Aye, you're technically correct. But the root cause of the problem is the client voluntarily dropping the connection every 15 minutes. Eliminate that, and you don't need to attempt a new login, the server doesn't have to choose between you and a zillion other competing requests, you stay connected, waiting patiently in the queue, and will eventually get recompensed with being shown to the game, on your world server.The problem unfortunately exists on both ends.
Login server capacity is limited to a finite number of connections. When your connection attempts to reestablish client-side as noted in the doc, it creates a race condition wherein it's highly likely that someone else has already taken the slot you just created while reconnecting, which results in you then being unable to connect to the login server which is now at capacity. Every 15 minutes you essentially have to pray that there is a 'slot' available in the login server as well.
For me it looks like a quick & dirty hack to mitigate something that was a possible problem 8 years ago. And they never fixed it because it never hit them hard enough. Now with the very long queues this "fix" is very contra productive. And it is a good example why every software company should work on technical debt.
Cheers
There is a post on the mainpage regrading the 2002 issue. The client dropping the connection is a problem and packet loss is the primary one. The person who posted that data tested only their connection for packet loss. There only two people who can tell if packet loss is your issue or not...you and SE.
I think it raises a fair issue and I hope they're aware of this issue if it is as the link in the OP suggests. It seems to have only presented itself now that the server load is unreasonably high. If it has to re-establish a connection with the server every so often then it makes sense if it hits its cap then it disconnects from the server. I'd suspect this is in place to prevent any server connections from hanging, but I am not knowledgeable enough to suggest a better alternative to that problem or why it may work that way. Or how big the solution to this is or what problems might be caused by a fix. It'd also perhaps explain why when I get a 2002 and reconnect and it retains my position in the queue because it retains that position on refresh but the server may refuse the connection if load is too high.
The fact they've managed to increase the cap to 23,000 per data center by using their backup development servers I think should alleviate the problem, because it's less likely to hit that cap when it has to drop and reconnect.
My disconnects (2002's) are more random, not every 15 mins. The queue refreshes itself every 30 seconds to a minute when it let's the next 100 people into the game. I babysit the queue to make sure if I am disconnected, that I log right back in before that next refresh and in doing so I usually retain my place in queue prior to receiving the error.
So my question is if the limit is reached past the 17,000 allotted before one gets the 2002 error, is it better for the world servers at over 17,000 to crash instead of the log in server and everyone get knocked out of game, forcing a even a greater queue time of three times the queue's previous numbers? Are there people asking them to let the game crash for those that are in game so you don't get the 2002 error anymore?
The 2002 error CAN happen every 15 minutes. But it can also be that it will not happen for a couple of hours. There are two conditions that must be met: the 15 minutes disconnect AND the lobby server is full at this time. Then you will get the 2002 error ... even when your internet connection is perfect without any packet loss.
Cheers
Several multi-hour queues with no 2002's here.
Yes there's an issue with the queue refreshing itself, but if you have a good connection to the server tgat won't result in a 2002.
The issue being that there are enough intermediaries between you and the server that this is completely out of your control. You can only change your connection speed and whether you use a hardline or wifi. If there's a node somewhere in the middle screwing up...
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