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ResendPackets()

Closed Server Bugs

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Lokked
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Re: ResendPackets()
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Post by Lokked » Wed Jan 14, 2015 4:49 pm

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.
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Xinux
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Re: ResendPackets()
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Post by Xinux » Wed Jan 14, 2015 4:53 pm

that 04 00 is just the size of the packet.
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Lokked
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Re: ResendPackets()
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Post by Lokked » Wed Jan 14, 2015 4:53 pm

[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.
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Lokked
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Re: ResendPackets()
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Post by Lokked » Wed Jan 14, 2015 4:54 pm

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.
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Lokked
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Re: ResendPackets()
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Post by Lokked » Thu Jan 15, 2015 12:56 am

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).
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John Adams
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Re: ResendPackets()
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Post by John Adams » Thu Jan 15, 2015 9:04 am

Holy crap, you are a God. Pushing to NT immediately

Sorry duration-testers reset that clock!
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John Adams
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Re: ResendPackets()
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Post by John Adams » Thu Jan 15, 2015 3:19 pm

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.
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Volt
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Re: ResendPackets()
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Post by Volt » Thu Jan 15, 2015 11:01 pm

Awesome Lokked and Xinux!
"Gaze in amazement adventurer"
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John Adams
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Re: ResendPackets()
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Post by John Adams » Tue Feb 03, 2015 7:23 pm

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
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