It's pretty strange, it happens inside one asyncCall: suddenly the game crashes but I can't understand exactly "where" because I only get
attempt to call a nil value
stack traceback:
and then nothing else.
I wonder how and if I can avoid such "bug", or if it is somehow expected on certain conditions:
I usually get the whole error message, so I assume it's related to my particular function
Thank you!
[edit p.s. I just tried exporting win32 with console, unfortunately the same output applies]
Comments
Same error but no stack traceback
For me it happens (only on certain conditions which I am not able to determine yet) inside an asyncCall that calls itself, so I think it may be the same issue
Unfortunately I am not able to replicate the issue in a standalone project to debug it properly: it happens only in a game I'm making.
Theoretically why do you think it may happen?
To me it seems that it happens when I break a loop in asyncCall with return, while I am starting the same loop again with different variables: this would explain why delaying the call would fix it. However I don't understand why those loops should be in "conflict" since each one is a local loop.
If I understood correctly how local functions work, the fact that they share the scope should not be an issue; may it be an issue for Core.asyncCall?
I'm wondering if it's a good thing to make an extensive use of Timer.delayedCall or if those should be avoided in some other tricky way.
Thank you!
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