ResendPackets()
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Re: ResendPackets()
On my server, I receive a 04 00 00 11 XX XX style of packet when I start dropping packets. When I get home and settled tonight, I'll post my server log and a Raw Cap screenshot. It's very consistent that I see this 04 00 packet. The server also reports it as such: Unknown OpCode 0x0400 (1024) received, blah blah.
Re: ResendPackets()
that 04 00 is just the size of the packet.
Re: ResendPackets()
[quote="John Adams"]One other thing I had thought of last night, in a sorta "duh" moment; why are we not asking these disco victims to log into NT using the collector? Would that help diagnose what THEY are seeing? And secondly, is there anything we can add to the world code (or outside, wire shark?) that can capture a days worth of logging packets to World, which we can then compare to collected logs to get a better idea of the communication breakdowns?[/quote]
This is a fantastic idea! I was thinking along the same lines that perhaps NT could run a packet log, but we would have to figure out how to shrink it considerably, or only start it when a LOG_ERROR(LOG_DATABASE, type call is made or by Console Command (Collect Start).
Perhaps WPE Pro has options which can make this more sustainable for NT, but I've never used it before.
This is a fantastic idea! I was thinking along the same lines that perhaps NT could run a packet log, but we would have to figure out how to shrink it considerably, or only start it when a LOG_ERROR(LOG_DATABASE, type call is made or by Console Command (Collect Start).
Perhaps WPE Pro has options which can make this more sustainable for NT, but I've never used it before.
Re: ResendPackets()
I thought the first 2 bytes were the PROTOCOL_OPCODE? The entire data section of the packet, as captured by RawCap, is 04 00 00 11 XX XX.
Re: ResendPackets()
Fix for Out of Sync Packets.
Issue caused by the ResendPackets function using the same function as the "send normal sequenced packets" function (HandleWriteHelper). HandleWriteHelper, at the end of the function, pops an element off the "outgoing" deque, which contains all the queued packets. This is intended for regular sequenced packets, but it was also popping the regular packets off when it ran the ResendPackets process, and this is bad. Added a bool to the function to differentiate the caller, be it ResendPackets or HandleWrite.
This fixed ALL spammy messages for me. Test away on NT. You should enjoy a red-free console (at least from packet spam).
Issue caused by the ResendPackets function using the same function as the "send normal sequenced packets" function (HandleWriteHelper). HandleWriteHelper, at the end of the function, pops an element off the "outgoing" deque, which contains all the queued packets. This is intended for regular sequenced packets, but it was also popping the regular packets off when it ran the ResendPackets process, and this is bad. Added a bool to the function to differentiate the caller, be it ResendPackets or HandleWrite.
This fixed ALL spammy messages for me. Test away on NT. You should enjoy a red-free console (at least from packet spam).
- John Adams
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Re: ResendPackets()
Holy crap, you are a God. Pushing to NT immediately
Sorry duration-testers reset that clock!
Sorry duration-testers reset that clock!
- John Adams
- Retired
- Posts: 4582
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
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Re: ResendPackets()
What ever you did, I now believe in Miracles. People who frequently spammed out and got kicked, have been online for hours.
You deserve a day off. Starting at 12a this morning... so you got 8 hours left. Enjoy it.
You deserve a day off. Starting at 12a this morning... so you got 8 hours left. Enjoy it.
- John Adams
- Retired
- Posts: 4582
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: ResendPackets()
Not sure if this qualifies as a ResendPackets() revival, but I am watching a player attempting to log in now, and seeing them get into the world, type a few .dot commands, then disconnect abruptly. It's not so much the disconnect as the series of messages in the console:
19:14:52.131 D Command Player 'Freddy' set .speed to 1500 19:15:57.199 I UDP Client from 97.86.226.0:59900 set to disconnect : Timeout 19:15:57.449 I UDP Client from 97.86.226.0:59883 set to disconnect : Timeout 19:15:59.227 I UDP Client from 97.86.226.0:59900 has been removed. 19:15:59.258 I Chunk Starting chunk shutdown timer for Isle of Dawn. 19:15:59.477 I UDP Client from 97.86.226.0:59883 has been removed. 19:16:00.647 D Char Saving character 'Freddy Hill' (656) 19:16:00.662 D Char Saved successful for character 'Freddy Hill' (656) 19:16:10.350 I UDP New client connected from 97.86.226.0:59883 19:16:10.350 I UDP New client connected from 97.86.226.0:59900 19:16:10.350 D UDP Filtered out a duplicate packet bunch. Sequence=0xEE00. 19:16:10.412 I Chunk Chunk shutdown cancelled for Isle of Dawn. 19:17:15.278 I UDP Client from 97.86.226.0:59900 set to disconnect : Timeout 19:17:15.528 I UDP Client from 97.86.226.0:59883 set to disconnect : Timeout 19:17:17.306 I UDP Client from 97.86.226.0:59900 has been removed. 19:17:17.556 I UDP Client from 97.86.226.0:59883 has been removed. 19:17:22.392 I Chunk Starting chunk shutdown timer for Isle of Dawn. 19:17:36.807 I UDP New client connected from 97.86.226.0:59883 19:17:36.807 I UDP New client connected from 97.86.226.0:59900 19:17:36.869 I Chunk Chunk shutdown cancelled for Isle of Dawn. 19:18:17.133 I UDP Client from 97.86.226.0:59900 set to disconnect : Timeout 19:18:19.161 I UDP Client from 97.86.226.0:59883 set to disconnect : Timeout 19:18:17.383 I UDP Client from 97.86.226.0:59900 has been removed. 19:18:21.657 I UDP Client from 97.86.226.0:59883 has been removed. 19:18:24.231 I Chunk Starting chunk shutdown timer for Isle of Dawn.Seems a whole hell of a lot of disconnecting going on for 1 client connection. Unless of course those "New client connected" messages are my favorite issue of all time; character-at-login-still-in-the-world :p