运行环境:已经通过skyve将所有报错、严重不兼容模组打掉,剩余可能产生问题模组均未发现此问题。硬盘损坏可能性低,运存、显存均能够满足运行条件。
报错前操作:存档中闪退
报错过程:1.5.2f(资产编辑器)上线后mod全坏就没上过游戏,似乎好了,稍微整理下就新开档,3小时后闪退(无任何弹窗报错)。再进入游戏发生1、模组设置重置。2、有时如下报错:
COCParserUnexpectedEndException
[ERROR] Error occurred creating 3d823d0b4fa8ce43a78024c22727caa3 [Settings.coc] (Settings)
COCParserUnexpectedEndException: Unexpected end of input at 74:10 from 10:1
at Colossal.IO.AssetDatabase.COCParser.ParseObject (System.Int32& startIndex, System.Int32& length) [0x000cd] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.COCParser.Parse (System.String source, System.Collections.Generic.IReadOnlyList`1[System.String]& outReport) [0x00155] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.DefaultAssetFactory.CreateSettingAssets (Colossal.IO.AssetDatabase.Identifier id, Colossal.IO.AssetDatabase.IAssetDatabase db) [0x00034] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.DefaultAssetFactory.CreateAndRegisterAsset[T] (System.Type type, Colossal.IO.AssetDatabase.Identifier id, Colossal.IO.AssetDatabase.IAssetDatabase db) [0x00010] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.AssetDatabase`1[T].PopulateFromDataSource (System.Boolean priorityData, System.Threading.CancellationToken ct, Colossal.TaskProgress progress) [0x001c1] in <19920b3992324a0889261bf6b7bdd532>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:ErrorFormat(Exception, String, Object, Object)
Colossal.IO.AssetDatabase.<PopulateFromDataSource>d__109:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<PopulateFromDataSource>d__109&)
Colossal.IO.AssetDatabase.AssetDatabase`1
opulateFromDataSource(Boolean, CancellationToken, TaskProgress)
Colossal.IO.AssetDatabase.<<CacheAssets>g__UpdateDatabase|0>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<CacheAssets>g__UpdateDatabase|0>d&)
Colossal.IO.AssetDatabase.<>c__DisplayClass104_0:<CacheAssets>g__UpdateDatabase|0(IAssetDatabaseInternal)
System.Linq.SelectEnumerableIterator`2:MoveNext()
System.Threading.Tasks.Task:WhenAll(IEnumerable`1)
Colossal.IO.AssetDatabase.<<CacheAssets>b__1>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<CacheAssets>b__1>d&)
Colossal.IO.AssetDatabase.<>c__DisplayClass104_0:<CacheAssets>b__1()
System.Threading.Tasks.Task`1:InnerInvoke()
System.Threading.Tasks.Task:Execute()
System.Threading.Tasks.Task:ExecutionContextCallback(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&)
System.Threading.Tasks.Task:ExecuteEntry(Boolean)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue
ispatch()
System.Threading._ThreadPoolWaitCallback
erformWaitCallback()
查找类似情况后,此报错好像不是指定模组或元素的设置文件报错,问AI说代码显示为存档设置报错。
而后通过skyve设置,排除所有不兼容模组后,能够新开存档但还是无法打开特定运行了一段时间的存档。测试过新存档初始1小时内都能够关闭游戏后能重新加载。但是运行4小时后
闪退,无论自动保存或是之前手动保存存档又无法打开。
初步怀疑是不是早期订阅资产的问题?但是本人不懂代码觉得资产本身错误对于游戏运行应该没有影响,特别是存档中并没有放置任何该版本之前订阅的资产。
希望有大佬能够解答!
报错前操作:存档中闪退
报错过程:1.5.2f(资产编辑器)上线后mod全坏就没上过游戏,似乎好了,稍微整理下就新开档,3小时后闪退(无任何弹窗报错)。再进入游戏发生1、模组设置重置。2、有时如下报错:
COCParserUnexpectedEndException
[ERROR] Error occurred creating 3d823d0b4fa8ce43a78024c22727caa3 [Settings.coc] (Settings)
COCParserUnexpectedEndException: Unexpected end of input at 74:10 from 10:1
at Colossal.IO.AssetDatabase.COCParser.ParseObject (System.Int32& startIndex, System.Int32& length) [0x000cd] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.COCParser.Parse (System.String source, System.Collections.Generic.IReadOnlyList`1[System.String]& outReport) [0x00155] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.DefaultAssetFactory.CreateSettingAssets (Colossal.IO.AssetDatabase.Identifier id, Colossal.IO.AssetDatabase.IAssetDatabase db) [0x00034] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.DefaultAssetFactory.CreateAndRegisterAsset[T] (System.Type type, Colossal.IO.AssetDatabase.Identifier id, Colossal.IO.AssetDatabase.IAssetDatabase db) [0x00010] in <19920b3992324a0889261bf6b7bdd532>:0
at Colossal.IO.AssetDatabase.AssetDatabase`1[T].PopulateFromDataSource (System.Boolean priorityData, System.Threading.CancellationToken ct, Colossal.TaskProgress progress) [0x001c1] in <19920b3992324a0889261bf6b7bdd532>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:ErrorFormat(Exception, String, Object, Object)
Colossal.IO.AssetDatabase.<PopulateFromDataSource>d__109:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<PopulateFromDataSource>d__109&)
Colossal.IO.AssetDatabase.AssetDatabase`1
Colossal.IO.AssetDatabase.<<CacheAssets>g__UpdateDatabase|0>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<CacheAssets>g__UpdateDatabase|0>d&)
Colossal.IO.AssetDatabase.<>c__DisplayClass104_0:<CacheAssets>g__UpdateDatabase|0(IAssetDatabaseInternal)
System.Linq.SelectEnumerableIterator`2:MoveNext()
System.Threading.Tasks.Task:WhenAll(IEnumerable`1)
Colossal.IO.AssetDatabase.<<CacheAssets>b__1>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<CacheAssets>b__1>d&)
Colossal.IO.AssetDatabase.<>c__DisplayClass104_0:<CacheAssets>b__1()
System.Threading.Tasks.Task`1:InnerInvoke()
System.Threading.Tasks.Task:Execute()
System.Threading.Tasks.Task:ExecutionContextCallback(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&)
System.Threading.Tasks.Task:ExecuteEntry(Boolean)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue
System.Threading._ThreadPoolWaitCallback
查找类似情况后,此报错好像不是指定模组或元素的设置文件报错,问AI说代码显示为存档设置报错。
而后通过skyve设置,排除所有不兼容模组后,能够新开存档但还是无法打开特定运行了一段时间的存档。测试过新存档初始1小时内都能够关闭游戏后能重新加载。但是运行4小时后
闪退,无论自动保存或是之前手动保存存档又无法打开。
初步怀疑是不是早期订阅资产的问题?但是本人不懂代码觉得资产本身错误对于游戏运行应该没有影响,特别是存档中并没有放置任何该版本之前订阅的资产。
希望有大佬能够解答!