|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0001083||FSSCP||multiplayer||public||2006-10-04 19:39||2007-10-15 07:18|
|Priority||normal||Severity||major||Reproducibility||unable to reproduce|
|Platform||PC||OS||Windows XP Professional||OS Version||SP2|
|Target Version||Fixed in Version||3.6.10|
|Summary||0001083: standalone overwhelms FS2NetD server with pings|
|Description||My multi.log indicates that at one point ("10/02 06:57:21~") my standalone game began to flood the FS2NetD server with several PINGs per second. Afterwards, my server's connection with FS2NetD was lost.|
|Steps To Reproduce||Reproducing seems difficult (perhaps this is a good thing). I've run a standalone 4 subsequent times since this issue, each time for several hours. I have not had this happen a 2nd time.|
|Additional Information||-From 06:57:21 to 06:57:28 I sent 132 ping requests|
-From 06:57:28 to 06:57:34 I received 103 pong replies, and no pongs afterwards
-It appears that this massive pinging either disconnected me from FS2NetD, or crashed FS2NetD all together.
-I wasn't doing anything funky - I don't even believe I was at the computer at the time.
|Tags||No tags attached.|
Last edited: 2006-10-04 19:46
Whoops, meant to mention my command line:
fs2_open_3_6_9_rc7dot8.exe -standalone -multilog
edited on: 10-04-06 19:46
Though I have no idea why it would ping so much, the server was restarted about that time in order to restore some config information. A quick look at the server logs and the times are close enough to be considered a match. However, the server did not process those pings that were sent, at least no according to the client logs on the server.
A ping should only be sent every 30 seconds, and a timer should prevent it from happening any sooner than that. The burst of pongs make sense as those could have been stored up and quite a few pong packets may be evaluated each frame.
Hopefully the new code I'm working on will make this not happen (since it will detect that contact with the server was lost and attempt to reset the connection), but I'll leave this bug open for a while and see what happens. If you see this again let me know. When there is a test build available for the new code I'll send you a link.
Just marking as feedback those bugs which should either be fixed in the next available build from me, or need to be tested as fixed in the next available build.
(There are so many new bugs right now, it's easier for me to keep up with the fixed or almost-fixed bugs this way.)
|I'm just going to assume that this is fixed in the new code (which just hit CVS). If you are able to recreate it with a new build then please reopen this bug and I'll take another look at it.|
|2006-10-04 19:39||martellato||New Issue|
|2006-10-04 19:39||martellato||File Added: Martellato - multi (dot8) October 1st-2nd 2006.zip|
|2006-10-04 19:45||martellato||Note Added: 0006799|
|2006-10-04 19:46||martellato||Note Edited: 0006799|
|2006-10-04 22:53||taylor||Note Added: 0006800|
|2006-10-21 00:30||taylor||Note Added: 0006946|
|2006-10-21 00:30||taylor||Status||assigned => feedback|
|2007-10-15 07:18||taylor||Note Added: 0008569|
|2007-10-15 07:18||taylor||Status||feedback => resolved|
|2007-10-15 07:18||taylor||Fixed in Version||=> 3.6.10|
|2007-10-15 07:18||taylor||Resolution||open => fixed|
|2007-10-15 07:18||taylor||Note Added: 0008570|