Data Integrity Check Problem
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Singapura99
- Greenhorn
- Posts: 10
- Joined: 16 Jan 2010, 03:32
Data Integrity Check Problem
I've been trying to play a multiplayer game with someone, but Warzone keeps saying "Kicking player, because they tried to bypass data integrity check!".
We are able to connect to each other and join a game, but in less than a minute the data integrity check error always occurs. We have tried it on both 2.3_beta7 and 2.2.4 with the same result on each.
I am quite sure that the person I am playing with is not cheating, so what else could be causing this to happen?
I would greatly appreciate any suggestions.
Thanks,
Jefferson
We are able to connect to each other and join a game, but in less than a minute the data integrity check error always occurs. We have tried it on both 2.3_beta7 and 2.2.4 with the same result on each.
I am quite sure that the person I am playing with is not cheating, so what else could be causing this to happen?
I would greatly appreciate any suggestions.
Thanks,
Jefferson
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crux
- Trained

- Posts: 139
- Joined: 16 Jan 2010, 03:21
Re: Data Integrity Check Problem
what machine?
works for me on windows 7 against a windows XP person with beta 5
works for me on windows 7 against a windows XP person with beta 5
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Singapura99
- Greenhorn
- Posts: 10
- Joined: 16 Jan 2010, 03:32
Re: Data Integrity Check Problem
The person I am playing against is using Windows XP. I was using Arch Linux when I tested the 2.3_beta7 build. I switched to XP when I tested 2.2.4.
I was reading through some of the news on the site, and it seems that the data integrity check was added in version 2.2.4. I know I could revert to 2.2.3, but I would like to use the latest version, if possible.
I was reading through some of the news on the site, and it seems that the data integrity check was added in version 2.2.4. I know I could revert to 2.2.3, but I would like to use the latest version, if possible.
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Zarel
- Elite

- Posts: 5770
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- Location: Minnesota, USA
Re: Data Integrity Check Problem
Can you post the contents of stderr.txt of the host machine?
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Singapura99
- Greenhorn
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Re: Data Integrity Check Problem
stderr.txt from Windows XP with version 2.2.4:
error |08:03:29: [NETregisterServer] Cannot connect to masterserver "lobby.wz2100.net:9990": Couldn't connect to remote host
info |08:14:23: [seq_Play] unable to open 'sequences/victory.ogg' for playback
error |08:03:29: [NETregisterServer] Cannot connect to masterserver "lobby.wz2100.net:9990": Couldn't connect to remote host
info |08:14:23: [seq_Play] unable to open 'sequences/victory.ogg' for playback
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Singapura99
- Greenhorn
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Re: Data Integrity Check Problem
I could not find a stderr.txt file in my .warzone2100-2.3 folder on my Arch Linux install. I did see a file called netplay.log, though. Would that be of any use?
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Zarel
- Elite

- Posts: 5770
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- Location: Minnesota, USA
Re: Data Integrity Check Problem
Yes, it would.
Please only post data pertaining to 2.3_beta7. 2.2.4 doesn't output enough debugging information, unfortunately.
Please only post data pertaining to 2.3_beta7. 2.2.4 doesn't output enough debugging information, unfortunately.
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crux
- Trained

