen.cs:line 35
                   at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
                   at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)


Seems like Plugins\SnowyPeak.Duality.Frozen.FX.core tries to use Duality.Drawing.ColorRgba, but fails in doing so. What's interesting is that it refers to the specific Duality version 2.1.3, while the currently released one is 2.1.4. I'm really not sure on this one, but I think I've seen a setting somewhere in VS to specify whether a referenced Assembly (such as Duality) is required to use a specific version. When encountering a different version of the Assembly, the system might refuse to use it.

However, it seems like the plugin in question actually refers to a different version entirely and doesn't really care if it's the exact same version. Which (I think) should be totally fine. SirePi, correct me if I'm wrong. So, the question is, why does it fail to load?

I just noticed something else while writing:
Code:
TypeLoadException: Could not load type 'Duality.Drawing.ColorRgba' from assembly 'Duality, Version=2.1.3.0, Culture=neutral, PublicKeyToken=null'.


The system tries to load ColorRgba directly from the Duality Assembly.. but actually, that Type isn't located there since v2.0, because it has been moved to the DualityPrimitives Assembly! So my next guess would be that there is some some kind of compilation / configuration failure in one of the plugins where old v1.x references somehow sneaked into the build and where ColorRgba was still located in Duality directly. But then again, I'm pretty sure SirePi wouldn't have re-released any of his plugins if they didn't work with v2.0, so that might not be the full story here. Not sure what's going on :troubled:

I think to verify any of this and get a better idea of what might be happening, we'll need some more info on how that error first appeared.

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PostPosted: 2015/11/23, 14:39 
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Adam wrote:
What was the last thing you did before this happened? Did you install any new plugins? Did you update some of them?

Yes I did. I edited my own plugin, built it and then Dualitor crashed and I got prompt asking me (in SharpDevelop) whether I wanted to reload the solution, keep it open or close it. The changes I made aren't anything major, so it's hard to believe that it did it. :/

Here's the functions I was working in:

TiledTileset.LoadImage():
Code:
public string Name {get;set;}
public ContentRef<Material> Image {get;set;}
public int W {get;set;}
public int H {get;set;}
public int WPixel {get;set;}
public int HPixel {get;set;}
public int TileW {get;set;}
public int TileH {get;set;}
public int FirstGID {get;set;}
public int LastGID {get;set;}
public int Margin {get;set;}
public int Spacing {get;set;}
public Vector2 TileOffset {get;set;}
public TiledPropertySet Properties {get;set;}
public Dictionary<int, TiledPropertySet> TileProperties {get;set;}
public int TileCount {get;set;}
public Dictionary<int, TiledTerrainType> TerrainTypes {get;set;}
public TiledMap Parent {get;set;}

...

public void LoadImage( XElement node )
{
   if( !node.HasAttributes || node.Name != "image" )
      return;
   
   string source = node.Attribute("source").Value;
   int width = int.Parse( node.Attribute("width").Value, System.Globalization.NumberStyles.Integer );
   int height = int.Parse( node.Attribute("height").Value, System.Globalization.NumberStyles.Integer );
   
   WPixel = width;
   HPixel = height;
   W = WPixel / TileW;
   H = HPixel / TileH;
   
   var split = source.Split('/');
   string tilesetName = split[ split.Length-1 ];

   // After creating this it went broken...
   foreach( var res in ContentProvider.GetAvailableContent<Pixmap>() )
   {
      if( res.Name != tilesetName ) continue;
      
      Texture tex = new Texture(
         res.Res,
         Duality.Drawing.TextureSizeMode.NonPowerOfTwo
      );
      
      BatchInfo binf = new BatchInfo(DrawTechnique.Mask, ColorRgba.White, new ContentRef<Texture>(tex));
      
      Image = new Material(binf);
   }
}


TiledMap.Draw():
Code:
public RenderOrders RenderOrder  { get;set; }
      
public Vector3 Pos {get;set;}
public int W {get;   set;}
public int H {get;set;}
public int TileW {get;set;}
public int TileH {get;set;}
public int FullW {get { return W * TileW; }}
public int FullH {get { return H * TileH; }}
public int NextObjectID { get;set; }
public string Version {get;set;}
public string Orientation {get;set;}
      
public Dictionary<string, TiledTileset> Tilesets {get;set;}
public Dictionary<string, TiledLayer> Layers {get;set;}
public Dictionary<string, TiledObjectGroup> ObjectGroups {get;set;}
public Dictionary<string, TiledImageLayer> ImageLayers {get;set;}
      
private bool _loaded;

...

public void Draw( IDrawDevice device )
{
   if( GameObj == null || !_loaded )
      return;
   
   Vector3 tempPos = GameObj.Transform.Pos;
   float tempScale = 1f;
   device.PreprocessCoords( ref tempPos, ref tempScale );
   
   int halfMapW = W / 2;
   int halfMapH = H / 2;
   
   var vertices = new VertexC1P3T2[4];
   
   for (var i = Layers.Values.GetEnumerator(); i.MoveNext();) {
      
      var layer = i.Current;
      
      if (!layer.Visible)
         continue;
      
      for (int y = 0; y < H; y++) {
         for (int x = 0; x < W; x++) {
            
            // Is renderable tile available?
            int gid = layer.GetTile(x, y);
            if (gid <= 0)
               continue;
            
            // Get the correct tileset for this GID
            var tileset = TiledTileset.FindByGID(gid);
            if (tileset == null)
               continue;
            
            
            int tileX = (gid - tileset.FirstGID) % tileset.W;
            int tileY = (gid - tileset.FirstGID) / tileset.W;
            
            var uvRect = new Rect((tileX * TileW) / tileset.WPixel, (tileY * TileH) / tileset.HPixel, (tileX * TileW + TileW) / tileset.WPixel, (tileY * TileH + TileH) / tileset.HPixel);
            
            int posX = (x - halfMapW) * TileW;
            int posY = (y - halfMapH) * TileH;
            
            // Top-left
            vertices[0] = new VertexC1P3T2();
            vertices[0].Pos.X = posX - (TileW / 2);
            vertices[0].Pos.Y = posY - (TileH / 2);
            vertices[0].Pos.Z = tempPos.Z;
            vertices[0].TexCoord = uvRect.TopLeft;
            vertices[0].Color = ColorRgba.White;
            
            // Top-right
            vertices[1] = new VertexC1P3T2();
            vertices[1].Pos.X = posX + (TileW / 2);
            vertices[1].Pos.Y = posY - (TileH / 2);
            vertices[1].Pos.Z = tempPos.Z;
            vertices[1].TexCoord = uvRect.TopRight;
            vertices[1].Color = ColorRgba.White;
            
            // Bottom-right
            vertices[2] = new VertexC1P3T2();
            vertices[2].Pos.X = posX + (TileW / 2);
            vertices[2].Pos.Y = posY + (TileH / 2);
            vertices[2].Pos.Z = tempPos.Z;
            vertices[2].TexCoord = uvRect.BottomRight;
            vertices[2].Color = ColorRgba.White;
            
            // Bottom-left
            vertices[3] = new VertexC1P3T2();
            vertices[3].Pos.X = posX - (TileW / 2);
            vertices[3].Pos.Y = posY + (TileH / 2);
            vertices[3].Pos.Z = tempPos.Z;
            vertices[3].TexCoord = uvRect.BottomLeft;
            vertices[3].Color = ColorRgba.White;
            
            device.AddVertices(tileset.Image, VertexMode.Quads, vertices);
         }
      }
   }
   
}


EDIT: Forgot to mention; after these updates and building the plugin, duality closed and prompted a console window which "installed"(?) all the plugins again, or what ever it did. I got this "FlapOrDie" folder in my data, which wasn't there earlier.


EDIT #2: Added some properties to make it clearer what is going on in the code.

