Logins stuck at acquiring player data.

Gratis
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Logins stuck at acquiring player data.

Post by Gratis » Tue Feb 11, 2014 9:59 pm

Am I missing a port? Would that be causing this? After 15-20 people logged in the login server wont allow anymore on and only a full reboot of the server, router, and modem fixes it...

Any advice?
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ports.JPG

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atom0s
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Re: Logins stuck at acquiring player data.

Post by atom0s » Wed Feb 12, 2014 1:46 pm

You sure people aren't just getting stuck with the invalid key error? If they are completely stuck, you can fix it by having them log out and editing their zones to something other than 0.

You can find the broken players using:
SELECT * FROM chars WHERE pos_zone = 0 AND pos_prevzone = 0;

Gratis
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Re: Logins stuck at acquiring player data.

Post by Gratis » Wed Feb 12, 2014 9:27 pm

They time out and get error 3101... I have a query to move "stuck" characters, these people can't even get "stuck", it just times out and gives them that error before they can even reach the game.

Gratis
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Re: Logins stuck at acquiring player data.

Post by Gratis » Thu Feb 13, 2014 11:37 am

This is what the lobby server does when it rejects logins.

These accounts can and have logged in before. Their clients are completely up to date. Only thing I can think of that is left is my hardware? Possibly my modem can't handle it? Could handle around 40 users with rev 3860's but these newer rev's I am lucky to get 10 people on...
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atom0s
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Re: Logins stuck at acquiring player data.

Post by atom0s » Thu Feb 13, 2014 1:37 pm

Given that its saying that the git hash is unknown I'd recommend you fully update your server and recompile everything.

Alistar
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Re: Logins stuck at acquiring player data.

Post by Alistar » Thu Feb 13, 2014 5:50 pm

I am involved in running this server, and it is not compiled on the actual server it runs on.

It is compiled on the same architecture, and both systems have the same required redistributables.

I compile on my development machine and copy over the binaries (actually I copy over the entire folder structure scripts, src, win32 and all). This is basically done for all software everywhere (unless you compile everything yourself on your own machine) so I fail to see why this would be the issue.

The only thing that isn't done on the server is the load project and hit build.

Is there a specific reason why this way would not work?

Edit** - before you upgraded to the 2013 Studio requirement the server did actually build the server software and still ran into similar problems, though depending on the revision from DSP it was on it was better or worse, at seeming random.

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atom0s
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Re: Logins stuck at acquiring player data.

Post by atom0s » Fri Feb 14, 2014 12:56 pm

It's not required, but when we see a screenshot that says the revision is unknown it can sometimes mean the server is outdated.
So I wanted to make sure that was squared away first and you were on the latest revision.

If you still have players getting stuck at downloading data, try the following:
  • Ensure that your firewall is not blocking the connections.
  • Ensure that your firewall is allowing all 3 servers full access to the internet.
  • Ensure that your database has the proper zoneip set for the external IP.

Alistar
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Re: Logins stuck at acquiring player data.

Post by Alistar » Fri Feb 14, 2014 7:00 pm

I will get Gratis to reply specifically as he handles the physical server and networking.

However, in general the server software works, it just gets stuck at _acquiring player data_ (i.e. the character list) not at _downloading data_ after about about 15-20 people have logged in, or at least once a day with about an average of 10 people throughout.

The players can't even get through the lobby to the character select screen. They don't even hit the game-server yet at this point.

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atom0s
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Re: Logins stuck at acquiring player data.

Post by atom0s » Sat Feb 15, 2014 12:10 am

Is your server hosted at someones personal house? If so, your internet connection may not be able to handle the traffic requirements of the server.

Alistar
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Re: Logins stuck at acquiring player data.

Post by Alistar » Sun Feb 16, 2014 12:23 am

Yes it is, and I can agree with you in some general principle, with 15-20 people logged in if they are all in the same zone it can start to lag.

However, its not really the amount of traffic that appears to be the problem, but rather an issue with an accumulation of usage.

So as mentioned with about 15-20 people logged in, this sort of thing usually happens fairly regularly.
With 10 people logging in an out throughout the day it happens about once.
If only 2-3 people log in throughout the day, it happens every couple of days.

It seems like there is a magic number of server usage that it hits before the login server stops working properly.

It is very odd to troubleshoot. I don't believe that for us the problem lies not only in the connect-server, but also partly with the network it is on, but I hope you will help us troubleshoot.

For example, when this happens there are 3 possibilities to recover for us:

1) Restart only the login-server - works some of the time
2) Restart only the modem - works some of the time (more than 1)
3) Restart both the modem and the login-server (required most of the time)

Also I believe that when the login server stops working properly, they are still able to login on the local network.

However outside connections are still getting to the login server as it accepts the user/pass to get in, and you see the login server sending packets to the client, it just seems to stop at sending the character data. I am not sure why this is.

I ran some network analysis, and the modem/login-server sees/sends the packets as seen in the screenshot above, but I don't see the login-server sending anything after that, at which point it times out, the client disconnects and the login server recognizes this and shutdowns the socket.

If have any ideas it would be greatly appreciated, we have been struggling with this for quite some time.

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