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Sathyaraj sathyarajshetigar

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Create thirdparty/libstrophe-0.9.1/src/android_socket.cpp:55 failed to create_java_tls_socket, return code : -1
STRECONNECTION: Attempt 4/30 - calling ReconnectSocket()
STReconnectSocket: _socket null? False ⇒ F: STReconnectSocket
STReconnectSocketAndRejoinTheMatch ⇒ F: STReconnectSocketAndRejoinTheMatch, S: STReconnectSocket
STReconnectSocketAndRejoinTheMatch Exception:Network is unreachable ⇒ F: STReconnectSocketAndRejoinTheMatch, S: STReconnectSocket
STSocket Exception failed Exception:Network is unreachable ⇒ F: STReconnectSocket
STRECONNECTION: Attempt 4/30 failed - Exception: Network is unreachable
STRECONNECTION: Waiting 1s before next attempt...
ST
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
"HEARTBEAT: Player 09ed8a55-faa0-4f32-9c32-2c6e40391dd9 reached max timeouts - logging only, no AI conversion (AppPause)"
"HEARTBEAT: Player 09ed8a55-faa0-4f32-9c32-2c6e40391dd9 timeout #2320 (1479430ms since last heartbeat)"
"HEARTBEAT: Player 09ed8a55-faa0-4f32-9c32-2c6e40391dd9 reached max timeouts - logging only, no AI conversion (NetworkLoss)"
"HEARTBEAT: Player 09ed8a55-faa0-4f32-9c32-2c6e40391dd9 timeout #2320 (1479430ms since last heartbeat)"
"HEARTBEAT: Player 09ed8a55-faa0-4f32-9c32-2c6e40391dd9 reached max timeouts - logging only, no AI conversion (NetworkLoss)"
"HEARTBEAT: Player 09ed8a55-faa0-4f32-9c32-2c6e40391dd9 timeout #21 (42749ms since last heartbeat)"
"HEARTBEAT: Player 09ed8a55-faa0-4f32-
file:///C:/Users/sathy/AppData/Local/nvm/v22.18.0/node_modules/@augmentcode/auggie/augment.mjs:755
`,(0,b2.jsx)(de,{dimColor:!0,children:wc.SYSTEM})," ",t.message]})})}});var CU,Rw,ZV,NC,vRe=ae(async()=>{"use strict";await Ir();CU=Ie(pr());IQ();await dDe();await hDe();await gRe();await ARe();await _Re();Rw=Ie(pt()),ZV=class{formatters=new Map;register(e,r){this.formatters.set(e,r)}format(e){let r=this.formatters.get(e.type);return r?r(e):CU.default.createElement(Se,{flexDirection:"column",marginBottom:1},CU.default.createElement(de,{color:"yellow",bold:!0},`[${e.type}] No formatter registered - Data structure:`),CU.default.createElement(de,{color:"gray"},JSON.stringify(e,null,2)))}hasFormatter(e){return this.formatters.has(e)}},NC=new ZV;NC.register("agent",t=>(0,Rw.jsx)(fDe,{entry:t}));NC.register("user",t=>(0,Rw.jsx)(pDe,{entry:t}));NC.register("tool",t=>(0,Rw.jsx)(hRe,{entry:t}));NC.register("error",t=>(0,Rw.jsx)(mRe,{entry:t}));NC.register("system",t=>(0,Rw.jsx)(yRe,{entry:t}))});var ERe,bRe,xRe=ae(async(
FAILURE
--- Build Summary ---
Platform: Android
Result: Failed
Total Errors: 1
Total Warnings: 2
Total Time: 3.2s
Output Size: 0 MB
--- Errors ---
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Dynamic;
using System.Linq;
using IjsUiFramework;
using UnityEngine;
#if USE_PUSH
using OneSignalSDK.User.Models;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Net.Http;
using System.Threading.Tasks;
using DG.Tweening;
# Zombie Kittens - Technical Game Rules Documentation
## Game Objective
- **Primary Goal**: Be the last player left alive
- **Win Condition**: Survive by avoiding drawing Exploding Kitten cards
- **Loss Condition**: Draw an Exploding Kitten without a Zombie Kitten to save yourself
- **Victory State**: Only one living player remains
## Game Setup
Assertion failed
UnityEngine.Rendering.Universal.ScriptableRenderPass:Blit (UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.RTHandle,UnityEngine.Rendering.RTHandle,UnityEngine.Material,int)
Kamgam.UIToolkitBlurredBackground.BlurredBackgroundPassURP:Execute (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Assets/Kamgam/UIToolkitBlurredBackground/Runtime/Scripts/Rendering/BlurredBackgroundPassURP.cs:77)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
ArgumentNullException: Value cannot be null.
Parameter name: value
UnityEngine.Bindings.ThrowHelper.ThrowArgumentNullException (System.Object obj, System.String parameterName) (at <6b66e7caaeb045048a0fbc11f111e6fa>:0)
UnityEngine.MaterialPropertyBlock.SetTextureImpl (System.Int32 name, UnityEngine.Texture value) (at <6b66e7caaeb045048a0fbc11f111e6fa>:0)
UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) (at <6b66e7caaeb045048a0fbc11f111e6fa>:0)
UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/[email protected]/Runtime/Utilities/Blitter.cs:370)
UnityEngine.Rendering.Blitter.BlitCameraTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination, UnityEngine.Material material, System.Int32 pass) (at .