Roblox PointsService:AwardPoints() local testing - roblox

Locally, in single play mode, any PointsService:AwardPoints() just fails silently. Even wrapping it inside pcall() does not give me anything, success nor error. Lines after that one are just not executed and function returns.
I'm guessing it will not work locally? But behavior is weird and I don't know how to develop/test it. I've been banging my head with this for hours, maybe too long and I'm missing something obvious?
EDIT: after more testing, to avoid adding more comments, I realized expected error is returned (Processing PointsService:AwardPoints error: HTTP 0 (HTTP 403 (HTTP/1.1 403 Forbidden))) but only after I restart Studio and during first local run (Play). As soon as I hit Stop and then Play again, errors are no more returned and behavior is back to described.
Also, it appears to work in Test mode. I'm guessing that "Cleanup" button helps, while "Stop" in single play mode doesn't.
Still, quick testing with Single Play mode is not possible and it slows down development a lot

This could be happening for two reasons:
You're trying to award PlayerPoints while in Play Solo, which is restricted.
- OR -
You're trying to award points from a LocalScript, which is also restricted. Points can only be awarded from the ServerSide to prevent exploiters from ruining the leaderboards.

Related

I've recently started receiving an error, can anyone help? "Resolve of invalid GC handle. The handle is from a previous domain."

I've recently started receiving the following error whenever I enter play mode in the Unity editor.
Resolve of invalid GC handle. The handle is from a previous domain.
The resolve operation is skipped. UnityEngine.GUIUtility:ProcessEvent
(int,intptr,bool&)
This occurs every time I enter play mode, I'm not sure what I changed to cause this. The game still builds successfully without errors and I can't seem to find any issue with the game once built. It's worth mentioning that I may have noticed a slight dip in fps since I started getting the error. This is only while in play mode, not in the built player, although I might be imagining it, not sure.
I'm using version 2021.3.10f1, and recently updated from an earlier version, although have been using this version for around 2 weeks without issue.
Can anyone help?

Generally what would cause Unity Editor freezes and not responding?

I have encountered a critical issue that Unity Editor freezes. I've spent many hours debugging step by step of my codes but still can't find where the problem is. So I think maybe I should try thinking from another angle, generally speaking what reasons would cause Unity Editor freezes and not responding?
I can't find a general case discussion about this topic.
From my experience, infinite loop is one reason for sure. Deadlock is critical issue, but not sure if it causes Unity Editor freezes. Unity Editor bug that I encountered only makes the whole editor crashes, instead of freezing. Any other experiences are welcomed. Thank you!
In such case, what kind of tools or methods could I use to debug it? Right now since the editor freezes I can't use "print" to find out what happens after it freezes. So I use Visual studio to debug the Editor thread, in this way I can see all the prints that I wrote. It appears the game is still running, only the editor not responding. And I can use VS click "attach to Unity and play" and put some debugging points, then debug step by step.
The first thing that I would check out is for an infinite loop. At the hang/freeze moment, you can attatch the debugger of your choice and pause the execution. In the case that it is an infinite loop that it is executing, at the exec time pause you might find the execution in a forever running while (true) {...}
Other thing that I would check is the plugins in use. Several Unity plugins like Parse, FMOD, UMP (Universal Media Player), ZFBrowser, or Embedded Browser are using native threads. It’s an issue when a plugin ends up attaching a native thread to the runtime, which then does blocking calls to the OS. This means Unity can't interrupt that thread for the debugger (or domain reload) and hang. Source
To check that you can check the active threads in the visual studio command window af the freeze is reproduced:
View->OtherWindows->CommandWindow and type in this command:
Debug.ListCallStack /AllThreads /ShowExternalCode
In the stack you can check if some thread is there with no need, or if its related with the plugins mentioned above.
Also an interesting point is to check in the windows task manager (in the case that you are using windows) if the CPU usage is to 0%. It can lead you to the type of hang that is taking place.
Good luck.
Edit: I forgot to mention, you need to check also the unity logfiles
I notice this all the time, and its super frustrating.
Unfortunately, this could be any number of issues. I notice this issue most often when working in projects that are made for the Universal Windows Platform.
Try using the Task manager to monitor specific processes / threads running.
Some follow up questions:
What platform is your project currently targeting?
What version of Unity are you running? Have you tried other versions?
What are your computers specs? Is the OS up to date? Graphics Drivers?
Does it happen (or happen more often) when an external code editor is open? Perhaps try going to Preferences>External Editor > Regenerate Project files.
Are you using Unity Collab by chance? I've had issues where collab is stuck trying to communicate with Unity Servers / looking for changes. Try logging out of your Unity account through the editor, and log back in.
Have you tried looking for a Unity editor crash dump, or error log files? I think they can be found here C:\Users\username\AppData\LocalLow\Unity by default. Those files may give you more specific data concerning your problem.
Unity's new versions are getting more slower and slower. From my experience 2019 versions are the best and more stable.
I solved my issue. It's fundamentally an infinite loop.
It's not a simple case such as "while(true)". I'll try to explain.
My game was a PvP game, and I'm making a local AI. Usually my design pattern works fine, however I just turned off the simulation of "AI thinking time", and since the AI codes and server codes all run in local mode, the transmitting of data between server and client are replaced by local method call(meaning instantly executed before everything else).
There is a loophole in my server code. I use "Update" and a flag on server to change a specific game state, however in this particular case, it got into an infinite loop because the local method call is executed before the "Update". And because my AI now doesn't need real time to "think", it "acts" and transmits the event data to server right away. And since the transmitting doesn't need time any more, it calls the server method instantly, hence forming the infinite loop.

