Содержание
- Curl error limit reached 100 consecutive messages printed
- Curl error limit reached 100 consecutive messages printed
- Jan 28 2017 When curl sends 100-continue
- Background¶
- Curl Logic¶
- Disabling Expect Logic¶
- Testing¶
- Curl error limit reached: 100 consecutive messages printed about unity3d_mqtt OPEN
- Related Issues (10)
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Curl error limit reached 100 consecutive messages printed
I got the message that «our auth servers may be down.» I did a copy-to-clipboard, and this is the text:
Login info could not be verified. Our auth servers may be down.
No such host is known. No such host is known.
Log File:
Initialize engine version: 2019.4.9f1 (50fe8a171dd9)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Eco/Eco_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1650 (ID=0x1f82)
Vendor:
VRAM: 3962 MB
Driver: 26.21.14.4274
D3D11 device created for Microsoft Media Foundation video decoding.
Initializing input.
Initialized touch support.
UnloadTime: 0.524600 ms
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
(Filename: Line: 589)
WwiseUnity: Wwise(R) SDK Version 2019.2.5 Build 7349.
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
AkWwiseInitializationSettings:InitializeSoundEngine()
AkInitializer:OnEnable()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
WwiseUnity: Setting Plugin DLL path to: C:/Program Files (x86)/Steam/steamapps/common/Eco/Eco_DataPluginsx86_64
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AkCommonPlatformSettings:get_AkInitializationSettings()
AkWwiseInitializationSettings:InitializeSoundEngine()
AkInitializer:OnEnable()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
WwiseUnity: Sound engine initialized successfully.
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AkWwiseInitializationSettings:InitializeSoundEngine()
AkInitializer:OnEnable()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
The referenced script on this Behaviour (Game Object ‘Camera’) is missing!
(Filename: Line: 334)
The referenced script on this Behaviour (Game Object ‘Table’) is missing!
(Filename: Line: 334)
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
SteamManager:Awake()
[]
(Filename: Line: 589)
Ambiguous UI component types ignored: SeriesPopupUI,BaseUI,ViewEditorUI
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UI.UIManager:Start()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
Curl error 6: Could not resolve host: auth.strangeloopgames.com
(Filename: Line: 813)
I REMOVED MANY REPEATED LINES HERE
Curl error 6: Could not resolve host: accounts.strangeloopgames.com
(Filename: Line: 813)
Curl error limit reached: 100 consecutive messages printed
(Filename: Line: 791)
[12:03:50.466] Connecting to 104.140.244.138:3000.
EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Eco.Shared.Utils.Log:WriteLine(LocString)
Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint)
Eco.Shared.Networking.NetworkClient:ConnectRoundRobin()
Eco.Shared.Networking.NetworkClient:Connect(IPEndPoint)
Eco.Shared.Networking.NetworkClient:Connect(String, Int32)
Eco.Shared.Networking.NetworkClient:Connect(ServerInfo)
SelectedServerUI:Join()
Steamworks.RulesRefreshComplete:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.EventHandler:Invoke(Object, EventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
[12:03:53.927] Disconnected with error: Login info could not be verified. Our auth servers may be down.
No such host is known. No such host is known.
EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
NetworkManager:OnClientDisconnected(String)
System.Action`1:Invoke(T)
Eco.Shared.Networking.NetworkClient:HandleDisconnect(String)
Eco.Shared.Networking.NetworkClient:HandleDisconnected(Object, Boolean)
System.Action`2:Invoke(T1, T2)
Eco.Networking.ENet.ENetUdpClient:OnDisconnected(ENetConnection, Boolean)
Eco.Networking.ENet.ENetUdpPeer:HandleEvent()
Eco.Networking.ENet.ENetUdpPeer:Service(Int32)
<>c__DisplayClass59_0: b__0()
Steamworks.RulesRefreshComplete:Invoke()
System.Action`1:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
Steamworks.RulesRefreshComplete:Invoke()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 91178.
Total: 227.980700 ms (FindLiveObjects: 4.086000 ms CreateObjectMapping: 6.970700 ms MarkObjects: 216.740400 ms DeleteObjects: 0.183200 ms)
Has anybody seen this sort of thing? Are the SLG servers really down? I tried restarting the local game program, but that didn’t help. Thanks,
-Scott
Источник
Curl error limit reached 100 consecutive messages printed
I got the message that «our auth servers may be down.» I did a copy-to-clipboard, and this is the text:
Login info could not be verified. Our auth servers may be down.
No such host is known. No such host is known.
Log File:
Initialize engine version: 2019.4.9f1 (50fe8a171dd9)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Eco/Eco_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1650 (ID=0x1f82)
Vendor:
VRAM: 3962 MB
Driver: 26.21.14.4274
D3D11 device created for Microsoft Media Foundation video decoding.
Initializing input.
Initialized touch support.
UnloadTime: 0.524600 ms
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
(Filename: Line: 589)
WwiseUnity: Wwise(R) SDK Version 2019.2.5 Build 7349.
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
AkWwiseInitializationSettings:InitializeSoundEngine()
AkInitializer:OnEnable()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
WwiseUnity: Setting Plugin DLL path to: C:/Program Files (x86)/Steam/steamapps/common/Eco/Eco_DataPluginsx86_64
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AkCommonPlatformSettings:get_AkInitializationSettings()
AkWwiseInitializationSettings:InitializeSoundEngine()
AkInitializer:OnEnable()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
WwiseUnity: Sound engine initialized successfully.
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AkWwiseInitializationSettings:InitializeSoundEngine()
AkInitializer:OnEnable()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
The referenced script on this Behaviour (Game Object ‘Camera’) is missing!
(Filename: Line: 334)
The referenced script on this Behaviour (Game Object ‘Table’) is missing!
(Filename: Line: 334)
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
SteamManager:Awake()
[]
(Filename: Line: 589)
Ambiguous UI component types ignored: SeriesPopupUI,BaseUI,ViewEditorUI
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UI.UIManager:Start()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
Curl error 6: Could not resolve host: auth.strangeloopgames.com
(Filename: Line: 813)
I REMOVED MANY REPEATED LINES HERE
Curl error 6: Could not resolve host: accounts.strangeloopgames.com
(Filename: Line: 813)
Curl error limit reached: 100 consecutive messages printed
(Filename: Line: 791)
[12:03:50.466] Connecting to 104.140.244.138:3000.
EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Eco.Shared.Utils.Log:WriteLine(LocString)
Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint)
Eco.Shared.Networking.NetworkClient:ConnectRoundRobin()
Eco.Shared.Networking.NetworkClient:Connect(IPEndPoint)
Eco.Shared.Networking.NetworkClient:Connect(String, Int32)
Eco.Shared.Networking.NetworkClient:Connect(ServerInfo)
SelectedServerUI:Join()
Steamworks.RulesRefreshComplete:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.EventHandler:Invoke(Object, EventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
[12:03:53.927] Disconnected with error: Login info could not be verified. Our auth servers may be down.
No such host is known. No such host is known.
EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
NetworkManager:OnClientDisconnected(String)
System.Action`1:Invoke(T)
Eco.Shared.Networking.NetworkClient:HandleDisconnect(String)
Eco.Shared.Networking.NetworkClient:HandleDisconnected(Object, Boolean)
System.Action`2:Invoke(T1, T2)
Eco.Networking.ENet.ENetUdpClient:OnDisconnected(ENetConnection, Boolean)
Eco.Networking.ENet.ENetUdpPeer:HandleEvent()
Eco.Networking.ENet.ENetUdpPeer:Service(Int32)
<>c__DisplayClass59_0: b__0()
Steamworks.RulesRefreshComplete:Invoke()
System.Action`1:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
Steamworks.RulesRefreshComplete:Invoke()
(Filename: C:buildslaveunitybuildRuntime/Export/Debug/Debug.bindings.h Line: 35)
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 91178.
Total: 227.980700 ms (FindLiveObjects: 4.086000 ms CreateObjectMapping: 6.970700 ms MarkObjects: 216.740400 ms DeleteObjects: 0.183200 ms)
Has anybody seen this sort of thing? Are the SLG servers really down? I tried restarting the local game program, but that didn’t help. Thanks,
-Scott
Источник
Jan 28 2017 When curl sends 100-continue
When sending a POST request with curl it sometimes automatically adds an Expect: 100-continue header. The following summarizes under which conditions curl/libcurl adds this header.
Background¶
The Expect: 100-continue header is specified in HTTP 1.1 and allows the server to acknowledge or reject a POST/PUT request immediately after the headers are send but before the client starts sending potentially large amounts of actual data (body of the request). Thus, a conforming client must then wait for a HTTP/1.1 100 Continue before sending the data. This scheme is advantageous for larger POST/PUT requests since in the case of rejection the client and server don’t waste their time with superfluous network communication.
Curl Logic¶
Curl doesn’t touch the ‘Expect’ header if it is explicitly set.
Otherwise, curl automatically sets it, if either
- the request is a PUT, or
- the request is a POST and the data size is larger than 1024 bytes
By default, curl waits up to 1 second for a reply to the 100-continue expectation. This timeout is configurable (e.g. via —expect100-timeout SECS ).
Disabling Expect Logic¶
The expect logic can easily be disabled via setting the Expect: header to the empty string.
For example, on the command line via:
With libcurl the header can be configured via setting CURLOPT_HTTPHEADER using curl_easy_setopt() .
Disabling the expect logic saves an additional network round-trip and is thus a good idea when the request isn’t extremely large and the probability for rejection is low.
Testing¶
For testing, the expect logic can also be explicitly turned on, e.g.:
Posted by Georg Sauthoff on Sat 28 January 2017 in network. Tags: curl, http.
Источник
Curl error limit reached: 100 consecutive messages printed about unity3d_mqtt OPEN
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Источник
I have a program in Unity that queries a server for data. I’m completely new to this so maybe I’m doing something silly. Or maybe it’s a bug in Unity? Please let me know if I’m somehow causing the error and how I might fix it. The program seems to work fine despite the error, but I want to make sure I’m not wrecking any server bandwidth or anything.
Curl error limit reached: 100 consecutive messages printed
// Trying IEnumerator to keep tool responsive. It half-helps...
public static IEnumerator SaveRtcResultsToFile(string url, string credentials, string file)
{
// Making sure I don't start a second one in parallel.
// This is called within a single-threaded frame so I don't expect any race conditions
if (InProgress) yield break;
InProgress= true;
yield return null;
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(url);
request.Headers.Add("Authorization", "Basic " + credentials);
WebResponse response;
Stream responseStream;
XmlTextReader xr;
try
{
using (response = request.GetResponse())
{
using (responseStream = response.GetResponseStream())
{
yield return null;
FileStream xml = File.Create(file + ".xml");
byte[] buffer = new byte[BufferSize];
int read;
// Receiving XML and saving directly to an XML file
while ((read = responseStream.Read(buffer, 0, buffer.Length)) > 0)
{
xml.Write(buffer, 0, read);
yield return null;
}
xml.Close();
// [omitted code that converts the XML to a CSV]
}
}
Instance.status.progress = Status.Progress.Complete;
message = "";
}
finally
{
InProgress = false;
}
}
asked Mar 19, 2020 at 15:39
I believe the «curl» errors are related to Unity failing to contact its own sites (can you log into the Hub or use the Asset Store?) which essentially comes down to corporate proxy settings. We use a Proxy Auto Config (PAC) file which Unity does not currently like. So setting environment variables HTTP_PROXY and HTTPS_PROXY (as is regularly recommended) does not work when directing to the auto proxy. Instead, I had to «pick a proxy» of the available ones the script picks from which lacks redundancy and all the fine-tuning the script allows for. Further, I had to work with our IT Proxy guys to modify the proxy to both whitelist and remove authentication requirements to access *.unity.com and *.unity3d.com. Without removing authentication requirements, you can hard-code your proxy credentials in the environment variables, but it’s open for all to see! After these changes, I rarely ever see curl errors and I can actually log in to both my account in the Unity Hub as well as the Unity Asset Store within Unity now.
Also, I was informed that HttpWebRequest is apparently ancient and I switched to using HttpClient which resulted in better connectivity results. I was getting «Error: Success» a lot. Your guess is as good as mine…!
answered Nov 14, 2020 at 19:44
CodeMonkeyCodeMonkey
1,7973 gold badges15 silver badges43 bronze badges
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