RushHour
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Game crash (maybe UI related)
From time to time game crashes. Can't tell you how to exactly recreate the problem because it just happens.
I think it's when a event ends or starts and t«your mod calls for the UI to show the message that and event has ended or started. I'll try to see if it's related to it and post here if I discover any more information.
========== OUTPUTING STACK TRACE ==================
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7BBB63DF8) 0x00007FF7BBB63DF8 (Cities) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7BBB64586) 0x00007FF7BBB64586 (Cities) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7BBBA2423) 0x00007FF7BBBA2423 (Cities) 0x0000000025C28CA7 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Font:RequestCharactersInTexture (string,int,UnityEngine.FontStyle) 0x0000000025C28A4B (Mono JIT Code) ColossalFramework.UI.UIDynamicFont:RequestCharacters (string,int,UnityEngine.FontStyle) 0x0000000025C2875E (Mono JIT Code) ColossalFramework.UI.UIDynamicFont/DynamicFontRenderer:MeasureString (string) 0x0000000025C2DBCE (Mono JIT Code) ColossalFramework.UI.UILabel:GetVertAlignOffset (ColossalFramework.UI.UIFontRenderer) 0x0000000025C2D5D2 (Mono JIT Code) ColossalFramework.UI.UILabel:ObtainRenderer () 0x0000000025C2C669 (Mono JIT Code) ColossalFramework.UI.UILabel:Invalidate () 0x0000000025C3AE9D (Mono JIT Code) ColossalFramework.UI.UILabel:OnTextChanged () 0x0000000025C34B4A (Mono JIT Code) ColossalFramework.UI.UILabel:set_text (string) 0x000000000855EAA0 (Mono JIT Code) RushHour.UI.EventPopupPanel:set_description (string) 0x000000000855E8EA (Mono JIT Code) RushHour.Events.EventPopupManager:Show (string,string,InstanceID) 0x0000000008564D41 (Mono JIT Code) RushHour.Events.CityEvent:PopupEventEnded (InstanceID) 0x0000000008C21228 (Mono JIT Code) RushHour.Events.CityEvent:Update () 0x0000000008C20ACD (Mono JIT Code) RushHour.Events.CityEventManager:ClearDeadEvents () 0x0000000008C207AF (Mono JIT Code) RushHour.Events.CityEventManager:UpdateEvents () 0x0000000008C20615 (Mono JIT Code) RushHour.Events.CityEventManager:Update () 0x0000000008C20099 (Mono JIT Code) RushHour.SimulationExtension:SimulationStep (int) 0x0000000025BF1334 (Mono JIT Code) SimulationManager:SimulationStep () 0x0000000025BC3D3B (Mono JIT Code) SimulationManager:SimulationThread () 0x0000000006A808CB (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFABDB45CD3 (mono) mono_set_defaults 0x00007FFABDA98495 (mono) mono_runtime_invoke 0x00007FFABDAC38D3 (mono) mono_thread_interruption_request_flag 0x00007FFABDB78949 (mono) unity_mono_reflection_method_get_method 0x00007FFAF8542774 (KERNEL32) BaseThreadInitThunk 0x00007FFAFAAC0D51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
Yes, it's related with the events
It might be thread related. I disabled some UI stuff in the past because of it. Thanks.