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Constant crashes when Connect SocketIO Client #437

@PaulNguyenJR

Description

@PaulNguyenJR

Engine Version : UE5.4.3 Source / UE5.4.3 Launcher.
SocketIO Server Version: 4.7.5.

I get a crash when trying to connect socket IO, not 100% but around 50% every time entering play mode. I use SocketIO Components in Player Controller and connect to 2 different SocketIO Servers. 1 Server for game logic and 1 server for ACK.
image

I'm using UE source build but since the crash log is only " Fatal Error" so I had to try switching to UE launcher to see it via Crash Reporter.

UE Launcher:

`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000073

UnrealEditor_SocketIOLib!asio_sockio::detail::win_iocp_io_context::cancel_timer<asio_sockio::detail::chrono_time_traits<std::chrono::system_clock,asio_sockio::wait_traitsstd::chrono::system_clock > >() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\detail\impl\win_iocp_io_context.hpp:73]
UnrealEditor_SocketIOLib!sio::socket::impl::timeout_connection() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\SocketIOLib\Private\sio_socket.cpp:522]
UnrealEditor_SocketIOLib!sio::socket::impl::on_close() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\SocketIOLib\Private\sio_socket.cpp:373]
UnrealEditor_SocketIOLib!asio_sockio::detail::wait_handler<std::_Binder<std::_Unforced,void (__cdecl sio::socket::impl::*)(void),sio::socket::impl > >::do_complete() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\detail\wait_handler.hpp:71]
UnrealEditor_SocketIOLib!asio_sockio::detail::win_iocp_io_context::do_one() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\detail\impl\win_iocp_io_context.ipp:420]
UnrealEditor_SocketIOLib!asio_sockio::io_context::run() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\impl\io_context.ipp:61]
UnrealEditor_SocketIOLib!sio::client_impl<websocketpp::clientwebsocketpp::config::asio_tls_client >::run_loop() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\SocketIOLib\Private\internal\sio_client_impl.cpp:261]
UnrealEditor_SocketIOLib!std::thread::_Invoke<std::tuple<std::_Binder<std::_Unforced,void (__cdecl sio::client_impl<websocketpp::clientwebsocketpp::config::asio_tls_client >::
)(void),sio::client_impl<websocketpp::client<websocketpp::config::asio_tls_clien() [E:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532\INCLUDE\thread:56]
ucrtbase
kernel32
ntdll`
Screenshot_81

`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_SocketIOLib!sio::socket::impl::on_close() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\SocketIOLib\Private\sio_socket.cpp:372]
UnrealEditor_SocketIOLib!asio_sockio::detail::wait_handler<std::_Binder<std::_Unforced,void (__cdecl sio::socket::impl::*)(void),sio::socket::impl > >::do_complete() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\detail\wait_handler.hpp:71]
UnrealEditor_SocketIOLib!asio_sockio::detail::win_iocp_io_context::do_one() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\detail\impl\win_iocp_io_context.ipp:420]
UnrealEditor_SocketIOLib!asio_sockio::io_context::run() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\ThirdParty\asio\asio\include\asio\impl\io_context.ipp:61]
UnrealEditor_SocketIOLib!sio::client_impl<websocketpp::clientwebsocketpp::config::asio_tls_client >::run_loop() [G:\UE 5.4\EarthWise\Plugins\SocketIOClient\Source\SocketIOLib\Private\internal\sio_client_impl.cpp:261]
UnrealEditor_SocketIOLib!std::thread::_Invoke<std::tuple<std::_Binder<std::_Unforced,void (__cdecl sio::client_impl<websocketpp::clientwebsocketpp::config::asio_tls_client >::
)(void),sio::client_impl<websocketpp::client<websocketpp::config::asio_tls_clien() [E:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532\INCLUDE\thread:56]
ucrtbase
kernel32
ntdll`

Screenshot_83

With UE source: Source Code Editor Software like Rider or VS studio can't catch this error with Debug Mode. Because if run with PIE or Select Viewport this crash nerver comeup. And only show up when entering Stand Alone Game Mode/ Net Mode. (Same as if you ran client package build.)

Only one line Fatal Error Log like that:

`[2024.07.31-00.04.28:175][805]LogRHI: Error: Breadcrumbs 'RHIThread'
Context 1/2
00 FRDGBuilder_Execute

[2024.07.31-00.04.28:176][805]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClientEditor-Win64-Debug.exe
[2024.07.31-00.04.28:176][805]LogMemory: Platform Memory Stats for WindowsEditor
[2024.07.31-00.04.28:176][805]LogMemory: Process Physical Memory: 2952.51 MB used, 3025.10 MB peak
[2024.07.31-00.04.28:176][805]LogMemory: Process Virtual Memory: 5148.83 MB used, 5353.44 MB peak
[2024.07.31-00.04.28:177][805]LogMemory: Physical Memory: 42509.39 MB used, 6551.51 MB free, 49060.90 MB total
[2024.07.31-00.04.28:177][805]LogMemory: Virtual Memory: 54276.46 MB used, 11168.44 MB free, 65444.90 MB total
[2024.07.31-00.04.28:177][805]Message dialog closed, result: Ok, title: The UE-EarthWise Game has crashed and will close, text: Fatal error!

[2024.07.31-00.04.28:178][805]LogWindows: FPlatformMisc::RequestExit(1, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)
[2024.07.31-00.04.28:178][805]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)
[2024.07.31-00.04.28:178][805]LogCore: Engine exit requested (reason: Win RequestExit)`
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