Skip to content

Instantly share code, notes, and snippets.

Show Gist options
  • Select an option

  • Save sathyarajshetigar/c5acd240b2d5c8cb75a9cd6383cb25e6 to your computer and use it in GitHub Desktop.

Select an option

Save sathyarajshetigar/c5acd240b2d5c8cb75a9cd6383cb25e6 to your computer and use it in GitHub Desktop.
Reconnect in result screen Ai takes over players turn even after reconnecting back.
After reconnecting even if the new game starts after the game over screen countdown flow or even durinng the count down. he should remain as human player. do indpeth anaylis of both server and client code and check why might be happening.
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
0.112143
STC_TimerTick arrived during reconnection, queue size: 20
FAST SYNC SKIP: Queue size 20 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_TimerTick arrived during reconnection, queue size: 21
FAST SYNC SKIP: Queue size 21 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_EndTurn received - endedTurnPlayerIndex: 0 player: Straeal playerID: 1 isLocal: False
STC_EndTurn: Calling EndTurn for player 1
STC_TimerTick arrived during reconnection, queue size: 22
FAST SYNC SKIP: Queue size 22 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_TimerTick arrived during reconnection, queue size: 23
FAST SYNC SKIP: Queue size 23 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
GRACE PERIOD: Player restored from grace period
OnOnlineMatchOnJoin:
OnOnlineMatchOnJoin:
HEARTBEAT: Connection confirmed - waiting for game state sync before hiding loading screen
HEARTBEAT: Received ack - round trip time: 25.77s
STC_SendLatestGameState Playing
STC_SendLatestGameState fetchedMatchCount 1 matchCount 1 gameState Playing
STC_AskReadyToPlayNewGame sent when fetched the latest state
STC_AskReadyToPlayNewGame sent in game over
FAST SYNC DEBUG: Captured wasReconnecting=True, current queue count=23
StockPile OnSendLatestGameState 8
FAST SYNC: Placing 8 stock pile cards instantly and simultaneously
StockPile OnSendLatestGameState 10
FAST SYNC: Placing 10 stock pile cards instantly and simultaneously
FAST SYNC: Flipped topmost card to face-up
FAST SYNC: Completed instant placement of 8 stock pile cards with topmost card face-up
STC_TimerTick arrived during reconnection, queue size: 24
FAST SYNC SKIP: Queue size 24 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_TimerOut arrived during reconnection, queue size: 25
FAST SYNC SKIP: Queue size 25 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_OnDropCardOnDiscardPile arrived during reconnection, queue size: 26
FAST SYNC SKIP: Queue size 26 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_EndTurn arrived during reconnection, queue size: 27
FAST SYNC SKIP: Queue size 27 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_SetTurn arrived during reconnection, queue size: 28
FAST SYNC SKIP: Queue size 28 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_OnCenterPileCardDrop arrived during reconnection, queue size: 29
FAST SYNC SKIP: Queue size 29 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_OnDropCardOnDiscardPile arrived during reconnection, queue size: 30
FAST SYNC SKIP: Queue size 30 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_EndTurn arrived during reconnection, queue size: 31
FAST SYNC SKIP: Queue size 31 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
STC_SetTurn arrived during reconnection, queue size: 32
FAST SYNC SKIP: Queue size 32 >= threshold but not reconnecting
DIAGNOSTIC:
Reconnecting. Queueing real-time update OpCode:
FAST SYNC: Flipped topmost card to face-up
FAST SYNC: Completed instant placement of 10 stock pile cards with topmost card face-up
TogglePauseScreen False GameScene.TogglePauseScreen, S:
, S:
Show Game Scene UI , S: ContinueToGameWhenGameStarts
TogglePauseScreen False GameScene.TogglePauseScreen, S:
, S:
Show Game Scene UI , S: HideGameOverScreen
CTS_AckReadyToPlayNewGame finished loading the latest state
Cleared _askedForTheLatestState flag after processing STC_SendLatestGameState
Scheduling loading screen hide in 2s after state sync completion
Reconnection complete. Resuming processing of 32 queued messages.
