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Roll20 freezing up as DM.

So, around 8 PM GMT+1 my DM (who lives in the UK) is having issues with roll 20. The entire thing freezes, they can click on the tokens, but nothing updates -- like health, their position, etc. They can't see anything that the players roll or any movement happening. We imagined this was an issue due to the coronavirus, but none of us in Sweden, Finland, Norway have any issues -- so are there connection issues in the UK when it comes to roll20 at around 8PM GMT+1? Any suggestions what the problem might be?
Hello Rafael (Teemu), Please have the DM carefully work through to the first three steps of our guide to Solving Technical Issues : Step 1: Make sure to use the right browser. Please check if these issues persist when using both Chrome and Firefox. Step 2: Ensure that there are no extensions/addons interfering with Roll20. Please disable all add-ons/extensions. Step 3: Clear your cache If none of the above succeeds, please have your DM thoroughly work through Step 4. (Don't forget the complete Console Log!) If you need additional information on how to capture a console log we have additional information here: Submitting a Console Log in Firefox Submitting a Console Log in Chrome Thank you! 
Our DM (who is also in the UK, oddly) is also having this. He has tested everything he can think of and none of the players (who are in the UK too) have the same issue. Every few seconds we have to wait while he reopens his browser and rejoins the session. It just froze up so fast that he hadn't even had the game fully load before it locked up again. He has tried clearing his cache, changing browsers (Firefox/Chrome), disabling plugins and a reboot. We disabled the new dynamic lighting a few days ago and have run sessions since with no problems until this afternoon. Running DotMM. I have pasted this thread to him and he'll send over a log when he can but wanted to say this is happening to more people.
Yuri's GM here. The problem is presenting in Chrome and Firefox. I have no plugins enabled and did a full reset of Firefox back to default settings (which clears cache and cookies) after the Lighting Issues I was having on Friday. I have tried with and without Hardware Acceleration enabled in case it is the lighting having an effect even though I have it turned off for the map. I cannot specifically trap the error happening as it is sporadic and unpredictable but this is the trace from the time the page was locked up as soon as I loaded in, the console was not open at the time the page started loading so I have probably missed the startup. I will attempt to cause it to happen again while logging after I have finished my game session. Firefox is my primary browser so the log from that browser: Content Security Policy: The page’s settings blocked the loading of a resource at inline (“script-src”). editor :12:1 Content Security Policy: The page’s settings blocked the loading of a resource at inline (“script-src”). editor :13:1 JQMIGRATE: Logging is active jquery.migrate.js :20:10 Content Security Policy: The page’s settings blocked the loading of a resource at inline (“script-src”). 3 jquery-1.9.1.js :1444:6 Content Security Policy: The page’s settings blocked the loading of a resource at inline (“script-src”). 3 jquery-1.9.1.js :1450:5 This page uses the non standard property “zoom”. Consider using calc() in the relevant property values, or using “transform” along with “transform-origin: 0 0”. editor CAMPAIGN ID: 4468572 startjs :15:9 RTCIceServer.url is deprecated! Use urls instead. 3 app.js :278 70 app.js :552:26453 TOUCH SUPPORTED: false app.js :554:15373 USING WEBGL ACCELERATION... app.js :554:15813 WEBGL STARTUP SUCCESS app.js :554:16286 Custom Sheet Translation app.js :556:17906 Loading Custom character sheet. app.js :574:12565 Including compendium template css. app.js :574:12682 tuts loaded tutorial_tips.js :7:10 Invalid URI. Load of media resource failed. editor unreachable code after return statement ffmpeg-worker-webm.3.js :153:13433 Starting up WEB WORKER sheetsandboxworker.js :682:10 unreachable code after return statement ffmpeg-worker-webm.3.js :164:111617 Final page load. app.js :563:18016 unreachable code after return statement ffmpeg-worker-webm.3.js :183:15520 Auth'ed. app.js :561:18867 Go post auth! app.js :561:19064 unreachable code after return statement ffmpeg-worker-webm.3.js :187:17706 unreachable code after return statement ffmpeg-worker-webm.3.js :187:19502 unreachable code after return statement ffmpeg-worker-webm.3.js :189:21299 unreachable code after return statement ffmpeg-worker-webm.3.js :190:21237 unreachable code