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Malformed Packet Causing A Game Drop


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#21 Trotil

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Posted 22 May 2013 - 10:14 AM

It's my first post ever on this forum, although I've been an avid MWO player for almost a year now. Starting yesterday I've been getting "Malformed packet" and "ack for a packet newer than what we've sent" disconnects in roughly 80% of matches I attempt to play. Nothing in my network\hardware config has changed as of late, I have a reliable in-game ping of 48-60ms to game server, and no packet loss in tests I ran. I can only hope PGI takes notice, rolls back the net code changes introduced in latest patch, and releases a version with better error handling in the future. Until then I'm signing off, 'cause I'm unable to perform to a level my teammates have come to expect of me.

#22 Jagsmar

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Posted 22 May 2013 - 01:19 PM

This topic should be PINNED.

#23 Azazel513

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Posted 22 May 2013 - 01:33 PM

Yet another patch and still have the same problem. I'm honestly wondering if this game will ever be playable for some of us.

#24 Febrosian R Gillingham

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Posted 22 May 2013 - 04:42 PM

Quote

Game rules class: Assault
============================ PrepareLevel tourmalinedesert ============================
Initializing default materials...
Coolant flush initialized: 1 : 59
Coolant flush post init: 1 : 59
Coolant flush initialized: 1 : 60
Coolant flush post init: 1 : 60
======== tourmalinedesert is loaded in 12.2 sec ========
Coolant flush initialized: 1 : 61
Coolant flush post init: 1 : 61
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.5 sec
sv_gamerules = mechlab []


:(

#25 Dude42

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Posted 22 May 2013 - 05:49 PM

Bah. missed the new thread when I went to post about it earlier. But yea, still happening to me too.

View PostTrotil, on 22 May 2013 - 10:14 AM, said:

It's my first post ever on this forum, although I've been an avid MWO player for almost a year now. Starting yesterday I've been getting "Malformed packet" and "ack for a packet newer than what we've sent" disconnects in roughly 80% of matches I attempt to play. Nothing in my network\hardware config has changed as of late, I have a reliable in-game ping of 48-60ms to game server, and no packet loss in tests I ran. I can only hope PGI takes notice, rolls back the net code changes introduced in latest patch, and releases a version with better error handling in the future. Until then I'm signing off, 'cause I'm unable to perform to a level my teammates have come to expect of me.

I feel your pain. Until this issue is resolved I don't feel like I can even try to find a team of any sort, because I'll likely end up crippling them by being disconnected.

#26 StandingCow

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Posted 22 May 2013 - 06:03 PM

So, I have asked a few times but nobody else has given any... post your traces in the thread... I really think a lot of the malformed packet issues might be due to a major connection in NY (xe-0-2-0.nyc34.ip4.tinet.net) that occasionally has packet loss.

If you run a pingplotter trace to 141.136.110.9. When you get the malformed packet go see if a hop along your path is taking packet loss.

Edited by StandingCow, 22 May 2013 - 06:05 PM.


#27 Weebi

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Posted 22 May 2013 - 06:05 PM

Ive noticed that once the issue begins It happens repeatedly (every game) until I restart my computer then it takes a while for the cycle of kicks to begin again.

#28 StandingCow

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Posted 22 May 2013 - 06:10 PM

View PostWeebi, on 22 May 2013 - 06:05 PM, said:

Ive noticed that once the issue begins It happens repeatedly (every game) until I restart my computer then it takes a while for the cycle of kicks to begin again.


That is probably just a coincidence. As far as I am concerned, the issue has nothing to do with our connections nor any 1 ISP, it is one of the major links into canada for the east coast, specifically the NYC one.

Has anyone on the west coast experienced this issue?

Edited by StandingCow, 22 May 2013 - 06:11 PM.


#29 Savion Haltyr

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Posted 22 May 2013 - 07:33 PM

Getting the same issue since the latest patch, never had it before......

