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Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself. |

09-12-2005, 06:57 AM
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Developer
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Join Date: Apr 2003
Posts: 589
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Well the TCPConnection::RecvData() error 10053 is the result of the winsock function WSAGetLastError() spitting out the following error:
WSAECONNABORTED
10053
Software caused connection abort.
An established connection was aborted by the software in your host computer, possibly due to a data transmission time-out or protocol error.
I'm still reading the code to understand why for the love of baby jesus this is happening, but my edumacated guess so far is that this problem originates from the opcodes file...
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09-12-2005, 07:05 AM
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Developer
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Join Date: Apr 2003
Posts: 589
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Anyone out there running 6.2 with the PEQ Velious RC1 DB on a linux platform and do you get the errors I described above or is it running fine for you? I'd be interested to know because I have read in earlier posts that some might be seeing different server behaviour between a Windows platform and a linux platform. The server code does make a distinction in which code logic to execute based upon platform.
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09-12-2005, 07:19 AM
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Dragon
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Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
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lol glad to see people with the same problem as me
Like yall i cant hit anything #kill works tho...
__________________
AMD AM2 X2 3.01Ghz(OC'ed at 3.8Ghz) 4096MB DDR2 800 Geforce 8800 ultra SLI 1.2TB HD <-- All water cooled
Thanks to Imageshack.us for free image hosting!
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09-12-2005, 07:37 AM
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Fire Beetle
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Join Date: Sep 2005
Posts: 4
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0.6.2 with the PEQ Velious RC1 DB on a linux platform
I am running 0.6.2 with the PEQ Velious RC1 DB on a SuSE Linux Enterpise Server 9 sp2. My World server and MiniLogin 0.6.2 server come up and talk and I can create a new Charater. No errors in my logs for this process. However I do have a problem with my Zoneserver. It fails to load and so I am unable to zone into the game from the Character selection screen. When booting my zone server it get the following:
[Debug] Starting Log: logs/eqemu_debug_zone.log
[Debug] Warning: Perl dosub called for my_eval when perl is allready in use.
[Quest] Starting Log: logs/eqemu_quest_zone.log
[Quest] Loading perlemb plugins.
[Quest] Loading perl commands...
[Debug] Warning: Perl dosub called for my_eval when perl is allready in use.
[Quest] Loading perlemb plugins.
[Quest] Loading perl commands...
[Status] Starting EQ Network server.
[Error] Starting Log: logs/eqemu_error_zone.log
16381 New TCP connection: 192.168.1.2:33663168
[Error] Zone bootup FAILED!
Connected to worldserver: 192.168.1.2:9000
New zoneserver: #1 192.168.1.2:54579
So Not sure If I have a problem with my Pearl version/config or if something else is going on.
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09-12-2005, 07:51 AM
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Fire Beetle
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Join Date: Aug 2005
Location: Australia
Posts: 16
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samething here with perl and debug crashs on loading spells for me but the normal zone is ok.
this is the windows error from event viewer if it helps
[zoneperl error]
Description:
Faulting application zoneperl.exe, version 0.0.0.0, faulting module perl58.dll, version 5.8.7.813, fault address 0x00065b11.
Data:
0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 7a 6f 6e ure zon
0018: 65 70 65 72 6c 2e 65 78 eperl.ex
0020: 65 20 30 2e 30 2e 30 2e e 0.0.0.
0028: 30 20 69 6e 20 70 65 72 0 in per
0030: 6c 35 38 2e 64 6c 6c 20 l58.dll
0038: 35 2e 38 2e 37 2e 38 31 5.8.7.81
0040: 33 20 61 74 20 6f 66 66 3 at off
0048: 73 65 74 20 30 30 30 36 set 0006
0050: 35 62 31 31 0d 0a 5b11..
[zonedebug error]
Description:
Faulting application zone.exe, version 0.0.0.0, faulting module zone.exe, version 0.0.0.0, fault address 0x001fae3f.
Data:
0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 7a 6f 6e ure zon
0018: 65 2e 65 78 65 20 30 2e e.exe 0.
