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  #16  
Old 09-09-2008, 05:16 PM
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trevius
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This fix doesn't stop out of order packets from coming in, it just gives the server a way to handle them.

The out of order packets issue that fills the log files is something different. I find that it is normally caused by players with high latency, like from China. I don't think there is really any possibly solution to it, since it seems to be network related. Of course, I could always be wrong :P
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  #17  
Old 09-09-2008, 05:37 PM
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Quote:
Originally Posted by trevius View Post
Of course, I could always be wrong :P
I believe you to be correct. The packets are coming in out of order so it is a network issue. There isn't anything EQEmu can do besides deal with it. PEQ too sees the logs fills up from people that are in Asian countries, where there are fewer links to the rest of the world.
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  #18  
Old 09-09-2008, 08:56 PM
Congdar
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Hmm. OK. Well it is a wierd bug as the packet numbers increase a little bit but it isn't long before the numbers never change... like it's in a loop with the same packet number printed and not changing. Commenting out the logging would clear up the logs but I think it will still be looping and causing server/zone lag. Another reason I think a packet is stuck in a loop is that the logs continue to grow, even after the player has logged off the server. The code has a continue; statement... is there were a way to exit instead without causing too much of a hiccup in the network connection?
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  #19  
Old 09-09-2008, 11:23 PM
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I am guessing you are running a Windows Server?

I used to have it flood my logs insanely like that, but it was only on Windows. You should be able to edit your log.ini file to stop it from logging those types of errors. But, that doesn't exactly fix the problem. I did notice that Windows server have a major resource issue that builds up over time. I am fairly certain that the resource issue is tied to the player ghosting issue, which is probably the biggest problem with Windows servers. And, it is just a guess, but I am willing to bet that the error you are seeing is related to player ghosts. Player ghosts are characters that hang in the game after the player has logged off or exited EQ. I bet that if one of these issues are fixed that it will fix the other.
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  #20  
Old 09-10-2008, 10:40 AM
irv0
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Quote:
Originally Posted by Congdar View Post
I'm still seeing this error... Did this fix make it in? If it did, it wasn't the final solution :(

Tried to write a packet beyond the end of the queue!
Unfortunately the change I made won't (shouldn't, anyway!) have an effect on the issue you are seeing. As far as I can tell from a cursory look at the code, the "Tried to write a packet beyond the end of the queue" problem is related to server => client communications, whereas my change primarily affects client => server communications.
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