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Disconnect/stuck When Hitting Mobs?


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Posted (edited)

Seems strange but players seem to stuck (their char freeze but they see other players near them normally moving,etc)  on a live server with PPL on. But in my local server there isn't such a problem? What could cause that happen on the live server? No errors on GS related with that.

 

Maybe some goes wrong with : max queues overflow (not sure if that error related with this prob)

Any suggestions?

Edited by sm4rt

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Posted

Autoattack stops or what can you expain it with a video maybe?

I will try when I be home. Till then any thinkings will be appreciated
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Posted

I will try when I be home. Till then any thinkings will be appreciated

Can be from any part..so video an better explain will help more to understand

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Posted (edited)

if server is stable and in vps and on dedicated and on home machine working fine :)

your bug is like this ? http://sendvid.com/ry5rkpt8

 

He noticed a little of the case he is doing

Edited by pirama
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Posted

if server is stable and in vps and on dedicated and on home machine working fine :)

your bug is like this ? http://sendvid.com/ry5rkpt8

 

He noticed a little of the case he is doing

no, they stuck and they need to do cntr alt delete to log again. But when they are stucked they see other players playing normally
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Posted (edited)

no, they stuck and they need to do cntr alt delete to log again. But when they are stucked they see other players playing normally

that happen because missing from your pack ( on step player stuck )

player.sendPacket(ActionFailed.STATIC_PACKET);

If you find what is happening at the time the player gets stuck ( the fix is simple )

 

for test if this packet can help your problem you can create 1 vc like this 

package net.sf.l2j.gameserver.handler.voicedcommandhandler;

import net.sf.l2j.gameserver.handler.IVoicedCommandHandler;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;

public class SuckMePlayer implements IVoicedCommandHandler
{
	private static String[] _voicedCommands =
	{
		"issuck"
	};
	
	@Override
	public boolean useVoicedCommand(String command, L2PcInstance activeChar, String target)
	{
		if (command.equalsIgnoreCase("issuck"))
		{
			activeChar.sendPacket(ActionFailed.STATIC_PACKET);
		}
		return true;
	}
	
	@Override
	public String[] getVoicedCommandList()
	{
		return _voicedCommands;
	}
}

Edit : now i thinking that maybe happened and from food protection ( check your configs )

Edited by pirama
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Posted (edited)

that happen because missing from your pack ( on step player stuck )

 

player.sendPacket(ActionFailed.STATIC_PACKET);
If you find what is happening at the time the player gets stuck ( the fix is simple )

 

for test if this packet can help your problem you can create 1 vc like this

package net.sf.l2j.gameserver.handler.voicedcommandhandler;import net.sf.l2j.gameserver.handler.IVoicedCommandHandler;import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;public class SuckMePlayer implements IVoicedCommandHandler{	private static String[] _voicedCommands =	{		"issuck"	};		@Override	public boolean useVoicedCommand(String command, L2PcInstance activeChar, String target)	{		if (command.equalsIgnoreCase("issuck"))		{			activeChar.sendPacket(ActionFailed.STATIC_PACKET);		}		return true;	}		@Override	public String[] getVoicedCommandList()	{		return _voicedCommands;	}}
Edit : now i thinking that maybe happened and from food protection ( check your configs )
if it was this the problem, it would exist and in my local server Edited by sm4rt
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Posted

if it was this the problem, it would exist and in my local server

aCis revision?

Also, do you tried the same way to stuck the character from your home pc?

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Posted

if it was this the problem, it would exist and in my local server

no is not the same case is deference to have 3-4 players on one server and to have 30-40
is deference in the cases on broadcast the problem ( I can not explain it in english )
 
maybe is not this and is from flood protection ( if i don't know how can broadcast the problem i can't help you more )
but i think one of them is your problem ( i don't have info for reason how they happened )
 
see the configs floodprotection if is same with clean pack and after add vc and see if player unstuck
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Posted

 

no is not the same case is deference to have 3-4 players on one server and to have 30-40
is deference in the cases on broadcast the problem ( I can not explain it in english )
 
maybe is not this and is from flood protection ( if i don't know how can broadcast the problem i can't help you more )
but i think one of them is your problem ( i don't have info for reason how they happened )
 
see the configs floodprotection if is same with clean pack and after add vc and see if player unstuck

 

One friend of mine, he had a problem somehow like this one. When the players kill for example 5 mobs, they will stuck and the mob can hit them, so they can die. Anyone around of them can move/speak and etc..

