Trouble with "retrieve address family (-22)" on getting started project

Hi,
i’ve have a strange problem with building the getting started project…
When i try to build and launch the project i’m unable to use input.
On the console there are these messages:

INFO:DLIB: SSDP: Started on address 192.168.1.7
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to send to remote host, unsupported address family!
WARNING:DLIB: Failed to send announce message (-2)
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to send to remote host, unsupported address family!
WARNING:DLIB: Failed to send announce message (-2)
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to send to remote host, unsupported address family!
WARNING:DLIB: Failed to send announce message (-2)
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to retrieve address family (-22): NOTSOCK
ERROR:DLIB: Failed to send to remote host, unsupported address family!
WARNING:DLIB: Failed to send announce message (-2)
INFO:DLIB: SSDP: Done on address 192.168.1.7

This problem doesn’t exist if i build and launch project as HTML.

I’ve searched in this forum for a solution, so i’ve already tried to:

  1. Run Defold as admin
  2. Unzip Defold folders into user folder instead of C:/
    3)reset my TCP/IP module with netsh winsock reset
    4)check firewall restrictions

I’m using win10 if this info should be useful…

Thanks in advance,

Salvatore

Hello!

These errors occurs due to changes in the network implementation to support IPv6. As far as we’ve seen they shouldn’t affect anything in the editor or the engine, but are just cosmetic problems. I’ve been on vacation but will make sure to look into it during this week.

// Jakob

Hello!
Thanks for answer but this isn’t only a cosmetic problem because i can’t using input…
If i build and launch the project i can’t interact with game using keyoard or mouse but if i build HTM or generate apk file i can to interact with game.

This is so annoying if would to test some iussue with console because in the HMTL build and apk i can’t see the console output ^^"

Best,
Salvatore

Hmm, that is strange. The messages you see (should) have nothing to do with the input handling, they occur because a broadcast is attempted on a network interface that is neither of the IPv4 or IPv6 family.

Could your input problems be caused by something else, like having an input trigger for touch but not for mouse perhaps?

Uhm… nope because in HTML build it works perfectly. Only “classic” building cause this iussue

This is my input mapping:

And these are the functions for input:

local function jump(self)
– il salto da terra è sempre permesso
if self.ground_contact then
self.velocity.y = jump_takeoff_speed
end
end

local function abort_jump(self)
– blocco il salto se stiamo saltando
if self.velocity.y > 0 then
self.velocity.y = self.velocity.y * 0.5
end
end

function on_input(self, action_id, action)
if action_id == hash(“jump”) or action_id == hash(“touch”) then
if action.pressed then
jump(self)
elseif action.released then
abort_jump(self)
end
end
end

I don’t think that the problem is in one of these elements…

Hi,
Not sure if this could be the cause, but both your inputs are mapped on “jump” in the input binding file. Maybe try a different name for one of them, I see you’re testing for “touch” in your code.

Hope this helps. Also, I have the same warnings in my editor and everything seems to work okay.
Cheers!

Hi,
thank you very much… Changing jump into touch it works properly…
But why in HTML build it works also with both input with same name?

Thank you again!

This I can’t say… Maybe the way it overrides an input with similar name is different in the HTML build, maybe it ignores the touch inputs… I don’t know :slight_smile:

Have fun!

1 Like

You should make a binding for MOUSE_BUTTON_LEFT (or MOUSE_BUTTON_1) to action “jump” since according to the manual on Mouse triggers:

“Currently, MOUSE_BUTTON_LEFT (or MOUSE_BUTTON_1) input actions are sent for single touch inputs as well.”

The binding you have made for multi-touch (which is different from touch) will interfere with the KEY_SPACE binding to the same action. If you are not using multi touch then please remove that binding. And if you intend to use multi-touch, then I don’t recommend that you map it to the same action as some other input.

I think we could do an even better job of documenting this. Also, it seems as though there’s a difference between for instance the HTML5 build and the desktop build in respect to the issue mentioned by the OP. @sicher and @Ragnar_Svensson

3 Likes

oh! thank you for expanation! This is very clear :slight_smile:

1 Like

The NOTSOCK problem has been resolved now and should make it to the 1.2.87 release.

The problem occurs when there is a network interface available that neither has an IPv4 address or an IPv6 address associated with it (such as a disconnected interface). The only effect of the bug has been the NOTSOCK error messages and no functionality has been negatively impacted, though these error messages has caused some unnecessary confusion.

Regards,
Jakob

3 Likes

Oh! Thank you for the news!

1 Like

There is a known bug that you cannot have touch triggers with the same name as any other input binding. It’s fine to have a key binding “jump” and a gamepad binding “jump” too but this does not work for touch input, unfortunately. DEF-1855