Thanks for the log
I just started at the first 4/17/2012 entry.
Yeah, I've got firebats and icebats whining about getting shifted around.
Not a big deal, though perhaps we could suppress those from being logged.
A queued abilityuse.execute rejection...
Yea, those sometimes happen, though it shouldn't really be happening as much anymore since we made it hang on to entities (in an invisible, non-interactive state) for the rest of the ability messages applying to it to "clear through". So not sure what's going on there, unless they all apply to players that have transitioned to another chunk normally (those don't "stick around" as it'd be kinda bad for an entity to be in two chunks at once). Anyway, these particular rejections (projectiles exploding, adding just-entered-chunk-invincibility, etc) shouldn't hurt anything.
A process assertion failure...
Those are more serious; particularly:
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object
at Chunk.PerformChunkLoadInitialization (Boolean IsFromTheNetwork, Int32 LoadedChunkVersion) [0x00000] in <filename unknown>:0
I'm guessing that this was from when Chomper was connecting, and it was trying to process whatever messed up hunk of chunk he'd gotten stuck in, and something that should never be null was null. I've put in an extra check towards the top of the method but that's a pretty big one. *shakes fist at Unity for making it impossible to have a release build with enough debug info in it to give line numbers in stack traces* That may be my biggest complaint; in the .NET/slimdx engine AIW was running on through version 3.189, I could always get line numbers from release-build stack traces.
Anyway, looks pretty clean, if that null one was indeed just a legacy of whatever grue ate Chomper and Hyrf a couple versions back.