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error
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
ST
STRECONNECTION: Attempt 5/30 - 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 5/30 failed - Exception: Network is unreachable
STRECONNECTION: Waiting 1s before next attempt...
STRECONNECTION: Attempt 6/30 - calling ReconnectSocket()
STReconnectSocket: _socket null? False ⇒ F: STReconnectSocket
STReconnectSocketAndRejoinTheMatch ⇒ F: STReconnectSocketAndRejoinTheMatch, S: STReconnectSocket
STSocket connected. ⇒ F: STOnSocketConnected, S: Delegate.DynamicInvokeImpl
ST_session.IsConnected? True _currentMatchID a654d2af-0170-462f-9dbd-3c0251f440f4.nakama UserId 323a6fb0-c7c8-435c-895e-a6151c67d60b
STAfter socket reconnected Trying to join the same match _isInMatch? True
ST
ST
STWaited 500ms for server to process disconnection
STAttempting to rejoin match: a654d2af-0170-462f-9dbd-3c0251f440f4.nakama
STFAST SYNC DEBUG: Event STC_PlayerGracePeriodRestored arrived during reconnection, queue size: 1 ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STDIAGNOSTIC: Buffering event type STC_PlayerGracePeriodRestored with actionIndex -1 during reconnection ⇒ F: STStartStateProcessing, S: ST
STReconnecting. Queueing real-time update OpCode: 59 for post-reconnection processing. ⇒ F: STStartStateProcessing, S: ST
STOnMatchPresenceEvent............. leaves 0 Joins 1 ⇒ F: STOnMatchPresenceEvent, S: Delegate.DynamicInvokeImpl
STFAST SYNC DEBUG: Event STC_OnMatchJoin arrived during reconnection, queue size: 2 ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STDIAGNOSTIC: Buffering event type STC_PlayerGracePeriodRestored with actionIndex -1 during reconnection ⇒ F: STStartStateProcessing, S: ST
STReconnecting. Queueing real-time update OpCode: 59 for post-reconnection processing. ⇒ F: STStartStateProcessing, S: ST
STFAST SYNC DEBUG: Event STC_OnMatchJoin arrived during reconnection, queue size: 3 ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STFAST SYNC TRIGGER: Queue size 3 >= threshold 3 during reconnection - triggering fast sync ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STSuccessfully rejoined match
STSent immediate heartbeat after successful reconnection
STReconnection successful onlineGameState: GameOver _loggedIn? True _socket.IsConnected? True _askedForTheLatestState False
STReconnect _askedForTheLatestState true
STOnReconnect....... ⇒ F: STOnReconnect
STRECONNECTION: Set reconnecting flag to true for proper state processing ⇒ F: STOnReconnect
ShowLoadingScreen Fetching the latest state... ⇒ F: DialogBox.ShowLoadingScreen, S: STOnReconnect
STAskForLatestGameState... setting _askedForTheLatestState = true ⇒ F: STAskForLatestGameState, S: STOnReconnect
ShowLoadingScreen Catching up... ⇒ F: DialogBox.ShowLoadingScreen, S: <>c__DisplayClass116_0.<ST>b__0
STFAST SYNC: Starting fast synchronization for 3 events ⇒ F: ThreadPoolWorkQueue.Dispatch
STHEARTBEAT: Sent heartbeat - playerId: 323a6fb0-c7c8-435c-895e-a6151c67d60b, appState: active
STAskForLatestGameState... completed, _askedForTheLatestState = True
STFAST SYNC: Created snapshot of 3 events for processing ⇒ F: STProcessQueuedEventsWithoutAnimations, S: ThreadPoolWorkQueue.Dispatch
FAST SYNC: ST fast sync mode enabled ⇒ F: ST.SetFastSyncMode, S: Player.SetFastSyncMode
STRECONNECTION: Successfully completed reconnection process
FAST SYNC: ST fast sync mode enabled ⇒ F: ST.SetFastSyncMode, S: Player.SetFastSyncMode
STRECONNECTION: Reconnect method completed - _tryingToReconnect will be set to false
STFetchPendingFriendRequestsAndAutoApprove ⇒ F: STFetchPendingFriendRequestsAndAutoApprove, S: ThreadPoolWorkQueue.Dispatch
STJoinChatChannel... ⇒ F: STJoinChatChannel, S: ThreadPoolWorkQueue.Dispatch
FAST SYNC: ST fast sync mode enabled ⇒ F: ST.SetFastSyncMode, S: Player.SetFastSyncMode
FAST SYNC: ST fast sync mode enabled ⇒ F: ST.SetFastSyncMode, S: Player.SetFastSyncMode
