Random DC

03/22/2011 18:07 Lateralus#16
Quote:
Originally Posted by EmmeTheCoder View Post
Thanks for the replies. The wierd thing about it though, is that the client disconnects randomly, again, and I don't even need the CO window focused. At first I was thinking socket error, unstable sockets etc, but after changing those and with the same error it can't be it.

Think it can be more of a client issue?

Thanks!
Yes, that's exactly what it is. That's why I sent you a link to my client where it *should* be fixed.
03/22/2011 19:32 _Emme_#17
I upgraded my regular client to 5377 (latest), whereas login with ConquerLoader works, but as soon as I replace the Conquer.exe with yours (all versions of yours) I'm not getting pass the password seed. Is your client supposed to work with loaders, if so, the ConquerLoader Nullable provided?

Thanks
03/22/2011 21:39 Lateralus#18
Quote:
Originally Posted by EmmeTheCoder View Post
I upgraded my regular client to 5377 (latest), whereas login with ConquerLoader works, but as soon as I replace the Conquer.exe with yours (all versions of yours) I'm not getting pass the password seed. Is your client supposed to work with loaders, if so, the ConquerLoader Nullable provided?

Thanks
I'm not sure; I've never used a "loader" before. Why exactly do you need to use a loader for the client?
03/22/2011 21:44 Kiyono#19
Quote:
Originally Posted by Lateralus View Post
I'm not sure; I've never used a "loader" before. Why exactly do you need to use a loader for the client?
Probably to alter the IP address it connects to.
03/22/2011 23:25 _Emme_#20
Quote:
Originally Posted by Lateralus View Post
I'm not sure; I've never used a "loader" before. Why exactly do you need to use a loader for the client?
As Kiyono said (always so helpful! ), you need a loader to redirect the client to connect to your server's IP address rather than the one that's in Server.dat (which is encrypted, most people don't bother to decrypt/encrypt).
03/22/2011 23:28 Lateralus#21
Quote:
Originally Posted by EmmeTheCoder View Post
As Kiyono said (always so helpful! ), you need a loader to redirect the client to connect to your server's IP address rather than the one that's in Server.dat (which is encrypted, most people don't bother to decrypt/encrypt).
Oh wow, that's a good idea for something to add in my client. I'll get on that tomorrow, and when I manage it, I'll send you a PM.
03/24/2011 04:54 lostsolder05#22
I have a similar problem on my server. Loads of players will randomly all disconnect around the same time. Any ideas? Could it be the same issue?

Sorry for over taking your thread in a sense.
03/24/2011 07:31 Santa#23
Quote:
Originally Posted by lostsolder05 View Post
I have a similar problem on my server. Loads of players will randomly all disconnect around the same time. Any ideas? Could it be the same issue?

Sorry for over taking your thread in a sense.
You need to speak with your "Mods" on your chat box. They seem to think your server does that purposely. They also seem to think many of stupid thing in which they have no idea. But yeah, they said the server was coded like that when the "population" exceeds 300 LOL.
03/24/2011 10:59 { Angelius }#24
try to login to realco knowing that its (up to date) and stay still for like 15 min and see what happens things has changed thought :P
03/25/2011 01:11 -Shunsui-#25
it could be a packet, with a static lenght im guessing. and lenght is probably updating. and it gets to big to a point were it DC's the client.
03/25/2011 10:30 _Emme_#26
Quote:
Originally Posted by -Shunsui- View Post
it could be a packet, with a static lenght im guessing. and lenght is probably updating. and it gets to big to a point were it DC's the client.
Again, I'm logging all packets and there's no wierd ones. Ping packet is being sent every 10 second I believe, and that's normal, and sometimes the Time packet, but no packet is incorrect I believe.
03/25/2011 23:39 { Angelius }#27
Quote:
Originally Posted by EmmeTheCoder View Post
Again, I'm logging all packets and there's no wierd ones. Ping packet is being sent every 10 second I believe, and that's normal, and sometimes the Time packet, but no packet is incorrect I believe.
something to try ,

as long as you are getting a random disconnection you can check if the socket is still connected or not. after the disconnection im not sure if you are checking on the sending/receiving if possible send if not disconnect

but.... if you are not doing that than you can try this,

Remove The Client.Disconnect voids out of the Send Void (if you are checking on the connections)

PHP Code:
public static void CMD(Character Client )
{
bool blockingState client._Sock.Blocking;
try
{
    
byte [] tmp = new byte[1];

    
client._Sock.Blocking false;
    
client._Sock.Send(tmp00);
    
Console.WriteLine("Connected!");
}
catch (
SocketException e
{
    if (
e.NativeErrorCode.Equals(10035))
        
Console.WriteLine("Still Connected, but the Send would block");
    else
    {
        
Console.WriteLine("Disconnected: error code {0}!"e.NativeErrorCode);
    }
}
finally
{
    
client._Sock.Blocking blockingState;
}
 
Console.WriteLine("Connected: {0}"client.Connected);

sending a wrong value to the client well result a disconnection sometimes so

if you sent that void as a cmd through the console screen + name/uid of the client to check on,

if the socket is still connected than its a random value being sent to the client Else its it has something to do with the socket system/Data Sending

i dont know what im thinking lol but i have had the same thing before and i had it done by removing the (Client.Disconnect()) void out of the socket system+ the send void
and than i sent the same peace of code that i provided up there and yep it works lol

hope its useful else ignore it :P