Panzertard Posted April 3, 2011 Share Posted April 3, 2011 So there I was, planning to have a real nice evening with the blokes at 159th - squad night. - Coffe & sugar, check - TIR loaded, check - Map, brief, pen and paper, check - TM Hotas loaded, check. - DCS Ka-50 MP, loaded, check - TS3, check I'm loading up and entering the server. Me: "Hey gents, can we unpause anytime soon?" They: "Uh, we're airborne ... stay away from those drugs of yours!" So there I was, with a paused MP session in Ka-50. Working fine last thursday. (4 days ago). -------------------------------- Analyzing the problem: Tested FC2 from same drive - same result. Server appears to be paused for my MP client. Tested from another computer - working fine. .. after hours of analyzing .. testing AV off, network settings (IP4offload, energy saving etc etc), FW off, ... no change to the situation. Then I tested an older copy from my F:\ drive - Working! Server not paused, can fly. Copying the working F:\ version over to my D:\ drive. - New copy not working from D:\ - server appears to be paused. As well as a session timeout of I try to fly. Copying from D:\ - the very same files I just tested above - to E:\ and retesting: - Working again. Conclusion - the files themselves are not corrupt. But the result differs depending on what Volume I have stored it on. Disk setup Volume 0 (RAID0, stripe) 128kb sectors: 2 x SSD drives - Contains C:\ and D:\ Volume 1 (RAID0, stripe) 64kb sectors: 2 x Raptor drives - Contains E:\ and F:\ -------------------------------- Facts: Starting Ka-50 or FC2 from C:\ or D:\, SSD Raid volume - Pause session, Server timeout. Starting Ka-50 or FC2 from E:\ or F:\, Harddrive Raid volume - Success. DCS:BS and FC2 are both 102, no mods, no modman. I'm a tester so I really dont want any polluted installations. If anyone can make any sense out of this conclusion, I'll be happy to learn why. PS: All disk-volumes have been checked using CHKDSK /F - no problems found at the time for any of the volumes. o7 The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Nate--IRL-- Posted April 3, 2011 Share Posted April 3, 2011 You've got an interesting one there Panzer, it doesn't make sense at all. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading Link to comment Share on other sites More sharing options...
Kuky Posted April 3, 2011 Share Posted April 3, 2011 You've must have entered into twilight zone... the only thing that would make sense to me is that somehow you are not connected to the same server... since you can't pause MP session on your end it can only be that server is actually paused... how you can be connectin to the same server on two different PC's in the same house and get different result is beyond me... good look figuring this one out No longer active in DCS... Link to comment Share on other sites More sharing options...
SilentEagle Posted April 4, 2011 Share Posted April 4, 2011 My squad mates and I have all had this problem numerous times in the past and have never been able to pinpoint what causes it. Surprised more people haven't brought this up. Link to comment Share on other sites More sharing options...
shadowze Posted April 4, 2011 Share Posted April 4, 2011 I had similar yesterday Server up and running unpaused I connected to server and game is paused for me ????? About 20 seconds later it just unpaused itself and stuff started weird Link to comment Share on other sites More sharing options...
xjiks Posted April 4, 2011 Share Posted April 4, 2011 I think this can be due to some ATL+TAB or, when you double click on the icon to start the game, don't clic on the desktop just after. If the game is unpaused exactly when your computer is loading the mission, then it will be paused when you arrive. You'll have to return to lobby and reconnect the server. L'important n'est pas de tuer, mais de survivre. [sIGPIC][/sIGPIC] if you read this you are too curious Link to comment Share on other sites More sharing options...
