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Malformed Packet Causing A Game Drop


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#81 Gallowglas

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Posted 26 May 2013 - 04:41 PM

Yep, getting malformed packets now:

CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1486)

This results is some very frequent crashes to mechlab since the last patch.

Edited by Gallowglas, 26 May 2013 - 05:16 PM.


#82 ElCadaver

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Posted 26 May 2013 - 05:02 PM

PGI, Wake up and fix what you broke in the last patch. I've been submitting crash to mechlab reports, but now I am crashing so much, I'd spend all night submitting crash reports.

HOTFIX HOTFIX HOTFIX

Started Neverwinter a few weeks ago, which is also apparently a beta....not one crash....so it shouldn't be my hardware.... same for Warframe, Planetside 2 and Path of Exile.

I know it's a beta but..... how can you keep getting it so wrong?

Very frustrated and almost ready to request my money back.

#83 shellashock

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Posted 27 May 2013 - 11:11 AM

can almost guarantee that all of these bandwidth optimizations in mwo is what is causing this. As others have said, MWO is not kind to packet loss and is currently being optimized to be as fast as possible and to not tolerate losses. This is for the coming of 12vs12, I believe. If PGI can stabilize their netcode after the introduction of 12v12 (when netcode performance optimization should be complete or near complete), then the tolerance of packet loss might be increased to a level where the average packet loss from a standard connection will not result in a disconnect. Until then, prepare for a massive decrease in packet loss tolerance even from this standard until 12vs12 is implemented. By then, it will be likely that the reconnection coding ala World of Tanks will be ready for beta testing.

#84 mrdead69

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Posted 27 May 2013 - 02:23 PM

Wow, its good (and also disheartening) to see im not the only one with this issue! I have been getting it since the beginning of april and it has rendered the game nearly unplayable.... I shall have to try this VPN thing when i get home from work tonight! I'm playing from Perth, WA, Australia. In my last ticket I asked about Premium time or MC reimbursement and got told to **** in a hat which was a little unsat but what can you do....

#85 WarZ

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Posted 27 May 2013 - 05:54 PM

Someone pointed this out to me this afternoon.

Does this problem randomly creep up on players, or is it a case of them dealing with it all the time ?

I was fine friday and saturday. Then last night for a 2 hour period, I got dropped to mechlab in the beginnings of a match 9 times. It was the last 2.5 hours of the tournament, and I was trying get in a few more points, but couldnt stay in games. It was very frustrating, and since my mech was locked in matches, it basically ate up my last couple hours of play time. It did clear up and I was able to play matches again without drops to mechlab for 30 minutes to the end of the tourney, and then on some more.

So mostly curious if this hit in random spurts as well.

#86 Deathlike

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Posted 27 May 2013 - 06:10 PM

I can only say that the times where there is a high load (usually on common US times) is when this is most likely to happen.

#87 WANTED

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Posted 27 May 2013 - 06:25 PM

This cyberghost VPN has solved my problem for the time being so I can play but it's like putting a band aid over a nasty cut. I get high pings and sometimes game is lagging me. When I played with no VPN I had 40-50 ping. Now I get 89-150 ping depending on peak internet times when I play. I'd like to see this issue resolved quickly as it's been plaguing me for a couple of months and after this last patch it happens pretty much 90-95 percent of the time on normal connection.

#88 Butane9000

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Posted 27 May 2013 - 07:15 PM

For me it's been intermittent all day. Will randomly crash or have perfectly fine matches. Nothing to really pin it on.

#89 Ace of Spades

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Posted 27 May 2013 - 09:31 PM

Here we go again:

Spoiler


#90 Ace of Spades

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Posted 27 May 2013 - 09:41 PM

Okay that's it for me tonight. Going to quit and wait for the next hotfix, can't keep putting my buddies in underdog fights by crashing during startup almost every game now.

Spoiler


#91 Opus

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Posted 28 May 2013 - 04:24 AM

Same issues, tried re-install, repair tool, used a UDP/TCP tweaker to change for larger packet size.,.,.,.,.,

I paid for a premium weekend being a long weekend and all, I just gave up

So I started playing Firefall; which for an initial Beta release is light years ahead of MWO & PGI

Now after looking around at other betas; Is PGI understaffed? overworked? or just Incompetent?

Edited by Opus, 28 May 2013 - 04:26 AM.


