Netprofile and steam crashing?

When trying to debug network traffic in my game, I tried running netprofile in console from the development build, then this crash and error happens if run on the connected client:
(no error happens if the game host enter netprofile, but even if entering it again the file will remain as *.tmp and not convert to the *.nrprof file)

Ive tried to find more documentation on this but nothing shows up, have I missed something? This might not be a bug and simply user error.
project built as development build win64x using steamworks.

Any help is appreciated!

[2015.07.24-08.41.53:028][112]LogNet: Network Profiler: ENABLED
[2015.07.24-08.41.53:028][112]LogNet: Network Profiler: TrackSessionChange.  InURL: steam.76561198198356618//Game/Maps/testlevel?game=/Game/Blueprints/NewGameMode.NewGameMode_C
[2015.07.24-08.41.53:033][112]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2015.07.24-08.41.53:653][112]LogWindows:Warning: CreateProc failed (2) ..\..\..\Engine\Binaries/Win64/CrashReportClient.exe  -AppName=UE4-game
[2015.07.24-08.41.53:674][112]LogWindows: Could not start CrashReportClient.exe
[2015.07.24-08.41.53:674][112]LogMemory: Platform Memory Stats for WindowsNoEditor
[2015.07.24-08.41.53:674][112]LogMemory: Process Physical Memory: 553.31 MB used, 585.57 MB peak
[2015.07.24-08.41.53:674][112]LogMemory: Process Virtual Memory: 460.87 MB used, 826.41 MB peak
[2015.07.24-08.41.53:674][112]LogMemory: Physical Memory: 3239.96 MB used, 6135.11 MB total
[2015.07.24-08.41.53:674][112]LogMemory: Virtual Memory: 995.28 MB used, 8388608.00 MB total
[2015.07.24-08.42.13:888][112]LogWindows: === Critical error: ===
Assertion failed: "Invalid interface for Steam P2P addresses" && 0 [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\online\onlinesubsystemsteam\private\IPAddressSteam.h] [Line: 72] 



KERNELBASE.dll {0x000007fefcd49e5d} + 0 bytes
game.exe {0x000000013fe33777} + 0 bytes
game.exe {0x000000013feadf78} + 0 bytes
game.exe {0x000000013fe75928} + 0 bytes
game.exe {0x0000000140c61bbd} + 0 bytes
game.exe {0x0000000142c47cde} + 0 bytes
game.exe {0x0000000140c21989} + 0 bytes
game.exe {0x0000000140c594a4} + 0 bytes
game.exe {0x0000000140c5c3af} + 0 bytes
game.exe {0x0000000142e720ce} + 0 bytes
game.exe {0x0000000140c1c861} + 0 bytes
game.exe {0x00000001407ae02a} + 0 bytes
game.exe {0x0000000141148589} + 0 bytes
game.exe {0x00000001409dd27e} + 0 bytes
game.exe {0x000000013fde3516} + 0 bytes
game.exe {0x000000013fdd2c80} + 0 bytes
game.exe {0x000000013fdd2cda} + 0 bytes
game.exe {0x000000013fde5229} + 0 bytes
game.exe {0x0000000142e7dc35} + 0 bytes
kernel32.dll {0x0000000076d0652d} + 0 bytes
ntdll.dll {0x0000000076f3c541} + 0 bytes
ntdll.dll {0x0000000076f3c541} + 0 bytes


[2015.07.24-08.42.14:002][112]LogExit: Executing StaticShutdownAfterError
[2015.07.24-08.42.14:012][112]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2977) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2015.07.24-08.42.14:012][112]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2977) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2015.07.24-08.42.14:013][112]LogWindows: FPlatformMisc::RequestExit(1)
[2015.07.24-08.42.14:013][112]Log file closed, 07/24/15 10:42:14

Hey MADHOUSE,

This crash appears to happen only when you attempt to run netprofile on multiple instances simultaneously. This has been fixed for 4.9 so that each instance will write to a different .tmp file. I was also only able to reproduce the issue with a .tmp file not converting over to a .nprof file after this crash occurred. If you’re able to reproduce that issue again in a different circumstance, please let us know. Until 4.9, to avoid this client crash, you’ll need to make sure you’re only running netprofile on one instance of the game at a time.

