T3D 1.1 Beta 1: Crash in Networking after kill charactor several times - LOGGED
by Yuejun Zhang · in Torque 3D Professional · 02/28/2010 (8:19 am) · 4 replies
in T3D 1.1 Beta1. open the empty room mission as a host, then run a t3d as a client to join the mission, kill each other several times, after 7-8 times kill and respawn, the server or client will crash.
#2
1) Setup up one computer as host and client.
2) Link to host as client through standard (stock) dialog from another computer, after using Query LAN to find host on subnet.
3) Have one player kill the other player.
4) Respawn by hitting space bar on client which "died".
5) Repeat the kill sequence.
6) Respawn.
7) Crash will shortly ensue, although sometimes I can go three rounds rather than two.
Notes:
a) It does not seem to matter whether the "killed" player is the host/client or the client/client.
b) My setup involves no projectile weaponry, I am using the "sword hth melee" resource, so this is not the gun crash which seems to occur with the waterblock.
c) Both systems are running Windows XP. Current settings for networking are:
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "450";
$pref::Net::PacketSize = "200";
d) The crash is seen in as little as two iterations. I cannot go without a crash for the 7-8 iterations in the original report.
03/01/2010 (4:26 pm)
I can cause this crash too, if the steps leading to the crash include:1) Setup up one computer as host and client.
2) Link to host as client through standard (stock) dialog from another computer, after using Query LAN to find host on subnet.
3) Have one player kill the other player.
4) Respawn by hitting space bar on client which "died".
5) Repeat the kill sequence.
6) Respawn.
7) Crash will shortly ensue, although sometimes I can go three rounds rather than two.
Notes:
a) It does not seem to matter whether the "killed" player is the host/client or the client/client.
b) My setup involves no projectile weaponry, I am using the "sword hth melee" resource, so this is not the gun crash which seems to occur with the waterblock.
c) Both systems are running Windows XP. Current settings for networking are:
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "450";
$pref::Net::PacketSize = "200";
d) The crash is seen in as little as two iterations. I cannot go without a crash for the 7-8 iterations in the original report.
#3
I did add these three code fixes into the engine recently--unfortunately, it wasn't until yesterday that I noticed I was no longer crashing in testing.
From Tom Spilman:
http://www.torquepowered.com/community/forums/viewthread/111963
From Ryan Mounts:
http://www.torquepowered.com/community/forums/viewthread/110789
From Manoel Neto:
http://www.torquepowered.com/community/forums/viewthread/111729/1#comment-730643
I'm noting this here for posterity, not as a formal bug report or fix--I've just sometimes found numerous unrelated observations to occasionally cohere.
03/10/2010 (8:14 am)
I am no longer seeing this particular issue. I can't say with precision how it was addressed, but I am no longer able to replicate it when previously it was perfectly replicable.I did add these three code fixes into the engine recently--unfortunately, it wasn't until yesterday that I noticed I was no longer crashing in testing.
From Tom Spilman:
http://www.torquepowered.com/community/forums/viewthread/111963
From Ryan Mounts:
http://www.torquepowered.com/community/forums/viewthread/110789
From Manoel Neto:
http://www.torquepowered.com/community/forums/viewthread/111729/1#comment-730643
I'm noting this here for posterity, not as a formal bug report or fix--I've just sometimes found numerous unrelated observations to occasionally cohere.
#4
08/21/2010 (7:58 am)
Logged as TQA-868.
Torque Owner Jules
Something2Play