Crash during TCP/IP

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carnifex
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Crash during TCP/IP

Post by carnifex »

I was trying to test something over TCP/IP and I receive a consistant crash.

I set up my main box as the host and my laptop as a client. Everything goes ok until the execution phase. I can set up the game, launch it, give orders for both sides, but when the second player completes their orders, the host box crashes to desktop without any warning or error message, then the client laptop will crash with a PlatoMFC error a couple seconds later.

Both machines running 1.1 version without any mods.

What's weird is that each machine will run CoG without a problem alone. Never any crashes or errors in the single player mode (as a matter of fact CoG has never crashed on me yet), just when I try to execute the TCP/IP version.

I'll post an error log from the client machine when I can get it (the host doesn't generate any error - just a clean crash).
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MarcelJV
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RE: Crash during TCP/IP

Post by MarcelJV »

I reported this as a bug already but please do so again. I had the same result on the LAN. The host got the Plato error and the Client got a memory error. I had the client crash first and then the host. The result is the same though so On line is a no go until a new patch is out.
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ericbabe
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RE: Crash during TCP/IP

Post by ericbabe »

MarcelJV, were you the one who said that you had played 1.0 over TCP/IP with no crashes, but that 1.1 was crashing on you?

We did a lot of in-house testing on TCP/IP over our LAN for 1.0 and by the time of release we found it to be stable for long games (with a few annoyances, such as that if the Norton Utilities Auto Update pops open on any computer in the session then it crashes every computer in the session and, for good measure, crashes Noron Auto Update as well.) We haven't extensively tested 1.1 in this way, but we didn't change any LAN code between the versions, though there could be something that changed as a result of the changed linker settings. As luck would have it, my brother was planning on stopping over tonight to play COG over the LAN with me so I'll get a chance to test this out soon and see if we're having the same problems.


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ericbabe
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RE: Crash during TCP/IP

Post by ericbabe »

Ok. Just finished our testing session. There is indeed a bug in the multiplayer code. It was indeed introduced by the change in linker models. It is a trivial bug, and happens when the chat box of the multiplayer screen gets deleted. I will try to push up the release of 1.2 so we can get TCP/IP working again as soon as possible.
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ian77
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RE: Crash during TCP/IP

Post by ian77 »

ORIGINAL: ericbabe

Ok. Just finished our testing session. There is indeed a bug in the multiplayer code. It was indeed introduced by the change in linker models. It is a trivial bug, and happens when the chat box of the multiplayer screen gets deleted. I will try to push up the release of 1.2 so we can get TCP/IP working again as soon as possible.

Good news[:D]
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MarcelJV
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RE: Crash during TCP/IP

Post by MarcelJV »

Yes with verison 1.0 I had no crashes and had a good time playing it, but it does not work at all on 1.1 in that you press end of turn and something during the turn execution goes wrong and crashs the game.

One question, can this be played with a dial up connection or does it require a highspeed connection?

If it does work on dial up, I would be happy to run any test games you would like.
I am doing this for World At War now for there implementation of on line play.
ORIGINAL: ericbabe

MarcelJV, were you the one who said that you had played 1.0 over TCP/IP with no crashes, but that 1.1 was crashing on you?

We did a lot of in-house testing on TCP/IP over our LAN for 1.0 and by the time of release we found it to be stable for long games (with a few annoyances, such as that if the Norton Utilities Auto Update pops open on any computer in the session then it crashes every computer in the session and, for good measure, crashes Noron Auto Update as well.) We haven't extensively tested 1.1 in this way, but we didn't change any LAN code between the versions, though there could be something that changed as a result of the changed linker settings. As luck would have it, my brother was planning on stopping over tonight to play COG over the LAN with me so I'll get a chance to test this out soon and see if we're having the same problems.


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carnifex
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RE: Crash during TCP/IP

Post by carnifex »

aah good news this saves me the trouble of reinstalling the 1.0 version
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ericbabe
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RE: Crash during TCP/IP

Post by ericbabe »

In theory it can be played over dialup, but I think the packet sizes might be too big to play comfortably. We have never done any dialup tests.

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MarcelJV
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RE: Crash during TCP/IP

Post by MarcelJV »

See PM I sent you.
ORIGINAL: ericbabe

In theory it can be played over dialup, but I think the packet sizes might be too big to play comfortably. We have never done any dialup tests.

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carnifex
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RE: Crash during TCP/IP

Post by carnifex »

Marcel you should resend that PM to Eric because it's sitting in my inbox currently.
Bearcat2
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RE: Crash during TCP/IP

Post by Bearcat2 »

Running an ipx LAN with all computers running ver 1.1 windows xp; we have the same problem. We can connect and give orders, but when the last person ends his command phase and the game goes to execute, the games crash.
"After eight years as President I have only two regrets: that I have not shot Henry Clay or hanged John C. Calhoun."--1837
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Erik Rutins
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RE: Crash during TCP/IP

Post by Erik Rutins »

We are accelerating the release of the next update in order to resolve this, it will still likely be a couple of weeks though before it is available.
Erik Rutins
CEO, Matrix Games LLC


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Bearcat2
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RE: Crash during TCP/IP

Post by Bearcat2 »

Thank You for your reply
"After eight years as President I have only two regrets: that I have not shot Henry Clay or hanged John C. Calhoun."--1837
Lee James
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RE: Crash during TCP/IP

Post by Lee James »

Ericbabe,

Not really a trivial bug is it; as usual the game doesn't work!

I have a friend over for the day to play COG on a network and we can't because it doesn't work, so my day is bollixed because Matrix market and sell games they have not actually finished writting yet!

Not trivial and not good enough!

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ericbabe
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RE: Crash during TCP/IP

Post by ericbabe »

The bug was introduced by a change in linker models in the 1.1 patch.

The bug is trivial because it was easy to find and fixed with a single line of code.

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