Can I stop XCode from breaking on a fatalError/preconditionFailure?

I've got some conditions where I need my frameworks to report a fatalError or a preconditionFailure and crash. I have set up some unit tests around these conditions to make sure they hit correctly.
It works really well if the unit tests are run without a Test Host application, but the moment a Test Host application is involved, any fatalError or preconditionFailure hits an automatic XCode break with the message Thread 1: Fatal error: <CUSTOM ERROR HERE>. and stops the execution of the rest of the tests until I press the Continue program execution button manually.
This is obviously an issue because I can't just let my tests run in the background and I need to be actively hitting the Continue button every time one of these tests hits which is quite annoying.
Is there any way to disable this XCode break?
Looks like this is fixed in Nimble 7.1.3, a library which I use to test these particular cases. I also found this specific issue in the Nimble library issue 478 which has a comment on a workaround you can use to disable the debug executable when running you tests. Hopefully this helps anyone else stuck with the same problem I had.

Flash not running debugger any more. Possible socket issue in Windows-10?

Bounty Update
I am leaving the question essentially the same, but I just want to point out at the beginning here that I'm most interested in help trying to get the socket between flash (Adobe Animate) and the native debugger working again, as I believe that is the issue I'm having. Or is it a socket between flash and Windows?
Original Question
I've apparently turned something off? Even when I write really bad code (like trying to call a function that isn't there or divide an integer into a fraction), the flash player boots, shows a background color and stops there. No messages in the output window or compiler errors window. If I fix my code, it all runs fine, but for about 30 minutes (ever since I started trying to work with bitmaps for a sprite sheet) I get no runtime errors no matter what kind of mistake I type in my code. Anyone know how to turn it back on?
I've checked my actionscript settings and I have both warning mode and strict mode checked on.
Could it be a socket issue? I admit I have little to no experience working with sockets and only a surface understanding of what that even means. I've added the socket tag. If someone can see that this is clearly nothing to do with sockets, by all means, I'll remove the tag.
UPDATE: 6/22/16
I just reinstalled Adobe Animate CC 2015.2 and no change. I'll try compiling it in flash builder when I get a chance to help pigeon hole the problem. (Edit 6/24: flash builder worked! But my trial version expired the next day so is no longer a viable option).
And I just tried something in the command prompt in Windows 10 as an administrator:
netsh winsock reset catalog
netsh int ip reset reset.log hit
which I found another user on flashdevelop.org used to fix a similar issue, but no change.
And I just tried debugging in Flash Builder. It worked fine (debugger caught bugs) but my trial version expired the next day.
update 6/24
I've tried launching debugger for AIR from within the Adobe Animate CC IDE and it works fine if there are no bugs; it fails to do anything visible (no Iphone emulator, no swf window) if I put a typo or error in the code.
I also just deleted winsock and winsock2, rebooted Windows, then reinstalled winsock and winsock2. No change.
update 6/25
Just tried a system restore in Windows to set all my files and settings and drivers etc. to the way it was a week and a half ago... Also completely uninstalled all Adobe products and reinstalled. No change. I can only imagine that wiping my hard drive and reinstalling Windows would do the trick, but come on, it hasn't come to that has it?
As VC.One suggested, I checked the compile error window (cannot believe I didn't check before! Maybe when I checked before there were no compile errors... Only runtime errors?) and the errors are showing up there. Does this mean that it's catching compile errors but just not runtime errors?
When you force/test a runtime error... make sure you check
Compiler Errors (ALT+F2) and also Output (F2). By Output I mean the window that shows traces (and runtime issues). One of those two should have some feedback for you.
A possible solution is to save a new Workspace. So with those windows for Compiler Errors and Output both open (or tabbed, I tab them next to my Timeline) go to Window (in top options like File/Edit/Debug etc) and choose Workspace, then into that you choose New Workspace. Give it a name in the pop-up and okay everything.
Flash should always load that current workspace (next time, go to Workspace option again, check that your specified workspace [by name] has a tick next to it...).
Possible pitfalls:
1 - Use the debug player
2 - Make sure there isn't somewhere a try/catch enclosing the portion of code that triggers the event that may lead to an error
3 - Socket issue: may be exported in debug mode but swf cannot connect to debugger (it waits in a blank state for 60 seconds I guess)
4 - Does it compile ok? If there are compilation errors you may get an SWF anyway but then it will not start
...

Unable to save or load my code in the IBM Swift Sandbox

Whenever I attempt to Save Code of mine, the Sandbox gets stuck on "Saving Snapshot" with the little dots jiggling below.
Also, when I attempt to Load Code that is something other than the sample code tab, it just says "Loading".
I've tried various browsers, and disabling any adblock or Ghostery-type utilities, without any success.
It does seem to 'Autosave' what I am working on, but that's about it and I can't even give the code a save name.
Are you others experiencing this situation also, with the IBM Swift Sandbox?
https://swiftlang.ng.bluemix.net/
It appears that our database server has gone down, since we can't ping it. We don't have the appropriate error checking in place at the moment, but we're going to be updating the code so that we handle these situations a bit more gracefully, instead of just hanging forever on a load/save dialogue. Thanks for bringing this to our attention!
EDIT: our database server is back up, and we've also pushed a code change so those database requests will time out and fail more gracefully.