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    [Open/Need More Info] Guests joining games in progress crash them

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    • C Offline
      Cernel Moderators @Cernel
      last edited by

      @Cernel A user without the map (I assume from the immediate leaving of the same) just joined my host, but this time I don't seem to have had any issues.

      1 Reply Last reply Reply Quote 0
      • LaFayetteL Online
        LaFayette Admin
        last edited by

        I suspect this could be people with the latest pre-release joining the latest release. IMO we should probably update it so that 1.10 clients do not join the 1.9 lobby.

        B prastleP C 4 Replies Last reply Reply Quote 2
        • B Online
          beelee @LaFayette
          last edited by

          @LaFayette

          That should be easy to test. I don't want to do it and crash someones game though : )

          1 Reply Last reply Reply Quote 0
          • prastleP Offline
            prastle Moderators Admin @LaFayette
            last edited by

            @LaFayette Actually I would suspect it is peeps deliberately crashing the game and have witnessed it myself as well. Generally occurs if they don't have the map or have a really old engine.

            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

            1 Reply Last reply Reply Quote 1
            • C Offline
              Cernel Moderators @Cernel
              last edited by RoiEX

              It just happened. A user joined and left my host immediately, and the game froze, except only that I can still scroll the board.

              Console:

              giu 16, 2019 4:06:11 AM games.strategy.engine.framework.ServerGame lambda$addObserver$1
              GRAVE: Failed to join game
              java.lang.RuntimeException: Exception on remote
              	at games.strategy.engine.message.UnifiedInvocationHandler.invoke(UnifiedInvocationHandler.java:54)
              	at com.sun.proxy.$Proxy26.joinGame(Unknown Source)
              	at games.strategy.engine.framework.ServerGame.lambda$addObserver$1(ServerGame.java:205)
              	at java.lang.Thread.run(Unknown Source)
              Caused by: games.strategy.engine.message.ConnectionLostException: Connection to AnthonyNeyra lost
              	at games.strategy.engine.message.UnifiedMessengerHub.connectionRemoved(UnifiedMessengerHub.java:176)
              	at games.strategy.net.AbstractServerMessenger.notifyConnectionsChanged(AbstractServerMessenger.java:493)
              	at games.strategy.net.AbstractServerMessenger.removeConnection(AbstractServerMessenger.java:655)
              	at games.strategy.net.AbstractServerMessenger.socketError(AbstractServerMessenger.java:672)
              	at games.strategy.net.nio.NioSocket.error(NioSocket.java:91)
              	at games.strategy.net.nio.NioReader.loop(NioReader.java:122)
              	... 1 more
              
              1 Reply Last reply Reply Quote 2
              • LaFayetteL Online
                LaFayette Admin
                last edited by

                Hard to say based on that stack trace, errors in the unifiedInvocationHandler tend to be compatibility issues.

                1 Reply Last reply Reply Quote 0
                • C Offline
                  Cernel Moderators @Cernel
                  last edited by

                  Again:

                  giu 19, 2019 1:00:21 AM games.strategy.engine.framework.ServerGame lambda$addObserver$1
                  GRAVE: Failed to join game
                  java.lang.RuntimeException: Exception on remote
                  	at games.strategy.engine.message.UnifiedInvocationHandler.invoke(UnifiedInvocationHandler.java:54)
                  	at com.sun.proxy.$Proxy26.joinGame(Unknown Source)
                  	at games.strategy.engine.framework.ServerGame.lambda$addObserver$1(ServerGame.java:205)
                  	at java.lang.Thread.run(Unknown Source)
                  Caused by: games.strategy.engine.message.ConnectionLostException: Connection to dermarc lost
                  	at games.strategy.engine.message.UnifiedMessengerHub.connectionRemoved(UnifiedMessengerHub.java:176)
                  	at games.strategy.net.AbstractServerMessenger.notifyConnectionsChanged(AbstractServerMessenger.java:493)
                  	at games.strategy.net.AbstractServerMessenger.removeConnection(AbstractServerMessenger.java:655)
                  	at games.strategy.net.AbstractServerMessenger.socketError(AbstractServerMessenger.java:672)
                  	at games.strategy.net.nio.NioSocket.error(NioSocket.java:91)
                  	at games.strategy.net.nio.NioReader.loop(NioReader.java:122)
                  	... 1 more
                  
