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 Post subject: Re: That character is already playing . . .
PostPosted: Wed Jan 04, 2012 6:24 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
I think we need to be clear about what the various messages mean and what happens to cause them...

When you're in the game, your local client may issue any number of indicators to show that the connection has been lost. However the game will NOT disconnect you due to inactivity without first providing this warning message that you have 'drifted off' -

Code:
You disappear into the void.


Only after disappearing into the void AND a further period of inactivity does the game disconnect you, with the final message below (which is the same as when you quit).

Code:
Alas, all good things must come to an end.


Now after all that, when you reconnect to the game you'll naturally need your name and password, after which -

a) if you're coming from the same IP address and/or the game 'detected' the loss of link (i.e. it couldn't send data to your old connection), then it may resume the connection quite easily and merely state "Reconnecting."

b) if your prior connection still appears to be active and/or you appear to be reconnecting from a new IP address (at your end), the game may ask you to confirm you wish to terminate the existing connection. Hence the question - "That character is already playing . . ."

c) if you previously quit or 'voided out' and the game disconnected you, then you will receive neither (a) nor (b), since your character is no longer in the game.

Hope that clears things up.


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 Post subject: Re: That character is already playing . . .
PostPosted: Wed Jan 04, 2012 6:55 pm 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
It's funny how the only "packets" my internet loses are in SK.

Actually, it's not funny at all. It makes playing less than appealing. I'm not the only player that multitasks during SK play. I'm just the only one who loses connection 80 times.


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 Post subject: Re: That character is already playing . . .
PostPosted: Wed Jan 04, 2012 10:59 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I don't know where you are playing from, but I've rarely had a problem connecting to the server or staying connected. Perhaps you should try using some tools such as ping and traceroute to get a better idea of how many how much latency and how many nodes your traffic has to pass through in order to reach the game.


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 Post subject: Re: That character is already playing . . .
PostPosted: Thu Jan 05, 2012 4:43 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
The connection method that all MUDs use is, well, archaic. It relies on the underlying layers of the TCP/IP protocol to take care of any brief 'bumps' in the path between your PC and the server. The TELNET protocol expects an uninterrupted connection - this doesn't mean errors and packet loss cannot occur; rather, lost packets are expected to be retransmitted by the IP stack, as well as reordered if some arrive sooner than others. The application layer is 'dumb' by modern standards, although it does mean it is very simplistic and need not contain code to handle packets arriving out of order or not at all.

These days, with satellite, wireless and various mobile technologies that are quite unstable in comparison to solid cables between a few universities, there is often a 'give up' approach to packet retransmission. Indeed, almost all modern massively online games take a "blast" approach of throwing huge amounts of game information in both directions and if packet loss occurs the worst you might notice in-game is the skipping of other characters or getting killed in an instant, when your local game eventually receives 'current' information from the server.

Having played SK for well over a decade usually on rock solid cable and DSL services but also barely-online services like a McDonalds free wifi or a 3G USB attachment on an oversubscribed Telso, I can assure you that SK MUD itself runs very well and with a very professional uptime on both the server and its local links to the internet.

You need to get a rough idea on how your link performs to local sites first (since international links and congestion might also be a factor), but here's some rough examples from my links:

3G connection / poor signal strength with oversubscribed/poorly engineered Telco. Symptoms:
* Packet loss noticeable in SK (lags slightly as it waits for retransmission; catches up as a large page of text arriving in a rush)
* Youtube videos slow to start and stutter while trying to play
* Basic web browsing appears fine
* Downloading anything will impact all other internet usage (and probably cause SK client to lose connection)
Code:
Request timed out.
Reply from 211.29.132.105: bytes=1 time=265ms TTL=58
Reply from 211.29.132.105: bytes=1 time=275ms TTL=58
Request timed out.
Reply from 211.29.132.105: bytes=1 time=492ms TTL=58
Reply from 211.29.132.105: bytes=1 time=549ms TTL=58
Request timed out.
Reply from 211.29.132.105: bytes=1 time=345ms TTL=58
Reply from 211.29.132.105: bytes=1 time=353ms TTL=58
Request timed out.
Request timed out.
Request timed out.
Reply from 211.29.132.105: bytes=1 time=384ms TTL=58
Reply from 211.29.132.105: bytes=1 time=392ms TTL=58
Request timed out.
Reply from 211.29.132.105: bytes=1 time=458ms TTL=58
Request timed out.
Reply from 211.29.132.105: bytes=1 time=394ms TTL=58