Panzertard Posted April 4, 2011 Author Share Posted April 4, 2011 (edited) I think this can be due to some ATL+TAB or, when you double click on the icon to start the game, don't clic on the desktop just after. If the game is unpaused exactly when your computer is loading the mission, then it will be paused when you arrive. You'll have to return to lobby and reconnect the server. Nope, I don't think so. Tried reconnecting and testing the issue last night for about 30 times. It may be the same symptoms - but not the same issue. Edited April 4, 2011 by Panzertard The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Panzertard Posted April 4, 2011 Author Share Posted April 4, 2011 Okai, assuming the disk-observations was a fluke, checking the logs on the server and clients. I did find something which could indicate a fail when comparing it to working logs. \temp\network-<date>-<time>.log contains this string when it has failed: "offset=-1.#IND00, error=-1.#IND00" At the times I connected correctly regular values can be found there instead. See below samples. Collected a few Client & server logs. Client fail log: NET: 8.136000: client has started NET: 12.142000: server maxPlayers=99, numPlayers=12 NET: 12.142000: connected to server NET: 12.142000: Lua: on connect: 69.13.217.66:10308 NET: 16.728000: MsgClientInit(serverTime=3496.903910, modelTime=2882.197811) NET: 16.728000: server time=3496.903910, local time=11.840052, offset=-1.#IND00, error=-1.#IND00 NET: 16.728000: MsgClientRun NET: 18.225000: Lua: Started network game. My id=13, my name="159th_Panzertard" NET: 45.013000: messages tracked: 5564 NET: 45.013000: Host::process(): cnt=4372, min=0.000000, max=1.947758, avg=0.001006 NET: 45.013000: Host::onFrameEnd(): cnt=4364, min=0.000000, max=0.000048, avg=0.000000 NET: 45.013000: messages: cnt=517, min=1.000000, max=370.000000, avg=10.760155 NET: 45.013000: --- Recvd messages stats: 3 "netSyncReply" 26 416 10 "netClientInit" 1 16 11 "netClientRun" 1 0 21 "SrvAddPlayer" 12 253 23 "SrvSetSlot" 20 224 31 "MsgChatRecv" 34 1464 35 "woCar::netCreate" 71 34733 41 "(null)" 617 11106 43 "(null)" 8 21024 65 "(null)" 4327 165271 68 "(null)" 2 12 77 "(null)" 2 18 78 "(null)" 2 18 89 "(null)" 7 6872 90 "(null)" 4 2775 96 "(null)" 309 12669 98 "(null)" 8 192 136 "(null)" 1 16 258 "(null)" 1 8 2058 "PlayerStat" 133 1197 2061 "SpawnLocalPlayer" 1 0 --- NET: 45.013000: Client::onReceive(): cnt=5518, min=0.000000, max=0.000050, avg=0.000000 NET: 45.013000: DsbClient::onRead(): cnt=697, min=0.000004, max=0.001606, avg=0.000018 NET: 45.013000: DsbClient::onWrite(): cnt=40, min=0.000009, max=0.000073, avg=0.000019 NET: 45.013000: --- Sent messages stats: 2 "" 26 260 9 "" 1 4 12 "PlayerStop" 1 4 15 "" 1 0 19 "" 8 84 90 "(null)" 1 694 98 "(null)" 12 288 101 "(null)" 1 4 276 "(null)" 1 5 278 "(null)" 1 17 --- NET: 45.150000: disconnected: NET: 45.150000: disconnected: NET: 45.155000: disconnected from server Corresponding server log: NET: 3503.322000: accepting connection from 193.69.nnn.nnn/49211 NET: 3503.382000: append: client 13 NET: 3506.914000: dgram from 13: port has changed from 49211 to 54489 NET: 3507.780000: client[13] is ready to start NET: 3507.780000: spawning client[13] NET: 3507.782000: client[13] started NET: 3536.454000: client[13] has left the game NET: 3536.572000: remove: client 13 Another round of fail, client logs: NET: 10.863000: client has started NET: 45.489000: server maxPlayers=99, numPlayers=6 NET: 45.489000: connected to server NET: 45.489000: Lua: on connect: 69.13.217.66:10308 NET: 50.767000: MsgClientInit(serverTime=9959.809677, modelTime=9345.103578) NET: 50.767000: server time=9959.809677, local time=44.318165, offset=-1.#IND00, error=-1.#IND00 NET: 50.767000: MsgClientRun NET: 53.690000: Lua: Started network game. My id=3, my name="159th_Panzertard" NET: 91.207000: messages tracked: 3826 NET: 91.207000: Host::process(): cnt=18711, min=0.000000, max=2.935638, avg=0.000213 NET: 91.207000: Host::onFrameEnd(): cnt=18703, min=0.000000, max=0.000005, avg=0.000000 NET: 91.207000: messages: cnt=641, min=1.000000, max=383.000000, avg=5.967239 NET: 91.207000: --- Recvd messages stats: 3 "netSyncReply" 38 608 10 "netClientInit" 1 16 11 "netClientRun" 1 0 21 "SrvAddPlayer" 6 127 23 "SrvSetSlot" 6 69 31 "MsgChatRecv" 11 468 35 "woCar::netCreate" 37 14519 41 "(null)" 524 9432 43 "(null)" 4 16229 65 "(null)" 3135 118551 89 "(null)" 4 3916 90 "(null)" 1 694 136 "(null)" 1 16 258 "(null)" 1 2108 2058 "PlayerStat" 91 819 2059 "netPingUpdate" 1 24 --- NET: 91.207000: Client::onReceive(): cnt=3808, min=0.000000, max=0.000016, avg=0.000000 