Sentinel hotfix: Log Message #5

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Summary

Automated Sentinel hotfix for BugSink project AexoLoader.

Issues

  • f63a2d90-f995-46b8-bed7-3e1fc821f1d9

Agent notes

Hotfix summary — f63a2d90

Issue: Unity log NRE in stock RegionPathFinder.finalPath during AI pathing (BehGoToTileTargetActor.goToActorMove.goTogetGlobalPathfinalPath). Incomplete region graphs under experimental/modded maps.

Change:

  • Added src/Compat/RegionPathFinderGuard.cs — Harmony NRE finalizers on finalPath, getGlobalPath, newWave, startWave
  • Wired via HarmonyPatches.Apply() in AexoLoaderBehaviour.cs
  • BugSink filter in OnUnityLog for RegionPathFinder + NullReferenceException (condition + stack)

Risk: Low. Soft-guard only; other exceptions still propagate. Pathfinding failure becomes a no-op for that wave instead of an exception spam.

Verify: Load a world that previously hit this; confirm Player.log may show capped RegionPathFinderGuard: swallowed pathfinding NRE lines and BugSink stops ingesting this fingerprint.

Notes

  • Do not auto-resolve BugSink from this PR — manage in BugSink UI.
  • Version / release bumps are not part of Sentinel PRs — maintainer cuts releases.
  • Agent: agent-5be8702d-bb20-4db3-9442-e56de10acb96 run: run-5b62e9b6-8785-4ad1-b554-e9de687ef29c
## Summary Automated Sentinel hotfix for BugSink project `AexoLoader`. ### Issues - `f63a2d90-f995-46b8-bed7-3e1fc821f1d9` ### Agent notes ## Hotfix summary — `f63a2d90` **Issue:** Unity log NRE in stock `RegionPathFinder.finalPath` during AI pathing (`BehGoToTileTarget` → `Actor.goTo` → `ActorMove.goTo` → `getGlobalPath` → `finalPath`). Incomplete region graphs under experimental/modded maps. **Change:** - Added `src/Compat/RegionPathFinderGuard.cs` — Harmony NRE finalizers on `finalPath`, `getGlobalPath`, `newWave`, `startWave` - Wired via `HarmonyPatches.Apply()` in `AexoLoaderBehaviour.cs` - BugSink filter in `OnUnityLog` for `RegionPathFinder` + `NullReferenceException` (condition + stack) **Risk:** Low. Soft-guard only; other exceptions still propagate. Pathfinding failure becomes a no-op for that wave instead of an exception spam. **Verify:** Load a world that previously hit this; confirm Player.log may show capped `RegionPathFinderGuard: swallowed pathfinding NRE` lines and BugSink stops ingesting this fingerprint. ### Notes - Do **not** auto-resolve BugSink from this PR — manage in BugSink UI. - Version / release bumps are **not** part of Sentinel PRs — maintainer cuts releases. - Agent: `agent-5be8702d-bb20-4db3-9442-e56de10acb96` run: `run-5b62e9b6-8785-4ad1-b554-e9de687ef29c`
Sentinel hotfix for BugSink f63a2d90
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## Hotfix summary — `f63a2d90`

**Issue:** Unity log NRE in stock `RegionPathFinder.finalPath` during AI pathing (`BehGoToTileTarget` → `Actor.goTo` → `ActorMove.goTo` → `getGlobalPath` → `finalPath`). Incomplete region graphs under experimental/modded maps.

**Change:**
- Added `src/Compat/RegionPathFinderGuard.cs` — Harmony NRE finalizers on `finalPath`, `getGlobalPath`, `newWave`, `startWave`
- Wired via `HarmonyPatches.Apply()` in `AexoLoaderBehaviour.cs`
- BugSink filter in `OnUnityLog` for
epistemophiliac closed this pull request 2026-07-25 07:36:44 +00:00
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epistemophiliac/worldboxmodmanager!5
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