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Gordon Dry

KSP 1.5.1: Contracts issue - stock issue?

Question

After fulfilling two contracts in one flight I went back to SPC and found exactly two entries of this:

Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at KSCPauseMenu.<draw>m__9()
   at DialogGUIButton.OptionSelected()
   at DialogGUIButton.<Create>m__7()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Perhaps this has to do with outdated ContractConfigurator - but it's not mentioned anywhere in the ...

... log and stuff:
https://www.dropbox.com/s/884bzl5ugbd2yv7/2018-10-24_2 KSP.log and stuff.7z?dl=1

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5 answers to this question

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On 10/24/2018 at 5:50 PM, Gordon Dry said:

After fulfilling two contracts in one flight I went back to SPC and found exactly two entries of this:


Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at KSCPauseMenu.<draw>m__9()
   at DialogGUIButton.OptionSelected()
   at DialogGUIButton.<Create>m__7()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Perhaps this has to do with outdated ContractConfigurator - but it's not mentioned anywhere in the ...

... log and stuff:
https://www.dropbox.com/s/884bzl5ugbd2yv7/2018-10-24_2 KSP.log and stuff.7z?dl=1

yeah running into the same errors thinking its contract configurator not passing everything over. 

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May be a stock issue. I am getting a lot of them and not running contract configurator

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I'm having the same thing happen.  If it requires a particular part, or a particular orbit, I can't finish the contract even if I have the part/reach the orbit.

Different traces, but same base error.

 

[ERR 21:35:11.192] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at DatedQuickSaves.DatedQuickSaves.DoAutoSave()
   at DatedQuickSaves.DatedQuickSaves.Update()

 

[ERR 21:32:31.120] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at Game.Updated()
   at QuickSaveLoad.doSave(System.String filename, System.String screenMsg)
   at QuickSaveLoad.OnSaveAsClose(System.String saveName, Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn)
   at QuickSaveLoad.ConfirmDialog(Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn)
   at QuickSaveLoad+<SpawnSaveAsDialog>c__AnonStorey1.<>m__1()
   at DialogGUIButton.OptionSelected()
   at DialogGUIButton.<Create>m__7()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 19:12:05.918] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at KSP.UI.Screens.RDSceneSpawner.onRDDespawn()
   at EventVoid.Fire()
   at KSP.UI.Screens.RDSceneDespawner.BtnExit()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:31:48.394] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at FlightAutoSave+<PersistentSave>c__Iterator0.MoveNext()
   at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)

[ERR 19:58:20.738] Input is null for field 'agent' in config node 'CONTRACT'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at FlightDriver.StartWithNewLaunch(System.String fullFilePath, System.String missionFlagURL, System.String launchSiteName, .VesselCrewManifest manifest)
   at EditorLogic.<goForLaunch>m__44()
   at CallbackUtil+<DelayedCallback>c__Iterator1.MoveNext()
   at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)
 

log with 162 examples... https://drive.google.com/uc?export=view&amp;id=1Ph_PIXeun98v25Hg1jJBruz3Z2WRSS8v

 

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Same here:

Quote

[ERR 00:28:27.141] Input is null for field 'agent' in config node 'CONTRACT'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at MCSceneSpawner.OnMCDespawn()
   at EventVoid.Fire()
   at MCDespawner.BtnExit()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

It`s not a problem with Contract Configurator because I haven`t installed it. It must be a stock problem or another mod like ScanSat, which has some configs for contracts.

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