NET: 91.207000: DsbClient::onRead(): cnt=739, min=0.000004, max=0.001578, avg=0.000017 NET: 91.207000: DsbClient::onWrite(): cnt=40, min=0.000011, max=0.000036, avg=0.000022 NET: 91.207000: --- Sent messages stats: 2 "" 38 380 9 "" 1 4 12 "PlayerStop" 1 4 15 "" 1 0 --- NET: 91.305000: disconnected: NET: 91.305000: disconnected: Server logs, another strange message: NET: 9966.173000: accepting connection from 193.69.nnn.nnn/49749 NET: 9966.225000: append: client 3 NET: 9969.774000: dgram from 3: port has changed from 49749 to 53360 NET: 9970.673000: client[3] is ready to start NET: 9970.673000: spawning client[3] NET: 9970.675000: client[3] started NET: 10012.176000: client[3] has left the game NET: 10012.225000: remove: client 3 NET: 10012.290000: read on 0 failed: (-54) ECONNRESET A working client-server relationship: NET: 15.803000: client has started NET: 20.979000: server maxPlayers=99, numPlayers=7 NET: 20.979000: connected to server NET: 20.979000: Lua: on connect: 69.13.217.66:10308 NET: 32.929000: MsgClientInit(serverTime=9539.569709, modelTime=8924.863609) NET: 32.929000: server time=9539.569709, local time=26.635494, offset=9519.462126, error=0.001761 NET: 32.929000:MsgClientRun NET: 42.838000: Lua: Started network game. My id=3, my name="159th_Panzertard" NET: 147.547000: messages tracked: 11000 NET: 147.547000: Host::process(): cnt=47200, min=0.000000, max=9.921017, avg=0.000274 NET: 147.547000: Host::onFrameEnd(): cnt=47192, min=0.000000, max=0.000019, avg=0.000000 NET: 147.547000: messages: cnt=1715, min=1.000000, max=1586.000000, avg=6.413411 NET: 147.547000: --- Recvd messages stats: 3 "netSyncReply" 8 128 10 "netClientInit" 1 16 11 "netClientRun" 1 0 21 "SrvAddPlayer" 7 147 23 "SrvSetSlot" 7 81 25 "SrvDelPlayer" 1 4 31 "MsgChatRecv" 22 920 35 "woCar::netCreate" 37 14519 41 "(null)" 1540 27720 43 "(null)" 4 16229 65 "(null)" 9274 350418 89 "(null)" 4 3916 90 "(null)" 2 1388 96 "(null)" 6 246 136 "(null)" 1 16 258 "(null)" 1 2108 274 "(null)" 2 34 2058 "PlayerStat" 84 756 2059 "netPingUpdate" 4 96 --- NET: 147.547000: Client::onReceive(): cnt=10959, min=0.000000, max=0.000009, avg=0.000000 NET: 147.547000: DsbClient::onRead(): cnt=2023, min=0.000005, max=0.001566, avg=0.000018 NET: 147.547000: DsbClient::onWrite(): cnt=16, min=0.000020, max=0.000036, avg=0.000025 NET: 147.547000: --- Sent messages stats: 2 "" 9 90 9 "" 1 4 12 "PlayerStop" 1 4 15 "" 1 0 30 "" 5 179 --- NET: 147.660000: disconnected: NET: 147.660000: disconnected: NET: 147.665000: disconnected from server Server side logs, no change from previous attempts: NET: 9544.823000: accepting connection from 193.69.nnn.nnn/49733 NET: 9544.883000: append: client 3 NET: 9548.470000: dgram from 3: port has changed from 49733 to 52384 NET: 9550.434000: client[3] is ready to start NET: 9550.435000: spawning client[3] NET: 9550.436000: client[3] started NET: 9671.674000: client[3] has left the game NET: 9671.758000: remove: client 3 NET: 9671.811000: read on 0 failed: (-54) ECONNRESET 1 The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Panzertard Posted April 4, 2011 Author Share Posted April 4, 2011 At last I must ask a serious question - ServMan. We were using it last night, hence it can be related to ServMan. Has anyone seen this problem on servers not controlled by ServMan? 104th runs without Servman these days - have anyone experienced the problem since Christmas or so? Other servers not runnign Servman? The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
GGTharos Posted April 4, 2011 Share Posted April 4, 2011 I have seen this happen without ServMan. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
S77th-konkussion Posted April 4, 2011 Share Posted April 4, 2011 (edited) whutdahhell..... The only time I can think of where this may have happened to me was within the past couple of weeks- I joined up on Tyger's, and found the mission paused.. Problem is- I was alone in there, so I have no way to know if this is your issue on display- or if someone forgot to unpause the mission. That said- I was able to join another with no problem- and I have joined Tyger's again since then with no problem.. I guess that supports the "forgot to unpause" hypothesis So- I guess my point is- maybe Tyger can contribute to the search.. I tried to find the date I emailed him about it... I must've cleaned up my gmail.... Edited April 4, 2011 by S77th-konkussion [sIGPIC]http://forums.eagle.ru/attachment.php?attachmentid=43337&d=1287169113[/sIGPIC] Link to comment Share on other sites More sharing options...
