Async Loggers Experimental v2.2.1 ( 21.2.1 )
- download sqlite library from sqlite.org using P/Invoke on winhttp.dll
- fix missing primary Log Sources
2154 messages · Page 3 of 3 (latest)
i've made a mistake amd forgot to remove the sqlite dll from the package.
the app will ignore it anyways and download the new version in BepInEx/cache/AsyncLoggers
how has the experimental version done after a week of being out?
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper managed-to-native) System.Object.wrapper_native_0000FFF272321E6F()
at AsyncLoggers.Sqlite.SQLiteLoader.LoadSqliteLibrary () [0x0005c] in ./Preloader/src/Sqlite/SQLiteLoader.cs:63 ``` new version logs this error
It's the same as experimental so you prob need to uninstall Experimental
I never installed async loggers experimental 💀
only lobby control and Additional network
Maybe try reinstalling it
Try uninstalling the mod, clearing unused cache and reinstall it
I tried but its still the same
Where your Lethal Company is installed at
See if you have this
its still the same
Yeah I see it happening for me too
@past cairn Async Loggers' update is busted, Experimental was fine
Swapping to the Experimental build and deleting that file and launching should resolve it, something is borked with the Stable update
The most recent version of Async Loggers consistently crashes the game if you exit it after having entered a lobby initially
019a4c58-8f2d-35a0-24f8-a029e38976bf
Use bertogim's mod that force closes the game when you exit
ill prob just downgrade for the time being
and delete that file
Why, what's the root issue?
Idk what the root problem is
But bertogim's mod stopped soundapi crashes on exit from happening
So probably will stop this too
Since it just terminates the process when you click it
uh? all i did was download the dll from experimental, rename it and upload back 🤔
Idk why it’s erroring when it dls it with the Stable update but Experimental didn’t, coincidentally if you had Experimental dl the SQLite stuff it’s fine as well
Deleting that file I showed and swapping out the mod with Experimental for now should work, Matty deprecated it when he updated the mod but it should work just fine still. I’m unsure why it’s exploding
Just use the Experimental build like I said after deleting that file rather than rolling back Stable Async Loggers, I’ve used it for a couple months without issues. It’s strange it’s breaking tbh from a dll rename but I’m sure he’ll look into it
didnt have an issue with crashing, though i use ForceQuit so i guess its now dual purpose to avoid asyncloggers and soundapi crashes?
Well you used Experimental before
If you had Experimental dl the SQLite stuff the update works without prblems
It only explodes in fresh profiles or profiles that didn’t have it
Idk why
oh ok
Theoretically people could just dl Experimental let those files dl and swap back and it will all just work til Matty figures it out
But safer to just use Experimental because the profile will likely be shared snd if someone doesn’t have the SQLite stuff in their game directory it will just explode
ok hold on
when does this crash happen
when exiting to main menu or exiting game?
if its the latter it does not affect me or my players at all
Exiting game and it’s because with the Stable update AsyncLoggers appears to be dling corrupted files somehow when it dls the SQLite files
That or it just can’t read them
alright awesome
another W for bertogim
though i also have sqlite logging off so idk if thatll help
Oh I see for now he deprecated normal AsyncLoggers and Undeprecated Experimental due to the problems
Good to see
https://thunderstore.io/c/lethal-company/p/mattymatty/AsyncLoggers_Experimental/ For people experiencing problems, swap to this version of Async Loggers and allow it to regen the folder it downloads here. If you're on Stable and got errors and crashes you'll need to go to your installed game directory and delete this folder and let Experimental redownload it, or simply create a seperate profile and launch the game with just Async Loggers Experimental as that should trigger it to redownload the sqlite files
@past cairn Tested the new version on my tiny REPO pack since I reprod the issues with the update yesterday on that game and can confirm it's fixed, what did you change?
Err
Whus it's called?
not too sure as i've lost the exact version that's on Experimental. so i just finished the small refactor ( i moved some code to it's own file ) , recompiled. triple tested and uploaded 🤷
ForceQuit, kill him (Lethal Company)
Does this force quit affect logging btw
well yeah. when you force quit you skip all the remaining logs from being written to file/db/console
Scratches head
Should I just install Experimental in the meantime then
Because logs r important
does the current stable still have that issue? 
Pluh
v2.2.1 was busted for some reason while being a litteral reupload of Experimental
last evening i uploaded a recompiled version as v2.2.2 that should work fine
you can also toggle the shutdown behaviour in the config file:
Scheduler.Shutdown style
Wat would that do?
tell AsyncLoggers to not wait for logs on shutdown 😅
...Would that prevent the crashing...?
