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Failed to send internal buffer channel and NoResources errors
I keep getting these errors with multiplayer and I'm not sure exactly what they mean. There's very little information about it online. Could anyone clarify what NoResources
means, exactly?
Failed to send internal buffer channel:1 bytesToSend:24
0x00007FF7B1CC5C1F (testgame) [stackwalker.cpp:1089] StackWalker::GetCurrentCallstack
0x00007FF7B1CC781B (testgame) [stackwalker.cpp:1065] StackWalker::ShowCallstack
0x00007FF7B19173E6 (testgame) [stacktrace.cpp:72] GetStacktrace
0x00007FF7B1915935 (testgame) [logassert.cpp:1218] DebugStringToFile
0x00007FF7B1915CFC (testgame) [logassert.cpp:1184] DebugStringToFile
0x00007FF7B194FA20 (testgame) [unityenginedebugbindings.gen.cpp:42] DebugLogHandler_CUSTOM_Internal_Log
0x00000000049B3A58 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
0x00000000049B395C (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000000049B37E0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000000004A123A0 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000000049E697E (Mono JIT Code) UnityEngine.Networking.ChannelPacket:SendToTransport (UnityEngine.Networking.NetworkConnection,int)
0x00000000049E6763 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendInternalBuffer ()
0x00000000049E6419 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendBytes (byte[],int)
0x0000000004A12319 (Mono JIT Code) UnityEngine.Networking.NetworkConnection:SendBytes (byte[],int,int)
0x0000000004A1211E (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendBytesToReady (UnityEngine.GameObject,byte[],int,int)
0x0000000004A11E2F (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendWriterToReady (UnityEngine.GameObject,UnityEngine.Networking.NetworkWriter,int)
0x00000000049D4366 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetUpdate ()
0x00000000049D364E (Mono JIT Code) UnityEngine.Networking.NetworkServer:UpdateServerObjects ()
0x00000000049D2DBB (Mono JIT Code) UnityEngine.Networking.NetworkServer:InternalUpdate ()
0x00000000049D2D20 (Mono JIT Code) UnityEngine.Networking.NetworkServer:Update ()
0x00000000049D2C75 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate ()
0x0000000004990553 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
0x00007FF98F7A519B (mono) mono_set_defaults
0x00007FF98F6F84FD (mono) mono_runtime_invoke
0x00007FF7B187346D (testgame) [scriptinginvocation.cpp:183] ScriptingInvocation::Invoke
0x00007FF7B1C83FB8 (testgame) [unetutility.cpp:34] `UNET::ScriptingUpdater::Init'::`2'::PreLateUpdateUNetUpdatestruct::Forward
0x00007FF7B1844D30 (testgame) [player.cpp:2090] PlayerLoop
0x00007FF7B19010D0 (testgame) [winmain.cpp:217] PerformMainLoop
0x00007FF7B19018CA (testgame) [winmain.cpp:580] MainMessageLoop
0x00007FF7B1904A5D (testgame) [winmain.cpp:1017] PlayerWinMain
0x00007FF7B1DB7F84 (testgame) [crt0.c:275] __tmainCRTStartup
0x00007FF99E7713D2 (KERNEL32) BaseThreadInitThunk
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Send Error: NoResources channel:1 bytesToSend:24
0x00007FF7B1CC5C1F (testgame) [stackwalker.cpp:1089] StackWalker::GetCurrentCallstack
0x00007FF7B1CC781B (testgame) [stackwalker.cpp:1065] StackWalker::ShowCallstack
0x00007FF7B19173E6 (testgame) [stacktrace.cpp:72] GetStacktrace
0x00007FF7B1915935 (testgame) [logassert.cpp:1218] DebugStringToFile
0x00007FF7B1915CFC (testgame) [logassert.cpp:1184] DebugStringToFile
0x00007FF7B194FA20 (testgame) [unityenginedebugbindings.gen.cpp:42] DebugLogHandler_CUSTOM_Internal_Log
0x00000000049B3A58 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
0x00000000049B395C (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000000049B37E0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000000004A123A0 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000000049E6B8D (Mono JIT Code) UnityEngine.Networking.ChannelPacket:SendToTransport (UnityEngine.Networking.NetworkConnection,int)
0x00000000049E6763 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendInternalBuffer ()
0x00000000049E6419 (Mono JIT Code) UnityEngine.Networking.ChannelBuffer:SendBytes (byte[],int)
0x0000000004A12319 (Mono JIT Code) UnityEngine.Networking.NetworkConnection:SendBytes (byte[],int,int)
0x0000000004A1211E (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendBytesToReady (UnityEngine.GameObject,byte[],int,int)
0x0000000004A11E2F (Mono JIT Code) UnityEngine.Networking.NetworkServer:SendWriterToReady (UnityEngine.GameObject,UnityEngine.Networking.NetworkWriter,int)
0x00000000049D4366 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetUpdate ()
0x00000000049D364E (Mono JIT Code) UnityEngine.Networking.NetworkServer:UpdateServerObjects ()
0x00000000049D2DBB (Mono JIT Code) UnityEngine.Networking.NetworkServer:InternalUpdate ()
0x00000000049D2D20 (Mono JIT Code) UnityEngine.Networking.NetworkServer:Update ()
0x00000000049D2C75 (Mono JIT Code) UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate ()
0x0000000004990553 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
0x00007FF98F7A519B (mono) mono_set_defaults
0x00007FF98F6F84FD (mono) mono_runtime_invoke
0x00007FF7B187346D (testgame) [scriptinginvocation.cpp:183] ScriptingInvocation::Invoke
0x00007FF7B1C83FB8 (testgame) [unetutility.cpp:34] `UNET::ScriptingUpdater::Init'::`2'::PreLateUpdateUNetUpdatestruct::Forward
0x00007FF7B1844D30 (testgame) [player.cpp:2090] PlayerLoop
0x00007FF7B19010D0 (testgame) [winmain.cpp:217] PerformMainLoop
0x00007FF7B19018CA (testgame) [winmain.cpp:580] MainMessageLoop
0x00007FF7B1904A5D (testgame) [winmain.cpp:1017] PlayerWinMain
0x00007FF7B1DB7F84 (testgame) [crt0.c:275] __tmainCRTStartup
0x00007FF99E7713D2 (KERNEL32) BaseThreadInitThunk
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
SendBytesToReady failed for SimpleBoxPrefab(Clone) (UnityEngine.GameObject)
Any information would be appreciated. I'm not even really sure what part of the code is causing the problem as the trace doesn't reference any of my code.
Answer by · Aug 07, 2016 at 04:16 PM
This appears to have just been the game attempting to send entirely too many updates across the network. Most of my NetworkTransforms had a Network Send Rate
set as high as it would go with hundreds of objects. Network Send Rate
is how many updates per second are sent, not updates every X seconds.
Thanks for co$$anonymous$$g back to add your own solution!
I'm currently getting some of the same errors. I took all my networked prefabs and set their Network Send Rate to 1, and still get the errors. I have only about 50 networked objects in the scene.
What else might cause these errors?
errors:
ServerDisconnected due to error: Timeout UnityEngine.Networking.NetworkIdentity: UNetStaticUpdate()
SendBytesToReady failed for Apple Tree 1(Clone)(Clone) (UnityEngine.GameObject) UnityEngine.Networking.NetworkBehaviour:SendRPCInternal(NetworkWriter, Int32, String)
SendBytesToReady failed for Rhino_PBR(Clone) (UnityEngine.GameObject) UnityEngine.Networking.NetworkBehaviour:SendRPCInternal(NetworkWriter, Int32, String)
Send Error: WrongConnection channel:0 bytesToSend:1395 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Failed to send internal buffer channel:0 bytesToSend:1395 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Failed to send internal buffer channel:1 bytesToSend:230 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Attempt to send to not connected connection {1} UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Send Error: NoResources channel:1 bytesToSend:230 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()