104th_Crunch Posted April 4, 2011 Share Posted April 4, 2011 I think everyone has ran into this, and I have seen it without Servman in A-10C. I don't see people running into it on the 104th server, more when it is someone hosting from there home connection. Link to comment Share on other sites More sharing options...
Heli Shed Posted April 4, 2011 Share Posted April 4, 2011 (edited) Hi mate. Our server is not a home connection by any stretch and is currently running Servman 3 as part of testing, hence the unpause not being an issue now. Without servman or other such script system, you will have to connect to your dedi (or co-lo in our case) via VNC and unpause. Before the testing of Servman 3 we would take it in turns to manage the server, seeing as there is always one of us about at all times. With servman running pretty much 24/7 (allowing for maintenance time of 2 hrs a day), it has run flawlessly in 2 weeks, except the user mission rotation and voting system. Regards 'T' Edited April 4, 2011 by Tyger Come pay us a visit on YouTube - search for HELI SHED Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 4, 2011 ED Team Share Posted April 4, 2011 \temp\network-<date>-<time>.log contains this string when it has failed: "offset=-1.#IND00, error=-1.#IND00" Thanks, that enough info for me to find the cause. ECONNRESET is OK, it shows up when server gets ICMP messages like "destination unreachable" etc. Socket level does not provide an access to the message itself, only generates a failed read with this code. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Panzertard Posted April 5, 2011 Author Share Posted April 5, 2011 Thanks c0ff, now there's a chance we'll be able to figure out what's causing this problem then. 1 The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 5, 2011 ED Team Share Posted April 5, 2011 It was fixed for quite a time already, but the not in BS/FC2. The issue shows up when missions loads in less than a second. Unfortunately, it's a client-side issue. The workaround is to place this code into Scripts/net/client.lua function on_connect(url, pass, conn_params) -- this line already exists os.execute("ping -n 3 localhost > NUL") -- <- ADD THIS LINE It uses ping to introduce a delay (both Lua and CMD.exe do not have a sleep command). Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Panzertard Posted April 5, 2011 Author Share Posted April 5, 2011 :thumbup: awesome - now we have a workaround for the community. Thank you, c0ff! The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Alvarez Posted April 6, 2011 Share Posted April 6, 2011 SVK_Cobra have the same issue and just now tried add the code into Scripts/net/client.lua but with no succes. All servers are paused for him. The Tunnel at the End of the Light Link to comment Share on other sites More sharing options...
Panzertard Posted April 6, 2011 Author Share Posted April 6, 2011 Is he able to add hos \temp\network-<date>-<time>.log from a failed session here? Assuming FC2\DCS:BS. And assuming that all servers he tested had people in them and were running for everybody else. Empty servers may be paused for another reason. If the assumptions are wrong - please tell us. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 6, 2011 ED Team Share Posted April 6, 2011 Most probably UDP packets do no get through, then. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Alvarez Posted April 11, 2011 Share Posted April 11, 2011 All of the servers were runing for others (I was there also with no prob). The problem will probably be in the UDP packets because he has litle bit complicated connection to the net. Ive asked him for uploading the log. The Tunnel at the End of the Light Link to comment Share on other sites More sharing options...
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