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April 16th, 2021, 09:09 #1
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Hash mismatch warnings in console.log
One of my players got a freight because of the console popping up. I explained he can open or close it as needed, but did take another look in the log itself. There are a few "Hash mismatch"-warnings in there which I don't understand. What do they signify and how to solve it? Add the features again?
[4/16/2021 8:04:56 AM] [WARNING] Hash mismatch: client.xml@5E Effects Coding - Class Features
[4/16/2021 8:04:58 AM] MEASURE: MODULE LOAD - 1.2739702 - 5E Effects Coding - Class Features
[4/16/2021 8:04:58 AM] NETWORK RECV FILE: client.xml@5E Effects Coding - Class Features (1482884)
[4/16/2021 8:05:00 AM] MEASURE: MODULE LOAD - 2.0373317 - D&D Tasha's Cauldron of Everything - Players
[4/16/2021 8:05:00 AM] [WARNING] Hash mismatch: client.xml@5E Effects Coding - Spells
[4/16/2021 8:05:01 AM] MEASURE: MODULE LOAD - 1.4441215 - 5E Effects Coding - Spells
[4/16/2021 8:05:01 AM] NETWORK RECV FILE: client.xml@5E Effects Coding - Spells (1404805)
[4/16/2021 8:05:01 AM] MEASURE: MODULE LOAD - 0.0119885 - D&D Volo's Guide to Monsters - Maps
[4/16/2021 8:05:01 AM] NETWORK SEND FILE REQUEST: client.xml@DD Xanathar's Guide to Everything Players
[4/16/2021 8:05:02 AM] MEASURE: MODULE LOAD - 0.1927373 - In Vino Gigantus
[4/16/2021 8:05:02 AM] [WARNING] Hash mismatch: client.xml@5E Items Effects Coding - Weapons
[4/16/2021 8:05:02 AM] MEASURE: MODULE LOAD - 0.5658208 - 5E Items Effects Coding - Weapons
[4/16/2021 8:05:02 AM] NETWORK RECV FILE: client.xml@5E Items Effects Coding - Weapons (517788)
[4/16/2021 8:05:02 AM] MEASURE: MODULE LOAD - 0.0139182 - Tool Proficiencies as Skills
[4/16/2021 8:05:03 AM] MEASURE: MODULE LOAD - 0.6766729 - UM Gemstones with Tables
[4/16/2021 8:05:03 AM] MEASURE: MODULE LOAD - 0.4347519 - D&D Volo's Guide to Monsters - Players
[4/16/2021 8:05:03 AM] MEASURE: MODULE LOAD - 0.0119577 - Zinderende Zomer Zessies
[4/16/2021 8:05:06 AM] [WARNING] Hash mismatch: client.xml@DD Xanathar's Guide to Everything Players
[4/16/2021 8:05:10 AM] MEASURE: MODULE LOAD - 3.2168515 - D&D Xanathar's Guide to Everything - Players
[4/16/2021 8:05:10 AM] NETWORK RECV FILE: client.xml@DD Xanathar's Guide to Everything Players (2922438)
[4/16/2021 8:07:06 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[4/16/2021 8:07:06 AM] [ERROR] Script execution error: [string "chareffectlist"]:113: attempt to compare number with nil
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April 16th, 2021, 12:21 #2
They will probably go away if you click Force Update in the FG Updater.
However the real issue that caused it to pop up is:
[4/16/2021 8:07:06 AM] [ERROR] Script execution error: [string "chareffectlist"]:113: attempt to compare number with nil
Perhaps you're using an extension and need to update it?
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April 16th, 2021, 13:05 #3
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Uhm, I don't see a Force Update option. What am I overlooking? I have updated all my DMSguild extensions, and will do an update round on the Forum ones.
I'll ask for help for the [string "chareffectlist"]:113 at the author, providing the character XML with it.Last edited by Milmoor; April 16th, 2021 at 13:20.
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April 16th, 2021, 13:15 #4
I believe the hash mismatch warnings are an indication that the local copy of the module (either an installed module or a cached copy downloaded from the GM) are not the same as the GM version. The next line in the log shows that the data is downloaded from the GM to make sure that the player has the same version as the GM.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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April 16th, 2021, 15:49 #5
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That seems logical. I recently updated quite some addons. So a player connecting would need new version. Live and learn.
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April 16th, 2021, 16:00 #6
Players don't need the extensions or modules installed locally, as your computer sends them resources like that when they connect. They just have to have clicked update in the launcher if you have clicked update in the launcher.
However, I think what Trenloe is saying is that if they DO have the modules in their local folders it will check to make sure they are identical and use the local copy first if they are identical.
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April 16th, 2021, 16:03 #7
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They would need the modules, those are in the screenshot in the first post. I called those addons, which might be confusing.
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April 16th, 2021, 16:06 #8
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April 16th, 2021, 21:33 #9
Lesser Deity
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Basically they are using a different version of the effects coding extension module from the GM. I'm pretty sure that's one of Rob2E's from the DMs Guild. I'd ask the player to go and make sure he's using the latest versions. Or the GM needs to update if the player has a later version.
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April 17th, 2021, 07:47 #10
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I'm the GM. My players don't have personal modules or extensions. I'm using an ultimate license, and I'm the one who introduced them to FG. So the updating of the modules is a build in mechanism of FG after an update to the clients. Those do need it apparently. This will happen only once after I updated at my side.
I reported the last two lines to the extension author.
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