after return statement ffmpeg-worker-webm.3.js :194:17922 unreachable code after return statement ffmpeg-worker-webm.3.js :194:39367 initial setup app.js :561:19201 unreachable code after return statement ffmpeg-worker-webm.3.js :197:71233 TypeError: window.currentPlayer is undefined Function" class="frame-link-source" draggable="false"> base.js :3:39 joining game... app.js :561:28321 Full load page! 40 app.js :558:21774 We have 75 pages app.js :561:20321 Player -LbIF8sC9kF5kB2FPgAc is offline... app.js :559:27707 Successfully compiled asm.js code (total compilation time 3123ms) ffmpeg-worker-webm.3.js Deferred finish joining... app.js :561:28411 Firebase Online app.js :552:28237 NS_ERROR_NOT_AVAILABLE: app.js :555 This site appears to use a scroll-linked positioning effect. This may not work well with asynchronous panning; see <a href="https://developer.mozilla.org/docs/Mozilla/Performance/ScrollLinkedEffects" rel="nofollow">https://developer.mozilla.org/docs/Mozilla/Performance/ScrollLinkedEffects</a> for further details and to join the discussion on related tools and features!
Update: He closed the debug log to continue the session and then it crashed again, without writing the extra report to the log. My poor DM is too depressed to continue.
I have just realised that I posted an update to this issue on a related thread by accident. Double posting so that the information sticks with the original issue of Roll20 Freezing up. -- REPOST -- Further observations from an absolutely lamentable session this evening. I have fully switched browsers to Chrome because it seems to perform better than Firefox at the moment and I thought things were going well for the first 5 minutes of my sessions. Then all the problems from the previous session came back. We are in room 30a of Level 10 of the Roll20 Dungeon of the Mad Mage module. My over confident players had alerted the entire room and were facing a horde, but I do not think the nature of the room nor the number of tokens is the issue as it presented multiple times in the following encounter in 26 with fewer tokens. The main symptom that I can diagnose is that my Canvas stops rendering I can tell the interaction engine is still processing events because I can select tokens in places where I cannot see tokens in my view port. Any panning or zooming is reflected on the position / length of the scrollbars, but the canvas jumps to the view it showed at the start of the operation. If I have a token selected at the time of failure I can type into the hit point box and alter HP, but the values do not change in my view (though they are persisted to the model as they are amended on refresh). I do not want to pop my console during play because I am recording the sessions, and after the game is over I am unable to replicate the problem so it must have something to do with concurrent actions happening from my 3 players and myself. During this session one of my players pointed out one token on the elevated ledge in 30a which did not appear on my screen, and I am certain from my console logs that there are at least 18 other lost tokens because I have that many resource load failures.&nbsp; (Could not load image from ...) However as my players cannot see the GM layer, the vanished ones could be hiding there in ambush. I am just throwing darts at the wall with ideas which I think might help but if any of the following could be implemented it might help: - A tool which iterates over every token on the canvas and adds one of the colour dots Status Icons to it so that the site is forced to render even if the token's image cannot be loaded (although this would break if your rendering step just borks and doesn't draw in the event of a resource load fail) - A list of all tokens on the map with the ability to click the list and cause the token to be selected in the canvas and the view port pulled to it. - A key bind to select next token and pull the view port to it. (this would be torturous to keep mashing given the large number of tokens, but at least it would mean no new UI to code in) - A catch for the URL load failure, which deletes the failing token from the database entirely. Harsh, but at this point I cannot see any of them so they might as well be deleted for all I care. Maybe these corrupted tokens are what is killing the canvas. I suspect a lot of these suggestions have been implemented by people with API access, but they would need giving to lesser GMs as, at this moment, I am having to tell my players I want to put my campaign on hold because I cannot face having to refresh the page once every 20 seconds and wait for everything to load up again only for it fail a few moments later.