DIAGNOSTIC: Applying 32 buffered events with actionIndex range: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] after snapshot
FAST SYNC: Detected 32 queued events during reconnection - enabling fast synchronization
FAST SYNC: Events in queue: STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerTick, STC_TimerOut, STC_TimerTick, STC_OnDropCardOnDiscardPile, STC_TimerTick, STC_EndTurn, STC_TimerTick, STC_SetTurn, STC_TimerTick, STC_OnCenterPileCardDrop, STC_TimerTick, STC_OnDropCardOnDiscardPile, STC_TimerTick, STC_EndTurn, STC_TimerTick, STC_SetTurn, STC_TimerTick
FAST SYNC: Already active - skipping duplicate request StartFastStateSync
Cleared reconnecting flag after state restoration completed
STATE SYNC: Scheduling loading screen hide in 4s after state sync completion (wasReconnecting: True)
FAST SYNC: Processing event 19/19 - OpCode: 30
HEARTBEAT: Sent heartbeat - appState: active
FAST SYNC: Processed 19 events (skipped 0 redundant timer ticks)
FAST SYNC: StockPile fast sync mode disabled StockPile.SetFastSyncMode, S:
IL2CPP Threadpo identical 2 lines
FAST SYNC: StockPile fast sync mode disabled StockPile.SetFastSyncMode, S:
FAST SYNC: Completed fast synchronization of 19 events - loading screen will be hidden by state sync completion , S:
FAST SYNC TRIGGER: Queue size 33 >= threshold 3 during reconnection - triggering fast sync
ShowLoadingScreen Catching up... DialogBox.ShowLoadingScreen, S:
FAST SYNC: Starting fast synchronization for 33 events
FAST SYNC: Created snapshot of 33 events for processing ProcessQueuedEventsWithoutAnimations, S:
FAST SYNC: StockPile fast sync mode enabled StockPile.SetFastSyncMode, S:
IL2CPP Threadpo identical 2 lines
FAST SYNC: StockPile fast sync mode enabled StockPile.SetFastSyncMode, S:
STC_TimerOut received - currentPlayerIndex: 1 player: Nivoid playerID: 0 isLocal: True
STC_TimerOut: Calling OnTimeOut for player 0
Game state sync complete - hiding loading screen with delay b__117_14
HideLoadingScreenWithoutCallback: Game state sync complete with delay
STC_EndTurn received - endedTurnPlayerIndex: 1 player: Nivoid playerID: 0 isLocal: True
STC_EndTurn: Calling EndTurn for player 0
STATE SYNC: Hiding loading screen after UI settlement delay
HideLoadingScreenWithoutCallback: State sync complete
DIAGNOSTIC: actionIndex -1, reconnecting flag: False, pile 0 top before: 22
DIAGNOSTIC: Center-drop actionIndex -1 result: pile 0 top now 150
STC_EndTurn received - endedTurnPlayerIndex: 0 player: Straeal playerID: 1 isLocal: False
STC_EndTurn: Calling EndTurn for player 1
FAST SYNC: Processing event 33/33 - OpCode: 52
HEARTBEAT: Received ack - round trip time: 12.50s
FAST SYNC: Processed 33 events (skipped 23 redundant timer ticks)
FAST SYNC: StockPile fast sync mode disabled StockPile.SetFastSyncMode, S:
IL2CPP Threadpo identical 2 lines
FAST SYNC: StockPile fast sync mode disabled StockPile.SetFastSyncMode, S:
FAST SYNC: Completed fast synchronization of 33 events - loading screen will be hidden by state sync completion , S:
OnDiscardPilePileMeldClicked jsonData? {"i":3,"p":1} OnDiscardPilePileMeldClicked, S: OnDiscardPileMeldClicked
CenterPile Meld clicked! False isOnlineGame True CenterPileMeld.OnMouseDown, S: GameObject.SendMessage
OnCenterPileMeldClicked jsonData {"i":0} OnCenterPileMeldClicked, S: OnCenterPileMeldClicked
DIAGNOSTIC: actionIndex 8, reconnecting flag: False, pile 0 top before: 150
DIAGNOSTIC: Center-drop actionIndex 8 result: pile 0 top now 47
ApplicationService.onActivityPaused(1,APP_OPEN): com.unity3d.UnityPlayerActivity@2898751
HEARTBEAT: OnApplicationPause True at 985.267s - onlineGameState Playing OnApplicationPause
HEARTBEAT: App paused - queue count: 0 OnApplicationPause
