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Problems with Activity Template MKT Sub Not working, switch, passing path problems Rate Topic: -----

#1 User is online   R H Steele 

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Posted 07 June 2022 - 07:28 PM

Has anyone had any success with getting the MKT Sub Activity Template from MKT Templates (Skyline Computing ) to work. I keep getting these curious aborts and strange switch behavior. The original A&O Sub works fine, of course, no problems running it. I'll just post the two warnings I get and if anyone needs more information, please ask. Using MG124

Two items to keep in mind:
  • None of the paths have passing paths...so why the mention in the log?
  • Player in manual mode, no reversal points in path, it is a short path...long enough to load player train into simulation.


Quote

Warning: Train 0 service PLAYER, reversal or end point off path; distance to reversal point set to -1



Quote

Warning: Multiple passing paths at the same location, without common branch out, or return switch. Check the passing paths for Train name: PLAYER (number: 0), and other train's paths, which have passing paths at the same locations

Error: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Orts.Simulation.Signalling.DeadlockInfo.GetEndSection(Train thisTrain) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 14834
at Orts.Simulation.Signalling.DeadlockInfo.CheckDeadlockPathAvailability(TrackCircuitSection startSection, Train thisTrain) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 14343
at Orts.Simulation.Signalling.TrackCircuitSection.IsAvailable(TrainRouted thisTrain) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 6009
at Orts.Simulation.Signalling.TrackCircuitSection.IsAvailable(Train thisTrain) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 6027
at Orts.Simulation.Physics.Train.CheckManualPath(Int32 direction, TCPosition requiredPosition, TCSubpathRoute requiredRoute, Boolean forward, END_AUTHORITY& endAuthority, Single& endAuthorityDistanceM) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 8410
at Orts.Simulation.Physics.Train.UpdateManualMode(Int32 signalObjectIndex) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 8046
at Orts.Simulation.Physics.Train.UpdateManual(Single elapsedClockSeconds) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 2910
at Orts.Simulation.Physics.Train.Update(Single elapsedClockSeconds, Boolean auxiliaryUpdate) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 1879
at Orts.Simulation.Simulator.Update(Single elapsedClockSeconds) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\Orts.Simulation\Simulation\Simulator.cs:line 831
at Orts.Viewer3D.Viewer.Update(RenderFrame frame, Single elapsedRealTime) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\RunActivity\Viewer3D\Viewer.cs:line 758
at Orts.Viewer3D.Processes.GameStateViewer3D.Update(RenderFrame frame, Double totalRealSeconds) in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\RunActivity\Viewer3D\Processes\GameStateViewer3D.cs:line 120
at Orts.Viewer3D.Processes.UpdaterProcess.Update() in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\RunActivity\Viewer3D\Processes\UpdaterProcess.cs:line 131
at Orts.Viewer3D.Processes.UpdaterProcess.DoUpdate() in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\RunActivity\Viewer3D\Processes\UpdaterProcess.cs:line 108
at Orts.Viewer3D.Processes.UpdaterProcess.UpdaterThread() in F:\ADRIANA\Carlo\OR_Work\Git_ORTS_source_mio\Source\RunActivity\Viewer3D\Processes\UpdaterProcess.cs:line 74
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()


Edit
Troubleshooting problem:Thought it might be the mods made to the A&O Sub for the template ( lengthening sidings ) so I transferred the activity to the original ( unmodified A&O sub --- used OR Stable Ver1.4 instead of MG124 and got the same results in exactly the same place.
From the log:

Quote

Warning: Multiple passing paths at the same location, without common branch out, or return switch. Check the passing paths for Train name: PLAYER (number: 0), and other train's paths, which have passing paths at the same locations

Error: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Orts.Simulation.Signalling.DeadlockInfo.GetEndSection(Train thisTrain) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 14822
at Orts.Simulation.Signalling.DeadlockInfo.CheckDeadlockPathAvailability(TrackCircuitSection startSection, Train thisTrain) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 14331
at Orts.Simulation.Signalling.TrackCircuitSection.IsAvailable(TrainRouted thisTrain) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 6009
at Orts.Simulation.Signalling.TrackCircuitSection.IsAvailable(Train thisTrain) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Signalling\Signals.cs:line 6028
at Orts.Simulation.Physics.Train.CheckManualPath(Int32 direction, TCPosition requiredPosition, TCSubpathRoute requiredRoute, Boolean forward, END_AUTHORITY& endAuthority, Single& endAuthorityDistanceM) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 8053
at Orts.Simulation.Physics.Train.UpdateManualMode(Int32 signalObjectIndex) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 7689
at Orts.Simulation.Physics.Train.UpdateManual(Single elapsedClockSeconds) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 2676
at Orts.Simulation.Physics.Train.Update(Single elapsedClockSeconds, Boolean auxiliaryUpdate) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Physics\Train.cs:line 1644
at Orts.Simulation.Simulator.Update(Single elapsedClockSeconds) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\Orts.Simulation\Simulation\Simulator.cs:line 709
at Orts.Viewer3D.Viewer.Update(RenderFrame frame, Single elapsedRealTime) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Viewer.cs:line 787
at Orts.Viewer3D.Processes.GameStateViewer3D.Update(RenderFrame frame, Double totalRealSeconds) in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Processes\GameStateViewer3D.cs:line 122
at Orts.Viewer3D.Processes.UpdaterProcess.Update() in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Processes\UpdaterProcess.cs:line 128
at Orts.Viewer3D.Processes.UpdaterProcess.DoUpdate() in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Processes\UpdaterProcess.cs:line 108
at Orts.Viewer3D.Processes.UpdaterProcess.UpdaterThread() in C:\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Processes\UpdaterProcess.cs:line 74
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()


2nd Edit
Unchecked Location linked passing path processing --- solved. I usually keeps this box checked, I seem to remember using it last time I ran the A&O Sub, perhaps not...however, that appears to have fixed the problem. Going to make a long path to run the activity in auto mode, leave path processing unchecked and see it problem occurs.


#2 User is offline   engmod 

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Posted 07 June 2022 - 09:35 PM

Do you have this set?

UseLocationPassingPaths = (user set) True

If you have not, flip it and see what happens?

#3 User is offline   engmod 

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Posted 08 June 2022 - 01:09 AM

I remember Carlo finding bugs in that code that he was not confident to alter as he could not understand what it was doing.
I had to untick to get past that activity ( bodiddly ).

Carlo's suggestion was to leave it ticked for normal running.

#4 User is online   R H Steele 

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Posted 08 June 2022 - 06:08 AM

View Postengmod, on 07 June 2022 - 09:35 PM, said:

Do you have this set?

UseLocationPassingPaths = (user set) True

If you have not, flip it and see what happens?


Thanks, just what I figured... see above post - 2nd Edit - UseLocationPassingPaths = (user set) True >> same as >> Location linked passing path processing box checked.

Quote

2nd Edit
Unchecked Location linked passing path processing --- solved. I usually keeps this box checked, I seem to remember using it last time I ran the A&O Sub, perhaps not...however, that appears to have fixed the problem. Going to make a long path to run the activity in auto mode, leave path processing unchecked and see it problem occurs.


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