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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002995||Zandronum||[All Projects] Bug||public||2017-01-25 21:27||2017-05-18 23:28|
|Target Version||Fixed in Version|
|Summary||0002995: Boss Brain Death Exit type on maps causes 1024 packets missing error, all players crash|
|Description||As the title says, this is happening quite often. So far only tried with Wrath of Cronos mod on TSPG. There's a server for you to try if you want, I don't think this is reproducible offline.|
|Steps To Reproduce||- There's a server named "wrath of crying sunlust with extra monsters" on TSPG. (188.8.131.52:10692)|
- Copy its settings and make a server.
- Go to map 10.
- Go to the exit.
- It should crash. (You probably need high ping or something for this, not sure)
|Additional Information||- You may not need WoC for this to happen.|
- It probably won't happen in a local server.
- Might require ping emulation.
Confirmed that I time out with 1024 packets when these wads are loaded: doom2.wad, wrathofcronosr1_9.pk3, wrathofcronosnothexenpatch.pk3, wrathofcronosdoompatch1_9.pk3, wrathofcronosdoomrandom1_9.pk3
The problem ONLY happens when wrathofcronosdoomrandom1_9.pk3 is loaded. I have no idea what in the wad causes the error. It just looked like a monster randomizer.
Doesn't happen with vanilla (none of these wads loaded)
edited on: 2017-01-26 12:46
Randomness is a good hugepacket maker. Sounds like mod fault not zanfault.
You can try setting the max packet send to
1492 - 40 - 8 = 1434. you can now miss much more data.
The default 1024 has zero sens.
Tbh you can use 1500 in that baby math since it probably covers all zan users anyway,
1500 - 40 - 8 = 1456
This might be fixed by the fix for this other issue:
|Could it still be possible to understand exactly what's the problem? It could be nice to see the wads reduced to the minimum needed to still cause the issue.|
Torr Samaho (administrator)
Being kicked for missing too many packets is not crashing. If I understand the description correctly, all clients are kicked, gracefully disconnect from the server and report the kick reason in full console mode. Is this correct?
If so, it sounds as if the mod simply generates too much network traffic. Does it work any better in 3.0? The new traffic management could help with a traffic spike like this.
edited on: 2017-05-18 23:28
I have come to the conclusion this is most likely being caused by a shit ton of blood actors falling into water and making a corresponding shit ton of water splashes from terrain info. All of these water splashes seem to cause the lag out. Thats why sunlust map10 causes it almost instantly, there are like 30 crusher spikes that make this happen really fast.
3.0 doesn't error out as fast as 2.1.2, but it still slows to a crawl and becomes unplayable. Basically both versions can't handle all of these splashes. I guess the problem is with TERRAIN where all these splashes are defined for several wads. Maybe a limit on the number of splashes at once (like 300 or something) to prevent the clients from being disconnected? idk
The romero death and barrels didn't seem to have anything to do with this.
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|2017-01-25 21:27||Ivan||New Issue|
|2017-01-25 22:08||Dusk||Priority||high => normal|
|2017-01-25 22:08||Dusk||Severity||major => crash|
|2017-01-25 22:51||Combinebobnt||Note Added: 0016688|
|2017-01-26 12:44||Filystea||Note Added: 0016697|
|2017-01-26 12:45||Filystea||Note Edited: 0016697||View Revisions|
|2017-01-26 12:46||Filystea||Note Edited: 0016697||View Revisions|
|2017-01-27 22:20||Empyre||Note Added: 0016702|
|2017-01-27 22:34||Edward-san||Note Added: 0016703|
|2017-01-27 22:34||Edward-san||Status||new => feedback|
|2017-01-29 15:35||Torr Samaho||Note Added: 0016715|
|2017-05-17 21:32||Combinebobnt||Note Added: 0017705|
|2017-05-18 23:28||Combinebobnt||Note Edited: 0017705||View Revisions|
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