AAudioStream_requestStop(s#1) called
setState(s#1) from 4 to 9
stop(53): called with 10113120 frames delivered
PlayerBase::stop from IPlayer
setState(s#1) from 9 to 10
App Stopped
No More Activities
: Creating Session End Event
ApplicationService.onActivityStopped(1,APP_OPEN): com.unity3d.UnityPlayerActivity@2898751
ApplicationService: current activity=
ApplicationService.handleLostFocus: application is now out of focus
LocationController scheduleUpdate not possible, location shared not enabled
OSBackgroundSync scheduleSyncServiceAsJob:atTime: 30000
RegisterTcmMonitor from: $Proxy1
OSBackgroundSync scheduleSyncServiceAsJob:result: 1
SessionService.onUnfocused adding time 422165 for total: 739969
Creating User Event
ApplicationService.onActivityStarted(0,APP_CLOSE): com.unity3d.UnityPlayerActivity@2898751
ApplicationService: current activity=com.unity3d.UnityPlayerActivity@2898751
ApplicationService.handleFocus: application is now in focus, nextResumeIsFirstActivity=false
BackgroundManager cancel background sync
SessionService.onFocus - fired from start: false
InfluenceManager.attemptSessionUpgrade(entryAction: APP_OPEN, directId: )
InfluenceManager.attemptSessionUpgrade: try UNATTRIBUTED to INDIRECT upgrade
ChannelTracker.getLastReceivedIds: lastChannelObjectReceived: [{"notification_id":"07a8ec1c-4752-5668-b648-bb3230f972a8","time":1755443507871}]
ChannelTracker.getLastReceivedIds: lastChannelObjectReceived: []
InfluenceManager.attemptSessionUpgrade: Trackers after update attempt: [ChannelTracker{tag=notification_id, influenceType=UNATTRIBUTED, indirectIds=, directId=}, ChannelTracker{tag=iam_id, influenceType=UNATTRIBUTED, indirectIds=, directId=}]
ApplicationService.onActivityResumed(1,APP_OPEN): com.unity3d.UnityPlayerActivity@2898751
Connecting...
Starting connect task
Ready to connect - lock available? true
Acquired startup lock, sending connect.
sourceAppStore = googleplay
HEARTBEAT: OnApplicationPause False at 986.678s - onlineGameState Playing OnApplicationPause
HEARTBEAT: App resumed after 1.4s - currentMatchID: exists OnApplicationPause
HEARTBEAT: Only 0 events accumulated during pause - normal processing OnApplicationPause
ShowLoadingScreen Reconnecting... DialogBox.ShowLoadingScreen, S: OnApplicationPause
Invalid ID 0x00000000.
Get customer user id
--------------------
AAudioStream_requestStart(s#1) called --------------
setState(s#1) from 10 to 3
PlayerBase::start from IPlayer
onAudioDeviceUpdate devId 3 => 3
AAudioStream_requestStart(s#1) returned 0 ---------
Selecting route: RouteInfo{ name=Phone, description=, status=, category=RouteCategory{ name=System types=ROUTE_TYPE_LIVE_AUDIO ROUTE_TYPE_LIVE_VIDEO groupable=false }, supportedTypes=ROUTE_TYPE_LIVE_AUDIO ROUTE_TYPE_LIVE_VIDEO , presentationDisplay= }
setState(s#1) from 3 to 4
HEARTBEAT: Sent heartbeat - appState: active
HEARTBEAT: Cancelling timeout fallback - receiving game state updates
HEARTBEAT: Connection confirmed - waiting for game state sync before hiding loading screen
HEARTBEAT: Received ack - round trip time: 0.09s
HideLoadingScreenWithoutCallback: Game state updates received , S:
Card was clicked Five owner? False Card.OnMouseDown, S: GameObject.SendMessage
OnCardClick {"c":"{\"i\":53,\"c\":1,\"r\":5,\"w\":0}","s":true,"h":0,"i":-1} OnCardClick, S: OnCardClick
CenterPile Meld clicked! False isOnlineGame True CenterPileMeld.OnMouseDown, S: GameObject.SendMessage
OnCenterPileMeldClicked jsonData {"i":0} OnCenterPileMeldClicked, S: OnCenterPileMeldClicked
DIAGNOSTIC: actionIndex 9, reconnecting flag: False, pile 0 top before: 47
DIAGNOSTIC: Center-drop actionIndex 9 result: pile 0 top now 53
