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[Fixed] Zoning

Discussion in '*** Bug Report Archive (After R75) ***' started by Venusada, Oct 15, 2020.

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  1. FrostII

    FrostII Bug Hunter

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    Crashed again leaving a player dungeon...

    [​IMG]
     
  2. FrostII

    FrostII Bug Hunter

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    Here's the other notice.
    Just got it when "Exit to Menu" chosen:

    [​IMG]
     
  3. Sorgin Txakal

    Sorgin Txakal Avatar

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    1. Title: Loading screen stuck on 50% "Waiting for your character to leave the previous scene"
    2. Reproducible? Yes
    3. Blocker? Yes
    4. Details: Periodically changing scenes, reloading scenes, or logging out and re-logging into the game will cause a freeze in the loading screen. The only visible message on the bottom that it always gets stuck at is "Waiting for your character to leave the previous scene". This error will persist even after logging out of the game completely via task manager hard close. It seems if you wait long enough, it eventually goes away, but this last time I spent ten minutes logging out and re-logging back in and each time the loading screen would reach that error message and pause for minutes on end.
    5. Steps to Reproduce: Enter and exit into the same scene, change scenes or exit and re-enter the game - happens periodically throughout the day.
    6. User Specs:
      OS: Windows 10 (10.0.0) 64bit
      CPU: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8)
      System RAM: 32713
      GPU: NVIDIA GeForce GTX 1080 GPU
      RAM: 8079
     
  4. that_shawn_guy

    that_shawn_guy Bug Hunter

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    Here's some unity logs from when I ran into this zoning into the docks in Brittany.

    Code:
    UsedSkill=RuneConsume_TeleportToZone, HandSlotIndex=4 SP1=241 SP2=590
    PushLevel: Added level Novia_R3_City_Brittany, spawnPoint:PlayerSpawnLocation_Docks, hex:5080,5078
    PersistenceService.EnqueueAction(Void <SubscribeToView>b__0()) Called when LeaveRoom is queued.
    Network storage reset
    NetworkingPeer: LeaveRoom
    local player destroyed.
    NetworkingPeer: LeaveComplete. Disconnecting.
    Network storage reset
    NetworkingPeer: Connecting to "38.140.xxx.xxx:5055"
    SceneServer: OnStatusChanged:Disconnect
    PlotManager: SceneServer disconnect. Load status = Initialized
    Network storage reset
    AsyncLoadSequence begin. SceneToLoad: Novia_R3_City_Brittany:PlayerSpawnLocation_Docks
    6:03:45 AM: Loading Scene...
    10
    6:03:45 AM: Level load loop started.
    Unloading 2 Unused Serialized files (Serialized files now loaded: 63)
    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
    
    (Filename:  Line: 537)
    
    To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
    
    (Filename:  Line: 539)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
    
    (Filename:  Line: 311)
    
    camera controller destroyed.
    Pathfinding: Load UnLoaded
    UnloadTime: 2379.690859 ms
    CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Hut1_Wall_End1_collision"
    
    (Filename:  Line: 57)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    No mesh data available for mesh sota_Destructible_Crate_Destroyed_part01 on particle system BrokenWood. Make sure Read/Write Enabled is set in the importer to work on the particle system renderer
    
    (Filename:  Line: 243)
    
    GameManagerSceneObject.Awake. 10/19/2020 6:03:53 AM
    NavMeshLoadTime SceneId=Novia_R3_City_Brittany , Time=0.6608887
    Pathfinding: Load Loaded
    Camera: CameraRig_Universal (CameraController)
    
    Unloading 23290 unused Assets to reduce memory usage. Loaded Objects now: 902936.
    Total: 2131.254971 ms (FindLiveObjects: 58.045481 ms CreateObjectMapping: 88.915745 ms MarkObjects: 1643.864078 ms  DeleteObjects: 340.429140 ms)
    
    Unloading 1 Unused Serialized files (Serialized files now loaded: 63)
    
    Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 902936.
    Total: 1818.289291 ms (FindLiveObjects: 63.484619 ms CreateObjectMapping: 82.018894 ms MarkObjects: 1671.513570 ms  DeleteObjects: 1.271433 ms)
    
    StaticBatching, SceneName=Novia_R3_City_Brittany, 28 root objects took 2287 milliseconds
    GC.Collect() took 0.3 seconds
    6:04:02 AM: Level loaded.
    6:04:02 AM: Scenario init completed. Scenario:
    Checksum for Novia_R3_City_Brittany: 3717942217
    Network storage reset
    NetworkingPeer: Connecting to "38.140.xxx.xxx:5056"
    6:04:04 AM: Started NPC Spawn...
    IncomingBytes, GameBytes=695, GroupBytes=71, SceneBytes=0, TotalBytes=766, NumPlayers=2, SceneId=Novia_R3_City_Brittany
    6:05:04 AM: Wait for deco properties exceeded 60 seconds!
    
    (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
    
    IncomingMessages, Total=30, NumPlayers=2, SceneId=Novia_R3_City_Brittany,Room=9d4f09c8-ba10-499b-81ad-4802db4fde8c
    SceneServer: OnStatusChanged:TimeoutDisconnect
    SceneServer: Unhandled status change: TimeoutDisconnect
    
    (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
    
    SceneServer: OnStatusChanged:Disconnect
    PlotManager: SceneServer disconnect. Load status = WaitingForSceneConnection
    SceneServer: OnStatusChanged:Connect
    SceneServer: OnStatusChanged:EncryptionEstablished
    PlotManager: Starting Initializing Plots
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(2de8b848-2559-4d4f-8564-95377bb8df7d), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(db51c36a-31ba-4ba1-9f83-bc3c4ba83155), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot: plotGroup.LoadState(None) != PlotLoadState.Requested(Requested) || plotGroup.LoadTransactionId(2422) != TransactionId(2422)
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(2de8b848-2559-4d4f-8564-95377bb8df7d), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(db51c36a-31ba-4ba1-9f83-bc3c4ba83155), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(68d72f72-37ef-4b98-ae18-2ee61626aeae), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(4268f456-f9a5-48ee-adda-2b2c7fa0d9e6), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(4d23c558-6942-4297-86d2-94acf152f07d), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(bf4238da-9039-4409-8c11-595e168252f5), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(dd36afc7-d9eb-42f8-9eef-cacf16fd8747), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(43bed479-c584-4f01-853d-43b010266d22), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(b3ef7ef8-0359-4597-81eb-c11493c671e9), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(b7e7872b-b752-4ffd-a013-4c63a5773e8d), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(5f0eef15-a972-4fd9-9d5a-cb5901ab038b), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(22af46cb-4522-4e13-84cd-034b764c42fb), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(3b419fbf-a5a9-4ff6-bd84-69f825b08011), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(b90b7f62-99d2-47d6-b42b-ff14a2dd8845), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(9c5a794a-184d-4bee-b1f7-3aeb8aad4698), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(bd866483-6600-4eef-96fc-061a288ed76d), elapsedSecs=0, ActivePlot=False
    Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
    This message is (relatively) harmless.
    
