Forged Alliance Forever Forged Alliance Forever Forums 2012-05-16T23:25:19+02:00 /feed.php?f=3&t=1184 2012-05-16T23:25:19+02:00 2012-05-16T23:25:19+02:00 /viewtopic.php?t=1184&p=13300#p13300 <![CDATA[Re: Lobby Debugging.]]> Statistics: Posted by Crayfish — 16 May 2012, 23:25


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2012-05-16T23:12:53+02:00 2012-05-16T23:12:53+02:00 /viewtopic.php?t=1184&p=13299#p13299 <![CDATA[Re: Lobby Debugging.]]>
Insane what you guys did in that short amount of time... THX! :)

Statistics: Posted by EdWood — 16 May 2012, 23:12


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2012-05-16T22:22:07+02:00 2012-05-16T22:22:07+02:00 /viewtopic.php?t=1184&p=13295#p13295 <![CDATA[Re: Lobby Debugging.]]>

Tadammm !!!


info: LOBBY: Game port 54321[UDP] opened.
info: LOBBY: starting with local uid of 5 [Ze_PilOt]
info: GPGNET: entering lobby state.
info: GPGNET: sending nat packet to 127.0.0.1:59137
info: GPGNET: received nat packet from 127.0.0.1:59137
info: GPGNET: received nat packet from 127.0.0.1:59138
info: GPGNET: received nat packet from 127.0.0.1:59138
info: GPGNET: sending nat packet to 127.0.0.1:59139
info: GPGNET: sending nat packet to 127.0.0.1:59138
info: NET: using deflate compression for sends to ZePilOt-PC:59138.
info: LOBBY: rejecting unexpected connection from ZePilOt-PC:59138
info: DEBUG : JoinGame A8uz4tOr Uid 36 Address:port 127.0.0.1:59138
info: NET: using deflate compression for sends to ZePilOt-PC:59138.
info: LOBBY: Connecting to host "A8uz4tOr" [ZePilOt-PC:59138, uid=36]
info: text="Connecting to game host..."
info: NET: using deflate compression for receives from ZePilOt-PC:59138
info: LOBBY: connection to "A8uz4tOr" [ZePilOt-PC:59138, uid=36] made, status=Connecting.
info: LOBBY: "A8uz4tOr" [ZePilOt-PC:59138, uid=36] has established connections to: 5


UDP relay server test working !

For the outside world, I'm using port 6112 for everything (the lobby is), but for FA, I'm using a random local port and I'm connecting to myself on others random ports.

That's mean that the lobby can actually make a REAL connection test, open any port I want, I'm not fearing any FA weirdness.

Worst case scenario, I can tunneling through a TCP connection.

Long story short : The real end of a lot of nil problems.

Statistics: Posted by Ze_PilOt — 16 May 2012, 22:22


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2012-05-16T16:00:04+02:00 2012-05-16T16:00:04+02:00 /viewtopic.php?t=1184&p=13268#p13268 <![CDATA[Re: Lobby Debugging.]]> http://pastebin.com/Zaa42E6G

Statistics: Posted by taras — 16 May 2012, 16:00


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2012-05-14T17:33:20+02:00 2012-05-14T17:33:20+02:00 /viewtopic.php?t=1184&p=13121#p13121 <![CDATA[Re: Lobby Debugging.]]>
Ie :

- Host
- Make people X and Y join
- Make people X leave
- Make people Z join
- Crash

Something I can replicate easily.

Statistics: Posted by Ze_PilOt — 14 May 2012, 17:33


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2012-05-14T17:14:25+02:00 2012-05-14T17:14:25+02:00 /viewtopic.php?t=1184&p=13116#p13116 <![CDATA[Re: Lobby Debugging.]]>
Steam based FA with SupCom vanilla installed. Happening immediately upon joining a game and finishing connecting to most others.

http://pastebin.com/vKvvKuSe

Also getting:
info: LOBBY: rejecting unexpected connection from 138.46.100.87.rev.sfr.net:6112

Router: ASUS WL520GU with latest official firmware. It's upgradable to Tomato and DD-WRT.
Network adapter: Broadcom BCM57781 (relatively new mainstream-high end onboard chip with ASRock FASTLAN enabled)

Statistics: Posted by Varaxis — 14 May 2012, 17:14


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2012-05-10T21:51:09+02:00 2012-05-10T21:51:09+02:00 /viewtopic.php?t=1184&p=12841#p12841 <![CDATA[Re: Lobby Debugging.]]> Statistics: Posted by Ze_PilOt — 10 May 2012, 21:51