I increase his mysql memory usage and it work. 

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Posted

One friend of mine, he had a problem somehow like this one. When the players kill for example 5 mobs, they will stuck and the mob can hit them, so they can die. Anyone around of them can move/speak and etc..

I increase his mysql memory usage and it work. 

maybe yes ( random problem only random help can i give ) :)

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Posted (edited)

Queue overflow means client spams, therefore all packets sent by client are dropped until a specific time is spent and player stops to flood, otherwise connection is broken (antiflood policy). It's a behavior led by ClientStats and configs can be found on Config.java, type "hidden" and you will find it.

 

If an ActionFailed packet is missing, you only have to target yourself and press esc, it does the exact same thing than sending an ActionFailed packet and should unstuck you. Then seek the place where the packet must be sent.

 

If it was a stackoverflow (as suggested by Lioy via PM), there would have a trace of it (10-30k lines of exact same error) and whole server would lag in same time and being irresponsive.

 

PS : for whoever who said on another topic to add PlaySound packets to make dagger sounds work, here's a 2011 topic for you : http://www.l2jserver.com/forum/viewtopic.php?f=90&t=23583

PS2 : regarding Ipotonic issue, it is fixed on latest.

Edited by Tryskell
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Posted

Queue overflow means client spams, therefore all packets sent by client are dropped until a specific time is spent and player stops to flood, otherwise connection is broken (antiflood policy). It's a behavior led by ClientStats and configs can be found on Config.java, type "hidden" and you will find it.

 

If an ActionFailed packet is missing, you only have to target yourself and press esc, it does the exact same thing than sending an ActionFailed packet and should unstuck you. Then seek the place where the packet must be sent.

 

If it was a stackoverflow (as suggested by Lioy via PM), there would have a trace of it (10-30k lines of exact same error) and whole server would lag in same time and being irresponsive.

 

PS : for whoever who said on another topic to add PlaySound packets to make dagger sounds work, here's a 2011 topic for you : http://www.l2jserver.com/forum/viewtopic.php?f=90&t=23583

PS2 : regarding Ipotonic issue, it is fixed on latest.

 

and what config i am supposed to change from there?

public static int THREAD_P_EFFECTS = 6; // default 6
	public static int THREAD_P_GENERAL = 15; // default 15
	public static int GENERAL_PACKET_THREAD_CORE_SIZE = 4; // default 4
	public static int IO_PACKET_THREAD_CORE_SIZE = 2; // default 2
	public static int GENERAL_THREAD_CORE_SIZE = 4; // default 4
	public static int AI_MAX_THREAD = 10; // default 10
	
	/** Reserve Host on LoginServerThread */
	public static boolean RESERVE_HOST_ON_LOGIN = false; // default false
	
	/** MMO settings */
	public static int MMO_SELECTOR_SLEEP_TIME = 20; // default 20
	public static int MMO_MAX_SEND_PER_PASS = 12; // default 12
	public static int MMO_MAX_READ_PER_PASS = 12; // default 12
	public static int MMO_HELPER_BUFFER_COUNT = 20; // default 20
	