Card was clicked Six owner? False Card.OnMouseDown, S: GameObject.SendMessage
OnCardClick {"c":"{\"i\":72,\"c\":1,\"r\":6,\"w\":0}","s":true,"h":0,"i":-1} OnCardClick, S: OnCardClick
CenterPile Meld clicked! False isOnlineGame True CenterPileMeld.OnMouseDown, S: GameObject.SendMessage
OnCenterPileMeldClicked jsonData {"i":0} OnCenterPileMeldClicked, S: OnCenterPileMeldClicked
DIAGNOSTIC: actionIndex 10, reconnecting flag: False, pile 0 top before: 53
DIAGNOSTIC: Center-drop actionIndex 10 result: pile 0 top now 72
Card was clicked Eleven owner? False Card.OnMouseDown, S: GameObject.SendMessage
OnCardClick {"c":"{\"i\":128,\"c\":2,\"r\":11,\"w\":0}","s":true,"h":0,"i":-1} OnCardClick, S: OnCardClick
OnDiscardPilePileMeldClicked jsonData? {"i":2,"p":1} OnDiscardPilePileMeldClicked, S: OnDiscardPileMeldClicked
STC_EndTurn received - endedTurnPlayerIndex: 1 player: Nivoid playerID: 0 isLocal: True
STC_EndTurn: Calling EndTurn for player 0
STC_OnCardAddedToDiscardDeck cardData C: Brown R: Steal W: Wild ID: 172 dropCardFrom Hand currentPlayerIndex 0
OnStealCard cardData C: Blue R: Four W: Wild ID: 39 fromPlayer 1 playerWhoStole 0
DIAGNOSTIC: actionIndex -1, reconnecting flag: False, pile 0 top before: 72
DIAGNOSTIC: Center-drop actionIndex -1 result: pile 0 top now 77
DIAGNOSTIC: actionIndex -1, reconnecting flag: False, pile 0 top before: 77
DIAGNOSTIC: Center-drop actionIndex -1 result: pile 0 top now 89
STC_EndTurn received - endedTurnPlayerIndex: 0 player: Straeal playerID: 1 isLocal: False
STC_EndTurn: Calling EndTurn for player 1
ShowDialogBox Are you sure you want to quit? DialogBoxShowDialogBox, S: DialogBox.ShowDialogBox
TogglePauseScreen False GameScene.TogglePauseScreen, S: GameScene.<.ctor>b__12_7
SetOnlineGameState None SetOnlineGameState, S: LeaveGame
HEARTBEAT: Stopped heartbeat system StopHeartbeat, S: LeaveGame
LeaveGame e57546cd-cc95-4323-b541-ec343a4afda3.nakama True LeaveGame, S: LeaveGame
LeaveGame logout from vivox player now LeaveGame, S: LeaveGame
LeaveChatAndMatchAsync...... LeaveChatAndMatchAsync, S: LeaveGame
Hide Game Scene UI GameScene.Hide, S: LeaveGame
UpdatePlayerCoins 900 MainMenu.UpdatePlayerCoins, S: MainMenu.Show
Show MainMenu False MainMenu.Show, S: Dialog.OnYes
PlayPopDown Dialog.PlayPopDownWithCompatibilityEvent
LeaveChatAndMatchAsync...... completed
CancelAndClearTheQueue CancelAndClearTheQueue, S:
MANUAL LEAVE: Notified server of manual leave for player
LeaveGame Complete
EndMultiplayer EndMultiplayer
FetchWeeklyLeaderboardUsingRPC FetchWeeklyLeaderboardUsingRPC
FetchWeeklyLeaderboardUsingRPC Loaded
Leaderboard Count: 0 ParseResponsePayload
Local player's record not found in the leaderboard. ParseResponsePayload
ShowLoadingScreen Please wait DialogBox.ShowLoadingScreen
ShowLoadingScreen Please wait... DialogBox.ShowLoadingScreen, S:
HaveEnoughMoneyToCanPlay _loggedIn True HaveEnoughMoneyToCanPlay
ShowLoadingScreen Please wait... DialogBox.ShowLoadingScreen, S: HaveEnoughMoneyToCanPlay
HideLoadingScreenWithoutCallback: CheckInternetConnection 1
HaveEnoughMoneyToCanPlay {
"canJoin": true
}
You can join the game
HideLoadingScreenWithoutCallback: HaveEnoughMoneyToCanPlay
HideLoadingScreenWithoutCallback: 1 .<>b__0
ShowLoadingScreen Please wait... DialogBox.ShowLoadingScreen.<>b__0
CheckConnection _host 192.168.1.166 port 7350 result Success error
Time taken for the request: 0.02783203 seconds
HideLoadingScreenWithoutCallback: 2
InitMultiplayer _socket True _multiplayerInitialized False _loggedIn True InitMultiplayer
Creating new socket InitMultiplayer
Show CreateGameScreen CreateGame.Show
UpdatePlayerCoins 900 CreateGame.UpdatePlayerCoins, S: CreateGame.Init
Socket connected. OnSocketConnected
After socket connected.
