Just a quick observation on TORQUE_DEBUG_NET.
by Stefan Lundmark · in Torque Game Engine · 10/31/2006 (2:17 pm) · 3 replies
Our networked game suddenly stopped working today, and I finally figured out why.
Yesterday, we had to define TORQUE_DEBUG_NET on the server to spot an error in pack/unpack. Today, clients trying to join the server just crashes with an error in bitStream.
Turns out you need to define it on both client and server, or the debugChecksum will not match and you'll get a very gracious crash. :p To make things even funnier, the callstack got eaten (it gets blank). I figured this might be useful to someone else in the future incase it happens again.
I would had appreciated a comment about this in the source, as it was very confusing.
Cheers
Yesterday, we had to define TORQUE_DEBUG_NET on the server to spot an error in pack/unpack. Today, clients trying to join the server just crashes with an error in bitStream.
Turns out you need to define it on both client and server, or the debugChecksum will not match and you'll get a very gracious crash. :p To make things even funnier, the callstack got eaten (it gets blank). I figured this might be useful to someone else in the future incase it happens again.
I would had appreciated a comment about this in the source, as it was very confusing.
Cheers
About the author
#2
06/21/2011 (3:16 am)
Oh, man.. Thanks so much. I spent about 20 hours on this just now. I know I'm a necro posting to a 5 year old thread, but what the hell! :) Thanks Stefan. :)
#3
Especially, when the problem appears only with remote dedicated server (and if you need to debug dedicated server on Linux with clients from Windows, hehe).
06/21/2011 (5:17 am)
Yeah, debugging network can sometimes give you a lot of headache :)Especially, when the problem appears only with remote dedicated server (and if you need to debug dedicated server on Linux with clients from Windows, hehe).
Torque Owner kingkong
thanks for a good tip.