Open ChrisNZL opened 2 years ago
For 0.3.4, added a fallback null check when placing creatures and if resync game state is active, to do a hard disconnect back to title screen.
Still occasionally happening in 0.3.5.
Need to handle client-loading better if room has not fully loaded. Perhaps a soft disconnect and reconnect altogether.
Feedback ID: 20220428-6PRH9
10:01:00, Frame 19874, LOG » NETWORK HANDSHAKE: Connected.
Device is online.
Server: Lightning-Beijing-01
GameID: 925PR
[[[ ^ REPEATING MESSAGE... ]]]
10:01:02, Frame 19941, WARNING » WARNING: NetworkMessage_InteractWithDungeonRoomObject: Local player has not fully loaded yet.
GameState_ResyncOnlineGameStruct added to stack just now. Resyncing...
10:01:02, Frame 19943, LOG » NetworkMessage_SyncGameStruct: Received data to resync. Syncing...
10:01:02, Frame 19945, WARNING » WARNING: CreatureStruct.ApplyValuesToCreature: creature is null. Forcing disconnect.
[[[ ^ REPEATING MESSAGE... ]]]
10:01:02, Frame 19945, ERROR » ERROR: CreatureStruct.ApplyValuesToCreature: creature is null
>>>>> CRITICAL ERROR >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
GameStates: ShowingTitleScreen, TransitioningToDungeonRoom, ResyncOnlineGameStruct, ViewingAlertBox
AlertBox.currentAlert:
- alert.id: Generic
- alert.title: 数据同步错误
- alert.description: 缺少数据
请尝试重新连接。
OnlineGameInfo: Device is offline.
Previous server: Lightning-Beijing-01
Previous GameID: 925PR
GameSetupMode: NetworkCoop
Players: 2
DungeonRoomTransitioner.state: WaitingForRoomToLoad
DungeonRoom.state: PlacingPlayerCreatures
Room: 0 / 0
RoomModifiers: None
YouHaveDiedState: Null
SystemPlayer InputDevice: 键盘
HumanPlayer 1 InputDevice: 键盘
Another feedback ID: 0.3.7j_20230110-2SPPT
Auto report, 0.3.3, feedback ID 20220205-B7N2C
Player joined game, other player interacted with object before local player was loaded, automatic resync started, but player creature object was null.