Fix physics recorder crash when bodies are disposed during capture
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Build / build (push) Successful in 1m31s
Added defensive checks and try-catch to handle race conditions where physics bodies are disposed between the filter check and property access. This commonly happens with projectiles and destroyed asteroids. Changes: - Added null/undefined check for physicsBody in filter - Added transformNode existence check before access - Wrapped capture logic in try-catch to skip disposed objects - Continue loop instead of crashing when object is disposed Fixes TypeError: Cannot read properties of undefined (reading 'transformNode') 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -155,11 +155,17 @@ export class PhysicsRecorder {
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const objects: PhysicsObjectState[] = [];
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const objects: PhysicsObjectState[] = [];
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// Get all physics-enabled meshes
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// Get all physics-enabled meshes
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const physicsMeshes = this._scene.meshes.filter(mesh => mesh.physicsBody !== null);
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const physicsMeshes = this._scene.meshes.filter(mesh => mesh.physicsBody !== null && mesh.physicsBody !== undefined);
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for (const mesh of physicsMeshes) {
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for (const mesh of physicsMeshes) {
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const body = mesh.physicsBody!;
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const body = mesh.physicsBody;
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// Double-check body still exists and has transformNode (can be disposed between filter and here)
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if (!body || !body.transformNode) {
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continue;
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}
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try {
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// Get position
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// Get position
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const pos = body.transformNode.position;
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const pos = body.transformNode.position;
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@ -210,6 +216,10 @@ export class PhysicsRecorder {
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mass: parseFloat(mass.toFixed(2)),
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mass: parseFloat(mass.toFixed(2)),
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restitution: parseFloat(restitution.toFixed(2))
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restitution: parseFloat(restitution.toFixed(2))
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});
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});
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} catch (error) {
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// Physics body was disposed during capture, skip this object
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continue;
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}
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}
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}
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const snapshot: PhysicsSnapshot = {
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const snapshot: PhysicsSnapshot = {
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