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English Client crashes

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old Client crashes

Quattro
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I got a problem... Server worked fine but for some reason it began cutting off clients when sending lots of parse commands
https://www.youtube.com/watch?v=Ix07-C-Y3eQ&feature=youtu.be

In video you see what happens but here is what happens on server:

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[Server] Match starts in 10 seconds...
[Server] Match starts in 5 seconds...
[Server] Live!
U.S.G.N.: Serverlist entry updated
:[ Wings ]: Quattro: fwefw
:[ Wings ]: Quattro: rg
:[ Wings ]: Quattro: rgegege
[Server] :[ Wings ]: Quattro has left the match and received 119 rank penalty
[SERVER INFO] Wingman match ended: Mix Team(9) vs Mix Team(0)
[Server] Changing map...

It received all commands from me while I was frozen...

Also when 10 real players connected it hang during one of the countdown sounds before even sending parse functions... Maybe there are linux commands that I forgot to setup to allow more players?

old Re: Client crashes

Mami Tomoe
User Off Offline

Quote
Make sure your script isn't requesting too much information from your clients at a time.

Do you use
always
/
ms100
hooks?
Even big
second
hooks?

Avoid using
reqcld
entirely if possible.

old Re: Client crashes

Quattro
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Quote
Thanks dude but I dont even use these. The funny thing is it worked for our first 2v2. Then I restarted sv, added 1 new variable and this thing happened. It seemed like I made a mistake but it works on local game and lua doesnt show any error. It just stops sending info to player but receives everything from him

old Re: Client crashes

DC
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Quote
You are probably sending too much stuff in a single frame. CS2D's networking code and protocol is very... basic... and sometimes does bad things which lead to a broken connection.
Of course these issues can't be observed if you host yourself (listen server with client) and only test with bots.

If you send me the code or tell me which commands you're using I can probably improve the behavior for future releases.

Right now the best fix would be to use a timer or something alike and to split command execution over multiple frames. It really depends a lot on what exactly you're doing though. There might also be alternative solutions which cause less network traffic.

old Re: Client crashes

SQ
Moderator Off Offline

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I remember breaking connection with scripts on join hook while player was still receiving data from the server. Not sure if this is a similar case.

old Re: Client crashes

Quattro
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It sounds similar but inversed
99% it is shitty server's limitation.

old Re: Client crashes

Quattro
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It was as DC said, too much stuff in one go for the server to handle.
Solved it by limiting and optimizing hudtxt blocks.

old Re: Client crashes

cs2d_is_a_Gem
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cs2d is perfect with blitmax, but it would also be great to see cs2d with another engine, even if it doesn't happen, it's not a bad idea, I'm sure that cs2d developers would create something really good, with a more modern engine.
I am one of the people who does not close the doors to the possibilities.

old Re: Client crashes

mrc
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Quote
It's easier to develop by ourselves than wait for a new engine.

old Re: Client crashes

DC
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@user The Superman: Please don't suggest switching to another engine in random threads. That's entirely off-topic. The problem described here is caused by CS2D's network code and not by any issues with BlitzMax.
(Also I would never use Unity or Unreal for a game like CS2D! I'm using Untiy in my full time job. It's way too heavy, causes too much trouble and I would be busy with working around its problems 90% of the time)
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