There was an issue that devn00b and I had noticed when we tried /camping, we intermittently found world stopped responding to login server and couldn't use it anymore would have to restart the world. This issue was present prior to the EQStream updates made the other day, so it requires some additional changes.
On the plus side this includes some of the code I integrated into eqemu for client retry logic, when the client is far away (physical location from server), sometimes the first UDP SessionResponse packet to the client doesn't make it causing limbo because we didn't accept another SessionRequest packet to come in to restart the cycle.
http://cutpon.com:3000/devn00b/EQ2EMu/c ... f893830fdc
Character camping caused world to hang, stop communicating to loginserver (fix)
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Cadimiom
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Jabantiz
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Re: Character camping caused world to hang, stop communicating to loginserver (fix)
Is this the issue where world seems to randomly loose connection from login but eventually reconnects? If so I would never have thought it was related to camping.
Thanks for the fixes, it is committed and live on the emu server.
I assume this is where you get stuck at the trying loginserver 1 pop up when initially logging in? That happens all the time on live as well (at least for me) so would be nice to finally have that gone.Cadimiom wrote: Thu Mar 05, 2020 12:48 pm On the plus side this includes some of the code I integrated into eqemu for client retry logic, when the client is far away (physical location from server), sometimes the first UDP SessionResponse packet to the client doesn't make it causing limbo because we didn't accept another SessionRequest packet to come in to restart the cycle.
Thanks for the fixes, it is committed and live on the emu server.
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Cadimiom
- Team: Zombie
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Re: Character camping caused world to hang, stop communicating to loginserver (fix)
In our situation the world server never reconnected. It went into a stupor. The camping process though, when we disconnect, causes the client to send a lot of OP_OutOfSession to the world server (after the client is back to the Login Server..)... This is what lead me to try to add some additional changes into EQStream (which are already part of EQEmu). To be honest the EQStream here is about 12 years out of date to what EQEmu is currently using. The only difference is some offset handling with the packets and crypto in EQ2 is RC4, but it is very identical (since eq2emu derives from eqemu obv)Jabantiz wrote: Thu Mar 05, 2020 3:54 pm Is this the issue where world seems to randomly loose connection from login but eventually reconnects? If so I would never have thought it was related to camping.
This would happen on any initial connection to an emulator server. So Login Server could do this also. Pretty much Client sends OP_SessionRequest to start its UDP exchange, server replies OP_SessionResponse, client never gets it (its UDP, we are unreliable, we can fail). An attempt to send a new OP_SessionRequest by the client would be rejected by the EQStream design, so the client would have to tear down and it likely in EQ2's case be returned to the Login Server (if trying to play into world) or if Login Server failed, you probably just hang on 'trying to login to server...'.Jabantiz wrote: Thu Mar 05, 2020 3:54 pm I assume this is where you get stuck at the trying loginserver 1 pop up when initially logging in? That happens all the time on live as well (at least for me) so would be nice to finally have that gone.
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