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PostPosted: 2015/11/23, 17:16 
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Heya, sorry to cause troubles ^^

Can you check which version of FX you have installed? it's strange that there is such kind of regression inside.

Definitely I build my plugins against the latest version of Duality available at the moment, and if it's looking for something present in Duality 1.x, I'm worried that somehow you downloaded/upgraded to an older version of the plugin.

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PostPosted: 2015/11/23, 17:38 
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SirePi wrote:
Can you check which version of FX you have installed? it's strange that there is such kind of regression inside.

Definitely I build my plugins against the latest version of Duality available at the moment, and if it's looking for something present in Duality 1.x, I'm worried that somehow you downloaded/upgraded to an older version of the plugin.

Yes, it's for 2.0. No idea what is causing it... I might want to uninstall FlapOrDie though, since it suddenly appeared into my project's folders.

EDIT: By editing some files and removing plugins, I got my project opened but it's not looking healthy... Now I'm sad! ;(

Here's the new log-file:
Code:
[Core] Msg: Using 'DefaultPluginLoader' to load plugins.
[Core] Msg: Scanning for core plugins...
[Core] Msg:   Plugins\AudioHandling.core.dll...
[Core] Msg:     Assembly loaded: AudioHandling.core
[Core] Msg:     Assembly loaded: System.Linq.Expressions
[Core] Msg:   Plugins\BasicMenu.core.dll...
[Core] Msg:     Assembly loaded: BasicMenu.core
[Core] Msg:   Plugins\CameraController.core.dll...
[Core] Msg:     Assembly loaded: CameraController.core
[Core] Msg:   Plugins\Compatibility.core.dll...
[Core] Msg:     Assembly loaded: Compatibility.core
[Core] Msg:   Plugins\DefaultOpenTKBackend.core.dll...
[Core] Msg:     Assembly loaded: DefaultOpenTKBackend.core
[Core] Msg:     Assembly loaded: OpenTK
[Core] Msg:   Plugins\DotNetFrameworkBackend.core.dll...
[Core] Msg:     Assembly loaded: DotNetFrameworkBackend.core
[Core] Msg:   Plugins\DynamicLighting.core.dll...
[Core] Msg:     Assembly loaded: DynamicLighting.core
[Core] Msg:   Plugins\DynamicLighting.Sample.core.dll...
[Core] Msg:     Assembly loaded: DynamicLighting.Sample.core
[Core] Msg:   Plugins\FlapOrDie.core.dll...
[Core] Msg:     Assembly loaded: FlapOrDie.core
[Core] Msg:   Plugins\GamePlugin.core.dll...
[Core] Msg:     Assembly loaded: GamePlugin.core
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Data.core
[Core] Msg:   Plugins\Gravity.core.dll...
[Core] Msg:     Assembly loaded: Gravity.core
[Core] Msg:   Plugins\InputHandling.core.dll...
[Core] Msg:     Assembly loaded: InputHandling.core
[Core] Msg:   Plugins\ParticleSystem.core.dll...
[Core] Msg:     Assembly loaded: ParticleSystem.core
[Core] Msg:   Plugins\SceneTransitions.core.dll...
[Core] Msg:     Assembly loaded: SceneTransitions.core
[Core] Msg:   Plugins\SnowyPeak.Duality.Data.core.dll...
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Data.core
[Core] Msg:   Plugins\TopDownMovement.core.dll...
[Core] Msg:     Assembly loaded: TopDownMovement.core
[Core] Msg: Loading auxiliary libraries...
[Core] Msg: Initializing ISystemBackend...
[Core] Msg:   .Net Framework...
[Core] Msg:     Operating System: Microsoft Windows NT 6.1.7601 Service Pack 1 (Windows 7)
                64 Bit Process: True
                CLR Version: 4.0.30319.42000
                Processor Count: 4
[Core] Msg: Assembly loaded: System.Xml.ReaderWriter
[Core] Msg: Assembly loaded: System.Text.Encoding
[Core] Msg: Assembly loaded: System.Text.RegularExpressions
[Core] Msg: Assembly loaded: System.Reflection.Extensions
[Core] Msg: Initializing IGraphicsBackend...
[Core] Msg:   OpenGL 2.1 (OpenTK)...
[Core] Msg:     Initializing OpenTK...
[Core] Msg:       Backend: PreferNative
                  EnableHighResolution: False
[Core] Msg: Initializing IAudioBackend...
[Core] Msg:   OpenAL (OpenTK)...
[Core] Msg:     OpenAL Drivers not found. Using 64 Bit software fallback.
[Core] Msg:     Available devices:
                Speakers (USB PnP Sound Device) (Default),
                2470W-4 (NVIDIA High Definition Audio),
                Speakers (USB PnP Sound Device) (Default)
[Core] Msg:     Current device: OpenAL Soft
[Core] Msg:     OpenAL Version: 1.1 ALSOFT 1.15.1
                Vendor: OpenAL Community
                Renderer: OpenAL Soft
                Effects: True
[Core] Msg:     256 sources available
[Core] Msg: Initializing core plugins...
[Core] Msg:   AudioHandling.core...
[Edit] Msg:     Analyzing Core Plugin: AudioHandling.core
[Core] Msg:   BasicMenu.core...
[Edit] Msg:     Analyzing Core Plugin: BasicMenu.core
[Core] Msg:   CameraController.core...
[Edit] Msg:     Analyzing Core Plugin: CameraController.core
[Core] Msg:   Compatibility.core...
[Edit] Msg:     Analyzing Core Plugin: Compatibility.core
[Core] Msg:   DefaultOpenTKBackend.core...
[Edit] Msg:     Analyzing Core Plugin: DefaultOpenTKBackend.core
[Core] Msg:   DotNetFrameworkBackend.core...
[Edit] Msg:     Analyzing Core Plugin: DotNetFrameworkBackend.core
[Core] Msg:   DynamicLighting.core...
[Edit] Msg:     Analyzing Core Plugin: DynamicLighting.core
[Core] Msg:   DynamicLighting.Sample.core...
[Edit] Msg:     Analyzing Core Plugin: DynamicLighting.Sample.core
[Core] Msg:   FlapOrDie.core...
[Edit] Msg:     Analyzing Core Plugin: FlapOrDie.core
[Core] Msg:   GamePlugin.core...
[Edit] Msg:     Analyzing Core Plugin: GamePlugin.core
[Core] Msg:   Gravity.core...
[Edit] Msg:     Analyzing Core Plugin: Gravity.core
[Core] Msg:   InputHandling.core...
[Edit] Msg:     Analyzing Core Plugin: InputHandling.core
[Core] Msg:   ParticleSystem.core...
[Edit] Msg:     Analyzing Core Plugin: ParticleSystem.core
[Core] Msg:   SceneTransitions.core...
[Edit] Msg:     Analyzing Core Plugin: SceneTransitions.core
[Core] Msg:   SnowyPeak.Duality.Data.core...
[Edit] Msg:     Analyzing Core Plugin: SnowyPeak.Duality.Data.core
[Core] Msg:   TopDownMovement.core...
[Edit] Msg:     Analyzing Core Plugin: TopDownMovement.core
[Core] Msg: DualityApp initialized
            Debug Mode: False
            Command line arguments: null
[Edit] Msg: Scanning for editor plugins...
[Edit] Msg:   Loading 'Plugins\CamView.editor.dll'...
[Core] Msg:     Assembly loaded: CamView.editor
[Edit] ERR:     Error loading plugin: MissingMethodException: Method not found: 'Boolean Duality.Input.IKeyboardInputSource.get_KeyRepeat()'.
                CallStack:
                   at System.Reflection.RuntimeAssembly.GetExportedTypes(RuntimeAssembly assembly, ObjectHandleOnStack retTypes)
                   at System.Reflection.RuntimeAssembly.GetExportedTypes()
                   at Duality.Editor.DualityEditorApp.LoadPlugins() in c:\projects\duality\DualityEditor\DualityEditorApp.cs:line 387
[Edit] Msg:   Loading 'Plugins\DefaultOpenTKBackend.editor.dll'...
