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Old 02-04-2017   #81
LittleToonCat
Default Dedicated Co-op Servers

I've found a problem with dedicated servers.

If you're hosting a co-op server, (non-dedicated) normally if people defeat the final boss and after the credits have been played. The game would reset back to Green Flower Zone. But it doesn't seem to happen if you're hosting a dedicated co-op server.

Any clients that are connected (or attempting to connect) at this point would get timed out while expecting a game state save. And the server remains stuck that way until the host either restarts the server entirely or change the map manually.

Surely, this must be dealt with in case someone plans to host a 24/7 co-op server.
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Old 02-04-2017   #82
Monster Iestyn
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Any idea if this issue with dedicated servers happened before 2.1.17 or not? Would help us a bit if we knew.
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Old 02-04-2017   #83
LittleToonCat
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Originally Posted by Monster Iestyn View Post
Any idea if this issue with dedicated servers happened before 2.1.17 or not? Would help us a bit if we knew.
No, not before 2.1. I remember hosting a dedicated server years before 2.1 was even released, (which contains the old credits) and there are no issue relating to that back then.

No idea what happened when 2.1 was released though.
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Old 3 Weeks Ago   #84
Steel Titanium
 
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I have found a problem, and I think it may have to do with the faster join that was added with 2.1.17.
Code:
Player 5 has joined the game (node 4)
<Player 5> heya
Player 5 renamed to MarksMan
MarksMan renamed to +MarksMan
<+MarksMan> hyper super debug!
<+MarksMan> hey mill
+MarksMan left the game (Connection timeout)
<~!SSG3> i dunno
Player 5 has joined the game (node 4)
Player 5 renamed to +MarksMan
<+MarksMan> hey mill
<+MarksMan> heya
+MarksMan renamed to MarksMan
MarksMan renamed to +MarksMan
<+MarksMan> hyper super debug!
+MarksMan has been banned (test)
Player 5 left the game (Connection timeout)
<+Mill> cap the players
Player 5 has joined the game (node 4)
Player 5 renamed to +MarksMan
<+MarksMan> hey mill
<+MarksMan> heya
+MarksMan renamed to MarksMan
MarksMan renamed to +MarksMan
<+MarksMan> hyper super debug!
+MarksMan has been banned (ugh...)
<@&SD2C the Melodyhog> WHAT THE FUUUUUUUUUUUUUUUU
Player 5 left the game (Connection timeout)
What's going on here is that sometimes when a player leave, they join then leave again repeatedly, it all happens within a second, as if loop is happening somewhere and if a message was sent prior to leaving, the same messages get sent too. Well this don't seem like actual proof, it's definitely proof, and I'm not the only one who have seen this bug in action.
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Old 3 Weeks Ago   #85
Rapidgame7
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Default Problem with ALLOWTEAMCHANGE

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I guess this is a netcode issue, server side.
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Old 3 Weeks Ago   #86
Monster Iestyn
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I suspect it's not a server side issue specifically, but more an issue in general with changeteam and the effect of allowteamchange; it'll block you from changing to spectator with the console and in the menu, it'll block you from switching CTF/Team Match teams via the menu (which is specially coded to detect that), but anything else related to team changing bar serverchangeteam, console or menu-wise, will de-synch you from the server.

Last edited by Monster Iestyn; 3 Weeks Ago at 02:08 PM.
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Old 3 Weeks Ago   #88
Sapheros
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What's going on here is that sometimes when a player leave, they join then leave again repeatedly, it all happens within a second, as if loop is happening somewhere and if a message was sent prior to leaving, the same messages get sent too. Well this don't seem like actual proof, it's definitely proof, and I'm not the only one who have seen this bug in action.[/QUOTE]

I can testify, this happens more commonly on my server, and as far as I've heard, LJ doesn't seem to know what the issue is either.
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Old 3 Weeks Ago   #89
LJ Sonik
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Quote:
Originally Posted by LittleToonCat View Post
I've found a problem with dedicated servers.

If you're hosting a co-op server, (non-dedicated) normally if people defeat the final boss and after the credits have been played. The game would reset back to Green Flower Zone. But it doesn't seem to happen if you're hosting a dedicated co-op server.

Any clients that are connected (or attempting to connect) at this point would get timed out while expecting a game state save. And the server remains stuck that way until the host either restarts the server entirely or change the map manually.

Surely, this must be dealt with in case someone plans to host a 24/7 co-op server.
This may be caused by the changes I did to the timeout system, and if it really is, I think I know how to fix it pretty easily.
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Old 3 Weeks Ago   #90
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No LJ Sonik, this is an ancient bug. I've seen this happen many times, and it was long before your netcode changes.
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Old 3 Weeks Ago   #91
LJ Sonik
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Quote:
Originally Posted by Steel Titanium View Post
No LJ Sonik, this is an ancient bug. I've seen this happen many times, and it was long before your netcode changes.
Oh ok, I had never heard of this before 2.1.17 so I assumed it was a new bug.
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