0020: 30 2e 30 2e 30 20 69 6e 0.0.0 in
0028: 20 7a 6f 6e 65 2e 65 78 zone.ex
0030: 65 20 30 2e 30 2e 30 2e e 0.0.0.
0038: 30 20 61 74 20 6f 66 66 0 at off
0040: 73 65 74 20 30 30 31 66 set 001f
0048: 61 65 33 66 0d 0a ae3f..
also world disconnects me after character select screen i can play alright but when i camp out it says client disconnected instead of exiting the game normally
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09-12-2005, 07:54 AM
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Sarnak
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Join Date: Jun 2005
Posts: 91
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Maybe one of you can make sence of this...
I think this is where the error is returned
Code:
if (app->size != sizeof(PlayerPositionUpdateClient_Struct)) {
LogFile->write(EQEMuLog::Error, "OP size error: OP_ClientUpdate expected:%i got:%i", sizeof(PlayerPositionUpdateClient_Struct), app->size);
return;
}
OP_ClientUpdate expected:38 got 36
now if i look for the PlayerPositionUpdateClient_Struct
I find
Code:
/*
** Player position update
** Struct sent from client->server to update
** player position on server
**
*/
struct PlayerPositionUpdateClient_Struct
{
/*0000*/ uint16 spawn_id;
/*0022*/ uint16 sequence; //increments one each packet
/*0004*/ float y_pos; // y coord
/*0008*/ float delta_z; // Change in z
/*0016*/ float delta_x; // Change in x
/*0012*/ float delta_y; // Change in y
/*0020*/ signed animation:10; // animation
signed delta_heading:10; // change in heading
signed padding0020:12; // ***Placeholder (mostly 1)
/*0024*/ float x_pos; // x coord
/*0028*/ float z_pos; // z coord
/*0034*/ unsigned heading:12; // Directional heading
unsigned padding0004:4; // ***Placeholder
/*0032*/ uint8 unknown0006[2]; // ***Placeholder
/*0036*/
};
Now if i'm understanding this doesn't that last line /*0036*/ mean this is 36 byte, then how does it expect 38, the only thing i dont understand is app->size since its part of the if statement and i either dont understand it or its being set to 38 somewhere which causes this to expect a 38 when it only gets a 36...
does any of that make sence?
vRandom
I'm not a c programmer so i could be totaly not reading it correctly... 
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09-12-2005, 08:07 AM
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Developer
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Join Date: Apr 2003
Posts: 589
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vRandom,
I was just looking at that exact code! the reason why the server is "expecting 38" is because it is getting that number from the sizeof(STRUCT) function.. So 38 in this code is pretty much a constant as the memory signature of the PlayerPositionUpdateClient_Struct doesnt change. What is changing, the "36" and "37" from app->size is the size of that same struct the client is sending to the server. In effect, the server expects the size of this structure to be 38 bytes long, but the client is sending 2 different PlayerPositionUpdateClient_Struct sizes of 36 and 37 bytes. Upon reviewing the code further, I see this struct is instrumental in determining both player coordinate position in the eq world as well as positions of mobs. I'm still trying to understand this more so I can attempt a fix. I would think its simply the opcode for the OP_ClientUpdate is wrong and that we simply need to recapture this packet, but what I am confused about is why the client is sending 2 different sizes for the same structure unless the client has changed and broken what was once OP_ClientUpdate into 2 different opcodes...
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09-12-2005, 08:16 AM
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Sarnak
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Join Date: Jun 2005
Posts: 91
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WildcardX,
That would be a good question, hummm
Can we get it form the peq server, i mean dont they have one that works?
vRandom
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09-12-2005, 08:19 AM
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Developer
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Join Date: Apr 2003
Posts: 589
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Thats a good question. I hope that is the answer. I did log onto the PEQ server over the weekend to make sure my client worked, but I didnt try to attack anything. When I get home (I am at work right now. I am a c++ and c# developer for a software company and a project I just completed is being tested out by the bug team so I have some down time right now) I'll have to log back onto PEQ to see if I can attack anything.
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09-12-2005, 08:17 AM
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Sarnak
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Join Date: Sep 2005
Posts: 51
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Use the source Luke
You guys are blowin my mind here.. I'm so clueless about this stuff. From the snipets you've posted, it seems that the problem area has been isolated and I really hope you can stick with it and find something!
