whilst programming and testing my online game (http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=283739), I've run into some problems.
I've done a few tests am I'm really sure these are engine bugs.
as you (conitec) are currently creating an MMO, I'm sure you are interested in this.
All tests have been run with dedicated server ("-sv -diag" command line). Everything was programmed in C-Script, which shouldn't make a difference.


1. num_clients inaccurate

after a few, lets say 20 joins from different ppl on your server the num_clients var does not return to 0 after all have left. I had it stuck to 1 or to 3, even though I pulled the network cable and waited for several minutes.
A possible reason: in A7.77 you always have to wait for a timeout before the server notices the disconnect. i often had players rejoin with the same name (-pl command line) before their disconnect event got triggered. maybe this screwes something up.


2. on_client and EVENT_DISCONNECT

The EVENT_DISCONNECT is triggered way too soon when there is even a small lag or drop in the connection.
the strange thing is: the connection isn't really lost.
if you dont't sys_exit on this event, the client can usually continue playing and still gets all the updates from the server. in that case, in on_server the EVENT_LEAVE isn'T triggered, too. so EVENT_DISCONNECT is way too sensitive.


3.

When the BPS send exceed the connection speed, in my case this happend because of too many send_skill() calls, the client will get the error message:
Warning W1404: Incompatible engine versions
this is missleading, but i guess this is because the packets get "damaged"


The server hardware:
Via C3 Processor 513 Mhz
256 GB Ram
Windows XP Professional SP3

Internet connection
1 Mbit up/8 Mbit down



Thank you for reading, I'm waiting for suggestions on this.

Last edited by SchokoKeks; 08/10/09 13:38.