STFetchPendingFriendRequestsAndAutoApprove... completed ⇒ F: ST.RunOrScheduleAction, S: ST.RunOrScheduleAction
OnOnlineMatchOnJoin: stcEvent Game.STCJSONData.STCOnJoinOrLeaveMatch ⇒ F: WaitingRoom.OnOnlineMatchOnJoin, S: UIController.OnMatchJoinEvent
STJoinChatChannel... completed ⇒ F: ST.RunOrScheduleAction, S: ST.RunOrScheduleAction
STGRACE PERIOD: Player 323a6fb0-c7c8-435c-895e-a6151c67d60b restored from grace period ⇒ F: ST, S: <>ST.<ST>b__0
STFAST SYNC: Processing event 3/3 - OpCode: 24 ⇒ F: ThreadPoolWorkQueue.Dispatch
STHEARTBEAT: Processing STC_HeartbeatAck immediately (reconnecting: True) ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STHEARTBEAT: Connection confirmed - waiting for game state sync before hiding loading screen ⇒ F: STOnHeartbeatAckReceived, S: ST
STHEARTBEAT: Received ack - round trip time: 0.07s ⇒ F: STOnHeartbeatAckReceived, S: ST
STFAST SYNC DEBUG: Event STC_SendLatestGameState arrived during reconnection, queue size: 1 ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STDIAGNOSTIC: Processing requested STC_SendLatestGameState with actionIndex 0 during reconnection ⇒ F: STStartStateProcessing, S: ST
OnOnlineMatchOnJoin: stcEvent Game.STCJSONData.STCOnJoinOrLeaveMatch ⇒ F: WaitingRoom.OnOnlineMatchOnJoin, S: UIController.OnMatchJoinEvent
STFAST SYNC: Processed 3 events without animations (skipped 0 redundant timer ticks) ⇒ F: ThreadPoolWorkQueue.Dispatch
STSTC_SendLatestGameState GameOver ⇒ F: ST, S: <>ST.<ST>b__0
FAST SYNC: ST fast sync mode disabled ⇒ F: ST.SetFastSyncMode, S: Player.SetFastSyncMode
uid=10686(skip.card.solitaire.zero) IL2CPP Threadpo identical 2 lines
FAST SYNC: ST fast sync mode disabled ⇒ F: ST.SetFastSyncMode, S: Player.SetFastSyncMode
STFAST SYNC: Completed fast synchronization of 3 events - loading screen will be hidden by state sync completion ⇒ F: ST.RunOrScheduleAction, S: ThreadPoolWorkQueue.Dispatch
STDIAGNOSTIC: Received snapshot with actionIndex 0 ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_SendLatestGameState fetchedMatchCount 2 matchCount 1 gameState Playing ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_AskReadyToPlayNewGame sent when fetched the latest state ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_AskReadyToPlayNewGame sent in game over ⇒ F: ST, S: <>ST.<ST>b__0
STFAST SYNC DEBUG: Captured wasReconnecting=True, current queue count=0
ST ST 5 ⇒ F: ST.ST, S: Player.ST
FAST SYNC: Placing 5 stock pile cards instantly and simultaneously ⇒ F: ST.ST, S: Player.ST
ST ST 5 ⇒ F: ST.ST, S: Player.ST
FAST SYNC: Placing 5 stock pile cards instantly and simultaneously ⇒ F: ST.ST, S: Player.ST
FAST SYNC: Flipped topmost card to face-up
FAST SYNC: Completed instant placement of 5 stock pile cards with topmost card face-up
FAST SYNC: Flipped topmost card to face-up
FAST SYNC: Completed instant placement of 5 stock pile cards with topmost card face-up
TogglePauseScreen False ⇒ F: GameScene.TogglePauseScreen, S: GameScene.Show
GameScene CloseChatScreen ⇒ F: GameScene.CloseChatScreen, S: GameScene.Show
Show Game Scene UI ⇒ F: GameScene.Show, S: UIController.ContinueToGameWhenGameStarts
TogglePauseScreen False ⇒ F: GameScene.TogglePauseScreen, S: GameScene.Show
GameScene CloseChatScreen ⇒ F: GameScene.CloseChatScreen, S: GameScene.Show
Show Game Scene UI ⇒ F: GameScene.Show, S: UIController.HideGameOverScreen
STCTS_AckReadyToPlayNewGame finished loading the latest state
STRECONNECTION: Cleared _askedForTheLatestState flag after processing STC_SendLatestGameState
STRECONNECTION: Scheduling loading screen hide in 0.5s after state sync completion
STRECONNECTION: Cleared reconnecting flag after state restoration completed
STSTATE SYNC: Scheduling loading screen hide in 4s after state sync completion (wasReconnecting: True)
STHEARTBEAT: Sent heartbeat - playerId: 323a6fb0-c7c8-435c-895e-a6151c67d60b, appState: active
STHEARTBEAT: Processing STC_HeartbeatAck immediately (reconnecting: False) ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STHEARTBEAT: Connection confirmed - waiting for game state sync before hiding loading screen ⇒ F: STOnHeartbeatAckReceived, S: ST
