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construct() calls not delegated properly in certain situations #6
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Still an issue. Looking into further. |
On the off chance someone else ends up looking into this later: The issue is likely in the construct() calls specifically being delegated wrong (so far I've only found that that happens in Actions nested under a Loop - might be another piece of the puzzle). I.e. if you log the remaining time on each tick for a Sleep for 2 entities which you spawn at different times, the times are correct (and distinct) until one finishes, at which point the construct() for the Sleep action gets called, but for some reason it touches more than the original Actor it should. |
Under certain conditions, DecoratorNodes can have their construct(Actor) called with the wrong Actor argument, causing issues if the Node is reading and/or writing to the Actor's dataMap, messing up both Actor's behaviors and throwing exceptions left and right.
So far I haven't been able to track down the cause and I don't know how widespread the issue is, but it's worth noting down.
Steps to reproduce:
What fixes the above error is removing the outer loop, making the Sequence the top-level object (which also makes sense overall, as the loop is redundant). Hopefully if this decides to come up again, we'll have more info, and we'll be able to narrow down the cause.
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