"repetier communication timeout reset send buffer block"
windows 10
repetier 2.1.3
printrbot simple pro (lastest firmware)
usb
just started giving me this error last week.
was only doing it after @pause.. i removed the next line that changed the temp and that fixed it for one print
printed sucessfuly last nite. turned off printer, left repetier open, changed nothing, errored out again this morning.
rebooted everybody and it seemed to work on a 1/3 scale of stl.. ..YET... half way thru a full scale ... errored out again!!!
repetier 2.1.3
printrbot simple pro (lastest firmware)
usb
just started giving me this error last week.
was only doing it after @pause.. i removed the next line that changed the temp and that fixed it for one print
printed sucessfuly last nite. turned off printer, left repetier open, changed nothing, errored out again this morning.
rebooted everybody and it seemed to work on a 1/3 scale of stl.. ..YET... half way thru a full scale ... errored out again!!!
Comments
1. Firmware hangs/takes long when not expected.
2. Communication error caused the "ok" returned by firmware to be received as "o" or "k" or something other. So host does not know it can send next line and then it times out - assumes that exactly that happened and continues sending commands. But it continues the print after timeout seconds.
WIthout seeing an unfiltered log around the problem part I can not say more.
Happens the same to me.
I was printing iwth no problems. And now my prints just stops randomly. (now its in the first 10 minutes)
Here is a log.. what can it be? it was working propperly..
I deleted some lines of the:
because it was too long.
No chagnes were made. Now I have formated windows and installed Win7 again. Installed drivers, installed last version of repetier... and tried to connect... I got the "timeout" message again.. but it connected later...
I got this log:
12:53:03.050 : OpenGL version:4.6.0 NVIDIA 425.31
12:53:03.050 : OpenGL extensions:GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
12:53:03.050 : OpenGL renderer:GeForce GTX 650/PCIe/SSE2
12:53:03.050 : Using fast VBOs for rendering is possible
12:54:42.847 : Printer reset detected - initalizing
12:54:42.894 : start
12:54:42.894 : echo: External Reset
12:54:42.894 : Marlin 1.0.1 RRP
12:54:42.894 : echo: Last Updated: 2014-07-05-Lankeda-i3 | Author: Sim Wang
12:54:42.894 : echo: Free Memory: 11513 PlannerBufferBytes: 1232
12:54:42.894 : echo:Stored settings retreived:
12:54:42.894 : echo:Steps per unit:
12:54:42.894 : echo: M92 X100.000 Y100.000 Z2560.000 E100.000
12:54:42.894 : echo:Maximum feedrates (mm/s):
12:54:42.894 : echo: M203 X300.000 Y300.000 Z3.000 E45.000
12:54:42.894 : echo:Maximum Acceleration (mm/s2):
12:54:43.003 : ?start
12:54:43.003 : echo: External Reset
12:54:43.003 : Marlin 1.0.1 RRP
12:54:43.003 : echo: Last Updated: 2014-07-05-Lankeda-i3 | Author: Sim Wang
12:54:43.003 : echo: Free Memory: 11513 PlannerBufferBytes: 1232
12:54:43.003 : echo:Stored settings retreived:
12:54:43.003 : echo:Steps per unit:
12:54:43.003 : echo: M92 X100.000 Y100.000 Z2560.000 E100.000
12:54:43.003 : echo:Maximum feedrates (mm/s):
12:54:43.003 : echo: M203 X300.000 Y300.000 Z3.000 E45.000
12:54:43.003 : echo:Maximum Acceleration (mm/s2):
12:54:43.003 : echo: M201 X800 Y50 Z30 E250
12:54:43.019 : echo:Acceleration: S=acceleration, T=retract acceleration
12:54:43.019 : echo: M204 S1000.000 T1000.000
12:54:43.019 : echo:Advanced variables: S=Min feedrate (mm/s), T=Min travel feedrate (mm/s), B=minimum segment time (ms), X=maximum xY jerk (mm/s), Z=maximum Z jerk (mm/s), K=advance_k
12:54:43.019 : echo: M205 S0.000 T0.000 B20000 X15.000 Z0.400 E15.000
12:54:43.019 : echo: M206 X0.000 Y0.000 Z0.000
12:54:43.019 : echo: M208 X210.000 Y210.000 Z160.000
12:54:43.019 : echo:PID settings:
12:54:43.019 : echo: M301 P12.000 I2.200 D80.000 W125