I played as a PC in a game on Wednesday 15th, and DM'd a game tonight, and the same thing was happening (only to the DM in each case). It is as if the canvas freezes. If I have a token selected when it happens, and then scroll to move the canvas, the HP bubbles of the ican move as if i'm scrolling, but the image (including tokens) stays in place. also, if I zoom out, i can see the edges of the canvas 'cropping' the image that's frozen in place, and this then 'uncrops' when i zoom back in. all I could do was resart the browser every time it happened (maybe 15 - 20 times within two hours? I only had a couple of minutes with each reload, if that). For what it's worth, both me and my DM are based in the UK. He tried on firefox and chrome (saying firefox was slightly better), I didn't bother trying chrome since he had the issue on both
Progress on this issue: I've just been playing around and I think the trigger for the map locking up is using the hidden ruler tool. if not the only cause, it seems to happen every time i use it (just selecting it doesn't do anything, although the icon for it is missing from the toolbar)
I had also formed the same hypothesis as Beak previously, however I have since not used the ruler at all in three of my games and still suffered poor performance and lock ups. It does appear that the ruler speeds the occurrence of the issue, but I don't believe it is an exclusive cause, it simply adds another straw to the camel's back leading to a break.
One other observation I can make (which may be of no surprise to anyone) is that the problem only seems to manifest when there are players in the game. While running a solo GM only session Roll20 is far, far less responsive than it was last month, but it does at least respond and I suffer to no lockups. Once my three players join, even if I instruct them not to touch anything and just watch the show, Roll20 slows to an absolute crawl and sooner or later the canvas locks up.
Are you using the new Updated Dynamic Lighting?
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No, and more specifically I have never used the new lighting on this particular map. I enabled it on the previous floor of Undermountain and the unpredictability of it annoyed the party too much so we turned it off. I'm only using Legacy Lighting with Enforce Sightlines. No fog of war or advanced fog of war.
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I've just been footling around in the performance profiler in chrome and while I'm not familiar with your codebase so I cannot tell exactly what is happening. Chrome is warning that: Animation Frame Fired Warning Recurring handler took 94.47&nbsp;ms Total Time 94.47&nbsp;ms Self Time 0.11&nbsp;ms Callback ID 496 Pending for 1413.3&nbsp;ms Initiator Reveal Animation Frame Requested (anonymous) @ bundle.min.js:2 Which seems pertinent at explaining why Roll20 feels really unresponsive, a sensation which gets worse in the lead up to everything locking up. The lion's share of the time is in d20.canvas_overlay.redrawLighting, 2/3 of those 94ms . I have turned off the new enhanced lighting because it was being too problematic, so I assume this is still the old lighting code. Each individual lighting.compute is weighing in at 4ms but it is hitting the Foreach about 17 times. Oddly I had better performance in a room with 20 Troglodytes in it than I did in a room with 6 Troglodytes and a Troll, so raw numbers of tokens aren't the key. There weren't any fixed player visible light sources, just some monster tokens on the GM layer with built in light to represent their visibility radius. Sorry that this is so unspecific as to be nearly useless, I'm just fishing for anything I can offer to help you diagnose this problem because Roll20 is slowing to a crawl in general usage&nbsp;and frequently just locking up making it very difficult for me to keep my campaign running.
I had the same problem tonight while playing.&nbsp; Based out of Michigan, the problems started around 7:pm and persisted on and off until we finally quit around 8:pm.&nbsp; Fairly immersion breaking, and a bit frustrating.&nbsp; I am using the LMoP module and have a pro subscription.&nbsp; I have previously run the Master Returns (It ended about ten days ago) without any problems.&nbsp; The lag/freezing was so bad tonight one player was unable to pick up her token for over a minute.&nbsp;&nbsp;