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Re: Data Integrity Check Problem
correct me if I am wrong but the only version of SDL that does stderr.txt is the windows version.Singapura99 wrote:I could not find a stderr.txt file in my .warzone2100-2.3 folder on my Arch Linux install. I did see a file called netplay.log, though. Would that be of any use?
all the other ones use the standard terminal.
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Singapura99
- Greenhorn
- Posts: 10
- Joined: 16 Jan 2010, 03:32
Re: Data Integrity Check Problem
Contents of netplay.log from 2.3_beta7:
Code: Select all
NETPLAY log: Fri Jan 15 19:29:26 2010
-----------------------------------------------------------
Receiving version check : NET_DROID :0 Fri Jan 15 19:35:16 2010
-----------------------------------------------------------
Player leaving game : NET_DROID :1 Fri Jan 15 19:39:19 2010
-----------------------------------------------------------
Receiving version check : NET_DROID :0 Fri Jan 15 19:41:50 2010
-----------------------------------------------------------
Player leaving game : NET_DROID :1 Fri Jan 15 19:43:40 2010
-----------------------------------------------------------
Receiving version check : NET_DROID :0 Fri Jan 15 19:46:10 2010
-----------------------------------------------------------
Player leaving game : NET_DROID :1 Fri Jan 15 19:47:55 2010
NET_DROID: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDINFO: received 8 times, 144 bytes; sent 6 times, 27648 bytes
NET_DROIDDEST: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDMOVE: received 2 times, 28 bytes; sent 0 times, 0 bytes
NET_GROUPORDER: received 1 times, 16 bytes; sent 0 times, 0 bytes
NET_TEMPLATE: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEMPLATEDEST: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FEATUREDEST: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PING: received 42 times, 84 bytes; sent 25 times, 4640 bytes
NET_CHECK_DROID: received 1012 times, 66958 bytes; sent 156 times, 2356224 bytes
NET_CHECK_STRUCT: received 720 times, 16829 bytes; sent 111 times, 664320 bytes
NET_CHECK_POWER: received 526 times, 2630 bytes; sent 81 times, 103680 bytes
NET_PLAYER_STATS: received 9 times, 360 bytes; sent 0 times, 0 bytes
NET_BUILD: received 1 times, 27 bytes; sent 0 times, 0 bytes
NET_STRUCTDEST: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_BUILDFINISHED: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_RESEARCH: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEXTMSG: received 7 times, 375 bytes; sent 1 times, 5376 bytes
NET_UNUSED_18: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_19: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYERCOMPLETE: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_21: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_STRUCT: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_23: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FEATURES: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYERRESPONDING: received 4 times, 16 bytes; sent 3 times, 3072 bytes
NET_OPTIONS: received 15 times, 2111 bytes; sent 0 times, 0 bytes
NET_KICK: received 3 times, 111 bytes; sent 0 times, 0 bytes
NET_SECONDARY: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FIREUP: received 4 times, 0 bytes; sent 0 times, 0 bytes
NET_ALLIANCE: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_GIFT: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DEMOLISH: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_COLOURREQUEST: received 0 times, 0 bytes; sent 1 times, 2 bytes
NET_ARTIFACTS: received 4 times, 202 bytes; sent 0 times, 0 bytes
NET_DMATCHWIN: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SCORESUBMIT: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DESTROYXTRA: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_VTOL: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_39: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_WHITEBOARD: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SECONDARY_ALL: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDEMBARK: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDDISEMBARK: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_RESEARCHSTATUS: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_LASSAT: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_46: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_AITEXTMSG: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEAMS_ON: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_BEACONMSG: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SET_TEAMS: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEAMREQUEST: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_JOIN: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_ACCEPTED: received 3 times, 3 bytes; sent 0 times, 0 bytes
NET_PLAYER_INFO: received 57 times, 2163 bytes; sent 0 times, 0 bytes
NET_PLAYER_JOINED: received 6 times, 6 bytes; sent 0 times, 0 bytes
NET_PLAYER_LEAVING: received 4 times, 20 bytes; sent 0 times, 0 bytes
NET_PLAYER_DROPPED: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_GAME_FLAGS: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_READY_REQUEST: received 0 times, 0 bytes; sent 3 times, 1536 bytes
NET_NEVERUSE: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_VERSION_CHECK: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_REQUEST_VERSION: received 3 times, 0 bytes; sent 0 times, 0 bytes
NET_REQUEST_PASSWORD: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PASSWORD_CHECK: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_POSITIONREQUEST: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DATA_CHECK: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_HOST_DROPPED: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FUTURE1: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FUTURE2: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FUTURE3: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FILE_REQUESTED: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FILE_CANCELLED: received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FILE_PAYLOAD: received 0 times, 0 bytes; sent 0 times, 0 bytes
Last edited by Kamaze on 16 Jan 2010, 16:29, edited 1 time in total.
Reason: Use code tags!
Reason: Use code tags!
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Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Data Integrity Check Problem
Okay.
On your Linux machine, launch the game with command line options:
./warzone2100 --debug all --debugfile ~/warzonedebug.txt
1. Host a game, wait for the data integrity check failure to occur. If it doesn't, retry and relaunch until you get a game that fails.
2. Upload ~/warzonedebug.txt.
3. ...
4. Profit!
On your Linux machine, launch the game with command line options:
./warzone2100 --debug all --debugfile ~/warzonedebug.txt
1. Host a game, wait for the data integrity check failure to occur. If it doesn't, retry and relaunch until you get a game that fails.
2. Upload ~/warzonedebug.txt.
3. ...
4. Profit!
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Singapura99
- Greenhorn
- Posts: 10
- Joined: 16 Jan 2010, 03:32
Re: Data Integrity Check Problem
Thank you for your help, Zarel.
It will be a day or so before I can try a game with the person I was playing with before. I will upload the debug information then.
I don't know if it helps at all, but I have not had any issues playing with other computers on my local network, just with my friend, over the internet.
It will be a day or so before I can try a game with the person I was playing with before. I will upload the debug information then.
I don't know if it helps at all, but I have not had any issues playing with other computers on my local network, just with my friend, over the internet.
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Singapura99
- Greenhorn
- Posts: 10
- Joined: 16 Jan 2010, 03:32
Re: Data Integrity Check Problem
Okay, I am running a game with the same person from the other day, and there have not been any problems for over five minutes. It always had the data integrity check error within one minute.
I will upload my warzonedebug.txt file after we finish playing, although I am not sure if you still want it, since there was no error.
The only thing I can think of that has changed is that my IP address is different than it was before.
If there is anything else you would like me to do, please let me know.
Many thanks to everyone who helped,
Jefferson
I will upload my warzonedebug.txt file after we finish playing, although I am not sure if you still want it, since there was no error.
The only thing I can think of that has changed is that my IP address is different than it was before.
If there is anything else you would like me to do, please let me know.
Many thanks to everyone who helped,
Jefferson
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Singapura99
- Greenhorn
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Re: Data Integrity Check Problem
My debug file file is over 2 MB. Would you like me to paste in code tags instead?
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Zarel
- Elite

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- Location: Minnesota, USA
Re: Data Integrity Check Problem
No, start a new game, and upload a debug file for when the data integrity check fails.
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Singapura99
- Greenhorn
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Re: Data Integrity Check Problem
Okay, will do.