    (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
    
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(8d608af7-8eab-4424-82f4-167d5b3167d7), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(97a10dc8-984f-45f4-a831-2873c703983a), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(0e00cc71-02b7-40d9-904e-d6122d35c044), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(c00d7901-12e7-4086-8b84-4c03a99df382), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(6ea31805-473c-4f74-85e0-4547f969fdd5), elapsedSecs=0, ActivePlot=False
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(2f267591-bcc7-41e9-a1aa-de548aa8d354), elapsedSecs=0, ActivePlot=False
    OutgoingMessageQueue, Total=11,Master=False,SceneId=Novia_R3_City_Brittany,timeScale=1.00,LoadAgricultureData:4,GetInteractiveObjectStates:4,TakeLock:1,ReleaseLock:1,Ping:1,Room=9d4f09c8-ba10-499b-81ad-4802db4fde8c
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(45d693b2-e05e-4e4a-bc3c-78135c6ba6af), elapsedSecs=0, ActivePlot=False
    PushLevel: Added level Novia, spawnPoint:, hex:5080,5078
    LoadInteractiveObjectStatesForPlot, LoadComplete for plotId(a647552d-7cfc-4a69-85f9-a03aefd5e264), elapsedSecs=0, ActivePlot=False
    PersistenceService.EnqueueAction(Void <GetInteractiveObjectStates>b__0()) Called when LeaveRoom is queued.
    PersistenceService.EnqueueAction(Void <LoadAgricultureData>b__0()) Called when LeaveRoom is queued.
    Network storage reset
    NetworkingPeer: LeaveRoom
    NetworkingPeer: LeaveComplete. Disconnecting.
    Network storage reset
    NetworkingPeer: Connecting to "38.140.xxx.xxx:5055"
    SceneServer: OnStatusChanged:Disconnect
    PlotManager: SceneServer disconnect. Load status = NearbyPlotsInitialized
    Network storage reset
    AsyncLoadSequence begin. SceneToLoad: Novia:
    6:05:34 AM: Loading Scene...
    6:05:35 AM: Level load loop started.
    Unloading 1 Unused Serialized files (Serialized files now loaded: 64)
    camera controller destroyed.
    Pathfinding: Load UnLoaded
    UnloadTime: 1510.195819 ms
    GameManagerSceneObject.Awake. 10/19/2020 6:05:37 AM
    NavMeshLoadTime SceneId=Novia , Time=0.4592285
    Pathfinding: Load Loaded
    Camera: CameraRig_Universal (NOVIA SETTINGS - DO NOT REVERT) (CameraController)
    
    Unloading 8687 unused Assets to reduce memory usage. Loaded Objects now: 837221.
    Total: 2105.170908 ms (FindLiveObjects: 46.305314 ms CreateObjectMapping: 78.126650 ms MarkObjects: 1656.071925 ms  DeleteObjects: 324.666576 ms)
    
    Unloading 0 Unused Serialized files (Serialized files now loaded: 64)
    
    Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 837221.
    Total: 1776.949840 ms (FindLiveObjects: 50.832610 ms CreateObjectMapping: 80.369981 ms MarkObjects: 1644.729051 ms  DeleteObjects: 1.017398 ms)
    
    StaticBatching, SceneName=Novia, 24 root objects took 2150 milliseconds
    GC.Collect() took 0.3 seconds
    6:05:43 AM: Level loaded.
    6:05:43 AM: Scenario init completed. Scenario:
    Checksum for Novia: 2816754400
    Network storage reset
    NetworkingPeer: Connecting to "38.140.xxx.xxx:5056"
    6:05:46 AM: Started NPC Spawn...
    6:05:46 AM: Equipping Avatars...
    SceneServer: OnStatusChanged:Connect
    SceneServer: OnStatusChanged:EncryptionEstablished
    PlotManager: Starting Initializing Plots
    PlotManager: Finished Initializing Plots
    Spawning local player at (120.151, 12.352, 113) using spawner PlayerSpawnLocation_Elysium_from_Etceter. SnapToGround:True
    Local player equipment load time: 00 secs
    6:05:47 AM: Equipment load complete. Loop Counter:37
    6:05:47 AM: Waiting for NPC Spawn
    6:05:48 AM: Finished NPC Spawn
    NullReferenceException
      at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
      at NPCController.LinkSpawner (System.String spawnerID) [0x0009f] in <df49eb53ffe745f58bfa4fe3700ff133>:0
      at NPCController.LinkQueuedSpawner () [0x00000] in <df49eb53ffe745f58bfa4fe3700ff133>:0
      at NPCController.LinkQueuedSpawners () [0x00022] in <df49eb53ffe745f58bfa4fe3700ff133>:0
      at SpawnManager.LevelFinalize () [0x00006] in <df49eb53ffe745f58bfa4fe3700ff133>:0
      at SystemManager.LevelFinalizeAll () [0x00010] in <df49eb53ffe745f58bfa4fe3700ff133>:0
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception, Object)
    ExitGames.Logging.UnityLogger:Error(Object, Exception)
    PortDebug:LogException(Exception)
    SystemManager:LevelFinalizeAll()
    <AsyncLoadSequenceAsync>d__34:MoveNext()
    System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
    System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
    System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
    System.Runtime.CompilerServices.MoveNextRunner:Run()
    Portalarium.CooperativeThreadAsync:Update()
    Portalarium.CooperativeThreadManager:Update()
    
