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anyone having same issue where the agent not able to connect to the falken service? #39

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MoSyazwan opened this issue May 11, 2022 · 5 comments

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@MoSyazwan
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it shows error, failed to connect to all addresses.

a couple of months ago it works fine. until today i was about to run back the falken, i got this error, tried on multple pc still getting the same result. suspect is the windows update causing this.

@remitolb
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@MoSyazwan Is the logger saying something like

CreateBrain failed with status: failed to connect to all addresses.
UnityEngine.Debug:LogError (object)
Falken.Log/Logger:LogMessage (FalkenInternal.falken.LogLevel,string,intptr) (at Assets/Falken/Scripts/Log.cs:164)
FalkenInternal.falken.Service:CreateBrain (string,FalkenInternal.falken.BrainSpecBase) (at Assets/Falken/Scripts/Gen/falken/Service.cs:81)
Falken.Service:CreateBrain (string,Falken.BrainSpecBase,System.Func`2<FalkenInternal.falken.BrainBase, Falken.BrainBase>) (at Assets/Falken/Scripts/Service.cs:114)
Falken.Service:CreateBrain<HelloBrainSpec> (string) (at Assets/Falken/Scripts/Service.cs:168)
HelloFalkenPlayer:CreateOrLoadBrain () (at Assets/HelloFalken/Scripts/HelloFalkenPlayer.cs:251)
HelloFalkenPlayer:OnEnable () (at Assets/HelloFalken/Scripts/HelloFalkenPlayer.cs:119)

I am suffering from the same error when trying to run the demos.
I tried on Linux and Windows 11, but the issue was just the same. No idea how to solve it.
What is your OS info?

@MoSyazwan
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@MoSyazwan Is the logger saying something like

CreateBrain failed with status: failed to connect to all addresses.
UnityEngine.Debug:LogError (object)
Falken.Log/Logger:LogMessage (FalkenInternal.falken.LogLevel,string,intptr) (at Assets/Falken/Scripts/Log.cs:164)
FalkenInternal.falken.Service:CreateBrain (string,FalkenInternal.falken.BrainSpecBase) (at Assets/Falken/Scripts/Gen/falken/Service.cs:81)
Falken.Service:CreateBrain (string,Falken.BrainSpecBase,System.Func`2<FalkenInternal.falken.BrainBase, Falken.BrainBase>) (at Assets/Falken/Scripts/Service.cs:114)
Falken.Service:CreateBrain<HelloBrainSpec> (string) (at Assets/Falken/Scripts/Service.cs:168)
HelloFalkenPlayer:CreateOrLoadBrain () (at Assets/HelloFalken/Scripts/HelloFalkenPlayer.cs:251)
HelloFalkenPlayer:OnEnable () (at Assets/HelloFalken/Scripts/HelloFalkenPlayer.cs:119)

I am suffering from the same error when trying to run the demos. I tried on Linux and Windows 11, but the issue was just the same. No idea how to solve it. What is your OS info?

yup same error. im on windows 10 pro.

it works like a couple of months ago, didnt do any changes on the environment. even tried on another pc with also giving the same error. :( im out of idea.

@Pikachuxxxx
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Even I got this issue all of a suddenly 20 days ago it was working fine now it's all messed up! I'm using it with Godot Engine via gdnative and C++ sdk

here is the log that I have, looks like some SSL issues idk if this is helpful

Running: C:/Dev/Game Engines/godot/bin/godot.windows.tools.64.exe --path C:/Dev/Game%20Engines/godotnative/falken_gn/FalkenGame --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 11456 --position 2368,240
Godot Engine v3.3.5.rc.custom_build.77d041258 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 2060/PCIe/SSE2
OpenGL ES Batching: ON

Created falken session!
E0522 20:47:33.635000000 15388 ssl_transport_security.cc:1395] Handshake failed with fatal error SSL_ERROR_SSL: error:1000007d:SSL routines:OPENSSL_internal:CERTIFICATE_VERIFY_FAILED.
[Falken] ERROR: CreateBrain failed with status: failed to connect to all addresses.
Created Brain : CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] falken::Session::StartEpisode
[1] falken::Session::StartEpisode
[2] FalkenManager::Init (C:\Dev\Game Engines\godotnative\falken_gn\src\falken_manager.cpp:21)
[3] godot::PlayerController::_init (C:\Dev\Game Engines\godotnative\falken_gn\src\player_controller.cpp:21)
[4] godot::_godot_class_instance_func<godot::PlayerController> (C:\Dev\Game Engines\godotnative\falken_gn\godot-cpp\include\core\Godot.hpp:92)
[5] NativeScript::instance_create (C:\Dev\Game Engines\godot\modules\gdnative\nativescript\nativescript.cpp:222)
[6] Object::set_script (C:\Dev\Game Engines\godot\core\object.cpp:1027)
[7] Object::set (C:\Dev\Game Engines\godot\core\object.cpp:433)
[8] SceneState::instance (C:\Dev\Game Engines\godot\scene\resources\packed_scene.cpp:217)
[9] PackedScene::instance (C:\Dev\Game Engines\godot\scene\resources\packed_scene.cpp:1706)
[10] Main::start (C:\Dev\Game Engines\godot\main\main.cpp:1959)
[11] widechar_main (C:\Dev\Game Engines\godot\platform\windows\godot_windows.cpp:160)
[12] _main (C:\Dev\Game Engines\godot\platform\windows\godot_windows.cpp:184)
[13] main (C:\Dev\Game Engines\godot\platform\windows\godot_windows.cpp:196)
[14] __scrt_common_main_seh (d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[15] BaseThreadInitThunk
-- END OF BACKTRACE --

@antitheos
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ran into this issue as well
the code ships with default SSL certs found at /falken/Service

  • cert.pem
  • key.pem

those two need to be recreate.
depending on your platform you can recreate these files.
here is a an example link https://www.digicert.com/kb/ssl-support/pem-ssl-creation.htm

hope this helps

@scotty007
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As @antitheos pointed out, recreating the cert/key fixes the SSL issue.
I just deleted the two files (in the service folder). They are recreated by the service launcher when missing.
Don't forget to regenerate/update the SDK config JSON file.

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