Strange error message...

I got this error:

ERROR: Runtime error ?:0: attempt to call field '?' (a nil value) stack traceback: ?: in function 'callListener' ?: in function \<?:504\> ?: in function \<?:169\>

and can’t find anything causing this. Could it be something Corona related (regarding the function line infos!) maybe?

Any help welcome! :slight_smile:

Is this on a device? If so, add this to your build settings and you’ll be able to see line numbers, function names just like in the simulator.

[lua]

  build =
    {
        neverStripDebugInfo = true
    }

[/lua]

https://docs.coronalabs.com/guide/distribution/buildSettings/index.html#build-control

Thx, but this was in the simulator.

Usually that means there is a Runtime listener that is in a recursive loop, or had a bad reference. Check your recent edits and roll back to the point where there is no error.

These messages can happen in the middle of processing an event, where you’ve gotten into an API call that’s compiled code where we’ve stripped Corona’s symbols. We see one symbol “callListener”.  Do you have a call back function named “callListener”? That might be a starting point to look.

Rob

Thx for the help! I have looked for a callListener function, but it looks like there is none in the code.

Are you calling widgets or transitions or something similar?

A lot of transitions. I have some waves of enemies moving along a path. When the error appears the complete wave of the current moving wave is stopped and the timer will then start the next wave of enemies like nothing happened before.

Do you have any onComplete calls with your transitions?

Rob

Yes there are some

I looked through the transition code and didn’t find that variable either. Are you using any plugins?

I’m working with DUSK, but there is no real access to any of Dusks map, just in the beginning when the level is created. But I will look into this.
Thanks for checking the transition code. I really appreciate your help here!

Is this on a device? If so, add this to your build settings and you’ll be able to see line numbers, function names just like in the simulator.

[lua]

  build =
    {
        neverStripDebugInfo = true
    }

[/lua]

https://docs.coronalabs.com/guide/distribution/buildSettings/index.html#build-control

Thx, but this was in the simulator.

Usually that means there is a Runtime listener that is in a recursive loop, or had a bad reference. Check your recent edits and roll back to the point where there is no error.

These messages can happen in the middle of processing an event, where you’ve gotten into an API call that’s compiled code where we’ve stripped Corona’s symbols. We see one symbol “callListener”.  Do you have a call back function named “callListener”? That might be a starting point to look.

Rob

Thx for the help! I have looked for a callListener function, but it looks like there is none in the code.

Are you calling widgets or transitions or something similar?

A lot of transitions. I have some waves of enemies moving along a path. When the error appears the complete wave of the current moving wave is stopped and the timer will then start the next wave of enemies like nothing happened before.

Do you have any onComplete calls with your transitions?

Rob