Theerror you are seeing implies something is failing when your account tries to spawn. That could be down to something simple, like it having logged you out in the background or a connection issue or it could be something major.
In case it helps anyone, it could also be due to server maintenance. In my case EU servers were being worked on and so switching to US servers did the trick. This link (although covering different issues) shows some snippets of how to change servers:
In trying to remove them I found that if I set the World Settings to use GameModeBase, I could display a menu without any problems, but then when the level loading (from clicking my Play button on the UI menu), the player pawn was no longer there - presumably because I was now using GameModeBase rather than my previously configured GameMode.
The most recent approach, for which I now feel somewhat tied in to as I only have another two weeks on this project before it needs to be handed in, was to create an empty level, named Master. I added a sub-level called Level1 which is the first playable level. Master currently uses a process of showing/hiding UI widgets to the screen for the various menu options for the UI. Thet GameMode issue was still the same, so, I used DestroyActor to get rid of the player, by doing so, the players own widgets (health/ammo) also disappeared. I had assumed that then simply spawning the player when Level1 was loaded would pop the player back in and all would be good.
The process of respawning was fairly horrific to be honest, and I can only assume this was because there was nothing tying the default PlayerStart (which was used successfully when just using the original GameMode) to my respawning. As such, the default player pawn was spawned at 0,0,0, have way through the floor of my level, which then threw errors about the spawning/collisions I mentioned previously.
The menu was for the usual Start, Options, Quit menu system. Start to play the game, loading the first playable level. Quit closing the game (appreciate mobile devices have other considerations around this, but this was just for a Windows platform), and Options for providing the ability to, enable music/sound effects volume changes and saving of player preferences.
You can see the actual unreal source code even if you are using blueprints. I find looking at the unreal source code can be a better resource than their documentation, which as you stated with your lovely reference to Unity as a perfect example of what the Unreal documentation is missing at the moment.
So I think you should look at one or the other, or both, or neither depending on what you are trying to accomplish. Try using both at least once and try to start thinking what use cases would be better implemented in one over the other.
With Game Update 1.12, DayZ introduced new error codes when it comes to the server connection process. This page is dedicated to error codes that will appear in the server browser upon attempt of connection, or disconnect from a server.
Our server has a slight problem (besides only responding with errors). Itprocesses inbound requests one at a time. When a connection is accepted, theserver stays inside the accept loop block until the response is fully written tothe socket.
Concurrency and parallelism are not the same thing. If you alternate betweentwo tasks, then you are working on both tasks concurrently, but not inparallel. For it to qualify as parallel, you would need two people, onededicated to each task.
One of the advantages of using Tokio is that asynchronous code allows you towork on many tasks concurrently, without having to work on them in parallelusing ordinary threads. In fact, Tokio can run many tasks concurrently on asingle thread!
A Tokio task is an asynchronous green thread. They are created by passing anasync block to tokio::spawn. The tokio::spawn function returns aJoinHandle, which the caller may use to interact with the spawned task. Theasync block may have a return value. The caller may obtain the return valueusing .await on the JoinHandle.
Awaiting on JoinHandle returns a Result. When a task encounters an errorduring execution, the JoinHandle will return an Err. This happens when thetask either panics, or if the task is forcefully cancelled by the runtimeshutting down.
Tasks are the unit of execution managed by the scheduler. Spawning the tasksubmits it to the Tokio scheduler, which then ensures that the task executeswhen it has work to do. The spawned task may be executed on the same threadas where it was spawned, or it may execute on a different runtime thread. Thetask can also be moved between threads after being spawned.
It is a common misconception that 'static always means "lives forever",but this is not the case. Just because a value is 'static does not meanthat you have a memory leak. You can read more in Common Rust LifetimeMisconceptions.
This happens because, by default, variables are not moved into async blocks.The v vector remains owned by the main function. The println! line borrowsv. The rust compiler helpfully explains this to us and even suggests the fix!Changing line 7 to task::spawn(async move { will instruct the compiler tomove v into the spawned task. Now, the task owns all of its data, makingit 'static.
