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Old 07-08-2015, 03:10 PM
Rob Rob is offline
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Hello.

I'd like to take a moment to address the complaint regarding disconnects on the PC client.

First, I'd like to notify server developers of some specifics. From internal testing, these disconnections appear isolated to entering a new level, whether it be via a warp (ie, level link) or a script (eg, setlevel2). Additionally, they only seem to occur when the player enters the level for the first time (specifically, when their client first loads the level from the server).

What this means is, for the time being, that you can mitigate the damages by minimizing level-changing events or scripts. Good examples of areas to to avoid for now would be some kind of overworld-wide game (such as Tag or a race) or a multi-level, repeatable instance (due to instance levels each being unique and "new," regardless of repetition).

That aside, Unixmad has been brought up to speed on this issue. Though no specifics are available to be shared, I'd like to note that, due to the cause being a fault within the client, any possible solutions for this bug won't be rolled out until the next Graal client update.
  #2  
Old 07-08-2015, 03:49 PM
scriptless scriptless is offline
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Quote:
Originally Posted by Rob View Post
Hello.

I'd like to take a moment to address the complaint regarding disconnects on the PC client.

First, I'd like to notify server developers of some specifics. From internal testing, these disconnections appear isolated to entering a new level, whether it be via a warp (ie, level link) or a script (eg, setlevel2). Additionally, they only seem to occur when the player enters the level for the first time (specifically, when their client first loads the level from the server).

What this means is, for the time being, that you can mitigate the damages by minimizing level-changing events or scripts. Good examples of areas to to avoid for now would be some kind of overworld-wide game (such as Tag or a race) or a multi-level, repeatable instance (due to instance levels each being unique and "new," regardless of repetition).

That aside, Unixmad has been brought up to speed on this issue. Though no specifics are available to be shared, I'd like to note that, due to the cause being a fault within the client, any possible solutions for this bug won't be rolled out until the next Graal client update.
Is the level changed in any way when I update a weapon npc? I also experienced this disconnect bug when hitting the apply button on a script window. Usually at which I log back on and press it again (several times) as well as on all other script windows (several times) just to ensure that it does save the level. Not sure if you have looked into this also or not in connection to the bug?
  #3  
Old 07-09-2015, 03:43 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Rob View Post
they only seem to occur when the player enters the level for the first time (specifically, when their client first loads the level from the server).
This is not true, it can occur when a level has already been loaded, as well as entered within the same online session.

What I've noticed is that it is more likely to occur when there are higher number of players around, which also cause a higher number of these lines to be logged:

PHP Code:
Received invalid data (2from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server
Received invalid data 
(3from game server 
I wouldn't be surprised if it had something to do with how player attr[] values were being stored and synchronised, as this has been somewhat bugged since the last client.
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