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NS_E_CHANGING_PROXY_PORT
Diagnosing NS_E_CHANGING_PROXY_PORT in Player settings or the playback graph
NS_E_CHANGING_PROXY_PORT (0xC00D10C1) is returned when code attempted to set a proxy port before selecting custom proxy mode.
Separate Network-object configuration, graph capabilities, graphics presentation, stream selection and COM ownership before changing playback content. This result identifies a narrower stage than the dialog text exposes, so preserve its operation before trying a workaround. In this case the rejected checkpoint is code attempted to set a proxy port before selecting custom proxy mode.
Configuration or graph boundary
AllStat already supplies the standard user-facing description for it; this custom block instead isolates the additional technical boundary. Earlier success in file lookup, network connection, parser creation or graph construction does not prove that the later the operation is valid.
Case-specific checkpoint: protocol, proxy mode, requested integer port and current host value. The controlled comparison for it is: switch only that protocol to custom, set a port in the valid TCP range and verify getProxyPort.
Closest distinction: A connect timeout means configuration was accepted and network use began.
State to capture before changing settings
| Capture | Why it matters for it |
|---|---|
| Object or resource | protocol, proxy mode, requested integer port and current host value |
| State snapshot | Record the Player openState/playState or operation phase, object identity and exact timestamp when this result was returned. |
| First lower result | Keep the earliest Win32, Winsock, COM, parser, codec, DRM or device result that appears before this result. |
| Comparison record | Use one known-good case that follows the same API, protocol and component path while changing only the rejected precondition. |
One-variable verification
- Freeze the current object state and collect protocol, proxy mode, requested integer port and current host value.
- Reproduce this result once without automatic retries or fallback applications.
- Change only one precondition: switch only that protocol to custom, set a port in the valid TCP range and verify getProxyPort.
- compare the first nested status and next Player event with the failed run.
- After testing it, restore the original configuration if the change was diagnostic only.
Reading the next state
| Retest outcome | Interpretation |
|---|---|
| Same it on the same object | The governing state or value is unchanged, or the caller is reusing an object created before the relevant change. |
| Fresh object succeeds | Lifetime, cached configuration or stale playlist/graph state contributed to it. |
| A later HRESULT appears | The rejected condition — code attempted to set a proxy port before selecting custom proxy mode — was cleared for it; diagnose the new code at its own layer. |
| Only one item or endpoint fails for it | The evidence favors resource-specific data, rights, routing or device state rather than a global Player failure. |
Actions that obscure the cause
- supplying the port as part of the proxy-name string.
- Do not discard the first occurrence by repeatedly invoking Play, open, save or retry; later events can replace its original state.
- do not publish credentials, private URLs, license material or complete protected-content headers; retain only redacted identifiers, lengths, hashes and protocol fields.
Technical references
- IWMPNetwork interface
- Network object
- Supported protocols and file types
- DirectShow filter graph
- Microsoft HRESULT registry
After it, a different downstream HRESULT is progress and should be recorded as a separate condition.
Looking for a different code? Search another status or error code.