-
-
Notifications
You must be signed in to change notification settings - Fork 21.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Remote debugger not working on Windows #7544
Comments
@Faless mmm, ping? 😃 |
I'll have a look at it today. @ktksgit can you try running godot from the command line (start -> run -> cmd):
And post the messages in the windows command prompt before and after running the project with the debugger? |
Yes, thanks for the log! |
@ktksgit could you try this patch: https://patch-diff.githubusercontent.com/raw/godotengine/godot/pull/7554.diff and tell me if it works? So at least we know if it's related |
Or update your local branch, as the PR was merged. |
PR changed the output to
Hmm, what kind of misconfiguration or bug? touches the new socket implementation in my windows 7? |
Well, it clearly shouldn't fail with |
Okay, it seems that on your system it takes up to 8 seconds to pass from STATUS_CONNECTING to STATUS_CONNECTED. That sounds really strange 😿 |
Did some debugging: So every workaround leads to force using IPv4. [because my system does not like IPv6 :-( ] |
It looks like I have the same problem.
I'm on Windows 7, and this problem appeared for me in 2.1.2, the stable release, but it works fine on 2.1.1. I've checked firewall settings, it should not cause problems. |
As a workaround: You can try to set the line: |
It's indeed working this way, thank you.
|
Using Windows 10 here. The bug shows up only when the machine is disconnected from the Internet. At least on Windows 10, editing hosts didn't help. A comment in there hints that the setting might be ignored:
Tested on Windows 10, and compiled on Windows Subsystem for Linux (Trusty Tahr) with x86_64-w64-mingw32-g++ (GCC) 4.8.2. |
Worked around in #8179 for the 2.1 branch, but as mentioned on that PR it's not a complete fix. So keeping this issue open for 3.0. |
I'm getting this under Linux
Apparently it doesn't work when IPv6 traffic is disabled through ip6tables (I disabled it to prevent VPN leaks). I tried to use IPv4 addressed from Editor Settings > Network, but I'm getting the same error. |
Is this expected to be working on Windows 10 with 2.1.4? It's not. |
@nanodeath it's partially broken, will be fixed in
|
Operating system or device - Godot version:
Godot.64bit 2.1 branch (9c8ecb4)
compiled on Windows 7 with MinGW-w64, 4.8.3
Issue description:
gdscript remote debugger cannot connect to editor:
Reverting IPv6 commits enables the debugger connection again.
Local debugger is working.
I have nothing configured for IPv6 support and never used it with Windows 7.
Related issue
#7545
The text was updated successfully, but these errors were encountered: