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  #1  
Old 03-11-2008, 10:10 AM
moydock
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Yeah this bug plagues me. Is there any way to add code that says, if theres a problem with an opcode, ignore it and go on?

Also, I've noticed that if you make a change in your inventory while half linkdead, it will remember that upon logging back in. But it won't remember any movement you may have made.

Also, it seems to happen a lot more to some people than others.
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  #2  
Old 03-11-2008, 10:40 AM
So_1337
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My girlfriend's bard has been unplayable for some time now due to this. I've even had her remake the character two different times. All three versions wind up the same; it gets to where she can't log in. Then, when she can, she crashes whole zones when she does =P She just started playing a warrior instead, heh.

Had a thread going here about this same issue, including some of the op_code errors I was seeing. However, just seems something that has to be dealt with. Admittedly, I've seen it become a lot rarer lately than in past versions.
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Old 03-11-2008, 11:41 AM
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trevius
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I am curious if this bug is seen on Linux servers. If it isn't, there may be some adjustments that can be made on Windows to stop it.

I put in a small change this afternoon on my server running on windows XP SP2. It has to do with how many connections windows allows per second. If I get feedback saying it has stopped the problem completely, I will definitely post it in the forums here. Otherwise, if it didn't stop it completely, then it probably didn't effect it at all. It is hard to judge if you are helping an issue like this since it is so sporadic.

I am trying to make adjustments 1 at a time to see if it helps resolve this issue or the player ghosting issue. Both of those problems are high on my list of bugs I would like worked out, since they both effect the players and the server overall in a huge and annoying way. I am also curious if player ghosting is only a Windows thing and not seen on servers running on Linux at all.
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  #4  
Old 03-11-2008, 12:43 PM
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cavedude
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The bard issue is a completely different situation. That's a zone crash caused by something in the AA listing code.

As I stated above, the "bugged" state is caused when something is missing/broken in the code and the client sends a packet to the server, but the server doesn't know how to respond so it sends nothing back. The client will do nothing but wait for the packet to arrive. Anything can cause this, and if I think about it I can probably come up with several different and unrelated situations where this can occur. Since we are unable to change the client's behavior (and let's say force it to continue on without getting a receipt packet for a function) there is nothing to be done but correct the root issue which is not always easy to find.

Generally speaking, this isn't a symptom of connection issues. They will usually cause full fledged link deaths or crashes to desktop/login.
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Old 03-11-2008, 02:00 PM
So_1337
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Sorry, you're right. Bard is unrelated, but it led me to find all those other op_code errors in the thread I linked. I side-track myself sometimes. Was mostly making the point that I found with her bard, which is that in some cases there's nothing we can do but wait until the problem is found.

I know you mentioned pick pocket is an easy one to produce. I think that rogue poison (the applying portion) is another, though it doesn't bug the client entirely.
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Old 03-11-2008, 02:46 PM
moydock
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Often when this bug occurs i'm just running around. Not sure what opcodes i'd be sending that wouldn't get an answer there. Although, often i'm sending tells or using /w all. Perhaps if someone is between zoning or already half ld themselves, it causes you to half ld... lol that would be interesting.
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  #7  
Old 03-11-2008, 04:14 PM
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trevius
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This bug does seem to be caused sometimes by doing absolutely nothing on the client side. I know I have definitely seen this happen in certain customized zones MUCH more commonly than normal PEQ zones. On one server, I would get this bug almost every time if I tried to load up more than 1 character into DSP or BoT. Even if I only logged 1 in, and hit absolutely no buttons, and then loaded a second one in, etc, the first time I would try to cast a spell or do a /who all or attack anything on any character other than the first one I loaded, it would show that the character had this bug.

I am not sure what exactly would cause this, but my point is that it definitely seems to occur when players are doing nothing out of the ordinary. And for some reason, certain zones seem to cause the problems more than others. I have 100% confirmed that from previous testing in BoT and DSP on the other server I played on vs other custom zones or standard PEQ ones.

I don't know why certain people experience this more than others, but some people see it when multi-boxing and others see it when they are playing just 1 character. But, some people don't see it at all, or hardly ever.

If this is due to a the client waiting for a certain packet back from the server, couldn't that be caused by the packet getting dropped instead of the just when the server doesn't send the correct packet that the client is waiting for?

I just find it hard to believe that certain zones can cause this problem when my client is doing absolutely nothing. And that it can happen on all of my characters that I am boxing and almost always leave the first character in the zone unaffected. I would think that if this was an issue with the client waiting on something from the server, but not receiving it because the server doesn't know how to reply to an odd request, that this issue would be repeatable 100% and would be caused by certain actions. I have been unable to find anything common between what is causing this issue, other than certain custom zones in some cases.

I am not trying to question Cavedude's information, because he is far more knowledgeable about the emu than I will ever be, but it would be nice if we could get this figured out and resolved, so I am adding all info I can think of.

I made a change on my server today that I hope will help connectivity on my server. Here is the post I added to my forums to give a basic idea of what it is supposed to do:

Quote:
As an update on my work towards making he server more stable and to try to lessen issues like the "lag bug" and other disconnects, I made a minor change on the server. The short of it is that windows XP SP2 has TCP-IP that is hard coded (cannot be adjusted) to only allow a max of 10 simultaneous connections per second. It also has a sort of limiter that restricts a certain amount of connections. This wouldn't effect most people at all on their home PCs, and they were put in place by MS to restrict worms that may have infected your home PC to go crazy making an unlimited amount of connections to infect other computers or whatever. Since I am running a server, my PC requires different settings than a standard home PC.

The new change I made was replacing the TCP-IP files with some that bump the max connections per second up to 50. This doesn't mean that I can only have 50 players on my server, it only means my PC can now deal with 50 per second. Previously when it was set for 10 per second, I believe it would have to kinda switch back and forth to a different 10 connections every second. I think that means most packets for more connections than 10 will have to get buffered and dealt with later. I imagine that might have caused some issues with connectivity and I really hope this new change will make a difference. With it now being set to 5X as high as it was before, we may see significant improvement on less disconnects and "lag bugs". I wouldn't even be surprised if the default XP SP2 files I was using may have been causing the player ghosts. I haven't tried running a Linux server yet, but as far as I have read I haven't been able to find 1 person mentioning having ghosts on their server when they run Linux. So, I imagine it is something that is tied to Windows.

This is all part of me trying to increase server stability on Windows and increase performance on my server. Hopefully, eventually I can reduce lag even when there are a ton of players on.
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