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Client crashes
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Wap
Journeyman
Posts: 138
Likes Given: 6
Likes Received: 7 in 6 posts
Joined: Mar 2012
Reputation: 3
UORPG.net
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Client crashes
For a 1.5 year I used Feb 2011 build with EF_NETWORKOUTTHREAD and client crashes occured very rarely.
Now I'm using last builds(for a 1.5 month), where networkthreads are broken and it seems, that it increased the chanse of client crash.
Really some players have no problem, but some compain of its. Also, I'm with admin character sometimes get random crashes.
Clients: 2.0.3 / 6.0.14.3.
My be you have any advices, that can be a reason?
Ini network:
Code:
///////////////////////////////////////////////////////////////
//////// Network Behaviour
///////////////////////////////////////////////////////////////
// WARNING: These are advanced settings that should not normally be changed
// from the recommended default values!
// Disconnect inactive socket in x min
DeadSocketTime=2
// Maximum number of packets to send per tick
MaxPacketsPerTick=50
// Number of connections a client can make before being blocked
MaxPings=50
// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=100
// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=40000
// Time to remember previous connection history (seconds)
NetTTL=300
// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
// 0 = Off
// 1 = On
// 2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0
// Prioritise outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0
// Enables an additional buffer for outgoing data.
UseExtraBuffer=1
// Tooltip modes
// 0 = Always send full tooltip
// 1 = Wait for client to request full tooltip
TooltipMode=0
// Time to cache tooltip data for (seconds)
TooltipCache=0
// Automatically invalidate and resend tooltips when:
// 0001 item or character name changes
// 0002 item amount changes
// 0004 container weight changes
// 0008 weapon or armor durability changes
// 0010 weapon poison charge changes
// 0020 wand charge changes
// 0040 spell added to spellbook
AutoTooltipResend=0f
// Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not
// use a separate networking thread.
NetworkThreads=0
// If network threads are used, this controls the priority they are assigned.
// 0 = Idle
// 1 = Low
// 2 = Normal
// 3 = High
// 4 = Highest
// 5 = Real-time
// 255 = Automatic (recommended)
NetworkThreadPriority=255
EF:
Code:
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_DiagonalWalkCheck = 00000001
// EF_New_Triggers = 00000008
// EF_Intrinsic_Locals = 00000020
// EF_Item_Strict_Comparison = 00000040
// EF_NewPositionChecks = 00000080 // Do not set while server is running !!!
// EF_WalkCheck = 00000100
// EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler = 00000400
// EF_Size_Optimise = 00000800
// EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed!
// EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_NPCAct_Triggers = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers)
// EF_FixCanSeeInClosedConts = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened
// EF_NetworkOutThread = 00800000 // Send network data in a separate thread
// EF_Specific = 01000000 // Specific behaviour, not completly tested
Experimental=01|08|010000|08000
(This post was last modified: 10-25-2012 02:52 AM by Wap.)
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10-25-2012 02:44 AM |
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