Open Cervator opened 4 years ago
please attach client configs. can't reproduce.
Java Version:
$ java -version
openjdk version "1.8.0_232"
OpenJDK Runtime Environment (build 1.8.0_232-b09)
OpenJDK 64-Bit Server VM (build 25.232-b09, mixed mode)
OS: Arch Linux (last updated 2019-12-22T22:38:42-0300)
Relevant logs:
@SoniEx2: Thanks for trying. It might be OS specific? Not sure which client configs you mean. I can reproduce thusly:
1) Start a headless server via headless run config in IntelliJ 2) Start a game client via run config in IntelliJ 3) Go to join a multiplayer server and click the localhost entry then check the server console for the stacktrace (important - the stacktrace doesn't appear client side, only on the server)
can't reproduce. OS info?
Windows 10, so that's probably it.
Edit: Plus I have a bunch of virtual NICs due to having VirtualBox and so on set up. Unsure if that'd matter. Actually takes the game a while to start hosting a multiplayer session since it tries to listen on every defined NIC one at a time ...
What you were trying to do
Test things! By joining a server, the first step of which is selecting an item in the server browser list. This should happen nice and gracefully with no angry errors in the logs.
Edit: This may only happen when using the baked in custom server entry for localhost?
What actually happened
Angry errors in the log! That don't seem to actually matter as a working server will connect just fine. Likely either overzealous logging or we aren't gracefully doing the "hello" check the client attempts to get server info from a selected item in the UI. This has happened for months if not years.
The log snippet should provide enough clues to dig around a bit to find out if it matters or is just a throwaway event that should have its logging suppressed. Maybe we need to close something more gracefully? We've traditionally bumped into network-related failures to dispose the game pretty readily, leaving a networking thread open for some reason. Could be something to look for, especially in the case of actual failures to connect rather than just some throwaway handshaking.
How to reproduce
Log details