Closed ForLoveOfCats closed 4 years ago
Is this actually a mono issue or network instead?
@Faless ?
There seem to be no changes in MultiplaerAPI / ENet between beta2 and beta3. Might it be something about signals in Mono? Can @ForLoveOfCats provide a minimum reproduction project?
CC @hpvb
Sorry no minimal reproduction project yet, I really need to do that
However I have test on Windows and I cannot reproduce under Windows 7 x86_64 The issue is present under Manjaro Linux x86_64
The issue started to occur under Beta 2 on Linux
Sifting through my project's commits I discovered that by adding a light to the gameworld solves the issue for some reason.....
Trying to reproduce this should be fun /s
Edit: I stand corrected, that was a separate issue with similar symptoms.
The issue presented itself again with Beta 4 but now is not....
Until someone else reports an issue like this this should probably be ignored as it seems to be working now (for some reason)
We have experienced this bug too. We made custom builds with the GodotSteam module, and what's interesting is that the connection fails in the debug build, but everything works fine in the release build.
Should we label this network instead?
@ProbDenis are you compiling with Mono enabled?
No, I'm compiling without Mono.
I'm unable to reproduce. Can anyone provide a minimum reproduction project?
From the symptoms, I would say there is an endless loop during connect, causing the freeze, until enet connection times out and disconnect. Just a guess, as again, I can't reproduce :(.
Are you doing anything special during connected_to_server
/network_peer_connected
signals?
Can you try removing that code and just have prints there, and see it the freeze still happens?
Sorry, but I really cannot debug this without being able to reproduce, and having no reference to the condition that cause the issue.
@ForLoveOfCats @ProbDenis Could one of you provide a minimal reproduction project?
I'll see what I can do. Maybe even one of the Godot network demos will do, I just need an opportunity to test.
Got the same problem (3.1.1 Mono): ERROR: close_connection: Condition ' !active ' is true. At: modules/enet/networked_multiplayer_enet.cpp:435
I'm getting the error in standard version, not Mono. (3.1.2 stable Linux)
This issue is very hard to debug / assess (which is why it's name is still not related to what the actual problem could be), since there is no reliable way to reproduce it so far. I'll close it as it's impossible to fix in the current state. If anyone managed to reproduce this error reliably (which might be caused by difference things for the different posters here), please open a new issue with details steps to reproduce (and ideally a reproduction project).
Godot version: Godot 3.1 Beta 3 Mono
OS/device including version: Manjaro Linux x86_64
Issue description: Issue began upon upgrading from 3.1 Beta 2 Mono to 3.1 Beta 3 Mono. When attempting to connect a client instance of my game to a server instance both instances freeze for several minutes while maxing out one CPU core each. Several minutes later the client instance disconnects and outputs
and the server instance becomes responsive again while logging the fact that a client had connected then disconnected. At this point both instances are once again responsive. Downgrading to 3.1 Beta 2 Mono corrects the issue.