Laerun
October 1st, 2023, 18:16
DnD5e Ruleset, with extensions.
Not sure what this means but...
Happened when opening a new character sheet from the character manager.
The Core Issue
[ERROR] MOUSE UPDATE: System.Exception: Input must have at least three input vertices.
This is the crux of the problem. The algorithm expects at least three vertices to perform the triangulation but is not receiving them. In the realm of geometry, a triangle is the simplest shape that can be formed in a 2D space, and it requires three vertices. Anything less, and you can't form a closed shape.
The Call Stack
The rest of the log is essentially the call stack, showing the sequence of method calls that led to the error. It starts from the TriangleNet.Mesh.TransferNodes method and goes all the way to FG.FGDesktop.Update.
What Could Be Going Wrong?
Insufficient Data: The most straightforward issue could be that the input data set for the vertices is either empty or has less than three points.
Data Transformation: Another possibility is that somewhere along the line, the data is being transformed or filtered, reducing the number of vertices to less than three.
Concurrency Issues: If this is a multi-threaded application, there might be a race condition where the data is being accessed before it's fully populated.
How to Fix It?
Check Your Input: Make sure that the data set you're passing into the TriangleNet library has at least three vertices.
Debug the Call Stack: Go through the methods listed in the call stack to see where the data might be getting lost or modified.
Concurrency Safeguards: If applicable, make sure to implement proper thread safety measures to ensure that the data is fully populated before the triangulation method is called.
Logging: Add more logging at critical points to trace the flow of data. This will help you identify exactly where things are going awry.
Not sure what this means but...
Happened when opening a new character sheet from the character manager.
The Core Issue
[ERROR] MOUSE UPDATE: System.Exception: Input must have at least three input vertices.
This is the crux of the problem. The algorithm expects at least three vertices to perform the triangulation but is not receiving them. In the realm of geometry, a triangle is the simplest shape that can be formed in a 2D space, and it requires three vertices. Anything less, and you can't form a closed shape.
The Call Stack
The rest of the log is essentially the call stack, showing the sequence of method calls that led to the error. It starts from the TriangleNet.Mesh.TransferNodes method and goes all the way to FG.FGDesktop.Update.
What Could Be Going Wrong?
Insufficient Data: The most straightforward issue could be that the input data set for the vertices is either empty or has less than three points.
Data Transformation: Another possibility is that somewhere along the line, the data is being transformed or filtered, reducing the number of vertices to less than three.
Concurrency Issues: If this is a multi-threaded application, there might be a race condition where the data is being accessed before it's fully populated.
How to Fix It?
Check Your Input: Make sure that the data set you're passing into the TriangleNet library has at least three vertices.
Debug the Call Stack: Go through the methods listed in the call stack to see where the data might be getting lost or modified.
Concurrency Safeguards: If applicable, make sure to implement proper thread safety measures to ensure that the data is fully populated before the triangulation method is called.
Logging: Add more logging at critical points to trace the flow of data. This will help you identify exactly where things are going awry.