	/** Client Packets Queue settings */
	public static int CLIENT_PACKET_QUEUE_SIZE = 14; // default MMO_MAX_READ_PER_PASS + 2
	public static int CLIENT_PACKET_QUEUE_MAX_BURST_SIZE = 13; // default MMO_MAX_READ_PER_PASS + 1
	public static int CLIENT_PACKET_QUEUE_MAX_PACKETS_PER_SECOND = 160; // default 80
	public static int CLIENT_PACKET_QUEUE_MEASURE_INTERVAL = 5; // default 5
	public static int CLIENT_PACKET_QUEUE_MAX_AVERAGE_PACKETS_PER_SECOND = 80; // default 40
	public static int CLIENT_PACKET_QUEUE_MAX_FLOODS_PER_MIN = 2; // default 2
	public static int CLIENT_PACKET_QUEUE_MAX_OVERFLOWS_PER_MIN = 1; // default 1
	public static int CLIENT_PACKET_QUEUE_MAX_UNDERFLOWS_PER_MIN = 1; // default 1
	public static int CLIENT_PACKET_QUEUE_MAX_UNKNOWN_PER_MIN = 5; // default 5 
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Posted (edited)

 

and what config i am supposed to change from there?

public static int THREAD_P_EFFECTS = 6; // default 6
	public static int THREAD_P_GENERAL = 15; // default 15
	public static int GENERAL_PACKET_THREAD_CORE_SIZE = 4; // default 4
	public static int IO_PACKET_THREAD_CORE_SIZE = 2; // default 2
	public static int GENERAL_THREAD_CORE_SIZE = 4; // default 4
	public static int AI_MAX_THREAD = 10; // default 10
	
	/** Reserve Host on LoginServerThread */
	public static boolean RESERVE_HOST_ON_LOGIN = false; // default false
	
	/** MMO settings */
	public static int MMO_SELECTOR_SLEEP_TIME = 20; // default 20
	public static int MMO_MAX_SEND_PER_PASS = 12; // default 12
	public static int MMO_MAX_READ_PER_PASS = 12; // default 12
	public static int MMO_HELPER_BUFFER_COUNT = 20; // default 20
	
	/** Client Packets Queue settings */
	public static int CLIENT_PACKET_QUEUE_SIZE = 14; // default MMO_MAX_READ_PER_PASS + 2
	public static int CLIENT_PACKET_QUEUE_MAX_BURST_SIZE = 13; // default MMO_MAX_READ_PER_PASS + 1
	public static int CLIENT_PACKET_QUEUE_MAX_PACKETS_PER_SECOND = 160; // default 80
	public static int CLIENT_PACKET_QUEUE_MEASURE_INTERVAL = 5; // default 5
	public static int CLIENT_PACKET_QUEUE_MAX_AVERAGE_PACKETS_PER_SECOND = 80; // default 40
	public static int CLIENT_PACKET_QUEUE_MAX_FLOODS_PER_MIN = 2; // default 2
	public static int CLIENT_PACKET_QUEUE_MAX_OVERFLOWS_PER_MIN = 1; // default 1
	public static int CLIENT_PACKET_QUEUE_MAX_UNDERFLOWS_PER_MIN = 1; // default 1
	public static int CLIENT_PACKET_QUEUE_MAX_UNKNOWN_PER_MIN = 5; // default 5 

Flood Protectors on game server config  server.properties .....

 

 

 

PS : for whoever who said on another topic to add PlaySound packets to make dagger sounds work, here's a 2011 topic for you : http://www.l2jserver.com/forum/viewtopic.php?f=90&t=23583

i don't have acc if you talk to me 

 

 

acis

now i show it ( is fail pack ) they spam inside bugs for nothing http://imgur.com/a/fBJVc
fail devs 
Edited by pirama
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Posted

 

Flood Protectors on game server config  server.properties .....

 

 

i don't have acc if you talk to me 

 

 
now i show it ( is fail pack ) they spam inside bugs for nothing http://imgur.com/a/fBJVc
fail devs 

 

# The values are shown on ms. They can be setted to 0 to be disabled.
RollDiceTime = 4200
HeroVoiceTime = 10000
SubclassTime = 2000
DropItemTime = 1000
ServerBypassTime = 500
MultisellTime = 100
ManufactureTime = 300
ManorTime = 3000
SendMailTime = 10000
CharacterSelectTime = 3000
GlobalChatTime = 0
TradeChatTime = 0
SocialTime = 2000
 
 
that's the flood protectors exist. 

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