2.2.2 is fine
If you’re crashing still from using 2.2.1 have it redl the SQLite files
The last logs 5 seconds before quitting won't save to the log file but all the other logs will be fine
These same steps to stop the crashing will apply to Async Loggers' fixed v2.2.2 update as well btw if you had used v2.2.1, just go to your installed game directory, delete that zipped folder and relaunch and all should be good again without errors
Where is this file located?
I can't find it in our modpack folder
In your installed Game Directory
Ah
By the nine I'm tweaking
It still crashes, even after having gone through all the steps you listed
looks like you are having the same issue as me
this is from a profile with just asyncloggers and a couple butterystancakes mods.
game crashes upon pressing quit
almost certainly the same thing happening to samantha i think
Its ForceQuit ing time
How is it I've not had any crashes on exit? Seems like Matty Fixed it at least lol
I even tested installing the v2.2.2 version on REPO and it all worked fine
So weird
REPO?
Well at least v2.2.3 resolves it
Yeah my REPO pack was where I reprod the v2.2.1 issues, because on my Lethal profile everything was fine since I had Experimental create the zip folder previously
More like a-stink loggers
Lmao I've no idea how the Experimental version had no issues then funny things exploded after he ported the update to Stable
Funny issues be funny
Yo does this mod work for V80?
yes
@past cairn Just wanna let you know, you'll probably want to update this to disable DbLogging by default. Reason being is the new enemies in v81 spam so much when they exist that when Dblogging is on and logging the game lags very badly and drops frames pretty significantly, this was even after I excluded a lot of that logging with logwrapping. The second I turned off the DbLogging my game started to run much better overall again on v81
that's very weird. the DBLogger like all the others in AsyncLoggers runs on a separate thread with a queue to decouple it from the main game thread. it should not affect performance and if it did the other loggers should too 🤔
Might be an interaction with having it logging under Linux with proton possibly? I do know the game ran way smoother for me the next session after I disabled it 🤔
isn't it because of stacktrace capture?
the default for stackTraces is None tho
The new enemies also do just spam logs so much that it may be too much for the Dblogging
They really should be relocated from Info logs to debug logs with just how much they spam
it is terrible
that's not how the queue works. if logs come too fast they are simply discarded in favor of never affecting the main thread
also all vanilla logs ( or more precisely Unity logs ) don't have a log level distiction, so they are all treated as Message i belive 🤔
Ah hmmmm
as Diffoz said: do you have the stacktrace setting to a non-default value?
No I had it default
So my only other best guess remains my first one in that maybe it's not liking Proton and Linux too well
ehh proton might not like native windows calls. that's entirely possible
Prolly, I do know Linux does have native sqlite stuff but I dunno if Async Loggers could make use of that lol
if that's the case it might affect other low-level mods too
it'd be very hard to detect if we're running on proton and somehow escape the proton sandbox to run native linux commands 🤔
Yeah definitely
i might instead add an option to use an external "proper" db, but the users of my DbLogger are already so few and the ones on linux are even less 😅
unless you were actively using the db. turning it off should not matter
Yeah I haven't actively needed to use it in a while, modding has gotten much more stable since the days I had to peruse it a ton thankfully lmao
I remember when I used to have to check it every other session
😅
@flat rune were you the one that had to deal with the disk space issues on Proton?
yep
do you see the same issues lunxara has then? or maybe you don't use AsyncLoggers 😅
I'm pretty sure that I had some performance drop when db logger is enabled, so on our modpack I always disabled it
but I currently don't use linux on my main pc, so I can't test it rn
yeah, same here. i'd have to either spin up a hyper-v vm or go rummage in my attic for an old pc to install linux on 🙃
🤔 on windows?
on linux, on windows i think it's fine, but I just never tested
Yeah some way of using the native version that comes preinstalled would prolly help lol
But idk if it's feasible
The lag likely comes from the windows stuff since the mod will use the Windows version of SQLite
Can I suppress this type of log? There are many of them in loglines, I don't know exactly what they mean, hence my question
you can.
if you want you can suppress all of them, but i doubt they come from the vanilla game
and AsyncLoggers can only suppress the vanilla ones.
it's probably worth to ask the dev of whatever mod is throwning them to fix it
How do I find out which mod it is? I don't understand code, I only know that the class name is "GameNetcodeStuff.PlayerControllerB"
oh if it's from PlayerControllerB then it can indeed be suppressed