122,537 Remote Debugger Read Error Messages At Runtime; Game Still Runs Fine

Godot Version

4.3

Question

I was working on my game when all of a sudden a couple thousand error messages appeared in the log. All being different orders/amounts of;

core/io/marshalls.cpp:117 - Condition "len < 4" is true. Returning: ERR_INVALID_DATA
core/debugger/remote_debugger_peer.cpp:145 - Condition "read != in_pos || err != OK" is true. Continuing.
core/debugger/remote_debugger_peer.cpp:134 - Condition "read != 4 || err != OK || size > (uint32_t)in_buf.size()" is true. Continuing.
# Above appeared sequentially anywhere from 3 to 20 times in a row before the first two errors returned 

These came in waves; I first time I got some in the low 10’s of thousands all in a second or too, then a couple seconds later it jumped to below 100 thousand, then it reached 122,537 before I turned the game off, when hitting the stop button the editor froze for a few seconds while not responding before closing the game.

What does the error mean? The game was running fine with it appearing, I don’t know what data the debugger was getting stuck on, my code shouldn’t have any infinite loops in it either so whatever loop it seems to be getting stuck in shouldn’t be my code.

I also don’t see any warning’s or errors in the code editor, it is just in the output log during runtime that this occurred, also my Godot version is completely vanilla; no plugins or asset library things installed at-all.

Thanks!

I am no expert in this but to me it appears you are doing a multiplayer game and your TCP data is being corrupted, I am guessing your connection is going up and down and it is retrying again and again until your connection comes back up.

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I am not doing a multiplayer game, there is no network connection code involved in the entire project.

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If it is a mobile game perhaps you have enabled remote debugging in the export settings by mistake.

If not, I am at the end of my admittedly very limited knowledge. Sorry. Will be following this thread though to see what the solution or cause actually was.

Hope you get it fixed soon. Again sorry.

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No worries! And yeah this isn’t a mobile game either, or atleast I haven’t made it with that in mind, I haven’t even tried exporting it yet all of this has been inside the editor.

Hopefully we can find out what it is, the only thing I can think of is the language server got stuck in an infinite loop trying to parse something small… somewhere without a good edge-case to break it out of the loop on returning the error.

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Start by checking out this section of the Godot source code. You may get a hint at lines 134 and 145.

You may want to post it as a an issue question in Godot GitHub. But try to isolate it in your code you may have to upload a sample source.

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Thank you! I will need to look at both my own and the C++ code (which I don’t know C++ so that will be tough), and will need to try and find where the bug came from in the first place, but thanks for point me to this file, it’s a great start!

If I remember I will link to the issue on the GitHub if/when I make it incase anyone has this in the future.

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