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[Rseding91] [0.15.26] Disconnect when adding bluprint in book

Posted: Fri Jun 30, 2017 9:45 pm
by sigurd999
Hi,

with the latest version, if I try to add a blueprint (in think containing comparator) in a book, in a multiplayer game, I get disconnected.
I tried offline and there's no issue doing the same operation.

Here's what I can see in the log (I hided the IP)

Code: Select all

6048.838 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from xxx.xxx.xxx.xxx:xxxxx: Couldn't read from input file. File could be corrupted.
6048.838 Info UnparsedNetworkMessage.cpp:98: Message data: 26 02 53 08 e5 66 02 bf 8c 65 00 00 c0 8c 65 00 02 a4 01 0b 00 bb 8c 65 00
6049.017 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from xxx.xxx.xxx.xxx:xxxxx: Couldn't read from input file. File could be corrupted.
6049.017 Info UnparsedNetworkMessage.cpp:98: Message data: 06 02 53 08 e5 66 02 bf 8c 65 00 00 c0 8c 65 00 02 a4 01 0b 00 bb 8c 65 00
6049.260 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from xxx.xxx.xxx.xxx:xxxxx: Couldn't read from input file. File could be corrupted.


Re: [0.15.26] Disconnect when adding bluprint in book

Posted: Fri Jun 30, 2017 9:47 pm
by shoffing
I'm seeing this too.

When a client tries to use a blueprint book, their game freezes up.

When the host tries to use a blueprint book, everybody disconnects.

It does not need to contain a comparator. Any blueprint will cause the error.

Re: [Rseding91] [0.15.26] Disconnect when adding bluprint in book

Posted: Fri Jun 30, 2017 10:36 pm
by Rseding91
Thanks for the report. You should be able to work around this temporally by using shfit+click to put blueprints into the book. I'll get it fixed for the next version of 0.15.

Re: [Rseding91] [0.15.26] Disconnect when adding bluprint in book

Posted: Sat Jul 01, 2017 7:14 pm
by Mailbox23
I was starting to wonder if that was just me or not... Glad to see it will be fixed soon as well as that it has a current workaround. Thanks for the great work. :D