****BTW, I'm in Colorado not quite the west coast*****

Edited by Savion Haltyr, 22 May 2013 - 07:33 PM.


#30 Ace McFlop

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Posted 22 May 2013 - 07:33 PM

BackupNameAttachment=" Build(4418) 22 May 13 (21 21 54)" -- used by backup system
Log Started at 05/22/13 21:21:54
Running 32 bit version
Executable: E:\MWOnline\MechWarrior Online\Bin32\MWOClient.exe
FileVersion: 3.4.1.4418
ProductVersion: 3.4.1.4418
Using STLport C++ Standard Library implementation
Added MOD directory <engine> to CryPak
Executable Command Line: "E:\MWOnline\MechWarrior Online\Bin32\MWOClient.exe" flowthru

Total number of logical processors: 4
Number of available logical processors: 4
Total number of system cores: 4
Number of cores available to process: 4

Processor 0:
CPU: Intel Intel® Core™ i5 CPU 750 @ 2.67GHz
Family: 6, Model: 14, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 2.6 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

Processor 1:
CPU: Intel Intel® Core™ i5 CPU 750 @ 2.67GHz
Family: 6, Model: 14, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 2.6 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

Processor 2:
CPU: Intel Intel® Core™ i5 CPU 750 @ 2.67GHz
Family: 6, Model: 14, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 2.6 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

Processor 3:
CPU: Intel Intel® Core™ i5 CPU 750 @ 2.67GHz
Family: 6, Model: 14, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 2.6 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainLodRatio' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainTextureLodRatio' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainTextureLodRatio' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainTextureStreamingPoolItemsNum' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'sys_spec_Quality' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'r_ssreflections' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainTextureStreamingPoolItemsNum' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_postprocessing' key 'r_UseEdgeAA' is not missing in default
Windows 7 64 bit SP 1 (build 6.1.7601)
System language: English
Windows Directory: "C:\Windows"
Prerequisites...
* Installation of KB940105 hotfix required: no! (either not needed or already installed)
Local time is 21:21:55 05/22/13, system running for 2000 minutes
4087MB physical memory installed, 2243MB available, 4095MB virtual memory installed, 45 percent of memory in use
PageFile usage: 28MB, Working Set: 19MB, Peak PageFile usage: 28MB,
Current display mode is 1920x1080x32, (Unknown graphics card)
IBM enhanced (101/102-key) keyboard and 16+ button mouse installed
--------------------------------------------------------------------------------
Stream Engine Initialization
GameName: MechWarrior Online
BuildTime: May 16 2013 16:44:56
Windows Error Reporting is enabled setting exception handler
Font initialization
Physics initialization
Sound initialization
<Sound> Initializing AudioDevice now!
<Sound> Initialize FMOD with dynamic memory callbacks
<Sound> Starting to initialize Windows Audio Session API output!
<Sound> Drivers found: 3
<Sound> Available drivers:
1. Speakers (Plantronics .Audio 626 DSP)
2. Speakers (Realtek High Definition Audio)
3. Realtek Digital Output (Realtek High Definition Audio)
<Sound> FmodEx-AudioDevice: Now running on driver: Speakers (Plantronics .Audio 626 DSP)
<Sound> Using speaker mode: FMOD_SPEAKERMODE_STEREO
<Sound> Initializing FMOD-EX now!
<Sound> Initialized FMOD-EX
<Sound> Available record drivers: 0 Microphone (Plantronics .Audio 626 DSP) !
<Sound> Available record drivers: 1 FrontMic (Realtek High Definition Audio) !
<Sound> Record config is set to autodetect using record driver 0
<Sound> Using FMOD version: 00044004 and internal 00044004!
<Sound> Initializing SoundSystem now!
Renderer initialization
used GeomInstancingThreshold is 2
Localized language content(english) not available or modified from the original installation.
Localized language content(english) not available or modified from the original installation.
Network initialization
[net] using iocp socket io management
network hostname: Nemesis-XL
ip:192.168.1.119
[Network Version]: RELEASE PURE CLIENT
MovieSystem initialization
Console initialization
Time initialization
Input initialization
AI initialization
Initializing Animation System
Initializing 3D Engine
Initializing default materials...
Script System Initialization
Entity system initialization
Initializing AI System
[PlayerProfiles] Login of user 'Tamarin' successful.
[PlayerProfiles] Found 2 profiles.
Profile 0 : 'Ace McFlop'
Profile 1 : 'default'
[GameProfiles]: Successfully activated profile 'Ace McFlop' for user 'Tamarin'
Patch Complete Received
Patch Complete Received
Patch Complete Received
============================ Loading level mechlab ============================
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
======== mechlab is loaded in 3.5 sec ========
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.4 sec
Game rules class: Conquest
============================ PrepareLevel forestcolony_snow ============================
Initializing default materials...
[Error] Runaway thread
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/forestcolony_clouddome_a.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/forestcolony_clouddome_a.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop1.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop1.dds]
Coolant flush initialized: 1 : 0
Coolant flush post init: 1 : 0
======== forestcolony_snow is loaded in 16.9 sec ========
Coolant flush initialized: 1 : 1
Coolant flush post init: 1 : 1
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.5 sec
sv_gamerules = mechlab []