    (Filename: <df49eb53ffe745f58bfa4fe3700ff133> Line: 0)
    
    6:05:50 AM: Hiding Loading Screen...
    TimeToLoadLevel, SceneName=Novia, TimeToFadeIn=16.1, PreloadTime=0.7, SceneIOLoadTime=0.0, SceneUnloadTime=2.3, SceneActivateTime=5.9, JoinTime=3.3, DecoLoadTime=0.0, AvatarLoadTime=0.5, FinalizeLoadTime=3.3, RelatedInfo, PrefabLoadTime=0.2, ResourceLoadTime=0.3, GameManager=0.2, JoinDownloadTime=0.7, VideoMemory=4080, SystemMemory=32768, FirstTime=False, UserId=57af733fabb792013073f96b
    6:05:51 AM: Fading in...
    6:05:51 AM: AsyncLevelLoad Completed!
    PersistenceService.WaitTimes, Total=9, TotalTime=0.7, MaxTime=0.2, Void <GetRansomLocationsForGame>b__0(), Scene=Novia
    
     
    liz_the_wiz and Anpu like this.
  5. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    https://twitter.com/catnipgames/status/1318175615741169664

     
    Last edited: Oct 19, 2020
    Hazard and Anpu like this.
  6. Toular

    Toular Avatar

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    Just a general "FYI" ... I also have this problem on QA. Don't know if it's with the same frequency, as I don't generally zone a lot in QA, but in the 10 or so zone-ins I've done on QA lately I had it happen twice. That's roughly the same ratio I see on live. Just a sample size problem there.
     
  7. FrostII

    FrostII Bug Hunter

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    Here's another " clue ? " By the time I snipped the clip below, and sent it to Imgur for the link,
    and came here to post it - it had landed me on the Novia overworld - right by my hometown....

    [​IMG]
     
  8. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    https://twitter.com/catnipgames/status/1318547341629153280
    9:39 AM · Oct 20, 2020
    Anyone see any odd disconnects this morning? I jiggled the handle on a few things without doing a full restart. If there are still lingering issues, I'll schedule that full restart soon. Let me now if you're still seeing problems!
     
  9. Turk Key

    Turk Key Avatar

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    Just logged in for first time today. Loading basement in Spite. During load, message: Lost connection to server. The launcher went back to the load screen, with message: waiting for character to leave the previous scene. Had to close the launcher via task manager.
     
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  10. Toular

    Toular Avatar

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    I just had it happen getting into a Bandit encounter. Right at 63%. Now waiting for my character to leave the previous scene.
     
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  11. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    new in-game message:

    Daily Message: There will be a brief server maintenance window Wednesday morning at 7AM. We expect this to take no more than 15 minutes. This is to try and address the recent issues with unexpected disconnects.
     
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  12. Toular

    Toular Avatar

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    On an unrelated note (maybe/probably?)... Getting that pounding heartbeat thing almost every time I enter a zone today.
     
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  13. Toular

    Toular Avatar

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    I didn't have any zoning issues last night. In fact, loading into scenes was quite fast - faster than "normal" in fact.
     
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  14. FrostII

    FrostII Bug Hunter

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    Same here... not a single issue ! Excellent !!
     
  15. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    unless there are some more reports, then, i'm going to mark this fixed this weekend.
     
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