Setting animator_duration_scale has moved from android.provider.Settings.System to android.provider.Settings.Global, returning read-only value.
Flattened final assist data: 972 bytes, containing 2 windows, 5 views
UpdatePlayerCoins 900 MainMenu.UpdatePlayerCoins
JoinRoom>> 8125 False CreateGame.JoinRoom
Flattened final assist data: 420 bytes, containing 1 windows, 2 views
ShowLoadingScreen Please wait DialogBox.ShowLoadingScreen
ShowLoadingScreen Joining Private Game DialogBox.ShowLoadingScreen, S: <>.<JoinRoom>b__1
HideLoadingScreenWithoutCallback: MainMenu Show - Ensuring loading screen dismissed , S: EnsureLoadingScreenDismissed
UpdatePlayerCoins 900 MainMenu.UpdatePlayerCoins, S: MainMenu.Show
Show MainMenu False MainMenu.Show, S: CloseCreateGamePanel
WaitingRoom: Init gameMode OnlinePrivate WaitingRoom.Init, S: ShowWaitingRoomPanel
WaitingRoom: Init complete WaitingRoom.Init, S: ShowWaitingRoomPanel
SetOnlineGameState Joining SetOnlineGameState, S: ContinueToJoinPrivateRoom
ContinueToJoinPrivateRoom: short roomName: 8125 ContinueToJoinPrivateRoom, S: <>.<JoinRoom>b__1
HideLoadingScreenWithoutCallback: CheckInternetConnection 1
ContinueToJoinPrivateRoom: HttpKey: , Id: rpc_get_long_room_code, Payload: {"matchId":"8f775700-0593-4278-80b2-35c146e578e8.nakama"},
ContinueToJoinPrivateRoom: MatchId: 8f775700-0593-4278-80b2-35c146e578e8.nakama
OnMatchPresenceEvent............. leaves 0 Joins 1 OnMatchPresenceEvent
setting _currentMatchID 2 8f775700-0593-4278-80b2-35c146e578e8.nakama
CTS_AskForGameStateOnJoin
OnOnlineMatchOnJoin:
OnOnlineMatchOnJoin:
Joined match: 8f775700-0593-4278-80b2-35c146e578e8.nakama
SetOnlineGameState Joined SetOnlineGameState
FetchWeeklyLeaderboardUsingRPC FetchWeeklyLeaderboardUsingRPC
FetchWeeklyLeaderboardUsingRPC Loaded
Leaderboard Count: 0 ParseResponsePayload
Local player's record not found in the leaderboard. ParseResponsePayload
Start the match
ForceHideDialogBoxWithoutCallback DialogBoxForceHideDialogBoxWithoutCallback, S:
ShowLoadingScreen Please wait... DialogBox.ShowLoadingScreen, S: GameController.PreInitOnlineGame
TogglePauseScreen False GameScene.TogglePauseScreen, S:
, S:
Show Game Scene UI , S: ContinueToGameWhenGameStarts
HEARTBEAT: Started heartbeat system StartHeartbeat, S:
STC_CoinsUpdated previousCoins 900 updatedCoins 800
STC_InitGame False _askedForTheLatestState False
STC_InitGame: Heartbeat system status - Active: True, MatchID: True
STC_InitGame: Heartbeat system already active - sending immediate heartbeat
STC_InitGame matchCount 1
ShowLoadingScreen Preparing the game. DialogBox.ShowLoadingScreen, S: GameController.InitialiseOnlineGame
HEARTBEAT: Sent heartbeat - appState: active
SetOnlineGameState Playing SetOnlineGameState
HideLoadingScreenWithoutCallback: InitialiseOnlineGame
MainMenu animation completed ReusableTween.<updateSequence>g__forceChildrenToPos|65_1, S: ReusableTween.updateSequence
CTS_AskSeverToSetTheGameStateToPlay b__117_3
UpdatePlayerCoins 800 MainMenu.UpdatePlayerCoins
STC_InitGame: Delayed heartbeat check - system active, sending confirmation heartbeat b__117_2
HEARTBEAT: Sent heartbeat - appState: active
JoinChatChannel... JoinChatChannel
STC_SendOnlineGameStateOnJoin {
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment