Hello anyone
I'm using candyconquer and trying to complete the missing features. I found a serious problem.
If level >= 70 and re-login 2 or 3 times, the client will disappear.
I think the problem is here.
I remove player.UpdateClientNobility(); problem no longer occurs.
The NobilityPacket seems to have no problem, Nobility works fine.
I not donate, The problem still arises.
I didn't get any exception messages.
please help me.
It's possible that it's some race condition that's just now being spotted due to varying hardware. I took a lot at the source, but the abstraction of everything still makes it difficult to read that source and follow the code... Especially when you don't have Visual Studio installed on your tablet. I couldn't see anything out of the ordinary. I can try installing Visual Studio when I get home... But it's such a huge program...
It's possible that it's some race condition that's just now being spotted due to varying hardware. I took a lot at the source, but the abstraction of everything still makes it difficult to read that source and follow the code... Especially when you don't have Visual Studio installed on your tablet. I couldn't see anything out of the ordinary. I can try installing Visual Studio when I get home... But it's such a huge program...
I remember having the same issue. I believe I fixed it by adding condition checks to the packet reader/writer class. As the source is now, there are no conditions.
I remember having the same issue. I believe I fixed it by adding condition checks to the packet reader/writer class. As the source is now, there are no conditions.
A wild guess is that the virtual size of a packet doesn't match the actual size of the packet.
Ex.
Code:
{
ushort: 6 (size)
ushort: 2
uint: 1
uint 1
}
Has a virtual size of 6.
But a physical size of 12.
That means when the client receives the packet it will read the first 6 bytes and then the second half of the first uint will be a new packet to the client and will most likely be read as an invalid size since it obviously isn't the size of a packet.
Instead that packet should have been:
Code:
{
ushort: 12 (size)
ushort: 2
uint: 1
uint 1
}
---
That's also why I said debug and log the packets. Check what the server is actually sending to the client.
Quote:
Originally Posted by Spirited
It's possible that it's some race condition that's just now being spotted due to varying hardware. I took a lot at the source, but the abstraction of everything still makes it difficult to read that source and follow the code... Especially when you don't have Visual Studio installed on your tablet. I couldn't see anything out of the ordinary. I can try installing Visual Studio when I get home... But it's such a huge program...
Definitely not a race condition, or at least it shouldn't be since it doesn't send anything across threads to the client during login which is when this happens.
And even when it does it's concurrent and shouldn't cause any race conditions.
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