Just to add my name to the list. Happening here too. 4/5 games today. Most right after the cockpit animation. At least 1 mid game.

#31 StandingCow

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Posted 22 May 2013 - 10:31 PM

View PostSavion Haltyr, on 22 May 2013 - 07:33 PM, said:

Getting the same issue since the latest patch, never had it before......

****BTW, I'm in Colorado not quite the west coast*****


Do a tracert to 141.136.110.9 and post it so we can see what route you are taking.

#32 Fantastic Ergo

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Posted 23 May 2013 - 04:00 AM

Same issue crashing to mechlab almost 100% of the time, where before I may crash to mech lab 1 time out of 30 plays

trace to 70.42.29.74

3 43 ms 13 ms 80 ms xe-9-2-0-32767-sur01.arlington.va.bad.comcast.net [68.85.175.133]
4 14 ms 17 ms 15 ms ae-22-0-ar04.capitolhghts.md.bad.comcast.net [68.85.114.33]
5 18 ms 22 ms 22 ms he-5-2-0-0-10-cr01.ashburn.va.ibone.comcast.net [68.86.90.241]
6 17 ms 17 ms 16 ms be-17-pe04.ashburn.va.ibone.comcast.net [68.86.84.230]
7 17 ms 15 ms 17 ms xe-7-0-2.was10.ip4.tinet.net [77.67.71.193]
8 41 ms 52 ms 43 ms xe-1-3-0.tor10.ip4.tinet.net [141.136.110.5]
9 75 ms 203 ms 208 ms internap-gw.ip4.tinet.net [77.67.71.62]
10 42 ms 42 ms 42 ms border1.te9-1-bbnet2.tor001.pnap.net [70.42.24.196]
11 * * * Request timed out.
12 ^C


Trace to 141.136.110.9
3 13 ms 15 ms 13 ms xe-9-2-0-32767-sur01.arlington.va.bad.comcast.net [68.85.175.133]
4 14 ms 15 ms 15 ms ae-22-0-ar04.capitolhghts.md.bad.comcast.net [68.85.114.33]
5 17 ms 22 ms 19 ms he-5-4-0-0-10-cr01.ashburn.va.ibone.comcast.net [68.86.90.169]
6 19 ms 16 ms 16 ms be-15-pe04.ashburn.va.ibone.comcast.net [68.86.84.222]
7 17 ms 31 ms 17 ms xe-7-0-2.was10.ip4.tinet.net [77.67.71.193]
8 17 ms 16 ms 17 ms xe-3-2-1.was14.ip4.tinet.net [89.149.184.30]
9 44 ms 43 ms 66 ms xe-3-3-0.tor10.ip4.tinet.net [141.136.110.9]

Trace complete.