12:54:43.019 : echo:Thermistor settings: M304 Hh Bb Rr Tt, H0=Bed, H1..n=nozzle, b=thermistor beta value, r=series resistor, t=thermistor resistance as 25C
12:54:43.019 : echo: M304 H0
12:54:43.019 : B3960 R10000 T100000 M304 H1
12:54:43.019 : B3960 R10000 T100000
12:54:43.019 : FPU Enabled no
12:54:45.363 : transform correction not enabledecho:SD init fail
12:54:45.410 : FIRMWARE_NAME:Marlin V1; Sprinter/grbl mashup for gen6 FIRMWARE_URL:http://www.mendel-parts.com PROTOCOL_VERSION:1.0 MACHINE_TYPE:Mendel EXTRUDER_COUNT:1
12:54:45.441 : X:0.000Y:0.000Z:0.000E:0.000 Count X:0.000Y:0.000Z:0.000
12:54:45.441 : echo:Active Extruder: 0
12:55:29.253 : Communication timeout - reset send buffer block
12:56:17.457 : Error:checksum mismatch, Last Line:15
12:56:17.457 : Resend:16
The thing is that the timeout message keeps showing after a windows reinstallation... I will check printing something to see if it stops randomly again and I will post updates. Thank you!
In my case the problem was "solved" by installing everything from zero. I say "solved" because its been 4 hours and printing with no problem. Last time I couldnt print even for 10 minutes...
before formating my computer I had installed Prusa drivers from the official website and a lot of drivers from other webs. And it worked for 2 days and then the problems started to show. Now its fixed i think (and I use USB from the back. Not anymore the USB in front the pc)
Regards.
One thing you can do is using an old unused computer and install linux on it. Then install Repetier-Server to it to communicate with the printer. Host can communicate with server so you can still print using host. But communication will happen through linux with linux usb serial drivers. In case that is the problem with windows it would solve the communication problem. Plus you can stop host and print will continue as server will do the printing.
If you get a timeout that means server did not see the "ok" from firmware that it received a command. Server buffers commands send and removes them internally when firmware says it was received. After the timeout server assumes a communication error on "ok" and resets this internal buffer and continues sending. So if the problem was just a communication error the print will then continue. Nothing to do here.
Only if the problem is that the communication is blocked for some reason between printer and firmware you might test to deactivate and activate printer or shut down printer and unplug usb and reconnect again to get it running.
For me, this happens at random places (printing [or should I say TRYING to print] the same GCode file).
I understand what you're saying about not seeing "OK" response from the printer firmware, but I don't know how to debug this issue any further?
I'm running Repetier Host on a Windows-10 (64-bit) machine, and I've disabled the USB sleep in the power settings...
I've cranked the BAUD rate down to 38400, no change:
Note: On LCD screen (on printer), It showed: X=136.73, Y=186.65.
I'll admit, I don't know it that shows where it IS, or where it's GOING, but that's when it went out to lunch!
You see after 40 seconds there was still no ok received from printer.
12:35:29.035 : Serial com error:System.IO.Ports.SerialErrorReceivedEventArgs
Was that you resetting the printer 3 minutes later?
So problem is we are not receiving any data any more. When it worked again after reset you have restarted the component/driver that was responsible for the locking.
What serial communication chip are you using? You should see it in hardware manager for com port for example. Especially fake FTDI drivers are known to make problems since the official driver tries to block them. They have changed strategy a few times so not sure what the current drivers would do to fakes now. But only if it is ftdi at all. There are many others as well.