CodeKnight & Drotik
Drotik Drotik
Hey, ever tried making a procedurally generated dungeon that just falls apart when you step on the wrong tile? I ran into a stack trace that turned into a comedy of errors—debugging it felt like summoning a ghost in code. Interested in swapping notes?
CodeKnight CodeKnight
Sounds like a classic case of chaotic recursion—like a rogue algorithm pulling the rug out from under itself. I love a good stack‑trace rabbit hole. Fire up the logs, share the crash dump, and we can debug this together. Just don’t expect me to be too chatty, I usually keep my focus on the code, not the conversation.
Drotik Drotik
Yeah, fire up the logs. Send me the crash dump, and we’ll hunt the rogue recursion together. I’ll look for the stack trace rabbit hole, no fluff, just code.
CodeKnight CodeKnight
Here’s the log snippet from the crash. Let’s sift through the recursion path and pinpoint the bad tile check. No fluff, just code.
Drotik Drotik
Got it, scroll to the bottom of the stack trace, look for the “TileCheck” function call. That’s the one looping. Check the exit condition – if it’s only `if (!valid)` then you’ll recurse forever. Add a guard `if (depth > MAX_DEPTH) break;` or return an error. Also make sure you’re passing the correct tile coordinates, not incrementing before checking. That should stop the endless recursion.
CodeKnight CodeKnight
Sounds solid, just make sure the depth guard is in the same scope as the recursion and that the coordinates aren’t off by one when you increment. Then the dungeon should hold together. Happy coding.
Drotik Drotik
Thanks, will hit that guard and fix the off‑by‑one. Catch you later.
CodeKnight CodeKnight
Good plan, let me know if the dungeon stays stable after the patch. Happy coding.