Server failed to parse a incoming message

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Damian Sobczak

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Nov 11, 2012, 7:00:56 PM11/11/12
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This is my first time on this group so hello to everyone :)

I just downloaded newest beta6 release and installed it.
I use authoritative server and when connecting to it, almost everything is ok: connection is established, encyption is turned on wen connecting and turned off when connected, but after approving a player I get error message:
Server failed to parse a incoming message from Connection 127.0.0.1:55825 on channel ReliableInOrder1: Trying to read past the buffer size - likely caused by mismatching Write/Reads, different size or order.
But I don't see any call/receive of RPC in the code. The only thing I am doing is to call uLink_OnPreBufferedRPCs to delay a creation of NPCs.
Can anyone tell me where to start searching?

Damian Sobczak

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Nov 13, 2012, 4:27:37 PM11/13/12
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Its weird.
The problem is with an RPC whichsends string as an argument. Are RPCs working in a different way?
Sometimes i receive error like in my previous message, and sometimes its like below (with this weird chars):
Preventing message .5 ����I��> ��/0�^�#�� by non-authoritative Client 1 from being forwarded
UnityEngine.Debug:LogWarning(Object, Object)
uLink.NetworkLog:#=qrz1RcLe9AOskZ2oDVV6TOg==(NetworkLogFlags, Object[])
uLink.NetworkLog:Warning(NetworkLogFlags, Object[])
#=q2UY52BJ9biGgmx22rdj3sV29CcBhY8kpifM5cWqH1Iw=:#=q5NFvZWTi8GQFtPV4K3aSKurInFaFOUCsd$g0hGohJiA=(#=qoApyN3_az1F$hzIGeCCbUw==)
#=q2UY52BJ9biGgmx22rdj3sV29CcBhY8kpifM5cWqH1Iw=:#=qzPCrj6wDMuTHgxA$S11ZDt2cuy64QP5KVsl6BXI_TZA=(#=qdWBHojLUnItlNsWo8jIBCeJuDQIAtLGRBLTZy1UW2ns=, #=q8JqMFw7RXi2IBNQTihEcu_vOALsJReWWfJajgKUwvXw=, #=qE$pKhd8zC72pweZsItp231dFEcrTBm$fBmOdqf57mSg=)
#=q2UY52BJ9biGgmx22rdj3sV29CcBhY8kpifM5cWqH1Iw=:#=qWSt2zKrhgmsYKnCa4jMbbjkFT$akRRjYR4431GwDxZY=()
#=q2UY52BJ9biGgmx22rdj3sV29CcBhY8kpifM5cWqH1Iw=:#=q0H2tYDyFnXv03lonxnQEmQ==()
#=q00ZsoX62hhBj3fK02WgoBLKflvlj_Van37rNWVar6r8=:#=qqcTHcJ_C_qFq3OkF5YDsSg==()
#=q74WLq0jJZCOwVVK2FMKFxLGBlxmUYxU9tvj6cA77Nhs=:#=qFUifLrWCM4InKmwQSofLMQ==()
uLink.InternalHelper:LateUpdate()


Can anyone have a clue whats going on? Im sitting with this a lot of time and just don't know what else could I do...

Damian Sobczak

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Nov 13, 2012, 5:24:11 PM11/13/12
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Ok, I think I've found a bug.
RPCs are not working correctly when called from Start() method of uLink.Monobehaviour class. When it's called by for example button click (after script starts) all works fine.

Aidin Abedi

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Nov 15, 2012, 4:58:24 AM11/15/12
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Hello Damian!

Could you please send a simple project to reproduce the issue and we'll look into it? I'm currently on a business trip, and will be back next week.

Cheers,
Aidin

--
 
 

Damian Sobczak

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Nov 19, 2012, 5:51:11 PM11/19/12
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Hi Aidin,

I will try to create some sample project later this week, because of lack of time. The problem is when I'm connecting to server in one scene, and after approval next scene is loaded. The script I have mentioned previously is attached to an object in second scene. The code is like below:

void Start () 
{
            if (ServerHelper.AccountName == null) return;
            //Invoke("GetCharacterList", 1); //in this case it works
            GetCharacterList(); // int this case it throws an error
}

void GetCharacterList()
{
                ClearCharacterList();
networkView.RPC(typeof(CharacterSelection), "GetCharacterList", uLink.RPCMode.Server, ServerHelper.AccountName);
}
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