3G/HSPA iPhone with full signal strength via undersubscribed Telco. Symptoms:
* SK text arrival is smooth and only notice tick-lag
* Youtube videos start reliably and only stutter on HD quality
* Basic web browsing is responsive
* Downloading anything will slightly impact all other internet usage (and probably cause SK client to lag slightly)
Code:
Reply from 211.29.132.105: bytes=1 time=60ms TTL=51
Reply from 211.29.132.105: bytes=1 time=60ms TTL=51
Reply from 211.29.132.105: bytes=1 time=57ms TTL=51
Reply from 211.29.132.105: bytes=1 time=57ms TTL=51
Reply from 211.29.132.105: bytes=1 time=60ms TTL=51
Reply from 211.29.132.105: bytes=1 time=60ms TTL=51
Reply from 211.29.132.105: bytes=1 time=58ms TTL=51
Reply from 211.29.132.105: bytes=1 time=60ms TTL=51
Reply from 211.29.132.105: bytes=1 time=59ms TTL=51
Reply from 211.29.132.105: bytes=1 time=60ms TTL=51


From here it only gets better, with ping times dropping further and further as the connection has less latency and no packet loss even while downloading other content (provided there is sufficient bandwidth). Note that the IP addresses I used above are actually at the respective Internet Service Provider websites (i.e. I should be able to get to http://WWW.OPTUSNET.COM.AU" target="_BLANK with the minimum number of issues using my Optus link).

Pinging all the way to SK won't help you check your local service, as there could be international congestion and other issues between.

PS: I'll be moving this to the CLIENTS forum soon, as this is not a bug. I'll leave a link in this forum though, as it's probably a common enough question.


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 Post subject: Re: That character is already playing . . .
PostPosted: Fri Jan 06, 2012 12:55 am 
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Mortal

Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Viltrax wrote:
Pinging all the way to SK won't help you check your local service, as there could be international congestion and other issues between.


A ping -t mud.shatteredkingdoms.org will give you a good view on whether you're losing packets all the way to SK, but what Viltrax said above is true. (if you try it, stop it with CTRL-C)

Tracert (in windows and traceroute in linux) is a better demo, as it will show you the latency of all intermediate hops up to SK, but won't show you the packet loss. So use both to get an idea.

In tracert, first hop is your router, second is your ISP, start checking latency after those. Example follows:

Code:
C:\Users\user>tracert mud.shatteredkingdoms.org

Tracing route to mud.shatteredkingdoms.org [74.208.250.21]
over a maximum of 30 hops:

  1    <1 ms    <1 ms    <1 ms  netfaster.iad [192.168.2.1] <---- My router
  2    32 ms    49 ms    39 ms  loopback2004.med01.dsl.hol.gr [62.38.0.170] <---- This is where my ISP's "network" starts
  3    17 ms    52 ms    16 ms  62.38.40.25
  4    21 ms    18 ms    20 ms  62.38.96.141
  5   113 ms   201 ms   275 ms  tengigaeth00-07-02-00.med00.brd.hol.gr [62.38.96.30]   <--- See how the latency bumps from 20ms to 275? :(
  6   570 ms   457 ms   356 ms  POS04-00-00.lnd00.brd.hol.gr [62.38.36.14]
  7   152 ms    82 ms    82 ms  TenGigabitEthernet6-3.ar6.LON3.gblx.net [67.17.161.117] <--- This the first IP outside my ISP's network.
  8   747 ms   663 ms   706 ms  64.209.105.234
  9   303 ms   374 ms   407 ms  te-1-4.bb-c.slr.lxa.us.oneandone.net [74.208.6.106]
 10   541 ms   662 ms   656 ms  ae-11.gw-distp-a.slr.lxa.oneandone.net [74.208.1.117]
 11   447 ms   266 ms   349 ms  ae-1.gw-prtr-r4-1a.slr.lxa.oneandone.net [74.208.1.176]
 12     *        *        *     Request timed out.
 13   560 ms   396 ms   421 ms  mud.shatteredkingdoms.org [74.208.250.21]

Trace complete.


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