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Annoying LD problem

PostPosted: Thu Jan 27, 2005 7:18 pm
by Nightlord
While playing on my server with friends I go LD one to 3 times a night here and I'm trying to figure out the cause as it doesn't happen to the others online.

Using different computers for the server/client.
Client 1.73 with latest cvs GameServer2005-01-27_bin

The server records an error when I do go LD and I've pasted it here to see if anyone has any ideas.

Thanks


1/17/2005 18:31:22 182 INF It starts to rain in Trials of Atlantis Terrain
1/17/2005 18:31:23 784 INF -stats- MemUsage=285356kb Clients=1 Downstream=0MB (0kb/s) Upstream=0MB (0kb/s) PacketIn=6KPack (0Pack/s) PacketOut=14KPack (2Pack/s)
1/17/2005 18:31:53 828 INF -stats- MemUsage=285278kb Clients=1 Downstream=0MB (0kb/s) Upstream=0MB (0kb/s) PacketIn=7KPack (1Pack/s) PacketOut=15KPack (5Pack/s)
1/17/2005 18:32:19 495 ERR problem: System.Net.Sockets.SocketException => The system detected an invalid pointer address in attempting to use a pointer argument in a call
1/17/2005 18:32:19 505 ERR Linkdeath called aaronel
1/17/2005 18:32:19 565 DBG 1. select objects MobDrops MobName='keltoi initiate'
1/17/2005 18:32:19 565 DBG 2. MobDrops MobName='keltoi initiate'
1/17/2005 18:32:19 565 DBG 3. MobDrops MobName='keltoi initiate'
1/17/2005 18:32:19 565 DBG 4. select objects MobDrops MobName='keltoi initiate'
1/17/2005 18:32:19 575 INF **Item chance report: 21 was the roll.
1/17/2005 18:32:19 575 DBG (keltoi initiate) cancel all conc spells
1/17/2005 18:32:19 675 DBG - Void OnLinkdeath()(g:\autobuild\DOLSharp\GameServer\GameClient.cs:266)
1/17/2005 18:32:19 675 DBG - Void OnDisconnect()(g:\autobuild\DOLSharp\GameServer\GameClient.cs:157)
1/17/2005 18:32:19 675 DBG - Void Disconnect()(g:\autobuild\DOLSharp\DOLBase\ClientBase.cs:226)
1/17/2005 18:32:19 675 DBG - Boolean Disconnect(DOL.ClientBase, Boolean)(g:\autobuild\DOLSharp\GameServer\GameServer.cs:1082)
1/17/2005 18:32:19 675 DBG - Void RecvCallback(System.IAsyncResult)(g:\autobuild\DOLSharp\DOLBase\ClientBase.cs:193)
1/17/2005 18:32:19 675 DBG - Void CompletionPortCallback(UInt32, UInt32, System.Threading.NativeOverlapped*)(:0)
1/17/2005 18:32:19 685 INF Player Blaide(aaronel) went linkdead!
1/17/2005 18:32:19 755 INF Blaide saved!
1/17/2005 18:32:19 755 INF Linkdead player Blaide(aaronel) will quit in 60
1/17/2005 18:32:23 871 INF -stats- MemUsage=285087kb Clients=1 Downstream=0MB (0kb/s) Upstream=0MB (0kb/s) PacketIn=7KPack (0Pack/s) PacketOut=15KPack (6Pack/s)
1/17/2005 18:32:53 914 INF -stats- MemUsage=285076kb Clients=1 Downstream=0MB (0kb/s) Upstream=0MB (0kb/s) PacketIn=7KPack (0Pack/s) PacketOut=15KPack (0Pack/s)
1/17/2005 18:33:19 771 INF Blaide saved!
1/17/2005 18:33:19 771 INF aaronel just disconnected!
1/17/2005 18:33:19 771 DBG (Blaide) player.Delete
1/17/2005 18:33:19 771 DBG (Blaide) cancel all conc spells

PostPosted: Thu Jan 27, 2005 9:16 pm
by vaniireq
It is quite possible that your client and server are getting out of sync.
There are some problems with playing on the same network as the server.
A quick example would be using horses, if you try to take a horse and the horse leaves without you, then that client would be probably be a good candidate for linkdeath.
I know what I am saying isn't a solution but if you are the only one going linkdead and the others are connected through the internet and are not going linkdead. You might want to find a way to connect to your server through the internet..

Vaniireq

PostPosted: Thu Jan 27, 2005 11:47 pm
by Nightlord
Hey Vaniireq thanks for the reply;

I haven't had that type of problem you describe regarding horses and I'm using the same internet IP address as the other players to connect to my server and not a lan IP. I'm wondering if perhaps the server is taking up too much bandwith on my Highspeed DSL connection? We have at maximum 8 players playing at the same time so I don't see how that could be.

PostPosted: Sat Jan 29, 2005 3:47 pm
by Nocto
set the server to high priority when you are playing and hosting on the same machine... that fixes much of lag / crashs...

PostPosted: Sun Jan 30, 2005 5:53 am
by Nightlord
Actually I'm running the server and client on seperate machines here. The higher priority option sounds like a good one to try on the server anyways.
Thanks for the tip Nocto.

PostPosted: Sun Jan 30, 2005 7:22 am
by Nocto
well that was my problem first :D .. running around, thinking on nothing special... LD ... it's cause all the windows processes and the client eat so much CPU that there is nothing for the server :)

well... when you are running it on seperate machines, it might be something else... are you running this mobrandomwalk thing ? maybe the server isn't fast enough...

does it happen running around ... or when you reach a special zone ? (maybe a mob or so...)
else...
if that all don't happen to you, you'll need to check your network config :)

PostPosted: Sun Jan 30, 2005 3:04 pm
by nor
Weird error...
System.Net.Sockets.SocketException => The system detected an invalid pointer address in attempting to use a pointer argument in a call

Only info that I can find on google and that is close to usefull:

https://forum.raidenftpd.com/showflat.p ... mber=29755


http://www.eventid.net/display.asp?even ... er&phase=1

"The system detected an invalid pointer address in attempting to use a pointer argument of a call. This error occurs if an application passes an invalid pointer value or if the length of the buffer is too small; for example, if the length of an argument, which is a struct sockaddr, is smaller than sizeof(struct sockaddr)."

PostPosted: Wed Feb 02, 2005 12:11 am
by Nightlord
Guess I've got some research to do here. Thanks Nor.
It appears to be some sort of winsock error and I'm certainly no network expert here but looks like I'll have to try and make heads or tails out of it.

I haven't been using the mobwalk script as i've been using the mobdrops instead. I dont have to be doing anything special to go LD and it's happened enough times that I don't see a pattern.

Having my server run in high priority seems to have helped as I'm not going LD as often but I haven't been playing consistantly enough lately to be 100% sure.

PostPosted: Mon Feb 07, 2005 9:21 pm
by DrShiZaY
I found that if I have similiar problems with being on the lan but I fixed it by just using the 192.168.1.### lan intranet approach... might be worth a try because horses actually work for me too without falling off.