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Systematic crash during combats #13

Description

@DarkCmz

Hello,

Summary

The mod (RaidAutomation 2.0 / BepInEx 6.0.0-be.755) reliably crashes the game
with an access violation in coreclr.dll a few seconds into any combat
(tested on a Clan Boss fight). Reproducible 100% of the time on this setup.

Environment

  • Raid.exe version: 6000.3.18.48821 (Unity 6000.3.18f1)
  • BepInEx: 6.0.0-be.755 (commit 3fab71a1914132a1ce3a545caf3192da603f2258)
  • RaidAutomation plugin: v2.0.0 (installed via PyAutoRaid-Setup-2.6.0.exe)
  • .NET runtime: 6.0.7 (coreclr.dll 6.0.722.32202)
  • OS: Windows 10 64-bit

Steps to reproduce

  1. Install PyAutoRaid v2.6.0 via the official installer.
  2. Launch Raid via Plarium Play with the mod active (HTTP API confirmed
    working on port 6790, /all-heroes and /battle-state both respond
    correctly outside of combat / early in combat).
  3. Enter any combat (tested: Clan Boss).
  4. A few seconds in, Raid.exe crashes and exits completely. Reproduced on
    every single attempt.

Crash details (Windows Event Viewer, Application log, Event ID 1000)

Faulting application name: Raid.exe, version: 6000.3.18.48821, time stamp: 0x6a2863d7
Faulting module name: coreclr.dll, version: 6.0.722.32202, time stamp: 0x62b2f16b
Exception code: 0xc0000005
Fault offset: 0x00000000001d1fdd
Faulting process id: 0x750
Faulting application path: C:\Users\AppData\Local\PlariumPlay\StandAloneApps\raid-shadow-legends\build\Raid.exe
Faulting module path: C:\Users\AppData\Local\PlariumPlay\StandAloneApps\raid-shadow-legends\build\dotnet\coreclr.dll

This is an access violation (0xc0000005) inside coreclr.dll itself, not a
catchable managed exception — nothing related appears in
BepInEx/LogOutput.log, which ends normally on repeated [Fusion] log
lines with no exception trace before the process dies.

Possibly relevant startup log lines

[Warning:InteropManager] Failed to preload .../BepInEx/interop/UnityEngine.UIElementsModule.dll

System.IO.FileNotFoundException: Could not load file or assembly 'UnityEngine.UIElementsModule...'

[Info :RaidAutomation] Harmony: ArtifactBonus patch disabled
[Warning:Il2CppInterop] Failed to init IL2CPP patch backend for
void SharedModel.Battle.Core.Skill.AppliedEffect::set_TurnLeft(int ),
using normal patch handlers: Method ... is a field accessor, it can't be patched.
[Warning:Il2CppInterop] Failed to init IL2CPP patch backend for
void Client.Model.Errors.ClientLogicException::.ctor(...),
using normal patch handlers: Derived classes must provide an implementation.

The mod patches the entire combat pipeline via Harmony (ProcessStartTurn,
ProcessEndTurn, ProcessStartBattle, ProcessEndBattle,
ApplySkillCommand, ApplyCommand, DamageChange, ApplyStatus,
RemoveStatus, DurationChange, CmdQueue.Enqueue, etc.). Given the crash
happens specifically once combat logic starts executing, and two of these
patches already fall back to "normal patch handlers" due to IL2CPP init
failures, one of the combat-path patches (or the missing
UnityEngine.UIElementsModule.dll) seems like the likely culprit — but I
don't have visibility into the patch implementation to pin down which one.

Impact

Every combat attempt with the mod active currently ends in a full game
crash, making the mod unusable for anything combat-related (battle
telemetry, CB simulation validation, etc.) in this configuration.

Regards

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