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2012-05-10T21:42:47+02:00 2012-05-10T21:42:47+02:00 /viewtopic.php?t=1184&p=12839#p12839 <![CDATA[Re: Lobby Debugging.]]>
Code:
"invalid map/set<T> iterator"

needle in a haystack. hope some1 can find it fast.
just yell if u need a tester ill be around
ill even set my router to crappy settings if needed

Statistics: Posted by interal227 — 10 May 2012, 21:42


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2012-05-10T21:14:35+02:00 2012-05-10T21:14:35+02:00 /viewtopic.php?t=1184&p=12835#p12835 <![CDATA[Re: Lobby Debugging.]]> Statistics: Posted by esparano — 10 May 2012, 21:14


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2012-05-10T09:25:04+02:00 2012-05-10T09:25:04+02:00 /viewtopic.php?t=1184&p=12797#p12797 <![CDATA[Re: Lobby Debugging.]]>
The problem was here on GPGNET too.

Logs from GPGNET era :
http://pastebin.com/1AdGrB5T

I've reduced the occurence of the as much as I can do.
The bug occurs when someone try to connect but FA reject it (because it hasn't receive the connectToPeer command).
These :
Code:
info: LOBBY: rejecting unexpected connection from 5.148.34.160:58531


I've reduced as much as I can do the possible occurences server-side. But sometimes FA fails to RECEIVE a CORRECT command :
Code:
"invalid map/set<T> iterator"


That's a bug in FA itself, nothing I can do about.

Well, last thing I can try is to use the 3603 exe again (even it was causing some others issues for certain players), maybe it was fixed in it.

And it must trigger more in FAF for the simple reason that there are more players in FAF trying to join your games, + 12 players lobby inducing more time to host a game.

The only way to solve this is an indirect fix : Solving all possible router issues...

I did all I can do with the infos I have, now I need people with bad router/firewall configs to test things with me.

Statistics: Posted by Ze_PilOt — 10 May 2012, 09:25


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2012-05-09T16:30:22+02:00 2012-05-09T16:30:22+02:00 /viewtopic.php?t=1184&p=12752#p12752 <![CDATA[Re: Lobby Debugging.]]> Statistics: Posted by Ze_PilOt — 09 May 2012, 16:30


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2012-05-09T16:18:42+02:00 2012-05-09T16:18:42+02:00 /viewtopic.php?t=1184&p=12750#p12750 <![CDATA[Re: Lobby Debugging.]]> From the 3 test crashes I did last evening:
-it was with powerlobby
-had 12ish ppl involved
-2 had the wrong number of players displayed in the FAF lobby (someone who left was still displayed as being in the game lobby), it's unkown for the other test (couldn't check)
-I did some mod change (on/off of Chess), and some unit restriction, but I doesn't seem to create the issue. I'ld focus on connecting/disconnecting, chatting and alt-tabing.

Statistics: Posted by [CPC]Sana — 09 May 2012, 16:18


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2012-05-09T13:03:51+02:00 2012-05-09T13:03:51+02:00 /viewtopic.php?t=1184&p=12726#p12726 <![CDATA[Re: Lobby Debugging.]]>
Ze_PilOt wrote:
I need your complete log. Check BETA menu "SHOW LOGS".

Also, did it crash for everybody ? Just you ? Just you and the host ?


game log : http://pastebin.com/BHcxMDGq
forever log : http://pastebin.com/3TnR1Bub but as I replayed after the game which crashed, I dont know if it will help you.

It crashed only for me. The game still went on as if I was afk (not sure but it seems my acu did not blow up). Also it was a survival game and I lost 60 points. I re played with the same host then and there was no prob.

Statistics: Posted by Harpagon — 09 May 2012, 13:03


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2012-05-09T00:03:00+02:00 2012-05-09T00:03:00+02:00 /viewtopic.php?t=1184&p=12712#p12712 <![CDATA[Re: Lobby Debugging.]]> Ive also noticed over the months of the beta that faf isn't a big fan of Comcast in the united states, they seem to have the most trouble with time outs ping issues and nils

Statistics: Posted by NeverRizing5on — 09 May 2012, 00:03


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2012-05-08T23:44:56+02:00 2012-05-08T23:44:56+02:00 /viewtopic.php?t=1184&p=12709#p12709 <![CDATA[Re: Lobby Debugging.]]> lobby crashed unaspected:
http://pastebin.com/b8isg5iX

Statistics: Posted by Frozen_byte — 08 May 2012, 23:44


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