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Olympiad fights with client CE

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Gnacik
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Olympiad fights with client CE

Post by Gnacik » Sat Aug 29, 2009 9:22 am

i got some reports from my players about problem with olympiad fights. sometimes when players are ported into stadium one got CE. Probably normal thing, CriticalError is quite normal in l2 ;P but what is not normal server not always detect that disconnection. and fight is starting normal, i got screens from fights where one player is on onlympiad, he see cp/hp of the second one, but in fact that second one is not in stadium :P players complain about loosing points. in current month i have 11 reports about similar situation. i search in .csv but in log i have only one message "xxx crash" in current month. main problem is that server is not able to detect client crash or smth. Some retards start using task manager to kill l2 process specially.

I try to search for solution and i found some thing.
On official server is sending to client :

Code: Select all

Type:0xD9 (TestAsk)D9B0 F9 40 13 [color=#FF0000]<- random value probably[/color]
im not sure about name of that packet its name from l2phx.
client always send respond to that packet:

Code: Select all

Type:0xB1 (TestQuery)B1B0 F9 40 13 [color=#FF0000]<- same like from server [/color]01 00 00 00 [color=#FF0000]<- 1-4[/color]99 05 00 00 
I test it with normal client, and patched one with fyyre's wildcard and exe. cliend always respond to that packet.

maybe we can use it to better handle crashed players ?

_DS_
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Re: Olympiad fights with client CE

Post by _DS_ » Sat Aug 29, 2009 1:00 pm

Why do you think what problem is in the "crash detection" ?
Try to find a moment and port to the "crashed" player, maybe he in the teleported state ?
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;

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Gnacik
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Re: Olympiad fights with client CE

Post by Gnacik » Sat Aug 29, 2009 1:34 pm

just guessing where problem can be. i point to crash detection because i know that player got crash (he told me that and show sshot) He got CE but not that one with error description, normal message box with 'MV C++ runtime error'. When i catch next similar situation i try to check whats happening with that char.

_DS_
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Re: Olympiad fights with client CE

Post by _DS_ » Sat Aug 29, 2009 2:05 pm

C++ runtime error - invalid packet from the unknown char (possibly observer).
Will need to ask players on my live about such errors, because it was already fixed.
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public static final int PI = 3.1415926535897932384626433832795;

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Gnacik
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Re: Olympiad fights with client CE

Post by Gnacik » Sat Aug 29, 2009 2:40 pm

yup, its fixed. when i run server on gracia 2 i rememeber that i turn off observer mode because on almost every fight people got CE ;)

11 player crits on olympiad in whole month on server with 1.5k+ online is not big deal, but as i say before probably some retards use task manager and specially kill l2 process and second player who is ingame loose points for noting.

_DS_
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Re: Olympiad fights with client CE

Post by _DS_ » Sat Aug 29, 2009 3:04 pm

If L2 process killed - connection dropped immediately.
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;

mrcx
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Re: Olympiad fights with client CE

Post by mrcx » Thu Sep 03, 2009 11:12 am

so atm problem solution is to remove observer mode? thats all?

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Re: Olympiad fights with client CE

Post by mrcx » Sun Sep 06, 2009 8:07 pm

bump... any other solution ?

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