#92 Jagsmar

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Posted 28 May 2013 - 12:11 PM

Have to wonder how much of this is due to routers and packet loss or "other".


While researching possible fixes for UDP I came across this, notable would be artificial lag and look ahead.
https://en.wikipedia...in_online_games

#93 Notick

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Posted 28 May 2013 - 12:38 PM

Latest response from the GM I've been working with for the issue.

Quote

Thanks for trying! :) Seems that sudden fluctuations in latency can result in a disconnection. The devs are working on resolving this. Unfortunately in the meantime I don't have any workarounds to offer. I'll be closing this ticket, however the issue itself is tracked separately and is not considered resolved by any means.


So - they've found the problem and are officially attempting to find a way to repair it. Looks like my theory about it being a latency problem has bared fruit.

Edited by Notick, 28 May 2013 - 12:41 PM.


#94 Krazy Kat

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Posted 28 May 2013 - 05:08 PM

View PostDeathlike, on 27 May 2013 - 06:10 PM, said:

I can only say that the times where there is a high load (usually on common US times) is when this is most likely to happen.

I have noticed the same thing.

======== forestcolony_snow is loaded in 24.7 sec ========
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1486)
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.8 sec
sv_gamerules = mechlab []

#95 StandingCow

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Posted 28 May 2013 - 05:17 PM

View PostJagsmar, on 28 May 2013 - 12:11 PM, said:

Have to wonder how much of this is due to routers and packet loss or "other".


While researching possible fixes for UDP I came across this, notable would be artificial lag and look ahead.
https://en.wikipedia...in_online_games


I already posted my findings earlier in this thread. It is due to packet loss.

#96 Rav3n87

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Posted 29 May 2013 - 08:00 AM

I also have Comcast, I have been having 50% packet loss on several websites 24/7 for the last 3 days

#97 MannishBoy

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Posted 29 May 2013 - 11:52 AM

Happening to me as well. And my connection has been pretty stable in general on tests I've run.

#98 PappySmurf

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Posted 29 May 2013 - 12:44 PM

Its almost as if someone or a group is crashing the servers to get back at PGI just a thought this also seams to happen at tornament times. I noticed I was not the only one being dumped in the battles I was in.==>
The INVITE of Death vulnerability was discovered on February 16, 2009.[3] The vulnerability allows the attacker to crash the server causing remote Denial of Service (DoS) by sending a single malformed packet. An impersonator can, using a malformed packet, overflow the specific string buffers, add a large number of token characters, and modify fields in an illegal fashion. As a result, a server is tricked into an undefined state, which can lead to call processing delays, unauthorized access, and a complete denial of service. The problem specifically exists in OpenSBC version 1.1.5-25 in the handling of the “Via” field from a maliciously crafted SIP packet.[4]
For the popular, open source-based Asterisk PBX there are security advisories that cover not only signaling-related problems, but also problems with other protocols and their resolution.[5] Problems may be malformed SDP attachments where codex numbers are out of the valid range or obsolete headers such as “Also”.
The INVITE of Death is specifically a problem for operators that run their servers on the public internet. Because SIP allows the usage of UDP packets, it is easy for an attacker to spoof any source address in the internet and send the INVITE of death from untraceable locations. By sending these kinds of requests periodically, attackers can completely interrupt the telephony service. The only choice for the service provider is to upgrade their systems until the attack does not crash the system anymore.

#99 mrt33

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Posted 29 May 2013 - 12:56 PM

for good measure :)


Initializing default materials...
[Error] Runaway thread
======== causticvalley is loaded in 19.4 sec ========
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1400)
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.6 sec
sv_gamerules = mechlab []

This problem is reocuring to me for months now, there were times I was able to play 50 matches without a dicsonnect, but since the last hotfix was deployed it´s DISCONECT MANIA™ for me again.

If played about 1600 matches to date, and I´m pretty sure I don´t exaggerate when I say, about 160 of them were disconnects (maybe even more). 10 % (!!) thats too freakin much.

The Problem is completly random, there is ABSOLUTELY no pattern to it, My theory is it depends on the air pressure in the room you are playing in :D

Im getting VERY frustrated about this issue and there seems to be no end to it :( :( :(

#100 MourningZero

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Posted 29 May 2013 - 01:25 PM

Trying CyberGhostVPN and have gone 6 games without a disconnect. I was 10/10 games to disconnects due to malformed packet at startup this week otherwise.





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