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ExportBGL output file [name] problem

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us-ohio
Hi Arno!

I'm having a recurring problem with writing out effects files - lots of effects (about 1.2 million) over a wide area, so lots of files... What's the methodology behind the file naming? The step seems to be working fine producing a series of "Starting writing", "Finished writing", "Parsing..." (starting and finishing), etc. - all in no particular apparent order - sometimes it starts and finishes writing, sometimes it parses.

I get over 3,700 files but the process ends when it comes with and error saying it can't find a file with a certain name - I'll try to get the error message again. scenProc crashed as I was reviewing the output and I can't save a log file (for some reason) when this error occurs.

Just wondered if the "file name" error has anything to do with large number of files, what the order of files, naming (location?), processing, and writing might be, etc.? I will try processing smaller areas to see if I get results from that.

EDIT:

A bit more information on the Error details from a log I managed to record after running a file with fewer objects processed:

8:41 AM CreateXMLEffect Information Created 13284 XML effects

...

9:35 AM SceneryProcessor Error One or more errors occurred.
9:35 AM SceneryProcessor Error at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body)
at ASToFra.scenProc.Steps.ExportBGL.Process(List`1 cells, String[] arguments)
at ASToFra.scenProc.Processor.SceneryProcessor.Process()
at ASToFra.scenProc.Processor.SceneryProcessor.ProcessFile(String filename, Boolean errorReporting)
9:35 AM SceneryProcessor Error Cannot start process because a file name has not been provided.
9:35 AM SceneryProcessor Error at System.Diagnostics.Process.Start()
at ASToFra.ObjectWriter.BGLXWriter.CompileBGL(String xmlFileName, String compilePath)
at ASToFra.ObjectWriter.BGLXWriter.Write(String filename, Scenery scenery, Int32 subWriterIndex)
at ASToFra.scenProc.Steps.ExportBGL.<>c__DisplayClass1.<Process>b__0(GridCell cell)
at System.Threading.Tasks.Parallel.<>c__DisplayClass17_0`1.<ForWorker>b__1()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(Object )


ian
 
Last edited:
Hi Ian,

The really interesting error is in the other part of the exception, not in this one. Can you just file the crash to my bugtracker?

But what SplitGrid size are you using? For non-autogen, you don't have to use LOD13, you can use LOD8 or LOD5 of so. That will give you much less files.

The numbers are just the index of cells into which you have split the data. So they are not really magic or so :)
 
Thanks, Arno. I'll forward the crash details through the bugtracker. Also the information on SplitGrid size will help immensely and I'll use an LOD5 or so parameter value to test it.

ian
 
SplitGrid using appropriate LOD level worked perfectly. Thanks! I'll still forward the bugtracking info so you can see if there's something causing it to lose a handle on filenames as it writes, parses, saves, and otherwise processes multiple files apparently simultaneously.
ian
 
OK, happy to hear that works. And if I get the bug report I'll see if I can fix that other issue as well.
 
Hi,

Got your error message now, but I can't make much sense out of it yet. The error complains about some path not being specified when trying to compile the BGL.

To help me understand, you get this error after a lot of files already processed correctly, right?
 
In that case I really don't understand why suddenly it can't find the compiler path (or the requested output path must be invalid). But if so many files work, why would one fail?

It's hard to debug it without being to reproduce the issue. Do you always get this error (and maybe also with a simple file) or is it kind of random?
 
It appears I can replicate given the same set of input files and effects created for output (so number and nature of output files) but occurs with no apparent pattern as far as correlation between number of effects, files, and as to how many files it writes successfully before failure. I can try to PM or email you a minimal set of data (I haven't worked out exactly what that is but could try the last one that was used to generate the information you got from the bug tracker.
ian
 
Thanks, maybe I can reproduce it then. I have seen this error before in the bug tracker, but could never reproduce it on my machine.
 
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