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Bug description
Attempting to attack any target will cause the opponent’s client to crash. -
Bug reproduction steps
Setup:
Player A
- Windows 10 local machine
- Launch Omega, go online, and host a casual game with TCG rules and any legal deck. I had deck checking turned off.
Player B
- Windows 10 VM running on the same machine as Player A
- Launch Omega, go online with a different account from Player A, and join Player A’s game using a game code generated by Player A.
Steps:
Reproducibility 5/5
- Player A and Player B start the duel and play as normal
- Player A enters battle phase and attacks any valid target owned by Player B (monsters or direct attack)
- Player B’s client immediately crashes with no error code displayed to the user.
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Screenshot OR error code
Player.log wasn’t super helpful, just shows the errors below:
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFFB5FAB6BB)
0x00007FFFB5FAB6BB (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFFB5FACCB1)
0x00007FFFB5FACCB1 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFFB5FAB8CC)
0x00007FFFB5FAB8CC (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFFB5FABB93)
0x00007FFFB5FABB93 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFFB5FAD1D0)
0x00007FFFB5FAD1D0 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFFB60AEE61)
0x00007FFFB60AEE61 (UnityPlayer) (function-name not available)
0x00007FFFE7DB81F4 (KERNEL32) BaseThreadInitThunk
0x00007FFFE884A251 (ntdll) RtlUserThreadStart
Which I’m pretty sure means Unity doesn’t know what crashed, at least there. I do have a crash dump though so DM me if you want that, I’d be happy to send that along with the player logs. The stack trace has no symbols so I can’t provide any insight on my own of course.
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Expected behavior
The VM client should not crash as a result of battle events. -
What OS are you using
Player A: Windows 10
Player B: Windows 10 VM, specifically, MSEdge on Win10 (x64) Stable 1809 running with VMware -
Notes
- I only tested this by having the VM (that runs Client B) run on the same machine that runs Client A locally. I’m not sure if that matters, but seems like it might so I thought I’d bring it up.
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My personal use case for this behavior
I have no friends so to verify rulings and test certain ideas with specific card interactions and decks, I like to play myself. So I have 2 accounts, one that I only use as a test account to duel my main account, and my main account. I never attempt to play competitive with the two.