#3.2 Migration Issues?
1 messages · Page 1 of 1 (latest)
A lot of module on that list are not updated for 3.2 yet
This is going to trigger a lot of errors from the data validation model
Only swade core, Deadlands core, and fantasy Companion are fully 3.2 compatible
Try this: #package-releases message
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?
Okay, that gives us a potential way to test modules but we can't require everyone to run that manually to fix errors.
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')
screenshot the whole error message please
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).
I've been trying to to reproduce that but for the live of me I can't get it to happen
@gaunt torrent I wonder if that's connected the null-coalescing change you made
Oh, I think that is the error that prompted me to do the null coalescing
yeah it is
hah
that explains why I couldn't trigger it 😄
okay cool, fixed then I guess .The rest are data errors
🎉
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.
If the actor comes from a premium module, wait for the update and reimport.
you're not responsible for the data errors. Please wait for the modules to update
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.
game.actors.invalidDocumentIds should be a good starting point
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.
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 ⁉️
These validation errors don't appear to be marking the actors as invalid. They still appear in the list and I can edit them.
I've matched more than one guid with the actor by hand and I can confirm that they are.
Here's an example.
that's... wierd
For some reason the power points validation errors weren't disabling the offending actors
that's something for core, because they really should
I definitely encountered similar issues with world actors when updating our data. The messages were less than helpful.
At the end of the day they had those errors before and you managed to work with them, that might be all that's needed for now.
Hmm I get some errors during migration if an actor has an activated active effect (at least I think so).
When I edit the actor and disable the AE before migration, no error is shown.
That's just weird
it's a weird but specific error that I've fixed for 3.2.1
so, actors are initialized to have a overrides property in data prep that always starts as an empty object
Foundry normally doesn't let you apply AEs to items
The system was only initializing that overrides property upon item construction
but sometimes the order doesn't line up when trying to cross-apply AEs
I've been... very in the weeds