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[41.68] Errors


Nicks

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ERROR: General     , 1647052403245> 4,011,090,037> GameServer.mainLoopDealWithNetData> Error with packet of type: SneezeCough for Bills Gate
ERROR: General     , 1647052403245> 4,011,090,037> java.nio.BufferUnderflowException
ERROR: General     , 1647052403245> 4,011,090,037>      at java.base/java.nio.Buffer.nextGetIndex(Unknown Source)
ERROR: General     , 1647052403245> 4,011,090,037>      at java.base/java.nio.HeapByteBuffer.get(Unknown Source)
ERROR: General     , 1647052403245> 4,011,090,037>      at zombie.network.GameServer.receiveSneezeCough(GameServer.java:8576)
ERROR: General     , 1647052403245> 4,011,090,037>      at zombie.network.PacketTypes$PacketType.onServerPacket(PacketTypes.java:994)
ERROR: General     , 1647052403245> 4,011,090,037>      at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1501)
ERROR: General     , 1647052403245> 4,011,090,037>      at zombie.network.GameServer.main(GameServer.java:789)

 

Edited by Nicks
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ERROR: General     , 1647054788731> 4,013,475,523> GameServer.mainLoopDealWithNetData> Error with packet of type: Vehicles for Bryan
ERROR: General     , 1647054788731> 4,013,475,523> java.lang.NullPointerException: Cannot read field "flags" because "<local7>.connectionState[<parameter2>.index]" is null
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.vehicles.VehicleManager.serverPacket(VehicleManager.java:596)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.GameServer.receiveVehicles(GameServer.java:7814)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.PacketTypes$PacketType.onServerPacket(PacketTypes.java:994)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1501)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.GameServer.main(GameServer.java:789)

 

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  • Nicks changed the title to [41.68] Errors

ERROR: Multiplayer , 1647204670276> 2,924,051,568> GameClient.receiveHitCharacter> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.characters.IsoGameCharacter.getNetworkCharacterAI()" because the return value of "zombie.network.packets.hit.Zombie.getCharacter()" is null at VehicleHitZombiePacket.postpone line:104. Message: ReceiveHitCharacter: failed
ERROR: Multiplayer , 1647204670276> 2,924,051,569> DebugLogStream.printException> Stack trace:
java.lang.NullPointerException: Cannot invoke "zombie.characters.IsoGameCharacter.getNetworkCharacterAI()" because the return value of "zombie.network.packets.hit.Zombie.getCharacter()" is null
	at zombie.network.packets.hit.VehicleHitZombiePacket.postpone(VehicleHitZombiePacket.java:104)
	at zombie.network.packets.hit.HitCharacterPacket.tryProcess(HitCharacterPacket.java:73)
	at zombie.network.GameClient.receiveHitCharacter(GameClient.java:1931)
	at zombie.network.PacketTypes$PacketType.onMainLoopHandlePacketInternal(PacketTypes.java:1011)
	at zombie.network.GameClient.mainLoopHandlePacketInternal(GameClient.java:644)
	at zombie.network.GameClient.mainLoopDealWithNetData(GameClient.java:621)
	at zombie.network.GameClient.update(GameClient.java:428)
	at zombie.GameWindow.logic(GameWindow.java:223)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
	at zombie.GameWindow.frameStep(GameWindow.java:744)
	at zombie.GameWindow.run_ez(GameWindow.java:660)
	at zombie.GameWindow.mainThread(GameWindow.java:474)
	at java.base/java.lang.Thread.run(Unknown Source)









ERROR: General     , 1647209371028> 2,928,752,321> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Vehicle not found at Bullet.getOwnVehiclePhysics (Native Method).
ERROR: General     , 1647209371028> 2,928,752,321> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Vehicle not found
	at zombie.core.physics.Bullet.getOwnVehiclePhysics(Native Method)
	at zombie.vehicles.BaseVehicle.checkPhysicsValidWithServer(BaseVehicle.java:4714)
	at zombie.vehicles.BaseVehicle.update(BaseVehicle.java:3696)
	at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79)
	at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:145)
	at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2927)
	at zombie.iso.IsoCell.updateInternal(IsoCell.java:5716)
	at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
	at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
	at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
	at zombie.util.Lambda.capture(Lambda.java:130)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
	at zombie.iso.IsoCell.update(IsoCell.java:5662)
	at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3339)
	at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
	at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
	at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
	at zombie.util.Lambda.capture(Lambda.java:130)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
	at zombie.iso.IsoWorld.update(IsoWorld.java:3267)
	at zombie.gameStates.IngameState.updateInternal(IngameState.java:1643)
	at zombie.gameStates.IngameState.update(IngameState.java:1359)
	at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
	at zombie.GameWindow.logic(GameWindow.java:289)
	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
	at zombie.GameWindow.frameStep(GameWindow.java:744)
	at zombie.GameWindow.run_ez(GameWindow.java:660)
	at zombie.GameWindow.mainThread(GameWindow.java:474)
	at java.base/java.lang.Thread.run(Unknown Source)
ERROR: General     , 1647054788731> 4,013,475,523> GameServer.mainLoopDealWithNetData> Error with packet of type: Vehicles for Bryan
ERROR: General     , 1647054788731> 4,013,475,523> java.lang.NullPointerException: Cannot read field "flags" because "<local7>.connectionState[<parameter2>.index]" is null
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.vehicles.VehicleManager.serverPacket(VehicleManager.java:596)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.GameServer.receiveVehicles(GameServer.java:7814)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.PacketTypes$PacketType.onServerPacket(PacketTypes.java:994)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1501)
ERROR: General     , 1647054788731> 4,013,475,523>      at zombie.network.GameServer.main(GameServer.java:789)

 

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  • 3 weeks later...
On 3/31/2022 at 4:58 AM, KodeMan said:

We are dealing with the same errors in our server. any solution?

 

I edited the class files and fixed it but I don't think I'm allowed to share I was able to fix their clothing/gender/race/hair changing issue that's been carried over through updates too with like 10 lines of code, This fix is a bit more rough because the vehicles in this game looks like it was thrown together to work, they're a huge source of server performance issues but not much we can do about it til it gets a rewrite.

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On 4/4/2022 at 8:17 PM, Nicks said:

 

I edited the class files and fixed it but I don't think I'm allowed to share I was able to fix their clothing/gender/race/hair changing issue that's been carried over through updates too with like 10 lines of code, This fix is a bit more rough because the vehicles in this game looks like it was thrown together to work, they're a huge source of server performance issues but not much we can do about it til it gets a rewrite.


Not sure why you wouldnt be allowed to share, this in turn would be helping to stabilizing other servers. The more popular multiplayer gets as a whole, the more chance people would join your server. It's a win-win for everyone. We're all in this together.

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On 4/4/2022 at 10:17 PM, Nicks said:

 

I edited the class files and fixed it but I don't think I'm allowed to share I was able to fix their clothing/gender/race/hair changing issue that's been carried over through updates too with like 10 lines of code, This fix is a bit more rough because the vehicles in this game looks like it was thrown together to work, they're a huge source of server performance issues but not much we can do about it til it gets a rewrite.

Would be handy to have some details, as I can't say I've seen anyone mention problems with clothing/gender/race/hair changes beyond certain headwear sometimes making a character bald.

 

No idea what that has to do with the original post, though. SneezeCough is just due to sending everyone that packet. The car issues  read like someone desynced.

