Look cows
July 13th, 2020, 04:25
Fantasy Grounds Unity on Windows 10 (32GB memory). 5e ruleset running LMoP in cloud mode. I have the 5e character generator, dungeon theme and Window Saver X loaded.
The last 3 sessions we have had to switch to Discord only because one or more players either could not connect or after connecting someone's screen froze. By froze I mean they weren't seeing chat messages or dice rolls and could not move their token. Sometimes the person freezing was me, the host. I am running FGU ultimate, one player is running standard and the other 2 are demo but the freezing can happen to any of us. Unless it is me then everyone is frozen.
Last night the issue was me. Only discovered this after players were saying they did not see whispers I sent. I tried shutting down FG but it hung when I tried to exit. After a force quit we tried again and the same thing happened. Looking through my Player.log I see this message repeatedly
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[7/11/2020 11:28:15 PM] [WARNING] NETWORK: Noble Connect [3111264]: Gave up waiting for a free buffer. Something is wrong.
at NobleConnect.BufferPool.GetFreeBuffer () [0x00038] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller.SendMessage (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x00060] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.StunExtension.Send (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x00001] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller+<>c__DisplayClass51_0.<_Send>b__0 (NobleConnect.Stun.IStunExtension extension) [0x00001] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.ExtensionList.ForEachUntilTrue (System.Func`2[T,TResult] callback) [0x00021] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller._Send (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x000d4] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller.SendRequest (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source, System.Action`1[T] onResponse, System.Action`1[T] onFail, System.Int32 overrideMaxResend, System.Int32 overrideTimeout) [0x0001d] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller.Send (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source, System.Action`1[T] onResponse, System.Action`1[T] onFail, System.Int32 overrideMaxResend, System.Int32 overrideTimeout) [0x0001e] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Turn.TurnExtension.SendChannelBindReq uest (System.Net.IPEndPoint peerEndPoint, System.Net.IPEndPoint relayEndPoint, System.Net.IPEndPoint target, System.Net.IPEndPoint source, System.Action`1[T] onChannelBind, System.Action`1[T] onFail, System.Boolean dontRefresh) [0x00231] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Turn.TurnExtension.SendChannelBindReq uest (System.Net.IPEndPoint peerEndPoint, System.Net.IPEndPoint relayEndPoint, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x00001] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Turn.TurnExtension+<>c__DisplayClass36_0.<QueueChannelBindRefresh>b__0 (System.Object obj) [0x00002] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
An abbreviated player.log is attached. The full one was to big for the upload.
Any help with this would be appreciated.
The last 3 sessions we have had to switch to Discord only because one or more players either could not connect or after connecting someone's screen froze. By froze I mean they weren't seeing chat messages or dice rolls and could not move their token. Sometimes the person freezing was me, the host. I am running FGU ultimate, one player is running standard and the other 2 are demo but the freezing can happen to any of us. Unless it is me then everyone is frozen.
Last night the issue was me. Only discovered this after players were saying they did not see whispers I sent. I tried shutting down FG but it hung when I tried to exit. After a force quit we tried again and the same thing happened. Looking through my Player.log I see this message repeatedly
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[7/11/2020 11:28:15 PM] [WARNING] NETWORK: Noble Connect [3111264]: Gave up waiting for a free buffer. Something is wrong.
at NobleConnect.BufferPool.GetFreeBuffer () [0x00038] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller.SendMessage (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x00060] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.StunExtension.Send (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x00001] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller+<>c__DisplayClass51_0.<_Send>b__0 (NobleConnect.Stun.IStunExtension extension) [0x00001] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.ExtensionList.ForEachUntilTrue (System.Func`2[T,TResult] callback) [0x00021] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller._Send (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x000d4] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller.SendRequest (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source, System.Action`1[T] onResponse, System.Action`1[T] onFail, System.Int32 overrideMaxResend, System.Int32 overrideTimeout) [0x0001d] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Stun.Controller.Send (NobleConnect.Stun.Message message, System.Net.IPEndPoint target, System.Net.IPEndPoint source, System.Action`1[T] onResponse, System.Action`1[T] onFail, System.Int32 overrideMaxResend, System.Int32 overrideTimeout) [0x0001e] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Turn.TurnExtension.SendChannelBindReq uest (System.Net.IPEndPoint peerEndPoint, System.Net.IPEndPoint relayEndPoint, System.Net.IPEndPoint target, System.Net.IPEndPoint source, System.Action`1[T] onChannelBind, System.Action`1[T] onFail, System.Boolean dontRefresh) [0x00231] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Turn.TurnExtension.SendChannelBindReq uest (System.Net.IPEndPoint peerEndPoint, System.Net.IPEndPoint relayEndPoint, System.Net.IPEndPoint target, System.Net.IPEndPoint source) [0x00001] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
at NobleConnect.Turn.TurnExtension+<>c__DisplayClass36_0.<QueueChannelBindRefresh>b__0 (System.Object obj) [0x00002] in <c99969d1bd4d4ff0a26fc318eaa760cb>:0
An abbreviated player.log is attached. The full one was to big for the upload.
Any help with this would be appreciated.