View Full Version : Module loading issues
mosburn
April 13th, 2023, 00:40
Greetings,
The last few weeks my players have had issues loading modules (in this campaign its 5e) and showing this error in the console:
[4/12/2023 5:34:17 PM] [WARNING] NETWORK: Noble Connect [1741234]: Fatal socket exception: Cannot access a disposed object.
Object name: 'System.Net.Sockets.Socket'.
at System.Net.Sockets.Socket.ThrowIfDisposedAndClosed () [0x0001b] in <2fe115660d9c47728edff248f3625297>:0
at System.Net.Sockets.Socket.ReceiveFrom (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags, System.Net.EndPoint& remoteEP) [0x00000] in <2fe115660d9c47728edff248f3625297>:0
at NobleConnect.Peer.ReceiveFromApplication (NobleConnect.Bridge bridge, System.Net.Sockets.Socket socket, NobleConnect.PaddedBuffer buffer) [0x00031] in <5c1ed5b2a767471197c971b3c4106009>:0
[4/12/2023 5:34:17 PM] [WARNING] NETWORK: Noble Connect [1741234]: Fatal socket exception: Cannot access a disposed object.
Object name: 'System.Net.Sockets.Socket'.
at System.Net.Sockets.Socket.ThrowIfDisposedAndClosed () [0x0001b] in <2fe115660d9c47728edff248f3625297>:0
at System.Net.Sockets.Socket.ReceiveFrom (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags, System.Net.EndPoint& remoteEP) [0x00000] in <2fe115660d9c47728edff248f3625297>:0
at NobleConnect.Peer.ReceiveFromApplication (NobleConnect.Bridge bridge, System.Net.Sockets.Socket socket, NobleConnect.PaddedBuffer buffer) [0x00031] in <5c1ed5b2a767471197c971b3c4106009>:0
I have run on an Ubuntu 22.04 as well as a Mac 13.3.1. One of my players and I have also tested on and off a VPN with the same error.
Moon Wizard
April 13th, 2023, 06:36
Can you provide the logs on both the GM and the Player side when they are connecting and attempting to access/load the modules?
Also, you can try looking at the Network Troubleshooting guide on the wiki, which has some suggestions for the types of network programs/settings on your machine or router that can cause interference with sending data.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996639165/Fantasy+Grounds+Unity+User+Manual
Additionally, can you provide detail on where exactly it fails?
* Can you host a game using the Cloud connection option?
* Can players connect to the game?
* Can players select their characters?
* Can players see their player portraits?
* Can players see images shared with them in the campaign?
* Can the players see any modules in the Library->Modules->Module Activation window?
* In the GM Module Activation window, are the modules you're expecting them to see set to accessible? (i.e. green check box)
Regards,
JPG
mosburn
April 14th, 2023, 14:11
Having a player jump on this morning to grab the logs, we have gone through the troubleshooting guide and have tested on MacOS 13.3.1 (no security enabled), Ubuntu 22.04 (No Security Enabled) as the GM systems, on DMZ to both home fiber connection and starlink, and on/off VPN to eliminate ISP errors. Additionally, we tested a port forwarded direct connection with no change to the loading.
>Additionally, can you provide detail on where exactly it fails?
* Can you host a game using the Cloud connection option?
Yes, this works as expected
* Can players connect to the game?
This works as expected
* Can players select their characters?
Yes
* Can players see their player portraits?
Yes
* Can players see images shared with them in the campaign?
A few players cannot always see the images, the rest can always see them
* Can the players see any modules in the Library->Modules->Module Activation window?
They can see them
* In the GM Module Activation window, are the modules you're expecting them to see set to accessible? (i.e. green check box)
Yes, and enabling new modules shows up right away
mosburn
April 14th, 2023, 15:05
Here is the player logs, player is running Win 10 Pro v.22H2
mosburn
April 14th, 2023, 15:06
Here are the GM logs, we confirmed the user can see a new shared image. GM system is Ubuntu 22.04.2
Moon Wizard
April 14th, 2023, 16:00
I'm not seeing anything in the logs that would indicate that any files were not received.
Are you seeing the same issue in a brand new 5E campaign without any extensions loaded?
If so, can you walk me through what you mean by "players have had issues loading modules"? (It sounds like and looks from the logs like it's all working up until this comment.)
I wouldn't worry about the errors in the console when figuring this out. However, they could be indicative of your router and/or ISP potentially blocking or shutting down connections during a standard session.
If still an issue, perhaps we can set up a time for me to connect and see if I can access...
Regards,
JPG
mosburn
April 14th, 2023, 17:06
We have tested this with new 5e and Starfinder campaigns with nothing else loaded. What happens is that when a player clicks load on most modules, the content never finishes showing up on their end. The exception to this seems to be the SRD modules which all load very quick. It does not seem to make a difference if they load them all at once or click and wait until the book opens in 5e to indicate that it is loaded. When they do load the content works as expected until some random update later starts breaking access to them (This is the extra strange part as nothing changes on this end for it)
Trenloe
April 14th, 2023, 17:25
We have tested this with new 5e and Starfinder campaigns with nothing else loaded. What happens is that when a player clicks load on most modules, the content never finishes showing up on their end. The exception to this seems to be the SRD modules which all load very quick. It does not seem to make a difference if they load them all at once or click and wait until the book opens in 5e to indicate that it is loaded. When they do load the content works as expected until some random update later starts breaking access to them (This is the extra strange part as nothing changes on this end for it)
This sounds like there's something on either end (GM or player) that kicks in after a certain amount of data is transferred. The players will have the 5E and SFRPG ruleset locally, so they won't download them. They also have the SRD modules locally, so they won't download them. But when they come to open a module they don't have installed locally, then they need to download a bunch of data from the GM - and that could be when some security setting kicks in - it can be just in the order of MB that can set it off.
Check your security settings on the router and at the ISP level - they can frequently have "advanced security" settings that you need to access at your account level on their website. Unfortunately, each security software can use different terminology for what they're checking/blocking. Look for things like DOS (denial of service), unknown connections, flood control, etc..
Moon Wizard
April 14th, 2023, 17:27
After attempting to load the module, can the players still chat and throw dice, and receive new image record shares?
If you PM me (or DM on Discord), I can try to log into your server to see if I get the same results.
EDIT: And what @Trenloe said above is what I think is happening; either data is blocked due to speed of attempted transmit (router throttling), or it is being filtered (router filters).
Regards,
JPG
Moon Wizard
April 14th, 2023, 17:32
It could also be a OS-level network throttling/filtering as well, but I'm not familiar with Linux networking security consumer-level options.
Regards,
JPG
damned
April 15th, 2023, 02:43
Flood Control
Trenloe
April 15th, 2023, 07:43
Flood Control
That’s the name I was trying to think of when writing things to look for in post #8!
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