View Issue Details

IDProjectCategoryLast Update
0024109AI War 2Crash/ExceptionNov 24, 2020 9:02 pm
ReporterNRSirLimbo Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.630 Arbitrary Icon Inclusion And Weapon Exclusion 
Fixed in Version2.638 Why Do We Fall, Master Wayne? 
Summary0024109: Exception Popup: "MP Error: SendMessageToSpecificClient returned something other than None/Ok 1 times!"
DescriptionNote that this was in a heavily modded 3-player Multiplayer game with me as host.

MP Error: SendMessageToSpecificClient returned something other than None/Ok 1 times! FRAGMENTED 2 of 3 sendResult: LimitExceeded (array 524199 / len 524199 bytes) with 0 extra attempted loops

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.Universal.UniversalMessageHandler.HandleMessage (System.Boolean IsFromSelfWithoutNetwork, System.UInt32 senderNetworkID, Arcen.Universal.ArcenNetworkMessageType CoreNetworkMessageType, Arcen.Universal.ArcenDeserializationBuffer buffer) [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.Universal.ArcenNetworkMessageHandler.HandleMessage (System.Boolean IsFromSelfWithoutNetwork, System.UInt32 senderNetworkID, Arcen.Universal.ArcenDeserializationBuffer buffer) [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.AIW2.Core.SteamSocket+SteamServerManager.OnMessage (Steamworks.Data.Connection connection, Steamworks.Data.NetIdentity identity, System.IntPtr data, System.Int32 size, System.Int64 messageNum, System.Int64 recvTime, System.Int32 channel) [0x00000] in <6fdf0f953b1b42c4949f350460465d18>:0
  at Steamworks.SocketManager.ReceiveMessage (System.IntPtr msgPtr) [0x00000] in <387e1e351a374f9c8eaf77f1a06cdf1b>:0
  at Steamworks.SocketManager.Receive (System.Int32 bufferSize) [0x00000] in <387e1e351a374f9c8eaf77f1a06cdf1b>:0
  at Arcen.AIW2.Core.SteamSocket.DoPerUpdateLogic () [0x00000] in <6fdf0f953b1b42c4949f350460465d18>:0
  at Arcen.Universal.ArcenNetworkAuthority.DoPerUpdateLogic () [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.Universal.Engine_Universal.OnUpdateFromMainThread () [0x00000] in <6c7efcc85c0d4fd8abc51f12d29b1120>:0
  at Arcen.AIW2.Core.ArcenGameControllerBase.BaseUpdate () [0x00000] in <6fdf0f953b1b42c4949f350460465d18>:0
  at ArcenGameController.Update () [0x00000] in <95d26f0ce75741df971b556e2b0ca2b5>:0
TagsNo tags attached.

Activities

CRZgatecrusher

Nov 13, 2020 9:29 am

reporter   ~0059582

My debug mod from the game
ArcenDebugLog.txt (831,308 bytes)

NRSirLimbo

Nov 13, 2020 9:32 am

developer   ~0059583

Save to reproduce, as well as the one mod that's required to load it that's not distributed.
s4.savemet (97 bytes)
s4.save (1,413,829 bytes)

Chris_McElligottPark

Nov 13, 2020 12:51 pm

administrator   ~0059588

Did this happen on initial load, or was this something that happened during gameplay?

I am guessing that this is due to lack of time-slicing of sync data if this was during gameplay. As it happens, I was already looking into that, which is lucky.

But essentially whatever was being sent was more than 512kb in a single message, which is freaking enormous for anything other than initial save sync anyhow.

NRSirLimbo

Nov 13, 2020 1:35 pm

developer   ~0059589

This happens when Dan tries to join, surprisingly not with CRZ.
I assume that the big size of savegames is due to Civvies.

Chris_McElligottPark

Nov 13, 2020 2:18 pm

administrator   ~0059590

Oh! Okay, that's extremely good news, then. That's a much easier problem to solve.

Here's an interesting question, though: does one client get in, but the second does not?

NRSirLimbo

Nov 15, 2020 7:58 am

developer   ~0059605

Yes, that's exactly what happened.
Iirc Gatecrusher got in, but Dan didn't.

Chris_McElligottPark

Nov 24, 2020 9:02 pm

administrator   ~0059779

Thanks!

* We slightly reduced the maximum fragment size that we're willing to send, from 512kb to 500kb, still minus 100 bytes in both cases.
** We had one report of a user on Steam getting an exception when trying to connect with the prior limit and the new limit does not make much practical difference to anyone else.
** Specifically it complained about 524,199 bytes, when 512kb is actually 524,288 bytes; with the new limit of 500kb, that is coincidentally 512,000 bytes, which is potentially the actual accidental number of casual-math bytes that Valve actually is limiting to. We thought we remembered seeing in their code that it was 512 * 1024 that they defined their limiter as, but nonetheless that was only in a header file and so the internals might be defined differently.

Issue History

Date Modified Username Field Change
Nov 13, 2020 9:26 am NRSirLimbo New Issue
Nov 13, 2020 9:29 am CRZgatecrusher File Added: ArcenDebugLog.txt
Nov 13, 2020 9:29 am CRZgatecrusher Note Added: 0059582
Nov 13, 2020 9:32 am NRSirLimbo File Added: s4.savemet
Nov 13, 2020 9:32 am NRSirLimbo File Added: s4.save
Nov 13, 2020 9:32 am NRSirLimbo File Added: MoreSystemDefenders_v1.07.zip
Nov 13, 2020 9:32 am NRSirLimbo Note Added: 0059583
Nov 13, 2020 12:51 pm Chris_McElligottPark Note Added: 0059588
Nov 13, 2020 1:35 pm NRSirLimbo Note Added: 0059589
Nov 13, 2020 2:18 pm Chris_McElligottPark Note Added: 0059590
Nov 15, 2020 7:58 am NRSirLimbo Note Added: 0059605
Nov 24, 2020 9:02 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 24, 2020 9:02 pm Chris_McElligottPark Status new => resolved
Nov 24, 2020 9:02 pm Chris_McElligottPark Resolution open => fixed
Nov 24, 2020 9:02 pm Chris_McElligottPark Fixed in Version => 2.638 Why Do We Fall, Master Wayne?
Nov 24, 2020 9:02 pm Chris_McElligottPark Note Added: 0059779