Games in Progress: 3 | Players logged in: 4 | Players Registered: 37413 | Games Played Total: 68649
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Auction bugged, no selling occurred  (Read 1624 times)
Core Xii
Prototype Tester
Jr. Planeteer
**
Posts: 11



View Profile
« on: February 17, 2010, 22:29 »

http://www.planetmule.com/hi-score-game/game?game_id=19083

Starting on round 10 on one of the latter auctions (maybe energy), the auctions bugged out. Only the first player to sell could sell only 1 unit of each product, after which the selling just... stopped. While anyone was standing on the sell line, the timer didn't run, but nothing happened, no sales were made. The game just stood still where it should've been selling.

Happened again in this game. When DasSherpa disconnected it worked again.
« Last Edit: February 18, 2010, 13:54 by Core Xii » Logged
Peter
Turborilla
Administrator
Mule Expert
*****
Posts: 379


Planet M.U.L.E. Team


View Profile WWW
« Reply #1 on: February 19, 2010, 07:25 »

This happens when a client is not responding during an auction. The trading can't continue until the user either starts responding again or is disconnected. We will consider adjusting this behavior, but for now we recommend that you continue to stand by the auction line until the lagging player drops or catches up. Either way, the trade will eventually go through.
Logged

Core Xii
Prototype Tester
Jr. Planeteer
**
Posts: 11



View Profile
« Reply #2 on: February 19, 2010, 16:56 »

But in the first game linked, all the players were responsive. They could all chat perfectly fine and told me their pings in chat; All well below any conceivable timeout. How could a player continue to chat if their connection had timed out?
Logged
Peter
Turborilla
Administrator
Mule Expert
*****
Posts: 379


Planet M.U.L.E. Team


View Profile WWW
« Reply #3 on: February 23, 2010, 12:45 »

But in the first game linked, all the players were responsive. They could all chat perfectly fine and told me their pings in chat; All well below any conceivable timeout. How could a player continue to chat if their connection had timed out?

I did only check the failure in energy auction #11 but I see now that there was a problem in energy auction #10 also. "mamor414" had a problem with his connection. The UDP traffic - which is used in auctions - failed during energy auction #10 but recovered a short time later. The connection failed again the next auction and then it couldn't be recovered and "mamor414" was dropped.
« Last Edit: March 08, 2010, 07:36 by Peter » Logged

Keybounce
Prototype Tester
Mule Senior
****
Posts: 170


View Profile
« Reply #4 on: February 23, 2010, 21:28 »

How does the UDP connection fail and not recover?

So auctions use UDP packets that can be dropped by a busy network; presumably that means people can jump around when packets drop. But if someone can send chat, they can send UDP packets -- how do you get into a situation where UDP packets just do not arrive at all?

(Doesn't TCP have a NODELAY option for "send without doing buffering", giving UDP responsiveness without unreliability issues?)
Logged
Peter
Turborilla
Administrator
Mule Expert
*****
Posts: 379


Planet M.U.L.E. Team


View Profile WWW
« Reply #5 on: March 08, 2010, 07:58 »

How does the UDP connection fail and not recover? ... But if someone can send chat, they can send UDP packets -- how do you get into a situation where UDP packets just do not arrive at all? ...
When mamor414 dropped it was the TCP connection that failed. During a long part of the game he had problems with his connection, making lots of messages delayed or dropped. The chat will however eventually go through since it's TCP and the packages are retransmitted, but while the network is busy with TCP messages the UDP messages can be blocked for quite some time.

We will however look though how we handle so called "UDP timeouts", when no UDP message has gotten through in quite some time, and see if we can improve on it.
Logged

Orv
Jr. Planeteer
**
Posts: 15


Bird!


View Profile
« Reply #6 on: March 27, 2010, 22:39 »

I'm seeing this repeatedly, lately, both in games played by logging in and in games played with "Join Address".  Only one item will sell, and then the timer will stop until everyone moves out of the auction field.  Players can move, they just can't buy or sell more than 1 item in a round.  It persists across multiple rounds; the only recourse seems to be to abandon the game.  Very frustrating.

EDIT: Game link: http://www.planetmule.com/hi-score-game/game?game_id=22292
« Last Edit: March 27, 2010, 22:49 by Orv » Logged

Bird!
brent
Mule Forum Newbie
*
Posts: 2


View Profile
« Reply #7 on: March 28, 2010, 18:40 »

I'm having the same problem as Orv when I host a game.  I tried hosting on Windows and Linux with the same computer.  Everytime, in Round 1, you can't buy more than 1 unit and then it freezes while you attempt to buy from store or another player.  Different players involved, did not seem to be a connection issue.
Logged
brent
Mule Forum Newbie
*
Posts: 2


View Profile
« Reply #8 on: March 28, 2010, 20:08 »

Ok I think I figured it out!!!!

I only forwarded TCP.  When I added forwarding UDP on 6260, the auction now works!!!!!!  Yeah!

Uhm, can someone clean up my stats now?  This problem logged me as disconnecting a zillion times while I tried to figure it out.....
Logged
Orv
Jr. Planeteer
**
Posts: 15


Bird!


View Profile
« Reply #9 on: March 30, 2010, 04:52 »

I am forwarding UDP...it works most of the time...

Next time I'll wait and see if it eventually times out.  We waited a couple of minutes once and it didn't, but that may not have been long enough.

If I'm feeling really energetic maybe I'll grab a tcpdump of port 6260 UDP traffic and see if I can figure out who the troublemaker is...I play pretty routinely with the same people, so it may be one particular person who's having problems.
Logged

Bird!
Orv
Jr. Planeteer
**
Posts: 15


Bird!


View Profile
« Reply #10 on: April 15, 2010, 04:48 »

Just happened to two games in a row...all players had decent ping times, highest was 125 ms.  This is really frustrating, wish I knew how to fix it.  We waited around but it never timed out in any useful way.  I had traffic -- LOTS of it -- from all the players involved, but didn't manage to get tcpdump going before they got frustrated and disconnected.  Still, this seems to rule out the idea that it's caused by one player not being able to send UDP packets.

It almost looks like something gets deadlocked and all the clients start flooding the host with network traffic.  I see very high network utilization when the auction freezes.
« Last Edit: April 15, 2010, 04:50 by Orv » Logged

Bird!
Peter
Turborilla
Administrator
Mule Expert
*****
Posts: 379


Planet M.U.L.E. Team


View Profile WWW
« Reply #11 on: April 15, 2010, 08:16 »

We will investigate this. We have several reports of players only being able to sell one unit and then the auction freezes. I think it's caused by a combination of how we handle UDP "connections" or rather re-establish lost connections, and how we make sure all players have seen a transaction before we can move to the next. There can be a clash there.
Logged

Pages: [1]
  Print  
 
Jump to: