Offline testing multiple clients really buggy
available in future release
Jar
For the last month or so, it's been very difficult for me to get offline testing to work with multiple clients properly. This is really annoying and makes it difficult and frustrating to test things.
Often there will be a popup about "Can't travel". I try to launch more clients than I need to now, just so that when 50% of them brick somehow, I can still test something.
It seems kinda random whether this will happen or not, and require a relaunch of the clients
I'm not sure if they are related but these are constantly happening:
-"Can't travel, you are in offline testing mode..."
-Loading into "We're sorry! Something went wrong!" world
-"Unusual client behaviour"
-Loading into a separate instance, instead of all clients loading into the same instance
I've noticed these happening on build 1553 and now on 1554 (current).
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available in future release
Jar
This still happens on the latest SDK and client
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_tau_
Merged in a post:
Too many Build & Test clients can cause a "Failed to Authenticate" error
BobyStar
Running 3+ clients and reloading them through a period of time yields me with a "Failed to authenticate with realtime servers: Too many requests" error leading me to be blocked from testing for a long period of time (sometimes hours).
This is really hindering on my ability to test networking conditions when there are multiple players at play. Like testing an unstable network connection or slow network initialization for late joiners due to differing conditions. Especially with Super VR Ball, it's almost impossible for me to network test for longer than 20 minutes before being kicked for this reason.
Proposed Solution:
- Allow me to turn off specific requests during Build & Tests, like getting group info and social information, so I produce less requests overall. Or a light version of the client with a default avatar and minimal menus similar to ClientSim in functionality.
Other Solutions:
- Allow more requests to be ran during Build & Test. (Simplest but not fun for security!)
- Allow a local realtime server that I can host with the main client. (Understandably difficult for many reasons.)
- Allow me to slowdown/step through networking events so I can test how the network handles network clogging or unstable connections. Related Canny
- Whitelist my account for a higher request limit/unlimited requests. (This would be easiest but there's got to be a better solution :P)
Fax
Merged in a post:
[1518] Build and testing more than 3 clients on build and test kicks at least one client for unusual client behavior
Pokéduel
I'm currently trying to test a build and test on a persistence-enabled world on the persistence beta. However, if i test more than 4 clients, some will get kicked for "Unusual Client Behavior". The first 3 will launch fine, but any future ones (4-8) will get kicked for Unusual client behavior. This does not happen on live.
StormRel
tracked
CRiMSOM13
this just KO'ed me as well trying to find a respawn bug.
Sacchan
just ruined my morning
A
Merged in a post:
Multi-Client testing gives "Failed to authenticate with the realtime servers"
==Cat==
If you are multi client world testing doing new builds, eventually you will not be able to login anymore getting the error in the title. VRCX will show you stuck in your homeworld for hours even with the game closed and computer fully restarted. The effect seems to last a few hours before it settles itself on the server. Neither the normal game client nor testing allow login.
Most likely a server side bug getting your account stuck in limbo in the api. I have never had this happen since world building from 2018-now, this is the first time.
Jar
I'm running into this issue with just one or two clients. Not sure why the offline testing client needs to authenticate anyway except for creator economy stuff anyway