STHEARTBEAT: Received ack - round trip time: 0.10s ⇒ F: STOnHeartbeatAckReceived, S: ST
STRECONNECTION: Game state sync complete - hiding loading screen with delay ⇒ F: ST<OnReceivedMatchStateInMainThread>b__117_14
HideLoadingScreenWithoutCallback: Game state sync complete with delay ⇒ F: DialogBox.HideLoadingScreenWithoutCallback
STSTC_TimerTick received - tick: 29 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STHEARTBEAT: Processing STC_HeartbeatAck immediately (reconnecting: False) ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STHEARTBEAT: Received ack - round trip time: 1.70s ⇒ F: STOnHeartbeatAckReceived, S: ST
STHEARTBEAT: Sent heartbeat - playerId: 323a6fb0-c7c8-435c-895e-a6151c67d60b, appState: active
STSTC_TimerTick received - tick: 28 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_TimerTick received - tick: 27 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_EndTurn received - endedTurnPlayerIndex: 0 player: Straeal playerID: 1 isLocal: False ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_EndTurn: Calling EndTurn() for player 1 ⇒ F: ST, S: <>ST.<ST>b__0
STSTATE SYNC: Hiding loading screen after UI settlement delay ⇒ F: ST<OnReceivedMatchStateInMainThread>b__117_13
HideLoadingScreenWithoutCallback: State sync complete ⇒ F: DialogBox.HideLoadingScreenWithoutCallback
STSTC_TimerTick received - tick: 29 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
GameScene CloseChatScreen ⇒ F: GameScene.CloseChatScreen
STSTC_TimerTick received - tick: 28 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
Card was clicked One owner? False ⇒ F: Card.OnMouseDown, S: GameObject.SendMessage
STOnCardClick {"c":"{\"i\":8,\"c\":0,\"r\":1,\"w\":0}","s":true,"h":0,"i":-1} ⇒ F: STOnCardClick, S: Player.OnCardClick
STSTC_ToggleSelectedCardHighlight enable True selectedCardID 8 cardDropFrom 0 dropCardFrom Hand ⇒ F: ST, S: <>ST.<ST>b__0
STStopHighLightPlayer otherPlayers length 1 ⇒ F: ST, S: <>ST.<ST>b__0
STToggleLocalPlayerDiscardPileCollision enable True ⇒ F: ST, S: <>ST.<ST>b__0
STHEARTBEAT: Sent heartbeat - playerId: 323a6fb0-c7c8-435c-895e-a6151c67d60b, appState: active
STHEARTBEAT: Processing STC_HeartbeatAck immediately (reconnecting: False) ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STHEARTBEAT: Received ack - round trip time: 0.07s ⇒ F: STOnHeartbeatAckReceived, S: ST
STSTC_TimerTick received - tick: 27 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_TimerTick received - tick: 26 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
CenterPile Meld clicked! False isOnlineGame True ⇒ F: CenterPileMeld.OnMouseDown, S: GameObject.SendMessage
STOnCenterPileMeldClicked jsonData {"i":3} ⇒ F: STOnCenterPileMeldClicked, S: Player.OnCenterPileMeldClicked
STDIAGNOSTIC: Processing center-drop actionIndex 1, reconnecting flag: False, pile 3 top before: empty ⇒ F: ST, S: <>ST.<ST>b__0
STDIAGNOSTIC: Center-drop actionIndex 1 result: pile 3 top now 8
STSTC_TimerTick received - tick: 28 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_TimerTick received - tick: 27 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_TimerTick received - tick: 26 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STHEARTBEAT: Sent heartbeat - playerId: 323a6fb0-c7c8-435c-895e-a6151c67d60b, appState: active
STHEARTBEAT: Processing STC_HeartbeatAck immediately (reconnecting: False) ⇒ F: ST, S: Delegate.DynamicInvokeImpl
STHEARTBEAT: Received ack - round trip time: 0.03s ⇒ F: STOnHeartbeatAckReceived, S: ST
STSTC_TimerTick received - tick: 25 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
ST
ST
STSTC_TimerTick received - tick: 24 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
STSTC_TimerTick received - tick: 23 currentPlayer: Nivoid playerID: 0 isLocal: True ⇒ F: ST, S: <>ST.<ST>b__0
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