Sequencer Messages & DialogueTime Paused

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VoodooDetective
Posts: 222
Joined: Wed Jan 22, 2020 10:48 pm

Sequencer Messages & DialogueTime Paused

Post by VoodooDetective »

I've been trying to track down a tricky bug whereby a conversation will halt if you pause the game at JUST the right time.

I think what's happening is any queued command waiting on a message will wait forever to run if you pause the game on a frame where an expected sequencer message is sent.


Here's the code in sequencer that does it:

Code: Select all

        public void OnSequencerMessage(string message)
        {
            try
            {
                if ((m_queuedCommands.Count > 0) && !IsTimePaused() && !string.IsNullOrEmpty(message))

What's the best way to side-step this issue? Should I just delete the two places:

Code: Select all

IsTimePaused() 
Shows up in Sequencer.cs?
User avatar
Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Sequencer Messages & DialogueTime Paused

Post by Tony Li »

Thanks for pointing that out. Just remove the one on line 956 of Sequencer.cs:

Code: Select all

public void OnSequencerMessage(string message)
{
    try
    {
        if ((m_queuedCommands.Count > 0) && !IsTimePaused() && !string.IsNullOrEmpty(message)) //<-- THIS ONE
        {
Version 2.2.28 will have the same fix.
VoodooDetective
Posts: 222
Joined: Wed Jan 22, 2020 10:48 pm

Re: Sequencer Messages & DialogueTime Paused

Post by VoodooDetective »

Oh sweet, an easy fix! Thanks very much!
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Sequencer Messages & DialogueTime Paused

Post by Tony Li »

My pleasure!
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