S
solarcrispz
Guest
Hey guys
I've been putting together a multiplayer game with pretty good success. I've encountered "attempting to read from outside buffer, returning 0" errors before, but they're never as ambiguous as the one I'm consistently running into recently.
Here it is:
Notice the (line -1) note. Very strange and unusual.
I've rewatched recordings during my playtesting sessions where this bug occurs, and the only in-game factor that seems to *relatively* coincide is 7 or more players at once. But even then, the bug can trigger even with just a few players connected to my server!
(Note: This bug only occurs to the player hosting the server)
Is this potentially related to packet loss? The game runs on a TCP infrastructure. The "line -1" aspect of this really makes it untraceable in a conventional sense to me, as any other 'normal' async crash will atleast note a specific line. What could it be? How could I prevent this from happening? Should I just be writing my servers in something like node.js?
I'm currently using GMS 2.2.5.481 (because 2.3 seems to not work with the socket.io extension).
I'm generally clueless on this sort of stuff, so any insight is much appreciated.
I've been putting together a multiplayer game with pretty good success. I've encountered "attempting to read from outside buffer, returning 0" errors before, but they're never as ambiguous as the one I'm consistently running into recently.
Here it is:
GML:
FATAL ERROR in
action number 1
of Async Event: Networking
for object controller_object:
Attempting to read from outside the buffer, returning 0
at gml_Object_controller_object_Other_68
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_controller_object_Other_68 (line -1)
I've rewatched recordings during my playtesting sessions where this bug occurs, and the only in-game factor that seems to *relatively* coincide is 7 or more players at once. But even then, the bug can trigger even with just a few players connected to my server!
(Note: This bug only occurs to the player hosting the server)
Is this potentially related to packet loss? The game runs on a TCP infrastructure. The "line -1" aspect of this really makes it untraceable in a conventional sense to me, as any other 'normal' async crash will atleast note a specific line. What could it be? How could I prevent this from happening? Should I just be writing my servers in something like node.js?
I'm currently using GMS 2.2.5.481 (because 2.3 seems to not work with the socket.io extension).
I'm generally clueless on this sort of stuff, so any insight is much appreciated.