Using this code, if a Delay is in the scene it's being returned in base.sceneDevices. If you don't trap it the code blows up. e.g. I have two devices and a delay. I get two good devices and boom on the third which shouldn't be there.
foreach (var sd in base.sceneDevices) {
//writeFileLog("device");
try
{
var device = getNode((Guid)sd.deviceId);
writeFileLog(device.name);
for (int romnumber = 0; romnumber < maxdevices;="">
{
//writeFileLog("looking for device");
if (device.name == roms[romnumber,2])
{
//writeFileLog("setting 1-wire device");
tempF = System.Convert.ToByte(roms[romnumber,3]);
setDeviceLevel(device.deviceId, tempF);
}
}
} catch (Exception ex) {
// Log the exception here
// writeFileLog("devices Error", ex);
}
}
Probable bug in base.sceneDevices
- 71 Views
- Last Post 29 October 2015
scooter
posted this
07 October 2015
rscott
posted this
29 October 2015
Thanks for reporting this. I'll take a look at it.