                  1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators @Cernel
                    last edited by

                    Again:

                    lug 02, 2019 9:08:02 PM games.strategy.engine.framework.ServerGame lambda$addObserver$1
                    GRAVE: Failed to join game
                    java.lang.RuntimeException: Exception on remote
                    	at games.strategy.engine.message.UnifiedInvocationHandler.invoke(UnifiedInvocationHandler.java:54)
                    	at com.sun.proxy.$Proxy26.joinGame(Unknown Source)
                    	at games.strategy.engine.framework.ServerGame.lambda$addObserver$1(ServerGame.java:205)
                    	at java.lang.Thread.run(Unknown Source)
                    Caused by: games.strategy.engine.message.ConnectionLostException: Connection to Zaitsev29 lost
                    	at games.strategy.engine.message.UnifiedMessengerHub.connectionRemoved(UnifiedMessengerHub.java:176)
                    	at games.strategy.net.AbstractServerMessenger.notifyConnectionsChanged(AbstractServerMessenger.java:493)
                    	at games.strategy.net.AbstractServerMessenger.removeConnection(AbstractServerMessenger.java:655)
                    	at games.strategy.net.AbstractServerMessenger.socketError(AbstractServerMessenger.java:672)
                    	at games.strategy.net.nio.NioSocket.error(NioSocket.java:91)
                    	at games.strategy.net.nio.NioReader.loop(NioReader.java:122)
                    	... 1 more
                    
                    1 Reply Last reply Reply Quote 0
                    • C Offline
                      Cernel Moderators @LaFayette
                      last edited by

                      @LaFayette said in Guests joining games in progress crash them:

                      I suspect this could be people with the latest pre-release joining the latest release. IMO we should probably update it so that 1.10 clients do not join the 1.9 lobby.

                      According to this conversation I just had, the latest issue happened when a user having the same version I'm using (1.9.0.0.13066) tried to join my private host without having the map I was playing (270bc_variants).
                      So I guess this is a pretty major bug that might not be solved by just a new release.

                      Lobby chatlog:
                      (21.09.41) samstreeter: You were slapped by samstreeter
                      (21.09.53) samstreeter: its frozen
                      (21.10.09) Cernel: yes
                      (21.10.22) Cernel: You just slapped Zaitsev29
                      (21.10.25) Cernel: hey zaitsev
                      colin has joined
                      (21.10.33) ubernaut: hi
                      (21.10.35) Zaitsev29: hey
                      (21.10.36) Cernel: can you tell me what version of triplea you are using
                      (21.10.36) colin: hi
                      (21.10.43) Zaitsev29: why?
                      (21.10.44) Zaitsev29: dunno
                      (21.10.54) Cernel: start triplea on local and look at the version and tell here please
                      (21.11.10) Zaitsev29: why?
                      (21.11.30) Cernel: because you froze my game joining it
                      Zaitsev29 has left
                      LittleJonny has left
                      Zaitsev29 has joined
                      (21.12.24) Zaitsev29: 1.9.0.0.13066
                      (21.12.27) Zaitsev29: engine version
                      (21.12.30) Cernel: thanks
                      (21.12.48) Cernel: that is the same version that I'm using
                      (21.13.01) Zaitsev29: strange
                      (21.13.05) Zaitsev29: srry bout that
                      (21.13.27) Cernel: did you have the map when you joined, or did you get kicked for lacking it?
                      (21.13.47) Cernel: the 270bc_variants map
                      (21.14.01) Zaitsev29: no i had to download it
                      (21.14.07) Cernel: ok thanks

                      ubernautU 1 Reply Last reply Reply Quote 0
                      • ubernautU Offline
                        ubernaut Moderators @Cernel
                        last edited by

                        @Cernel i think that's happened to me as well.

