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[14.21] Multiplayer crash (on_player_respawned)

Posted: Sat Dec 10, 2016 12:18 am
by Furcube
Multiplayer game crashed, seems like server have crashed too.

Part of log file:

Code: Select all

35340.663 Info ClientSynchronizer.cpp:255: Changing local latency from 13 to 12 (nextTickToSend: 5127310, ticksClientWillJumpOver: 0 {})
35350.679 Info ClientSynchronizer.cpp:255: Changing local latency from 12 to 14 (nextTickToSend: 5127908, ticksClientWillJumpOver: 0 {})
35358.923 Error MainLoop.cpp:788: Exception at tick 5128388: Error while running event on_player_respawned (ID 42)
Gui element with name respawn_continue_opts already present in the parent element.
stack traceback:
	...Data/Roaming/Factorio/temp/currently-playing/control.lua:307: in function 'DisplayRespawnContinueOption'
	...Data/Roaming/Factorio/temp/currently-playing/control.lua:767: in function <...Data/Roaming/Factorio/temp/currently-playing/control.lua:747>
35358.923 Error ClientMultiplayerManager.cpp:90: MultiplayerManager failed: "Error while running event on_player_respawned (ID 42)
Gui element with name respawn_continue_opts already present in the parent element.
stack traceback:
	...Data/Roaming/Factorio/temp/currently-playing/control.lua:307: in function 'DisplayRespawnContinueOption'
	...Data/Roaming/Factorio/temp/currently-playing/control.lua:767: in function <...Data/Roaming/Factorio/temp/currently-playing/control.lua:747>"
35358.923 Info ClientMultiplayerManager.cpp:539: MapTick(5128388) changing state from(InGame) to(Failed)
35364.695 Info ClientMultiplayerManager.cpp:177: Quitting multiplayer connection.
35364.695 Info ClientMultiplayerManager.cpp:539: MapTick(5128388) changing state from(Failed) to(Disconnected)
35365.859 Info UDPSocket.cpp:235: Socket closed
35370.193 Info UDPSocket.cpp:27: Opening socket at (0.0.0.0:0)
35374.380 Info UDPSocket.cpp:235: Socket closed
35374.381 Joining game 88.150.145.66:34197
35374.381 Info UDPSocket.cpp:33: Opening socket
35374.382 Info ClientMultiplayerManager.cpp:539: MapTick(-1) changing state from(Ready) to(Connecting)
35375.660 Error ClientMultiplayerManager.cpp:90: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply
35375.660 Info ClientMultiplayerManager.cpp:539: MapTick(-1) changing state from(Connecting) to(InitializationFailed)
35377.795 Info ClientMultiplayerManager.cpp:177: Quitting multiplayer connection.
35377.795 Info ClientMultiplayerManager.cpp:539: MapTick(-1) changing state from(InitializationFailed) to(Disconnected)
35377.881 Info UDPSocket.cpp:235: Socket closed
35381.788 Joining game 192.168.1.145:34197
35381.788 Info UDPSocket.cpp:33: Opening socket
35381.789 Info ClientMultiplayerManager.cpp:539: MapTick(-1) changing state from(Ready) to(Connecting)
35381.789 Info UDPSocket.cpp:446: Recvfrom failed (but can be probably ignored): Удаленный хост принудительно разорвал существующее подключение.
It happened after griefer started mass deconstrution and was killed several times.

Re: [14.21] Multiplayer crash (on_player_respawned)

Posted: Sat Dec 10, 2016 8:44 am
by Rseding91
The custom scenario you're using is bugged:

Code: Select all

MultiplayerManager failed: "Error while running event on_player_respawned (ID 42)
Gui element with name respawn_continue_opts already present in the parent element.
It caused a Lua error and the server quit because of that.

Re: [14.21] Multiplayer crash (on_player_respawned)

Posted: Sat Dec 10, 2016 10:21 am
by Furcube
My game is vanilla, no mods or anything custom.
Does it pull scripts from a server? Would be nice to know, if bug somewhere on a server, and not on my side.

Re: [14.21] Multiplayer crash (on_player_respawned)

Posted: Sat Dec 10, 2016 10:27 am
by daniel34
Furcube wrote:My game is vanilla, no mods or anything custom.
Does it pull scripts from a server? Would be nice to know, if bug somewhere on a server, and not on my side.
Yes, it downloads the current scenario from the server because it's included in the map/savegame. It's the server owner's error and not yours, you'll still be able to play on other multiplayer maps / singleplayer without problems.
If you know an admin of that server then inform him of the issue.