#3.2 Migration Issues?

1 messages · Page 1 of 1 (latest)

gaunt torrent
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Not strictly sure @silk sequoia . I'm going to open a thread for this and invite @summer tusk and @mint vapor to investigate; it's late for them (damn europeans) but we can investigate tomorrow

summer tusk
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A lot of module on that list are not updated for 3.2 yet

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This is going to trigger a lot of errors from the data validation model

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Only swade core, Deadlands core, and fantasy Companion are fully 3.2 compatible

summer tusk
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ahh I see the issue in deadlands

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thought that was fixed

summer tusk
silk sequoia
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I can update but I won't be able to tell if it worked which was the point of the thread. The migration (and therefore the errors) only happens the first time you load the world yet it seems to be based on the modules you have active. My concern is that the migration is not being done correctly, particularly in cases where there were errors during migration.

The question is do we need to figure out how to run the migration again in cases where there were errors? What about if there were no error but then I activate one of these modules later? Presumably the migration is doing something to the data otherwise we wouldn't be firing errors. Are we sure that something is being done in all cases?

silk sequoia
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Okay, that gives us a potential way to test modules but we can't require everyone to run that manually to fix errors.

silk sequoia
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Alright, I updated and ran the migration again and I think that everything in the module is fixed. Now the problem is that a bunch of my own stuff is broken (it's looking like all actors that were imported from the Deadlands module). I have no idea what's wrong with the actors or how to fix them.

A lot of them seem to be the power points finite number error (seemingly all on actors without an arcane background).

I also have a few of these:
TypeError: Failed swade system migration for Actor Kachina Dolls: Cannot read properties of null (reading 'includes')

gaunt torrent
silk sequoia
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Looks like I also have some for the Fantasy Companion but maybe that's just not been fixed yet (I do have the latest version of the module).

mint vapor
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@gaunt torrent I wonder if that's connected the null-coalescing change you made

gaunt torrent
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Oh, I think that is the error that prompted me to do the null coalescing

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yeah it is

mint vapor
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hah

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that explains why I couldn't trigger it 😄

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okay cool, fixed then I guess .The rest are data errors

gaunt torrent
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🎉

silk sequoia
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So how do I fix the data errors? A better question might be should I be responsible to fix them in the first place or should the migration be smart enough to do it for me? I'm definitely not going to be the only person who has imported bad actors from the compendiums.

ebon vapor
mint vapor
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you're not responsible for the data errors. Please wait for the modules to update

silk sequoia
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These actors are mine, though. I've imported actors from the compendium and then made changes to them so I can't just reimport them. Even if that wasn't the case, there is no (useful) indication in the errors as to which actors are broken. Even as a dev, tracking down the actors based just on the actor guid is difficult and time consuming.

mint vapor
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game.actors.invalidDocumentIds should be a good starting point

silk sequoia
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That's empty but even if it wasn't, it's still just going to be giving me actor guids, no? Associating an actor with the guid is onerous and I still don't even know how to fix the actors even once I track them down.

ebon vapor
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Is it possible to export an invalid actor to json, to fix errors with a text editor? Because you can't edit an invalid document via the gui. That's maybe more of a #core-how-to question ⁉️

silk sequoia
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These validation errors don't appear to be marking the actors as invalid. They still appear in the list and I can edit them.

mint vapor
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then they aren't the invalid ones

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I suspect the invalid ones are in compendiums

silk sequoia
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I've matched more than one guid with the actor by hand and I can confirm that they are.

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Here's an example.

mint vapor
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that's... wierd

gaunt torrent
mint vapor
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that's something for core, because they really should

summer tusk
ebon vapor
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Hmm I get some errors during migration if an actor has an activated active effect (at least I think so).

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When I edit the actor and disable the AE before migration, no error is shown.

summer tusk
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That's just weird

gaunt torrent
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so, actors are initialized to have a overrides property in data prep that always starts as an empty object

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Foundry normally doesn't let you apply AEs to items

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The system was only initializing that overrides property upon item construction

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but sometimes the order doesn't line up when trying to cross-apply AEs

gaunt torrent
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I've been... very in the weeds