0
Not a Bug

debug.log - Ludiq.StaticActionInvoker`1:InvokeUnsafe(Object, Object) (at C:/Users/lazlo/Projects/Bolt1/Package/Ludiq.Core/Runtime/Reflection/Optimization/StaticActionInvoker_1.cs:51)

Nathan Haskins 1 year ago updated 1 year ago 3

Hello!

I'm running into a situation where some of my Debug.Log messages in Bolt throw a big old console message. Some of the Debug.Log statements are fine, but a few of them do the following (see below). I do have them inside of super states, inside flow states and some are co routines and some are not. TBH I can't figure out a pattern of behavior yet to help debug this. Just let me know if you want me to test anything to give more information. 

Worth noting that this does not stop the flow of the game, it pretty much just spams out my console XD. 

Thanks!


I

Bolt Version:
1.4.1
Unity Version:
2018.3.3.f1
Platform(s):
Scripting Backend:
.NET Version (API Compatibility Level):

more details here from the console:

System.Object:lambda_method(Closure, Object)

Ludiq.StaticActionInvoker`1:InvokeUnsafe(Object, Object) (at C:/Users/lazlo/Projects/Bolt1/Package/Ludiq.Core/Runtime/Reflection/Optimization/StaticActionInvoker_1.cs:51)

Ludiq.StaticActionInvoker`1:Invoke(Object, Object) (at C:/Users/lazlo/Projects/Bolt1/Package/Ludiq.Core/Runtime/Reflection/Optimization/StaticActionInvoker_1.cs:32)

Ludiq.Member:Invoke(Object) (at C:/Users/lazlo/Projects/Bolt1/Package/Ludiq.Core/Runtime/Reflection/Member.cs:908)

Bolt.InvokeMember:Invoke(Flow)

Bolt.InvokeMember:Enter(Flow)

Bolt.Flow:InvokeDelegate(ControlInput)

Bolt.Flow:Invoke(ControlOutput)

Bolt.Flow:Run(ControlOutput)

Bolt.EventUnit`1:Run(Flow)

Bolt.EventUnit`1:Trigger(GraphReference, CustomEventArgs)

Bolt.<>c__DisplayClass14_0:b__0(CustomEventArgs)

Bolt.EventBus:Trigger(EventHook, CustomEventArgs)

Bolt.EventBus:Trigger(String, GameObject, CustomEventArgs)

Bolt.CustomEvent:Trigger(GameObject, String, Object[])

Bolt.TriggerCustomEvent:Trigger(Flow)

Bolt.Flow:InvokeDelegate(ControlInput)

Bolt.d__52:MoveNext()

Bolt.d__52:MoveNext()

Bolt.d__52:MoveNext()

Bolt.d__52:MoveNext()

Bolt.d__52:MoveNext()

Bolt.d__50:MoveNext()

+1
Not a Bug

Hi Nathan,

This isn't a bug, it's the actual trace of where Debug.Log is invoked, like you would normally get in C#. Only here you see all the Bolt internals that led to the actual reflected method invocation.

I see you're using Console Pro as your console. I'm not sure if this is what causes it to display the integrity of the log like this. The normal Unity console will trim after 2 lines, so you won't see the rest unless you select it.

Hi Lazlo, thanks for the response.

Good points. Any theory as to why it would show the whole stack on some Bolt debug calls and not others? Thanks, I appreciate the time and am enjoying Bolting all the things.