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Under Public class GameServer 
    static Field _clothpacket_isoplayer;



static void fixClothingPacket(IsoPlayer player, SyncClothingPacket packet) {
        try {
            if ((IsoPlayer)_clothpacket_isoplayer.get(packet) == null) {
                _clothpacket_isoplayer.set(packet, player);
                System.out.println("Detected an issue with SyncClothingPacket for username:" + player.username + ". Attempting a fix!");
            }
        } catch (Exception var3) {
            var3.printStackTrace();
        }

    }

    static void receiveSyncClothing(ByteBuffer buffer, UdpConnection connection, short var2) {
        SyncClothingPacket var3 = new SyncClothingPacket();
        var3.parse(buffer);

        for(int var4 = 0; var4 < udpEngine.connections.size(); ++var4) {
            UdpConnection var5 = (UdpConnection)udpEngine.connections.get(var4);
            IsoPlayer var6;
            if (var5.getConnectedGUID() != connection.getConnectedGUID() && (var6 = getAnyPlayerFromConnection(connection)) != null) {
                fixClothingPacket(var6, var3);
                ByteBufferWriter var7 = var5.startPacket();
                PacketType.SyncClothing.doPacket(var7);
                var3.write(var7);
                PacketType.SyncClothing.send(var5);
            }
        }

    }
                                                              
                             
                                                              
                                                              Put this under mainCycleExceptionLogCount
                                                              
                                                                      try {
            _clothpacket_isoplayer = SyncClothingPacket.class.getDeclaredField("player");
            _clothpacket_isoplayer.setAccessible(true);
        } catch (NoSuchFieldException var1) {
            var1.printStackTrace();
        }

 

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I mean details on the problems you're trying to fix or have encountered vs. the fix for them.  

 

I've not seen anyone report issues with clothing or packet type 56 thus far and the errors reported in this thread aren’t related. So what’s going on here?

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13 hours ago, EnigmaGrey said:

I mean details on the problems you're trying to fix or have encountered vs. the fix for them.  

 

I've not seen anyone report issues with clothing or packet type 56 thus far and the errors reported in this thread aren’t related. So what’s going on here?

 

I run a non-steam server, with mods or without mods if our player count goes over 64 it makes the clothing sync bug out for some players resulting them getting another players appearance, my fix solves this issue. I know of a steam server experiencing the same issue currently so it's just not non-steam servers but they don't use the forum but said they've been complaining about this since January and has been ignored so he gave up on trying to fix it and won't use my fix because they think it'll break everything.

 

can you reevaluate the code and make it support the high player count with the clothing sync is pretty all that's needed - and this guy kodeman is having the same errors as I am and he runs a popular steam server so there's other people experiencing issues

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51 minutes ago, Nicks said:

 

I run a non-steam server, with mods or without mods if our player count goes over 64 it makes the clothing sync bug out for some players resulting them getting another players appearance, my fix solves this issue. I know of a steam server experiencing the same issue currently so it's just not non-steam servers but they don't use the forum but said they've been complaining about this since January and has been ignored so he gave up on trying to fix it and won't use my fix because they think it'll break everything.

 

can you reevaluate the code and make it support the high player count with the clothing sync is pretty all that's needed - and this guy kodeman is having the same errors as I am and he runs a popular steam server so there's other people experiencing issues

I've asked around and no one I asked has experienced this bug. Moreover, a consistency check was added to clothing sync packet handling in 41.68; are the servers you're talking about on the latest version?

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7 hours ago, Nicks said:

 

I run a non-steam server, with mods or without mods if our player count goes over 64 it makes the clothing sync bug out for some players resulting them getting another players appearance, my fix solves this issue. I know of a steam server experiencing the same issue currently so it's just not non-steam servers but they don't use the forum but said they've been complaining about this since January and has been ignored so he gave up on trying to fix it and won't use my fix because they think it'll break everything.

 

can you reevaluate the code and make it support the high player count with the clothing sync is pretty all that's needed - and this guy kodeman is having the same errors as I am and he runs a popular steam server so there's other people experiencing issues

Got it.

 

Kinda weird so few people reported this over a 3 month span, but looks like it's indeed a problem. EasyPickens has committed a fix for it.  :) 

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