ERROR:DLIB: Failed to call GetAdaptersAddresses. Buffer too small (SOLVED)

I am trying to run an older Defold project and I get his error on the console:
ERROR:DLIB: Failed to call GetAdaptersAddresses. Buffer too small.

Any ideas how to fix this?

Thanks.

The problem happens on Windows right? And it is network related. It can either be caused by the editor to engine discovery service (for hot reload) or from a call to sys.get_ifaddrs().

Yes it is on Windows version 1909.
Is there any way to configure the network discovery service in Defold?
Or the buffer size referred in the error message?

Good news: the error message strangely disappeared today without any change in the software environment.

Bad news: the error appeared again. My environment did not change, don’t know what triggers this error

Are you calling this function?

Or does it happen when you build and run any project? Even an empty one?

Does your application crash or is it running but with errors in the console?

The error appears when I try to build my (non empty) app.
My app does not crash, it seems to run correctly, but this error is thrown onto the console every few seconds while it runs.

I am not using sys.get_ifaddrs()

Microsoft about GetAdaptersAddresses function: ā€œThe recommended method of calling the GetAdaptersAddresses function is to pre-allocate a 15KB working buffer pointed to by the AdapterAddresses parameter. On typical computers, this dramatically reduces the chances that the GetAdaptersAddresses function returns ERROR_BUFFER_OVERFLOWā€
Maybe worth checking in Defold source?

1 Like

The error comes up in the empty ā€œMobile gameā€ factory example.

Console output:

INFO:DLIB: Log server started on port 62333
INFO:ENGINE: Engine service started on port 62334
INFO:ENGINE: Defold Engine 1.2.167 (96f7a5e)
INFO:ENGINE: Loading data from: build/default
INFO:ENGINE: Initialised sound device ā€˜default’

ERROR:DLIB: Failed to call GetAdaptersAddresses. Buffer too small.

Problem solved: The error only appears while my computer is connected to a company VPN. If I disconnect from this VPN, the error disappears.
Bjƶrn, thanks a million for the support!

1 Like

And we actually us a 32k buffer for this.

I don’t think it’s worth spending time investigating as it’s not preventing the game from running.

Regarding the buffer, we currently use 32kb, but I’m also changing it to find out dynamically how much memory it needs. That way, it should work better for all those ppl working from home, using vpn’s :slight_smile:

1 Like