Hope that helps!

I see, is there any issue with using netprofile with the packaged development build? I was running one client per computer, (one computer hosting a listen server, and one computer connecting), they both have different steam logins, however they are connected to the same internet network. The client that would crash also started to write a .tmp file that did not convert. If running this command on the host listen client, with no other connected clients, it would not crash, but also not convert the .tmp file. Perhaps im using this system wrong? I only used netprofile on one computer at a time while trying this out.

Thanks for your assistance!

There shouldn’t be any problem using netprofile with a packaged development build as opposed to in-editor.

I haven’t been able to reproduce the issue with a .tmp file not converting to .nprof in 4.8.2. Can you attempt the same thing in the 4.9 Preview 1 and see if it happens for you there as well? It’s possible it was fixed along with the other issue for 4.9.

i’m also experiencing this assert in 4.8.1
two machines, each with different steam login.

after both connecting to the same game, typing netprofile in command line results in assert

Assertion failed: “Invalid interface for Steam P2P addresses” && 0 [File:…engine\source\runtime\online\onlinesubsystemsteam\private\IPAddressSteam.h] [Line: 72]

coming from FNetworkProfiler::TrackSocketSendTo > Destination.GetIp

is netprofile and steam supported in 4.8.1, or only starting at 4.9?

thanks

Hi hougant,

The bug mentioned above only occurs for me when attempting to run it on both Server and Client. There shouldn’t be any issues with netprofile or steam specifically in 4.8 otherwise. Please try the same thing in the 4.9 Preview 1, and let me know if you still have issues. Thanks!

I will report back after the official 4.9 release, (having some issues with disk space atm), in 4.8 tho there are seemingly problems when using steamworks and trying to run netprofile even on different computers on separate connections. Hopefully this is fixed in 4.9. Cheers!

Hey Ben,

We still have the issue with the .tmp not getting converted into a .nprof file.

Reason is that I had no connection between the two peers, so no info was gathered. But there’s now a crash, and it’s pretty obvious what’s going wrong here. In IPAddressSteam.h’s GetIp() function there’s simply a check that will always fail.

Hi Omberone,

Is it the same crash shown in the original post? If not, please open a new post in the Bug Reports section with as many details as possible, including dxdiag and crash log, and we’ll investigate further. Thanks!

I got the same issue with 4.10. When I run netprofile game crashes, only with steam, if I play a network game without steam everything goes well

Thanks Davixe! I was able to reproduce this in 4.10.1 as well, so it appears the bug has returned. I’ve entered a bug report for it (UE-24970), and I’ll update this post when I see any change in its status. Thanks for pointing this out to us!

Is there any update on this? this is still happening in 4.11.2, also, another bug appeared ([4.11.1] Network Profiler is Blank - Multiplayer & Networking - Unreal Engine Forums) and I couldn’t profile my game anymore :frowning:

Hi Davixe,

This bug is still under assessment by the development staff. Unfortunately, I do not have a timeframe of when a fix will be implemented.

@Adam Davis @Ben Halliday

Any update on this? Having the exact same issue - same assertion in logs:

Assertion failed: “Invalid interface for Steam P2P addresses” && 0

Using 4.12.4.

We are in early access and the netprofiler is vital for us.

Hi jengholm,

It looks like a separate fix in 4.13 has fixed this error. If you experience this error when 4.13 is live, please post back here and we will have another look.

@Adam Davis

I appreciate the reply. Do you have a commit number for the fix? I could not locate a relevant commit. (Referenced UE-24970 and also the files in question).

I only ask because I want to pull the fix in locally as our timeline might not allow us to wait for 4.13

Thanks again (and thank you in advance).

Hi jengholm,

Unfortunately, it looks like a separate fix addressed this error as well, but it isn’t definitive which fix it was. I do not have a specific commit available on this fix.

@Adam_Davis, we’re getting this exact crash on 4.14, can you take a look and see if something returned?

@Adam Davis @Ben Halliday, we’re getting this exact crash on 4.14, can you take a look and see if something returned?