[Core] Msg:     Assembly loaded: DefaultOpenTKBackend.editor
[Edit] Msg:   Loading 'Plugins\DynamicLighting.editor.dll'...
[Core] Msg:     Assembly loaded: DynamicLighting.editor
[Edit] Msg:   Loading 'Plugins\EditorBase.editor.dll'...
[Core] Msg:     Assembly loaded: EditorBase.editor
[Core] Msg:     Assembly loaded: PopupControl
[Edit] Msg:   Loading 'Plugins\HelpAdvisor.editor.dll'...
[Core] Msg:     Assembly loaded: HelpAdvisor.editor
[Edit] Msg:   Loading 'Plugins\LogView.editor.dll'...
[Core] Msg:     Assembly loaded: LogView.editor
[Edit] Msg:   Loading 'Plugins\ObjectInspector.editor.dll'...
[Core] Msg:     Assembly loaded: ObjectInspector.editor
[Edit] Msg:   Loading 'Plugins\PackageManagerFrontend.editor.dll'...
[Core] Msg:     Assembly loaded: PackageManagerFrontend.editor
[Core] Msg:     Assembly loaded: Aga.Controls
[Edit] Msg:   Loading 'Plugins\ProjectView.editor.dll'...
[Core] Msg:     Assembly loaded: ProjectView.editor
[Edit] Msg:   Loading 'Plugins\SceneView.editor.dll'...
[Core] Msg:     Assembly loaded: SceneView.editor
[Edit] Msg:   Loading 'Plugins\SnowyPeak.Duality.Data.editor.dll'...
[Core] Msg:     Assembly loaded: SnowyPeak.Duality.Data.editor
[Core] Msg: Initializing IEditorGraphicsBackend...
[Core] Msg:   GLControl (OpenTK)...
[Core] Msg: Assembly loaded: OpenTK.GLControl
[Core] Msg: Initializing default content...
[Core] Msg:   Assembly loaded: System.Runtime.InteropServices
[Core] Msg:   Assembly loaded: System.Collections.Concurrent
[Core] Msg:   Assembly loaded: System.Threading.Tasks.Parallel
[Core] Msg:   Assembly loaded: NVorbis
[Core] Msg:   ...done!
[Edit] Msg: Loading user data...
[Edit] Msg:   Loading DockPanel data...
[Edit] Msg:     Deserializing layout: 'Duality.Editor.Plugins.CamView.CamView'
[Edit] ERR:     Cannot load DockPanel data due to malformed or non-existent Xml: MissingMethodException: Method not found: 'Boolean Duality.Input.IKeyboardInputSource.get_KeyRepeat()'.
                CallStack:
                   at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
                   at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
                   at Duality.Editor.DualityEditorApp.DeserializeDockContent(String persistName) in c:\projects\duality\DualityEditor\DualityEditorApp.cs:line 613
                   at WeifenLuo.WinFormsUI.Docking.DockPanel.Persistor.LoadFromXml(DockPanel dockPanel, Stream stream, DeserializeDockContent deserializeContent, Boolean closeStream) in c:\Stuff\svn\Projects\AdamsLair.DockPanelSuite\WinFormsUI\Docking\DockPanel.Persistor.cs:line 598
                   at WeifenLuo.WinFormsUI.Docking.DockPanel.LoadFromXml(Stream stream, DeserializeDockContent deserializeContent) in c:\Stuff\svn\Projects\AdamsLair.DockPanelSuite\WinFormsUI\Docking\DockPanel.Persistor.cs:line 778
                   at Duality.Editor.DualityEditorApp.LoadUserData() in c:\projects\duality\DualityEditor\DualityEditorApp.cs:line 549
[Edit] Msg:   Loading editor user data...
[Edit] Msg: Initializing editor plugins...
[Edit] Msg:   DefaultOpenTKEditorBackend...
[Edit] Msg:   DynamicLighting...
[Edit] Msg:   EditorBase...
[Edit] Msg:   HelpAdvisor...
[Edit] Msg:   LogView...
[Edit] Msg:   ObjectInspector...
[Edit] Msg:   PackageManagerFrontend...
[Edit] Msg:   ProjectView...
[Edit] Msg:   SceneView...
[Edit] Msg:   SnowyPeak.Duality.Editor.Plugin.Data...
[Core] Msg: Assembly loaded: FarseerDuality
[Core] Msg: Assembly loaded: System.IO.Compression


EDIT #2: I can't update Duality Core nor Editor Base Infrastructure... Been "updating" applying them many times now, but still it tells me it's updateable.

EDIT #3: Looking at EditorUserData.xml after startup, it doesn't have much to show...
Code:
<?xml version="1.0" encoding="utf-8"?>
<UserData>
  <EditorApp>
    <Backups>true</Backups>
    <Autosaves>ThirtyMinutes</Autosaves>
    <FirstSession>false</FirstSession>
  </EditorApp>
</UserData>
<!-- DockPanel Data -->
<?xml version="1.0" encoding="utf-8"?>
<!--DockPanel configuration file. Author: Weifen Luo, all rights reserved.-->
<!--!!! AUTOMATICALLY GENERATED FILE. DO NOT MODIFY !!!-->
<DockPanel FormatVersion="1.0" DockLeftPortion="0.25" DockRightPortion="0.44453125" DockTopPortion="0.25" DockBottomPortion="0.25" ActiveDocumentPane="-1" ActivePane="-1">
  <Contents Count="0" />
  <Panes Count="0" />
  <DockWindows>
    <DockWindow ID="0" DockState="Document" ZOrderIndex="0">
      <NestedPanes Count="0" />
    </DockWindow>
    <DockWindow ID="1" DockState="DockLeft" ZOrderIndex="3">
      <NestedPanes Count="0" />
    </DockWindow>
    <DockWindow ID="2" DockState="DockRight" ZOrderIndex="1">
      <NestedPanes Count="0" />
    </DockWindow>
    <DockWindow ID="3" DockState="DockTop" ZOrderIndex="4">
      <NestedPanes Count="0" />
    </DockWindow>
    <DockWindow ID="4" DockState="DockBottom" ZOrderIndex="2">
      <NestedPanes Count="0" />
    </DockWindow>
  </DockWindows>
  <FloatWindows Count="0" />
</DockPanel>

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Last edited by misthema on 2015/11/23, 18:11, edited 1 time in total.

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PostPosted: 2015/11/23, 18:11 
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I'm not really sure how this happened, but it looks to me like your package management is a bit screwed up, mixing different versions of assemblies that aren't supposed to work with each other. :troubled:

Can you post the contents of your PackageConfig.xml file and also take a screenshot of your Source/Packages folder?

As far as repairing your project goes, I'd probably just do a fresh Duality install and manually copy over your own content (Source Code, Data), then do a recompile of your plugin to rebuild the plugin assembly - so you don't end up having to copy stuff from the Plugins folder. That way we can be completely sure that we don't carry any kind of corrupt state over.

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PostPosted: 2015/11/23, 18:14 
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Adam wrote:
I'm not really sure how this happened, but it looks to me like your package management is a bit screwed up, mixing different versions of assemblies that aren't supposed to work with each other. :troubled:

Can you post the contents of your PackageConfig.xml file and also take a screenshot of your Source/Packages folder?

As far as repairing your project goes, I'd probably just do a fresh Duality install and manually copy over your own content (Source Code, Data), then do a recompile of your plugin to rebuild the plugin assembly - so you don't end up having to copy stuff from the Plugins folder.


