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  1. #1
    Player
    Vukimukinukiduki's Avatar
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    Mar 2020
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    50
    Character
    Kaikelona Chuu
    World
    Louisoix
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    Astrologian Lv 100
    I think devs just can't fix this, my profession lies far from programming, but I have feeling that part of code responsible for dropping connection and other things with 2002 error is patched so many times that they can't do something about it, if they would do than they gonna broke another thing.
    (0)

  2. #2
    Player
    Larirawiel's Avatar
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    Feb 2019
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    Aldrassil
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    2,541
    Character
    Larirawiel Caennalys
    World
    Shiva
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Vukimukinukiduki View Post
    I think devs just can't fix this, my profession lies far from programming, but I have feeling that part of code responsible for dropping connection and other things with 2002 error is patched so many times that they can't do something about it, if they would do than they gonna broke another thing.
    We don't know how it is implemented. If it is simple constant like:

    int32_t minutes = {15};

    Then it is very easy to fix and i doubt that this will break other things. You could mitigate it with:

    int32_t minutes = {1500000};


    Cheers
    (0)

  3. #3
    Player
    Komarimono's Avatar
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    Jun 2019
    Location
    Ivalice
    Posts
    389
    Character
    Komari Mono
    World
    Excalibur
    Main Class
    Dark Knight Lv 100
    Oh hey, I just tested something myself. I interrupted my connection to simulate a packet loss, for 0.10 ms. Queue was at 46. Guess what? I got an Error 2002.

    So, guess they weren't lying, huh? Guess packet loss does lead to 2002 when waiting on queue.
    (8)

  4. #4
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
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    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Komarimono View Post
    Oh hey, I just tested something myself. I interrupted my connection to simulate a packet loss, for 0.10 ms. Queue was at 46. Guess what? I got an Error 2002.

    So, guess they weren't lying, huh? Guess packet loss does lead to 2002 when waiting on queue.
    That's really sensitive though. There are so, so, many things that do adjust for that scenario. Why can't the login queue? .10ms loss, BACK OF THE LINE! lol.

    Imo that is still their issue, if such a tiny loss causes everything to be thrown into disarray, though I assume there are other more complicated issues behind that smaller more simple issue.

    It may still be a user causing some of this problem but honestly the program /should/ be more robust than that. Packet loss is pretty common in a variety of situations (not saying it's good, but this is just a reality for many situations). For example the game itself is, you can R0 and it'll be able to recover it doesn't just go "MINOR DISRUPTION, GET OUT OF HERE". Some games can even hold you in the game for a second incase your connection returns, not kicking you out during that period (I like New World can do this, though that game shouldn't be used as a shining example of code probably..... lol).
    (0)

  5. #5
    Player
    Catwho's Avatar
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    Oct 2012
    Location
    Gridania
    Posts
    2,874
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Vukimukinukiduki View Post
    I think devs just can't fix this, my profession lies far from programming, but I have feeling that part of code responsible for dropping connection and other things with 2002 error is patched so many times that they can't do something about it, if they would do than they gonna broke another thing.
    There's two scenarios:

    1. This part of the net code came from a borrowed library originally from another company, and they are at the mercy of that other company identifying and fixing the problem. In this case, a fix may never be forthcoming, especially if that company no longer exists. My office has a persistant bug from our framework company ZK that is like this, and while it only becomes apparent under extremely complex web pages (ours is a hospital schedule...), it's a bug our users are seeing daily. However, as far as the company is concerned, it's a low priority bug because only a handful of their clients are reporting it.

    2. This part of net code is so archaic but also so fundamentally woven into the server and library system that adjusting it would entail a full rewrite of the entire login and lobby system to change. This doesn't mean that they can't eventually find a solution to fix it, but it does mean that the fix isn't going to be a one-liner in the lobby server queue code. Sometimes a company needs to bite the bullet and do these full rewrites; my office had to rewrite our entire client facing portal because of a fatal design flaw ten years ago that didn't link clients across different business units, which sucked away four months of development time from the new features we really wanted to add. Such a code rewrite would likely result in the delay of 6.1 since it's not the kind of thing they can outsource, and even if they hire a consultant firm to assist, they'd still have to actually write the code themselves for security and knowledge reasons.

    I suspect it's the latter. They're stuck in a rock and a hard place.
    (2)

  6. #6
    Player
    Larirawiel's Avatar
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    Feb 2019
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    Aldrassil
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    2,541
    Character
    Larirawiel Caennalys
    World
    Shiva
    Main Class
    White Mage Lv 100
    There are more propabilities:

    There are not aware of this behavior because that person who implemented it is no longer in the company and this behavior is not documented.

    They know this but maybe this behavior mitigates another bug. Even if it is hard imaginable.

    It was a quick & dirty hack and now they have not the ressources to fix this.


    Cheers
    (1)

  7. #7
    Player
    Packetdancer's Avatar
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    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Larirawiel View Post
    They know this but maybe this behavior mitigates another bug. Even if it is hard imaginable.
    It's very easy for connections passing through NAT to end up silently dropping; the client side doesn't see that the connection is dead until it tries to send something, but the server side sees that the client has disconnected. It's due to how a number of home routers/modems will handle NAT.

    If they saw an issue back in ARR with the connections from behind a NAT setup dropping, I can easily see adding a safety measure where it refreshes the connection every so often to make sure the connection doesn't silently go 'poof'. I'm not sure it's the approach I'd personally have used in a scenario like that, though FFXIV's network code may have made it the most appropriate one for whatever reason, but it's an approach to things like that... and one I've seen used by other software elsewhere. So if the game is doing that, it absolutely could be an attempt to fix that issue.

    After all, the 2002 errors are frustrating, but it'd be even worse if your connection got dropped silently and you sat there thinking you were still in queue, only to get unexpectedly disconnected the next time the game tried to refresh the connection. Holding your spot in queue and manually disconnecting you to make the connection get refreshed strikes me as the equivalent of going after a particularly persistent mosquito with a howitzer, but it will (generally) get rid of the mosquito.

    And even if that isn't the reasoning, it could still be addressing something else. it could be that it's a load-balancing scenario, where when it bounces you it has the potential to ask you to reconnect to a different login server instead, and that provides a method to shuffle people around to keep any one login server in a pool from being too overloaded, or whatever.

    But if that's the situation, I'd argue that still falls into 'archaic netcode' as listed by Catwho, or a closely-adjacent area. And is probably something where reworking the entire login system (and making sure the change it doesn't re-introduce whatever original quirk prompted the scenario) would likely be a not-small undertaking.
    (7)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  8. #8
    Player IdowhatIwant's Avatar
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    May 2020
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    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 91
    Quote Originally Posted by Puremallace View Post
    Someone on reddit was nice enough to do a full technical analysis of the cause of the 2002 error and JUST LIKE everyone has been saying.

    The server is resetting you client every 15 minutes and if it desyncs during this client reset it crashes the client.

    This has nothing to do with your internet but an internal server side check done once that causes you client to crash.

    Fix this now and stop blaming your consumers for internal coding issues.

    https://docs.google.com/document/u/0...jk/mobilebasic

    Source: reddit user u/pitiful-marzipan
    If you know anything about how the internet works you would have already known this was a server side issue. It is common sense to most if you know anything about computers. Sure there are people that do get 2002 because of internet issues. But a majority of it is related to loss of packets from the server to you when it gets over loaded. Nice research project but a waste of time.
    (0)

  9. #9
    Player
    Kes13a's Avatar
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    May 2020
    Location
    Gridania
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    2,843
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    so... I have a concern about this experiment...

    the IP address that is in this "proof" is 204.2.229.9
    this IP is not based out of California, which is where the NA data center is located. (I doubt somehow that the login server for -anywhere- is going to be located in Kansas...)

    that tends to raise a few concerns about the validity and the methodology of this "proof"

    updated

    not going to delete since I hate when people do that, but this was incorrect and my whois was incorrect. my sincere apologies
    (0)
    Last edited by Kes13a; 12-14-2021 at 12:24 AM.

  10. #10
    Player
    MiaShino's Avatar
    Join Date
    Jun 2021
    Posts
    509
    Character
    Mia Shino
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kes13a View Post
    so... I have a concern about this experiment...

    the IP address that is in this "proof" is 204.2.229.9
    this IP is not based out of California, which is where the NA data center is located. (I doubt somehow that the login server for -anywhere- is going to be located in Kansas...)

    that tends to raise a few concerns about the validity and the methodology of this "proof"
    How are you getting Kansas?


    Quote Originally Posted by Larirawiel View Post
    We don't know how it is implemented. If it is simple constant like:

    int32_t minutes = {15};

    Then it is very easy to fix and i doubt that this will break other things. You could mitigate it with:

    int32_t minutes = {1500000};


    Cheers
    I like the valve employee approach!
    //int32_t minutes = {15};
    //Why did we code this? This is terrible, never do this.
    (2)

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