Page 1 of 1

Sequencer Messages & DialogueTime Paused

Posted: Tue Apr 12, 2022 2:25 am
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?

Re: Sequencer Messages & DialogueTime Paused

Posted: Tue Apr 12, 2022 10:33 am
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.

Re: Sequencer Messages & DialogueTime Paused

Posted: Tue Apr 12, 2022 1:17 pm
by VoodooDetective
Oh sweet, an easy fix! Thanks very much!

Re: Sequencer Messages & DialogueTime Paused

Posted: Tue Apr 12, 2022 1:27 pm
by Tony Li
My pleasure!