« on: September 30, 2015, 06:22:55 AM »
Thanks for shedding some more light on this error, Woos. We've been aware of a (we thought very rare?) phantom corruption-on-save around there for a while, because we've gotten savegames that suddenly devolved into gibberish data, which is only caused by errors on save, but we hadn't seen the exact errors. If you do manage to create a working save that causes this error, that's pretty much a guarantee we can fix it, but until then:
I'm just as confused as you are. Probably even more, because I know for a fact that nothing runs in other threads while saving, and even if it somehow did and managed to change resources at the exact required moment, it would cause a single save operation to fail, it couldn't possibly affect all future ones. The fact that it starts happening over time is also even more puzzling; we had previously assumed that this was caused by faulty bytecode emitted by our angelscript JIT compiler, causing the count to be read/used wrong. But since the compiled bytecode doesn't change after game start, and the game saves fine up to a point, either there's something exceptionally strange going on, or it's not a problem with the script compilation.
We'll have to spend some time mashing our heads into what exactly happens here. You may be right that the array itself actually somehow receives a corrupted length :/