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Assassination stack trace and crash when hyperspacing into the target system too late #5893

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lolo101 opened this issue Aug 20, 2024 · 1 comment

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@lolo101
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lolo101 commented Aug 20, 2024

Observed behaviour

As I was hyperspacing into the system where the assassination target was exected, a stack trace poped up and the game crashed.
Note that I was late and the target had probably jumped out of the system
image

Expected behaviour

The game does not raise exception and/or crash

Steps to reproduce

Just press "Initiate hyperjump" button in the attached saved game

My pioneer version (and OS):

20240710 (Linux)

My output.txt (required) and game save (optional, but recommended)

output.txt
assassination.gz

@impaktor
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That is very surprising, as that code is ancient. 2010-2011 actually.

local _setupHooksForMission = function (mission)
	if mission.ship:exists() and
	   mission.due > Game.time then
		-- Target hasn't launched yet. set up a timer to do this
		Timer:CallAt(mission.due, function () if mission.ship:exists() then mission.ship:Undock()   -- <---crashing
  			mission.timer = nil end end)
		mission.timer = 'SET'
end

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