Edited by Fantastic Ergo, 23 May 2013 - 04:01 AM.


#33 Infernus1986

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Posted 23 May 2013 - 09:53 AM

malformed packets continue
i have no packet loss to (xe-0-2-0.nyc34.ip4.tinet.net)

#34 Infernus1986

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Posted 23 May 2013 - 10:34 AM

So a buddy of mine has Bryan on his twitter

Quote

Zachary ‏@Azazel513 21h
@bryanekman when can we expect a fix for malformed packet disconnects? 3 patches now and still have the same issue.

Bryan Ekman ‏@bryanekman 20h
@Azazel513 We're working on it now. Make sure to put a ticket in, and post on the forums so we can recruit you to help us track it down.


#35 Dude42

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Posted 23 May 2013 - 10:55 AM

I wish I could pause my premium time till this issue is sorted. As it stands I'm gonna let my current time run out, then take a break till this gets fixed. Just got disconnected yet again in the middle of an epic fight.

#36 Akrablak1

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Posted 23 May 2013 - 11:53 AM

WHY they teke money from us if game is broken? WTF

So evyone hawe cure for this crash to mechlab? meby ur awesome devs get *** hire and read this problems?

#37 Infernus1986

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Posted 23 May 2013 - 12:31 PM

View PostAkrablak1, on 23 May 2013 - 11:53 AM, said:

WHY they teke money from us if game is broken? WTF

So evyone hawe cure for this crash to mechlab? meby ur awesome devs get *** hire and read this problems?

This is why PGI will NEVER get another penny out of me

so mods now that bryan has said "where working on it" can this be pinned or added to known issues

#38 Dude42

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Posted 23 May 2013 - 02:01 PM

Agreed, request sticky.

Edit: My friend just got on and wanted to play some, which is rare. Out of 10 attempted games, I was disconnected from 8 of them. Thanks.

Edited by Dude42, 23 May 2013 - 03:27 PM.


#39 Notick

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Posted 23 May 2013 - 05:00 PM

I was one of the first individuals to report this issue a few months ago... Just recently after some troubleshooting with Support, they suggested downloading a free-based VPN (We tried CyberGhost) and it has now taken my Crash-To-Mechlab issue, with it's 100% frequency, and turned it on it's head. I now don't have the problem at all when utilizing the VPN. The VPN does, unfortunately, increase my ping - my average without it is ~25-30ms. With the VPN, it's ~70-75.

In an odd turn of events, utilizing this VPN has also put all my Ballistic shots back in line to what they should be. I'm assuming because of my extremely low ping in comparison to the rest of the community, that HSR was gimping my ranged capability with Ballistic weapons - since the VPN increases my ping it seems to have fixed this problem too.

Two birds, one stone. Weird.

Edited by Notick, 23 May 2013 - 05:02 PM.


#40 Infernus1986

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Posted 23 May 2013 - 05:26 PM

View PostNotick, on 23 May 2013 - 05:00 PM, said:

I was one of the first individuals to report this issue a few months ago... Just recently after some troubleshooting with Support, they suggested downloading a free-based VPN (We tried CyberGhost) and it has now taken my Crash-To-Mechlab issue, with it's 100% frequency, and turned it on it's head. I now don't have the problem at all when utilizing the VPN. The VPN does, unfortunately, increase my ping - my average without it is ~25-30ms. With the VPN, it's ~70-75.

In an odd turn of events, utilizing this VPN has also put all my Ballistic shots back in line to what they should be. I'm assuming because of my extremely low ping in comparison to the rest of the community, that HSR was gimping my ranged capability with Ballistic weapons - since the VPN increases my ping it seems to have fixed this problem too.

Two birds, one stone. Weird.

care to elaborate or copypaste how that vpn is configured

Edited by Infernus1986, 23 May 2013 - 05:26 PM.






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