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Messages - Jungletoe

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76
Network / Re: Sound freezes
« on: June 02, 2013, 02:16:50 am »
Ok, so it's almost been a week. Not to be impatient, but have you had any time to check it out?

77
Network / Re: Sound freezes
« on: May 25, 2013, 09:53:19 pm »
I will do so when I have a bigger chunk of time on my hands :).

Ok gotcha.

78
Network / Re: Sound freezes
« on: May 25, 2013, 09:21:13 pm »
Ah ok.

So did you have a chance to download the client?

79
Network / Re: Sound freezes
« on: May 25, 2013, 03:55:33 pm »
I sent you the client via PM.

By the way, people from the UK are having a hard time connecting. It always shows offline for them but for nobody else. I already got rid of the connection timeout. It just seems odd that Brits can't connect consistently, yet Russians and Japanese people have no problems whatsoever (the server is located in Eastern US).

80
Network / Re: Sound freezes
« on: May 25, 2013, 03:53:39 am »
Client Side Only (runtime - crash)
http://fbe.am/kMT
http://fbe.am/kMU

Client & Server (after crash)
http://fbe.am/kMW

81
Network / Re: Sound freezes
« on: May 24, 2013, 07:02:57 pm »
The packets are being sent from the server to the client but the client is not responding to them because of some distortion or deletion. The problem is with the underlying network, not my code because people have to wait 5 minutes before they can play again-- after closing the client and restarting. The client is not receiving anything since it simply just stops working.

82
Network / Re: Sound freezes
« on: May 24, 2013, 01:42:14 am »
Okay, I definitely know it has to do with high memory packets. The client basically stops receiving the packets if a lot are sent at once.

Is there any limit on how much memory the network can hold before it's processed in a recieve()?

83
Network / Re: Sound freezes
« on: May 13, 2013, 02:50:01 am »
Unless you can consistently isolate and reproduce this, it is probably just coincidence or just correlated in some indirect way.

I've confirmed that it has to do with lots of high-memory packets being sent at once.

I guess I can try to replicate it.

84
Network / Re: Sound freezes
« on: May 12, 2013, 06:00:37 am »
It seems to happen when a lot of high-memory packets are sent at once.

86
Network / Re: Sound freezes
« on: May 07, 2013, 03:34:19 am »
If you say you are experiencing data loss issues, you should try to replicate it with a simple test program (<100 lines, try sending random numbers with the same seed at one end and verifying them at the other) that transfers a lot of data. See if you can make it lose something the same way you lose data here.

I mean... that'll take a while but I'll try. I don't exactly have time to experiment with this. My fan-base recently grew to 200 people and they expect features every weekend...

One of the dedicated testers just gave me this from Very Sleepy after a crash:

87
Network / Re: Sound freezes
« on: May 04, 2013, 01:02:20 am »
Well... according to the dump, 192.168.1.14 sent a SYN from port 50282 to 173.73.23.101 port 41011 first. Then 173.73.23.101 sent a SYN from port 1024 back to 192.168.1.14 port 41011. This means that 2 connections are established between the hosts. If only the server is listening for new connections then either the second connection attempt was made by some other application, or something is misbehaving. You can have a look yourself. It's the first 2 packets in the dump.

I still have no idea what could've connected it... the server never connects and no outside applications use that port.

88
Network / Re: Sound freezes
« on: May 03, 2013, 02:38:05 am »
And regarding my first question: Why does the server establish a connection to the client as well? There are what looks like 2 simultaneous TCP connections between the 2 hosts in the dump. Both sides connect to the other using their own connection. That is what I don't understand. Wouldn't a single connection suffice?

Umm... I didn't connect both sides...

You can take a look at my networking code again. That's all it does.

89
Network / Re: Sound freezes
« on: May 01, 2013, 04:18:02 am »
I just realized that I didn't call socket->disconnect() when closing the connection-- I simply just deleted the connector and socket. I'll see if this plays out better.



  • Did you capture multiple game sessions within that dump? If not, why are there multiple TCP connections between the 2 hosts? And why are they established in both directions?
  • How do you handle a legitimate disconnect? Is there a "disconnect" packet you send? Or do you just wait for someone to close the connection in order to know that they want to stop playing?
  • This is not your fault, but I reviewed the networking code in SFML yet again, and there is an inherent problem with how it closes TCP connections.

  • It may have been possible that someone else logged in. And yes, I logged out a few times during that capture session in order to reproduce the errors.
  • It only tests to see if the connection is closed when sending/receiving from the sockets
  • Interesting... would that have to do with my failure to add disconnect() by any chance?

90
Network / Re: Sound freezes
« on: April 30, 2013, 01:57:12 am »
Ok, would it be a problem with non-blocking sends if I delete the packet immediately after the send() function? That's the only thing I can think of that could corrupt it.

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