Note that the error message talks about the argument type outliving the'static lifetime. This terminology can be rather confusing because the'static lifetime lasts until the end of the program, so if it outlives it,don't you have a memory leak? The explanation is that it is the type, not thevalue that must outlive the 'static lifetime, and the value may be destroyedbefore its type is no longer valid.
When we say that a value is 'static, all that means is that it would not beincorrect to keep that value around forever. This is important because thecompiler is unable to reason about how long a newly spawned task stays around.We have to make sure that the task is allowed to live forever, so that Tokiocan make the task run as long as it needs to.
The article that the info-box earlier links to uses the terminology "bounded by'static" rather than "its type outlives 'static" or "the value is 'static"to refer to T: 'static. These all mean the same thing, but are different from"annotated with 'static" as in &'static T.
Tasks are Send when all data that is held across .await calls isSend. This is a bit subtle. When .await is called, the task yields back tothe scheduler. The next time the task is executed, it resumes from the point itlast yielded. To make this work, all state that is used after .await mustbe saved by the task. If this state is Send, i.e. can be moved across threads,then the task itself can be moved across threads. Conversely, if the state is notSend, then neither is the task.
We will now implement the process function to handle incoming commands. Wewill use a HashMap to store values. SET commands will insert into theHashMap and GET values will load them. Additionally, we will use a loop toaccept more than one command per connection.
The "Respawning too fast" error is typically caused by data corruption on the hard drives which prevents the Linux-based ProConnect recorder from booting successfully. Generally, this issue is most typically seen on older/outdated versions of the AvertX ProConnect software.
If this issue is affecting your machine, you will most likely see a DOS-like prompt moving through commands by itself. These messages will typically be followed by messages referencing "xserver", "retry", and "respawning too fast."
The problem occurs intermittently when I connect to the openwrt box via ssh and execute "wifi down".
Periodically dnsmasq dies due to repeated failures. I've included the exact error message below.
EDIT:
Just to be absolutely clear there were no other instances of dnsmasq crashing in the hour prior to the error the only prior instance was the following. So this is not matter of 5 errors occurring within the default 3600 second period specified for respawn_threshold.
Even in the second successful respawn of dnsmasq above (the one after calling "wifi down" it seems like the restart time after receiving the SIGTERM was 0 seconds (not 5).
It seems like perhaps after receiving a SIGTERM from an interface going down, it does not user the same "respawn_timeout" of 5 seconds, but 0 seconds. It looks like the "respawn_retry" are still 5 as it says it failed 6 times.
It's also unclear to me how it failed 6 times with 0 seconds since last failure if it were using the procd.sh parameters. As based on what I read online the procd.sh should default the "respawn_timeout" to 5 seconds so the last respawn attempt should have been 5 seconds ago not 0 seconds ago as the error message says. But perhaps this is just a quirk of which timestamp that error message is checking against.
Anyways what I would like to do is change the respawn_retry parameter for dnsmasq so that it has 30 retries instead of just 5. And also to ensure that respawn_timeout is at least 1 second (and possibly the default 5 seconds) and not 0 seconds. I'm hopeful this may eliminate my problem with dnsmasq crashing leaving all devices on my network stranded.
I'm unsure where to make this change though. I looked at the dnsmasq init.d script and it doesn't appear to supply any specific respawn parameters. I'm unsure if this means it should be using the defaults or not.
Is the most appropriate place for me to add my desired respawn_retry and respawn_timeout as additional "procd_set_param" statements after the one pasted above inside /etc/init.d/dnsmasq , or is there a better place to put this that doesn't require modifying the init.d script for dnsmasq?
Or perhaps changing the procd respawn is not related to my error at all, and there is some other respawn mechanism backed into dnsmasq for when an interface goes down. Perhaps I need to add some manual delay to this or increase the retry count....
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