I think I'm doin good if I can just edit some ini files lmao! Keep at it!
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09-12-2005, 10:50 AM
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Sarnak
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Join Date: Jun 2005
Posts: 37
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Quote:
Originally Posted by WildcardX
vRandom,
I was just looking at that exact code! the reason why the server is "expecting 38" is because it is getting that number from the sizeof(STRUCT) function.. So 38 in this code is pretty much a constant as the memory signature of the PlayerPositionUpdateClient_Struct doesnt change. What is changing, the "36" and "37" from app->size is the size of that same struct the client is sending to the server. In effect, the server expects the size of this structure to be 38 bytes long, but the client is sending 2 different PlayerPositionUpdateClient_Struct sizes of 36 and 37 bytes. Upon reviewing the code further, I see this struct is instrumental in determining both player coordinate position in the eq world as well as positions of mobs. I'm still trying to understand this more so I can attempt a fix. I would think its simply the opcode for the OP_ClientUpdate is wrong and that we simply need to recapture this packet, but what I am confused about is why the client is sending 2 different sizes for the same structure unless the client has changed and broken what was once OP_ClientUpdate into 2 different opcodes...
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6.1dr1 also receives two OP_ClientUpdates
as shown below:
[Error] OP size error: OP_ClientUpdate expected:30 got:31
Normally the 6.1 client does send 30 bytes.
I believe the opcode in opcodes.conf is correct. I believe it is serverside which is not allocating the PlayerPositionUpdateClient_Struct correctly.
Code:
void Client::Handle_OP_ClientUpdate(const EQZonePacket *app)
{
if (IsAIControlled())
return;
if (app->size != sizeof(PlayerPositionUpdateClient_Struct)) {
LogFile->write(EQEMuLog::Error, "OP size error: OP_ClientUpdate expected:%i got:%i", sizeof(PlayerPositionUpdateClient_Struct), app->size);
return;
As you can see sizeof(PlayerPositionUpdateClient_Struct) is always showing as 38, the clients are sending the 36byte packet. Every now and then a 37 byte packet.
Could it be that:
VCPP is not allocating the same memory as GCC. Normally eqemu has no problem with the OS port. However perhaps something was missed. Does anyone have a linux server up that could confirm this?
Last edited by deazone; 09-12-2005 at 07:37 PM..
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09-12-2005, 11:33 AM
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Hill Giant
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Join Date: Mar 2005
Posts: 165
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Also i have to agree the opcode in the opcode.conf is the right one as i get 0x14cb for the OP_ClientUpdate from peq server when i ran a packetcollector
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09-12-2005, 08:04 AM
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Fire Beetle
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Join Date: Sep 2005
Posts: 2
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Anyone managed to load the peq velious rc1 database into a fresh install that mind sharing how they managed? All i keep getting is tables missing when i try to directly insert it or this error when trying to update things.
ERROR 1060 (42S21) at line 468253: Duplicate column name 'lootdrop_id'
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09-12-2005, 01:42 PM
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Discordant
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Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
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Quote:
Originally Posted by cobra80
Anyone managed to load the peq velious rc1 database into a fresh install that mind sharing how they managed? All i keep getting is tables missing when i try to directly insert it or this error when trying to update things.
ERROR 1060 (42S21) at line 468253: Duplicate column name 'lootdrop_id'
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I am running the lastest peq velious rc1 database. all I did was run gthe following in a cmd window: "mysql -u[user] -p[password]" this brings up your mysql window. In it I typed "CREATE DATABSE eq;" followed by "USE eq;" next I sourced two of the four files from the website. by typing "source load_system.sql;" once it finished, took awhile to do I did the next file "source load_empty_users.sql;" after that nothing else have I changed.
after that I just configured the three ini files and I was good to go.
I can load the server, only errors I see are the missing opcodes everyone else is getting, and the no attacking thing which if reading thru here is right is a translation problem.
I am also having a router issue where to login on my network I have to set all the ips in the ini files to localhost, but when configured for public play anyone else but my local lan can play including th computer hosting the server.
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