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

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    • 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
                                        • RoiEXR Offline
                                          RoiEX Admin @Cernel
                                          last edited by

                                          @Cernel
                                          I created a Pull Request that should at least prevent the stacktrace, on the host and hopefully take a couple of bugs caused by this with it.
                                          https://github.com/triplea-game/triplea/pull/5018
                                          I don't know how much this improves this particular problem, but it should achieve at least a little bit

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

                                            @RoiEX Well, anyways, whatever fixes to the program is not really a fix until a lobby compatible with the latest prerelease is out and used by most. That is becoming more and more of a problem, as also there are a number of new features (for new maps) that you cannot use for lobby games. I hope a new lobby in which to use the latest prerelease will be out soon; it has been a while without, by now.

                                            1 Reply Last reply Reply Quote 0

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