game freezes: Overflow in incomming network buffer

game freezes: Overflow in incomming network buffer

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Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

game freezes: Overflow in incomming network buffer

Post by Ifein »

Hi,

I have a similar problem like described in another thread. I join a game and after 10 Minutes the game freezes (I still can click on units and I hear the sound, but they are moving anymore. Also the chat doesn't work.). I waited some time, than the client terminates.

In the log I found messages like:

Code: Select all

Overflow in incomming network buffer
[...]
Overflow when sending to remote connection 0 0 39997 5 40000
[...]
Overflow in incomming network buffer
Overflow in incomming network buffer
Client read net wanted quit
Path cache hits 231 37%
Path cache hits 479 17%
Anyone knows what's causing this? (This also happens with the newest version: 0.70b3)
Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

Post by Ifein »

During another game my units freezed again. I couldn't do anything but I could watch the game, all what my ally did... I waited some time (10 minutes or more) and then I could "rejoin" the game - moving units, give orders etc. This time there were no error messages in infolog.txt. Are there also other log files?

The developer settings say, there is a "info console". Where is it?
Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

Post by Ifein »

And it seems that the host is getting sync errors.
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I can confirm something similiar, when running NTai - XE7b (get the same results with JTAI) with the linux client, the game seems to freeze after ~12minutes i can click on the units and hear the sound but they do no execute build orders and have frozen completely.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTai suffered a similair problem which was solved by caching sent commands, but that caused a buffer overflow in sending commands, not recieving them.

I have sene neither JCAI or NTAI cause that error on a windows platform =s.

Try it with XE7.5
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I tried NTai XE7.5 with the same result.. :?
Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

Post by Ifein »

I play multiplayer under windows so my problem seems no te be anything with the AI.
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

That is true, it was my aiscript that messed things up,it had the entry MaxUnits=100, my bad :P
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Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

Monohouse who is regulary in our TS has got the same problem.
After about 10mins the game freezes up for him. The host will get allways of of sync messages from this player. The other players and the host would't regonize it exept the "out of sync" messages.
He still is conected, he also appears in the clientlist at the bottom right, but CPU, and the other values are frozen.
Another thing is, that he can still chat ingame and can still "paint" things.
He can even give his units.

The game was a 4vs4 with AA mod on metal-isles. The last time I was gamehost.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Thats because he's in one of my jamjars (cookie jars too good for him)

*listens out for mooing in the distance*
bluesun
Posts: 10
Joined: 31 Oct 2005, 05:10

Post by bluesun »

I've been having the same problem. Sometimes I can play games that are a few hours long with no problem, other times it "freezes" up (a few minutes in, an hour in, it seems random), with me still seeing what my allies are doing but with my units all ignoring my orders. This post implies that I might be able to fix it by pausing - I'll give that a shot the next time it happens. Does anyone have any idea what's causing this, or how to fix it?
bluesun
Posts: 10
Joined: 31 Oct 2005, 05:10

Post by bluesun »

I just checked "infolog.txt" - is that the same log that Ifein got his error messages from? All I see is the chat from the game:

Code: Select all

Map: SpeedMetal.smf
Mod: AASS223.sdz
Using EXT_framebuffer_object
Number of damage types: 41
TA Spring 0.73b1
Player Clone_Dad joined as 0
Player bluesun joined as 2
Player nxd0900 joined as 1
Player [x]ShadowStar joined as 3
bluesun added point: Start 2
nxd0900 added point: Start 1
nxd0900 added point: Start 1
nxd0900 added point: Start 1
nxd0900 added point: Start 1
nxd0900 added point: Start 1
<Clone_Dad> plans?
<bluesun> use a:
<bluesun> or you can tell us all your plans :-P
<bluesun> i'm fine with that
<Clone_Dad> ok, heres our plan
<Clone_Dad> *whisper*
<[x]ShadowStar> nuke nuke nuke
<Clone_Dad> lasdfkjasdlfjasldfjasdfl
<Clone_Dad> darn it
<Clone_Dad> I hate those quitter
<[x]ShadowStar> who
<Clone_Dad> no responds from bluesun
<Clone_Dad> response*
<[x]ShadowStar> oh
<Clone_Dad> .kick bluesun
Server exited
Client read net wanted quit
Path cache hits 3 19%
Path cache hits 11 6%
bluesun
Posts: 10
Joined: 31 Oct 2005, 05:10

Post by bluesun »

Oh, also, I tried chatting back after Clone_Dad said he was getting no response - it's interesting that I got everything everyone said, but no one could see my messages. (Unfortunately I don't remember whether they showed up on my screen during the game.)
nw_inferno
Posts: 5
Joined: 29 Oct 2006, 00:25

Post by nw_inferno »

I think I'm having the same problem. Did anyone ever figure out a solution?
The last entry in my infolog.txt file is "Overflow in incoming network buffer".
I usually loose the connection (the nanospray flies everywhere and the units move in straight lines) after 5-10 minutes of play. It will sit there for about a minute and then quit back to the desktop.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Why do sent packets need to be cached?
nw_inferno
Posts: 5
Joined: 29 Oct 2006, 00:25

Post by nw_inferno »

I have no idea but this problem is really annoying. Spring is my favorite game but I can't play it and nobody seems to know what is causing this problem. The thing is, most of these posts are pretty old, hasn't somebody found the cause and fix by now?
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