Random Game Crash/Overload

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Random Game Crash/Overload

Post by TheB741 on Wed Feb 15, 2017 7:24 pm

Was playing when I got this crash error, possible overload/lag?

Sorry, an error has occured.

You can copy and send this error message to t.
I will fix this error for the next release.
Many thanks for help improving my game!

Version: 2.2.8
GameState: Running
IsMultiplayer: False


System.Exception: Exception in update clause. System.ServiceModel.CommunicationObjectFaultedException: The communication object, System.ServiceModel.Channels.ServiceChannel, cannot be used for communication because it is in the Faulted state.

Server stack trace:
at System.ServiceModel.Channels.CommunicationObject.ThrowIfDisposedOrNotOpen()
at System.ServiceModel.Channels.ServiceChannel.SendAsyncResult.Begin()
at System.ServiceModel.Channels.ServiceChannel.BeginCall(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, TimeSpan timeout, AsyncCallback callback, Object asyncState)
at System.ServiceModel.Channels.ServiceChannel.BeginCall(ServiceChannel channel, ProxyOperationRuntime operation, Object[] ins, AsyncCallback callback, Object asyncState)
at System.Threading.Tasks.TaskFactory`1.FromAsyncImpl[TArg1,TArg2,TArg3](Func`6 beginMethod, Func`2 endFunction, Action`1 endAction, TArg1 arg1, TArg2 arg2, TArg3 arg3, Object state, TaskCreationOptions creationOptions)
at System.ServiceModel.Channels.ServiceChannelProxy.TaskCreator.CreateTask(ServiceChannel channel, ProxyOperationRuntime operation, Object[] inputParameters)
at System.ServiceModel.Channels.ServiceChannelProxy.TaskCreator.CreateTask(ServiceChannel channel, IMethodCallMessage methodCall, ProxyOperationRuntime operation)
at System.ServiceModel.Channels.ServiceChannelProxy.InvokeTaskService(IMethodCallMessage methodCall, ProxyOperationRuntime operation)
at System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message)

Exception rethrown at [0]:
at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg)
at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
at HighTreason.WindowsStore.GameControl.ServiceReference.IHighTreasonService.HeartBeatAsync()
at HighTreason.WindowsStore.GameControl.Commands.GameStateCmd._heartBeatTimer_Elapsed()
at HighTreason.Libraries.Common.XnaTimer.Update(Int32 milliseconds)
at HighTreason.WindowsStore.GameControl.Commands.GameStateCmd.Update(Int32 simulationTime, Int32 gameTime)
at HighTreason.WindowsStore.GameControl.GameController.Update(Int32 simulationTime, Int32 gameTime)
at HighTreason.WindowsStore.Game.Game.Update(GameTime gameTime) ---> System.ServiceModel.CommunicationObjectFaultedException: The communication object, System.ServiceModel.Channels.ServiceChannel, cannot be used for communication because it is in the Faulted state.

Server stack trace:
at System.ServiceModel.Channels.CommunicationObject.ThrowIfDisposedOrNotOpen()
at System.ServiceModel.Channels.ServiceChannel.SendAsyncResult.Begin()
at System.ServiceModel.Channels.ServiceChannel.BeginCall(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, TimeSpan timeout, AsyncCallback callback, Object asyncState)
at System.ServiceModel.Channels.ServiceChannel.BeginCall(ServiceChannel channel, ProxyOperationRuntime operation, Object[] ins, AsyncCallback callback, Object asyncState)
at System.Threading.Tasks.TaskFactory`1.FromAsyncImpl[TArg1,TArg2,TArg3](Func`6 beginMethod, Func`2 endFunction, Action`1 endAction, TArg1 arg1, TArg2 arg2, TArg3 arg3, Object state, TaskCreationOptions creationOptions)
at System.ServiceModel.Channels.ServiceChannelProxy.TaskCreator.CreateTask(ServiceChannel channel, ProxyOperationRuntime operation, Object[] inputParameters)
at System.ServiceModel.Channels.ServiceChannelProxy.TaskCreator.CreateTask(ServiceChannel channel, IMethodCallMessage methodCall, ProxyOperationRuntime operation)
at System.ServiceModel.Channels.ServiceChannelProxy.InvokeTaskService(IMethodCallMessage methodCall, ProxyOperationRuntime operation)
at System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message)

Exception rethrown at [0]:
at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg)
at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
at HighTreason.WindowsStore.GameControl.ServiceReference.IHighTreasonService.HeartBeatAsync()
at HighTreason.WindowsStore.GameControl.Commands.GameStateCmd._heartBeatTimer_Elapsed()
at HighTreason.Libraries.Common.XnaTimer.Update(Int32 milliseconds)
at HighTreason.WindowsStore.GameControl.Commands.GameStateCmd.Update(Int32 simulationTime, Int32 gameTime)
at HighTreason.WindowsStore.GameControl.GameController.Update(Int32 simulationTime, Int32 gameTime)
at HighTreason.WindowsStore.Game.Game.Update(GameTime gameTime)
--- End of inner exception stack trace ---
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Re: Random Game Crash/Overload

Post by Templar_VII on Wed Feb 15, 2017 9:07 pm

It looks like the server crashed. It crashes once a day. I don't know why. I'm going to fix that, but I don't know where to start.
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