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Game crashes everytime EOS response happen to produce result_code:19 (EOS_OperationWillRetry) #31
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How to reproduce this issue? |
That's the catch. I'm afraid it can't be reproduced reliably as it's impossible to force response code 19 from Epics servers. It happened only today for 2 hours or so and I've never encountered it before nor had any issues with other error codes. |
Oh that sucks. Anyways let me research a bit more about it |
I was able to randomly reproduce this issue and get the stack trace of the crash. If I am able to reproduce the issue properly I can debug further. --- Sessions: create_session_modification: { "result_code": 0, "session_modification": [Wrapped:0] }
--- Sessions: SessionModification: set_permission_level: 0
--- Sessions: SessionModification: set_join_in_progess_allowed: 0
--- Sessions: SessionModification: set_invites_allowed: 0
--- Sessions: SessionModification: add_attribute: 0
--- Sessions: update_session: { "result_code": 19, "client_data": <null>, "session_name": "TestSession001", "session_id": "" }
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.3.stable.official (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x000000019b226e04 _sigtramp + 56
[2] RefCounted::init_ref()
[3] RefCounted::init_ref()
[4] WeakRef::_bind_methods()
[5] signed char godot::internal::_call_native_mb_ret<signed char>(void const*, void*)
[6] godot::RefCounted::init_ref()
[7] godot::Ref<godot::RefCounted>::ref_pointer(godot::RefCounted*)
[8] godot::Ref<godot::RefCounted>::Ref(godot::RefCounted*)
[9] godot::Ref<godot::RefCounted>::Ref(godot::RefCounted*)
[10] godot::IEOS::sessions_interface_update_session(godot::Ref<godot::RefCounted>)::$_0::operator()(_tagEOS_Sessions_UpdateSessionCallbackInfo const*) const
[11] godot::IEOS::sessions_interface_update_session(godot::Ref<godot::RefCounted>)::$_0::__invoke(_tagEOS_Sessions_UpdateSessionCallbackInfo const*)
[12] 12 libEOSSDK-Mac-Shipping.dylib 0x00000001160267e8 EOS_SessionDetails_Release + 243556
[13] 13 libEOSSDK-Mac-Shipping.dylib 0x000000011609cd64 EOS_Stats_Stat_Release + 19780
[14] 14 libEOSSDK-Mac-Shipping.dylib 0x000000011609b0a0 EOS_Stats_Stat_Release + 12416
[15] 15 libEOSSDK-Mac-Shipping.dylib 0x000000011609af80 EOS_Stats_Stat_Release + 12128
[16] 16 libEOSSDK-Mac-Shipping.dylib 0x0000000115a6c348 EOS_EResult_ToString + 74764
[17] godot::IEOS::tick()
[18] void godot::call_with_ptr_args_static_method_helper<>(void (*)(), void const* const*, IndexSequence<>)
[19] void godot::call_with_ptr_args_static_method<>(void (*)(), void const* const*)
[20] godot::MethodBindTS<>::ptrcall(void*, void const* const*, void*) const
[21] godot::MethodBind::bind_ptrcall(void*, void*, void const* const*, void*)
[22] GDExtensionEditorHelp::load_xml_buffer(unsigned char const*, int)
[23] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*)
[24] typeinfo name for EditorSettingsDialog (in Godot) + 4172240
[25] Object::notification(int, bool)
[26] typeinfo name for EditorSettingsDialog (in Godot) + 4446784
[27] typeinfo name for EditorSettingsDialog (in Godot) + 4439480
[28] typeinfo name for EditorSettingsDialog (in Godot) + 4441096
[29] ShaderLanguage::_validate_operator(ShaderLanguage::OperatorNode*, ShaderLanguage::DataType*, int*) (in Godot) + 1752
[30] OS_MacOS::run()
[31] 31 Godot 0x00000001035fe124 main + 392
[32] 32 dyld 0x000000019ae70274 start + 2840
-- END OF BACKTRACE --
================================================================
./debug.sh: line 1: 41821 Abort trap: 6 godot4 --path sample``` |
Usually everything works okay as long as the response code isn't failing and retrying.
When that happens everyting closes on second retry with no error 🥴
I fully acknowledge the fact connection failing is an issue on EOS side but I don't think ANY error response from Epic servers should result in my game crashing all together.
I am certain EOS is the only reason of the crash. I set up 3 types of networks and following does not occur neither on Steam nor LAN network. I haven't found a way to stop it from retrying either so essentially if result_code 19 happens you already know it's going to crash and there's nothing you can do about it.
Exported game closes with following console print but I doubt if will be helpful:
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