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[0.14.14] Multiplayer GUI textbox datagram error
Posted: Mon Oct 17, 2016 10:40 am
by Articulating
This is specifically in relation to the blueprint string mod, but I image it would apply to any other textbox with a large input. When a large enough blueprint string (I'm not sure exactly what the minimum character count is) is pasted into a textbox and then cleared by pressing ctrl + a and backspace, the user receives an error stating: "SendTo (ip address) failed: A message sent on a datagram socket was larger than the internal message buffer or some other network limit, or the buffer used to receive the datagram into was smaller than the datagram itself". When the load button is clicked, which is when the GUI text is processed by the mod, all users are disconnected via timeout. This might be unavoidable network behaviour, but otherwise hopefully you can find a way around it.
Re: [0.14.14] Multiplayer GUI textbox datagram error
Posted: Mon Oct 17, 2016 1:00 pm
by Rseding91
This is a known issue. The underlying system we use for sending network packets doesn't support packet splitting so anything that exceeds the maximum packet size just crashes the game.
Re: [0.14.14] Multiplayer GUI textbox datagram error
Posted: Wed Oct 26, 2016 12:02 pm
by Articulating
While loading a large string no longer caused the game to error in 0.14.16, it did make me disconnected when I tried to load a 64 belt balancer ("Server not responding" timeout). I think but I'm not 100% sure that some other players were disconnected.
This is the blueprint in question, if the size of the string helps.
Re: [0.14.14] Multiplayer GUI textbox datagram error
Posted: Wed Oct 26, 2016 7:29 pm
by Rseding91
That's only 23 KB, it wouldn't have crashed before either.
Re: [0.14.14] Multiplayer GUI textbox datagram error
Posted: Wed Oct 26, 2016 8:42 pm
by Articulating
Rseding91 wrote:That's only 23 KB, it wouldn't have crashed before either.
So disconnecting is expected behaviour?
Re: [0.14.14] Multiplayer GUI textbox datagram error
Posted: Wed Oct 26, 2016 8:55 pm
by Rseding91
Articulating wrote:Rseding91 wrote:That's only 23 KB, it wouldn't have crashed before either.
So disconnecting is expected behaviour?
No. If peoples internets can't handle 23 KB or their routers don't handle fragmented packets then yes but those aren't issues we can fix.