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Thread: This D/C issue is killing me!

  1. #1
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    This D/C issue is killing me!

    For my online game I have monsters that will periodically drop items upon death. Before I added items, the attacking system worked perfectly. That is, a calculated number is sent to the server and the damage is recalculated and sent back as a damage counter. After I added this code, I randomly disconnect when killing monsters...

    Server Side:
    Server Side.jpg

    Client Side:
    Client SIde.jpg


    Thanks guys! You are always such great helpers.

    Ian
    Images attachées Images attachées

  2. #2
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    I'd add lacewing to debug on both the server and client and then when the disconnect occur's check what's sent/received on lacewing.

    Do you have a packet that the server uses to disconnect clients that it could be getting confused with?

    You could also try on the client upon receiving the packet, store the packet in a queue and then process the items in the queue instead of processing the packet as its received. (not sure if it would help though). Could also output the packets received to a log file for debugging.

  3. #3
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    Quote Originally Posted by danworth View Post
    Do you have a packet that the server uses to disconnect clients that it could be getting confused with?
    Lacewing is smart and has its own protocol which makes things like that impossible.
    Quote Originally Posted by danworth View Post
    You could also try on the client upon receiving the packet, store the packet in a queue and then process the items in the queue instead of processing the packet as its received. (not sure if it would help though). Could also output the packets received to a log file for debugging.
    Lacewing already does that...doing it in MMF2 would not only be slower, it'd be much more effort.
    Working as fast as I can on Fusion 3

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    I was thinking along the lines of a message that was defined that when received had the client log out.

    Good to know lacewing queues its messages. Didn't know that.

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    Without looking at the rest of you code, it will be hard to help. I will say that one technique you can use is just narrowing down the problem. That's the typical way to solve code issues.

    So instead of sending all those possible item drops and having all those events... just narrow it down to dropping one item and see if it's still disconnecting. If you still disconnect, then it might be another issue all together.

    The only thing I can think of off the top of my head is that somehow it's sending the user the data over and over (basically overloading them into a disconnect). Is there any possible chance that it could do that? I know you have "only one action when event loops" in pretty much every condition there... But I don't see you doing anything with the monster's HP value when it is <= 0. Shouldn't that reset or destroy the monster or something? I doubt it is the problem here but I'm always cautious about that stuff lol.

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    For one, I should have used better terminology. I meant CRASH. Not D/C. It's that message that pops up that freezes the app and says "Windows encountered an error" or whatever.

    Secondly, I have continued trying to solve this. Danworth, what do you mean add it to the debugger? When I have lacewing on my debugger it only shows the position and width and height. Where can I find other information? Is there some sort of error report I can look at?

    I'm normally good at isolating the problem but the thing is that this occurs RANDOMLY. Sometimes I crash and sometimes I don't.

    IDK AHHHHHH HELP lol

    Thanks for your helpful hints!

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    What exactly does the error message say? How do you know it's even related to Lacewing?

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    This is so weird. Now its happening when I just attack any monsters in general. Now Im not even sure if it's from lacewing. THis is the error message: windows7errormessage11.jpg (its a generic one that I found on the internet because I'm not at home to replicate the crash but thats the exact message that comes up).

    At one point it said theres a conflict with DEP. Thats one of my reasons why I think it's a lacewing problem. I followed the instructions to disable DEP and the problem still occurs.

    Thanks!

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    Sorry I assumed it would give you more information if added to the debugger but it doesn't look like it. Is it the client or the server that is crashing? Also clicking "View problem details" may provide information of what is causing the crashing.

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    Untitled.jpg

    OK Sorry here is the actual image, I just got home to screen shot this. Danworth, this one does not have a "more info box"

    The client is the one crashing.
    As of now I think the problem is caused by movement. For example, if client #1 is standing still while client #2 is standing still and attacking, no crashes.

    But if client #1 is moving while client #2 is attacking, client #1 will crash. So it has something to do with the conflict of data.

    Here are my error report details. I have no idea what to make of them:
    Fault bucket 3160385249, type 1
    Event Name: APPCRASH
    Response: None
    Cab Id: 0

    Problem signature:
    P1: edrt.exe
    P2: 3.0.255.1
    P3: 4fc7134e
    P4: edrt.exe
    P5: 3.0.255.1
    P6: 4fc7134e
    P7: c0000005
    P8: 00023c10
    P9:
    P10:

    Attached files:
    C:\Users\Onyx Story\AppData\Local\Temp\WERA31C.tmp.version.txt

    These files may be available here:
    C:\Users\Onyx Story\AppData\Local\Microsoft\Windows\WER\ReportAr chive\Report5165e4bd
    Faulting application edrt.exe, version 3.0.255.1, time stamp 0x4fc7134e, faulting module edrt.exe, version 3.0.255.1, time stamp 0x4fc7134e, exception code 0xc0000005, fault offset 0x00023c10, process id 0xbf8, application start time 0x01cdbbf035e61a30.
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