                        "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                        C 1 Reply Last reply Reply Quote 0
                        • C Offline
                          Cernel Moderators @ubernaut
                          last edited by

                          @ubernaut Probably it keeps happening to pretty much everyone, especially if you play uncommon maps; latest case:

                          lug 04, 2019 3:52:22 AM games.strategy.engine.framework.ServerGame lambda$addObserver$1
                          GRAVE: Failed to join game
                          java.lang.RuntimeException: Exception on remote
                          	at games.strategy.engine.message.UnifiedInvocationHandler.invoke(UnifiedInvocationHandler.java:54)
                          	at com.sun.proxy.$Proxy26.joinGame(Unknown Source)
                          	at games.strategy.engine.framework.ServerGame.lambda$addObserver$1(ServerGame.java:205)
                          	at java.lang.Thread.run(Unknown Source)
                          Caused by: games.strategy.engine.message.ConnectionLostException: Connection to Jim lost
                          	at games.strategy.engine.message.UnifiedMessengerHub.connectionRemoved(UnifiedMessengerHub.java:176)
                          	at games.strategy.net.AbstractServerMessenger.notifyConnectionsChanged(AbstractServerMessenger.java:493)
                          	at games.strategy.net.AbstractServerMessenger.removeConnection(AbstractServerMessenger.java:655)
                          	at games.strategy.net.AbstractServerMessenger.socketError(AbstractServerMessenger.java:672)
                          	at games.strategy.net.nio.NioSocket.error(NioSocket.java:91)
                          	at games.strategy.net.nio.NioReader.loop(NioReader.java:122)
                          	... 1 more
                          

                          The frequency at which this happen makes me think that the crash is simply related to joining without having the map, at least with the current stable. My suggestion to the developers would be to do some testing in lobby, by joining hosts without having the map of the game that it is in progress. Let me know if you need a subject.

                          ubernautU C 2 Replies Last reply Reply Quote 0
                          • ubernautU Offline
                            ubernaut Moderators @Cernel
                            last edited by

                            @Cernel i have been playing TWW in the lobby for live battles for the last couple weeks at least twice game has gotten screwed when someone joined, once was mid-battle.

                            "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                            C 1 Reply Last reply Reply Quote 0
                            • C Offline
                              Cernel Moderators @Cernel
                              last edited by

                              This last time I actually waited several minutes, and the host went back working. Next time it happens I will try waiting up to 10 minutes, as well. So, I guess it might be a case similar to the delay you get when someone joins, except lingering for a very long time.

                              1 Reply Last reply Reply Quote 1
                              • C Offline
                                Cernel Moderators @ubernaut
                                last edited by

                                @ubernaut It's actually a minor issue for me, since I privately host (so I just go grab the latest autosave), but I guess it is a serious annoyance if you play in a bot?

                                ubernautU 1 Reply Last reply Reply Quote 0
                                • ubernautU Offline
                                  ubernaut Moderators @Cernel
                                  last edited by

                                  @Cernel if they join in between battles you have to restart the phase.

                                  "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                                  1 Reply Last reply Reply Quote 1
                                  • C Offline
                                    Cernel Moderators
                                    last edited by

                                    This is the last one I report, as the music is always the same:

                                    lug 06, 2019 10:33:48 PM games.strategy.engine.framework.ServerGame lambda$addObserver$1
                                    GRAVE: Failed to join game
                                    java.lang.RuntimeException: Exception on remote
                                    	at games.strategy.engine.message.UnifiedInvocationHandler.invoke(UnifiedInvocationHandler.java:54)
                                    	at com.sun.proxy.$Proxy26.joinGame(Unknown Source)
                                    	at games.strategy.engine.framework.ServerGame.lambda$addObserver$1(ServerGame.java:205)
                                    	at java.lang.Thread.run(Unknown Source)
                                    Caused by: games.strategy.engine.message.ConnectionLostException: Connection to jefflaub lost
                                    	at games.strategy.engine.message.UnifiedMessengerHub.connectionRemoved(UnifiedMessengerHub.java:176)
                                    	at games.strategy.net.AbstractServerMessenger.notifyConnectionsChanged(AbstractServerMessenger.java:493)
                                    	at games.strategy.net.AbstractServerMessenger.removeConnection(AbstractServerMessenger.java:655)
                                    	at games.strategy.net.AbstractServerMessenger.socketError(AbstractServerMessenger.java:672)
                                    	at games.strategy.net.nio.NioSocket.error(NioSocket.java:91)
                                    	at games.strategy.net.nio.NioReader.loop(NioReader.java:122)
                                    	... 1 more
                                    
                                    C 1 Reply Last reply Reply Quote 0
                                    • C Offline
                                      Cernel Moderators @Cernel
                                      last edited by

                                      And, yes, it seems like it is just a long delay. Waiting some minutes fixes it.