Here's the PackageConfig.xml:
Code:
<?xml version="1.0" encoding="utf-8"?>
<PackageConfig>
  <RepositoryUrl>https://packages.nuget.org/api/v2</RepositoryUrl>
  <Packages>
    <Package id="AdamsLair.Duality.Backend.DotNetFramework" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Plugins.Compatibility" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Docs" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Backend.DefaultOpenTK" version="2.0.3.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.HelpAdvisor" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.LogView" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.ObjectInspector" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.SceneView" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.PackageManagerFrontend" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Samples.BasicShaders" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.ProjectView" version="2.0.1.0" />
    <Package id="SnowyPeak.Duality.Editor.Plugin.Data" version="2.0.0.0" />
    <Package id="AdamsLair.Duality.Editor.Backend.DefaultOpenTK" version="2.0.1.0" />
    <Package id="AdamsLair.Duality" version="2.1.3.0" />
    <Package id="AdamsLair.Duality.Launcher" version="2.0.1.0" />
    <Package id="SnowyPeak.Duality.Plugin.Data" version="2.0.1.0" />
    <Package id="AdamsLair.Duality.Editor" version="2.1.2.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.Base" version="2.0.2.0" />
    <Package id="AdamsLair.Duality.Editor.Plugins.CamView" version="2.0.3.0" />
  </Packages>
</PackageConfig>


Screenshot of Source/Packages: http://puu.sh/lvV4Z/298aac92d7.png


I will just deal with the fresh install... It always works ;D

EDIT: Okay, I did a fresh install and rebuilt my codes... Well, of course I wanted to test my tilemap rendering and everything went crazy, then crashed.

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Last edited by misthema on 2015/11/23, 18:25, edited 1 time in total.

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PostPosted: 2015/11/23, 18:24 
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As far as your Duality editor goes, it's not all lost; simply try to add all the panels back (from View and Help menus).. sometimes it happens to me as well :mrgreen:
Probably all your stuff is still in its place.

On the other hand, I noticed you have two versions of AdamsLair.Duality (2.1.3 and 2.1.4) and Duality.Editor.Plugin.Base (2.0.2 and 2.0.3)... also this happened to me in the past once, Adam should have solved the issue way back then.

I also see you removed SnowyPeak FX.. I checked the source and it should work properly, but let me know if it still gives you troubles

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PostPosted: 2015/11/23, 18:26 
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Okay, so there is definitely something wrong on the package management side - the Frozen FX plugin which is the first one to trigger an incompatibility error isn't even in the package configuration. It shouldn't be there at all.

It's also not a problem of this specific combination of packages, because when using your PackageConfig.xml in a fresh install before first starting the editor, it works just fine. No problems here. I suspect that your Plugins folder somehow contains old versions of plugins that have been uninstalled or updated, but somehow never got removed.

Quote:
On the other hand, I noticed you have two versions of AdamsLair.Duality (2.1.3 and 2.1.4) and Duality.Editor.Plugin.Base (2.0.2 and 2.0.3)... also this happened to me in the past once, Adam should have solved the issue way back then.

Yep, this is also a bit weird.

misthema wrote:
I will just deal with the fresh install... It always works ;D


Yep, do that. But please let me know if something like this happens again, so we can maybe find out what caused it and get a fix into place. ^^

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PostPosted: 2015/11/23, 18:27 
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SirePi wrote:
As far as your Duality editor goes, it's not all lost; simply try to add all the panels back (from View and Help menus).. sometimes it happens to me as well :mrgreen:
Probably all your stuff is still in its place.

On the other hand, I noticed you have two versions of AdamsLair.Duality (2.1.3 and 2.1.4) and Duality.Editor.Plugin.Base (2.0.2 and 2.0.3)... also this happened to me in the past once, Adam should have solved the issue way back then.

I also see you removed SnowyPeak FX.. I checked the source and it should work properly, but let me know if it still gives you troubles

I got rid of all the plugins except duality ones and was able to open the project, but that's when it didn't have anything in the editor window (also I had only 4 objects in the View menu...). I did a fresh install and got it working now. :)

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