View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024109 | AI War 2 | Crash/Exception | Nov 13, 2020 9:26 am | Nov 24, 2020 9:02 pm | |
Reporter | NRSirLimbo | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.630 Arbitrary Icon Inclusion And Weapon Exclusion | ||||
Fixed in Version | 2.638 Why Do We Fall, Master Wayne? | ||||
Summary | 0024109: Exception Popup: "MP Error: SendMessageToSpecificClient returned something other than None/Ok 1 times!" | ||||
Description | Note 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 | ||||
Tags | No tags attached. | ||||
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My debug mod from the game |
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Save to reproduce, as well as the one mod that's required to load it that's not distributed. |
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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. |
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This happens when Dan tries to join, surprisingly not with CRZ. I assume that the big size of savegames is due to Civvies. |
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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? |
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Yes, that's exactly what happened. Iirc Gatecrusher got in, but Dan didn't. |
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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. |
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 |