                                      1 Reply Last reply Reply Quote 0
                                      • C Offline
                                        Cernel Moderators
                                        last edited by

                                        Apparently, if your game-mate disconnects while the game is frozen, for the mentioned issue, the connection lost save you get fails to load. This is the error I get:

                                        ago 18, 2019 6:20:14 PM games.strategy.engine.framework.startup.mc.GameSelectorModel load
                                        GRAVE: Error loading game file: C:\Users\001\triplea\savedGames\autoSave\connection_lost_on_ago_18_at_18_15.tsvg, null
                                        java.io.EOFException
                                        	at java.util.zip.GZIPInputStream.readUByte(Unknown Source)
                                        	at java.util.zip.GZIPInputStream.readUShort(Unknown Source)
                                        	at java.util.zip.GZIPInputStream.readHeader(Unknown Source)
                                        	at java.util.zip.GZIPInputStream.<init>(Unknown Source)
                                        	at java.util.zip.GZIPInputStream.<init>(Unknown Source)
                                        	at games.strategy.engine.framework.GameDataManager.loadGame(GameDataManager.java:75)
                                        	at games.strategy.engine.framework.GameDataManager.loadGame(GameDataManager.java:58)
                                        	at games.strategy.engine.framework.startup.mc.GameSelectorModel.load(GameSelectorModel.java:81)
                                        	at games.strategy.engine.framework.startup.ui.panels.main.game.selector.GameSelectorPanel.lambda$selectSavedGameFile$4(GameSelectorPanel.java:258)
                                        	at games.strategy.engine.framework.ui.background.BackgroundTaskRunner.lambda$runInBackground$0(BackgroundTaskRunner.java:50)
                                        	at games.strategy.engine.framework.ui.background.BackgroundTaskRunner$1.doInBackground(BackgroundTaskRunner.java:121)
                                        	at javax.swing.SwingWorker$1.call(Unknown Source)
                                        	at java.util.concurrent.FutureTask.run(Unknown Source)
                                        	at javax.swing.SwingWorker.run(Unknown Source)
                                        	at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
                                        	at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
                                        	at java.lang.Thread.run(Unknown Source)
                                        
                                        RoiEXR 1 Reply Last reply Reply Quote 2
                                        • RoiEXR Offline
                                          RoiEX Admin @Cernel
                                          last edited by

                                          @Cernel The error you posted seems to indicate a corrupt savegame.
                                          Corrupt in the way that something aborted the saving process before it was able to finish.

                                          Not entirely sure on what to do about that, nobody here has an in-depth understanding of the networking code and as long we don't have a reliable way to reproduce this "freeze" we'd just be poking around in the dark 😞

                                          C 1 Reply Last reply Reply Quote 0
                                          • C Offline
                                            Cernel Moderators @RoiEX
                                            last edited by

                                            @RoiEX Well, as I said, this bug appears to be widespread, it happens not always but frequently when, assumingly, users without the map try to join a host, and, once it happens, it seems that the second bug about the corrupted savegame always happens, then, if the hosted player loses connection while the game is frozen.

                                            If I may think of a indirect way of addressing this problem, that way would be logically to invert how the process currently works, for joining games you don't have the map for. Meaning possibly checking for the map's availability (and eventually autodirecting the user to download it from the repository) on your terminal before connecting to the game, or trying to (so that the participants will not even notice if anyone without the map is trying to connect to their game). Also, this way, redirecting to download missing maps in the repository would feel a tad cleaner, if it wouldn't require yourself to crash and lag games first.

                                            Practically, I suppose, the host would need to store the info about what map is being used for that game, like now it keeps the info about what game name is being played, or what is the current round, etc..

                                            I supposed you could even rename the "Name" column in lobby as "Game Name" column, then having a second "Map Name" column next to it, to tell what map is being played there.

                                            RoiEXR 1 Reply Last reply Reply Quote 0

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