MantisBT - Zandronum
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0000679Zandronum[All Projects] Bugpublic2012-02-19 12:072017-11-09 09:53
ZzZombo 
 
highmajorsometimes
closedunable to reproduce 
98d 
 
0000679: "Connection interrupted" OMFG (hard to explain, please read on)
Situation: I'm playing online with ping 280-500. If I press talk button, or go to console or open game menu after a short delay (usually after 2-4 secs) Skulltag sometimes (depends on my connection speed and number of players on server) shows me "Connection interrupted" for 10-15 secs. I can't believe that going to console can interrupt my connection but correlation is clearly visible: you are going to console (chat, menu)->you see this message.

Another odd behavior with this message. Skulltag sometimes shows this damn message with no reason and behaves as be really lagged but all "lags" instantly (!) disappear after spectating. That happens if you die while lagging, not always though. Ping in this situation is normal, and this massage doesn't disappear until you spectate.

And last, disconnection while lagging. If you disconnect while be very lagging (ping bigger then 1000 ms) your client most likely be frozen until lag disappear. Most notable that if you reconnect just after disconnect you can be kicked from the server with message "...kicked. Reason: too many missing packets" or get weird "CheckForMissingPackets: lost more than 1024 packets. Unable to recover". Here is my question: why client doesn't properly (fully?) disconnect from server?
I doubt that, almost all I've described here appears in Zombie Horde but IDK does it appears in other games because I don't play others so much.
lag
related to 0000835closed Torr Samaho Some monsters don't appear on the client-end after changemap map changes until it opens the console/menu 
Issue History
2012-02-19 12:07ZzZomboNew Issue
2012-02-22 05:13ZzZomboNote Added: 0002666
2012-02-26 03:31ZzZomboNote Edited: 0002666bug_revision_view_page.php?bugnote_id=2666#r1367
2012-05-17 14:54TIHanNote Added: 0003643
2012-05-17 14:54TIHanAssigned To => TIHan
2012-05-17 14:54TIHanStatusnew => feedback
2012-05-17 14:54TIHanAssigned ToTIHan =>
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2012-06-13 05:25ZzZomboNote Added: 0003754
2012-06-13 05:25ZzZomboStatusfeedback => new
2012-07-27 07:39TosenNote Added: 0004096
2012-07-27 10:49DuskNote Added: 0004099
2012-07-29 12:32Torr SamahoNote Added: 0004129
2012-07-29 12:33Torr SamahoRelationship addedrelated to 0000835
2012-08-02 19:38Torr SamahoStatusnew => feedback
2012-08-24 12:28ZzZomboNote Added: 0004428
2012-08-24 12:28ZzZomboStatusfeedback => new
2014-06-11 21:49WatermelonNote Added: 0009123
2014-06-11 21:49WatermelonStatusnew => feedback
2017-11-09 09:53DuskStatusfeedback => closed
2017-11-09 09:53DuskResolutionopen => unable to reproduce

Notes
(0002666)
ZzZombo   
2012-02-22 05:13   
(edited on: 2012-02-26 03:31)
Also I lag while viewing automap. After reconnecting to the same server you can see your old ping for a moment if disconnect was due to excessive packet loss.

(0003643)
TIHan   
2012-05-17 14:54   
Sorry that you are having issues with this. We will do what we can to help your situation.

> Another odd behavior with this message. Skulltag sometimes shows this damn message with no reason and behaves as be really lagged but all "lags" instantly (!) disappear after spectating. That happens if you die while lagging, not always though. Ping in this situation is normal, and this massage doesn't disappear until you spectate.

Spectators require zero bandwidth when traversing, as it is all client-side.

Most of your issues seem to come from packet loss which could be due to your internet connection itself.
(0003754)
ZzZombo   
2012-06-13 05:25   
But it doesn't answer why I start to lag after opening some UI menus/panels/etc? The "All "lags" instantly (!) disappear after spectating" thingy is still unexplained. Same for "After reconnecting to the same server you can see your old ping for a moment if disconnect was due to excessive packet loss.". Why it behaves much like I didn't disconnect either?
(0004096)
Tosen   
2012-07-27 07:39   
When you are ingame you are sending and receiving packets to and from the server, which creates bandwidth usage. When you are a spectator, you are simply a camera that is moving around client side. To understand this better, spectate in single player, and summon something as a spectator. No matter where you spectate, it will always spawn where the player spawn is.
(0004099)
Dusk   
2012-07-27 10:49   
Quote
The "All "lags" instantly (!) disappear after spectating" thingy is still unexplained.

Maybe you got a bad upload speed which makes sending packets harder? Spectators don't send any traffic at all, aside from pings and possible other stuff I'm not aware of.
(0004129)
Torr Samaho   
2012-07-29 12:32   
Quote from ZzZombo
But it doesn't answer why I start to lag after opening some UI menus/panels/etc?

It does. If you open the menu, the client tells the server "I have opened the menu" so that the server can display the "in menu" icon. Once again this is something that is most likely caused by a bad connection.

If anything it's a bug that you don't notice the problems while spectating and this actually a consequence of the following bug: 0000835
(0004428)
ZzZombo   
2012-08-24 12:28   
Ok, I wish I know why the client tends to hang for a while after disconnecting by any means if your ping >1000?
(0009123)
Watermelon   
2014-06-11 21:49   
Still happen in 2.0?