You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
OS: Windows 11
Version: adv-beta@cb33efa8a78d7f0477f1adc2cf5dd1bd50edc28b - I'm guessing this is only an issue with the C++ port because I don't have this problem on the latest actual release using the same saves to test, and the port hasn't been released yet.
Steps to reproduce
Load a save with timestream enabled
Quit back to the main menu (saving vs not saving doesn't matter)
Exit the game
The process hangs and has to be forcibly closed
I tried to confirm that this is related to timestream with the following test:
Load the save with timestream enabled
Run disable timestream and create a new copy of the save so we'll have a copy of this save without timestream enabled
Exit the game. The process still hangs on exit here even though timestream was disabled but..
Load up the new save we just made with timestream disabled again and exit the game from there - the process doesn't hang
After asking about this in support I found that the EventManager::unregisterAll(plugin_self); call in timestream is not happening on map unload because the unload function calls plugin_enable(out, false) but then hits this condition and returns before getting to the unregistering. I tried updating it so that the unregistering happened properly on unload, and despite being able to see the handlers for timestream getting disabled, the game still seemed to hang on exit. I observed the handlers getting removed on unload with my changes using debugfilter set Debug eventmanager
The text was updated successfully, but these errors were encountered:
OS: Windows 11
Version:
adv-beta@cb33efa8a78d7f0477f1adc2cf5dd1bd50edc28b
- I'm guessing this is only an issue with the C++ port because I don't have this problem on the latest actual release using the same saves to test, and the port hasn't been released yet.Steps to reproduce
I tried to confirm that this is related to timestream with the following test:
disable timestream
and create a new copy of the save so we'll have a copy of this save without timestream enabledAfter asking about this in support I found that the
EventManager::unregisterAll(plugin_self);
call in timestream is not happening on map unload because the unload function callsplugin_enable(out, false)
but then hits this condition and returns before getting to the unregistering. I tried updating it so that the unregistering happened properly on unload, and despite being able to see the handlers for timestream getting disabled, the game still seemed to hang on exit. I observed the handlers getting removed on unload with my changes usingdebugfilter set Debug eventmanager
The text was updated successfully, but these errors were encountered: