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Old Jul 24, 2005, 03:57 PM // 15:57   #1
Ascalonian Squire
 
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Default Pissed Off...

Tryed Thunderhead Keep, first time we got 95% of the way through and i lagged and got disconnected, the team made it and i got booted, second time i got a good team going and got a Out Of Memory error. My computer is fine and i have 1 gig of ram.

What im asking is why in the hell there isnt a grace peroid where if you get disconnected or anything you can rejoin the mission? Its hardly my fault my ISP lagged at that time and its hardly my fault that GW gives silly errors. All other games have a 30sec-1min peroid when, if you get disconnected, you can rejoin the game in the same place. But Guild Wars boots you as soon as you have problems.

Im not getting THAT pissed off but something has to be done about it.
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Old Jul 24, 2005, 04:11 PM // 16:11   #2
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This has been suggested several times in the Sardelac Sanitarium forum. Why not read the following thread and offer some suggestions?

http://www.guildwarsguru.com/forum/s...ad.php?t=35557
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Old Jul 24, 2005, 04:13 PM // 16:13   #3
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Thanks, i dont really see how instancing could effect this, although it would make it a bit harder to rejoin...Still, not impossible.
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Old Jul 24, 2005, 04:15 PM // 16:15   #4
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I think that that's been one of the chief concerns: The instance-based play. But I suspect that it can be done. I HOPE so anyhow.
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Old Jul 24, 2005, 04:16 PM // 16:16   #5
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That's an interesting idea. I wonder if ArenaNet has considered it before.

It would be open to abuse though. For example, people leaving often because they purely can do so or even leaving at a tough fight.

Perhaps there is some substance in your idea and i'm sure solutions can be found inside of it.

As for Thunderhead keep... keep trying. It's a long and tedious mission but at least you are getting loot/xp from each attempt.
Eventually you will find a great group that just kicks ass. I found a caster group with 2 warriors to block the doors to be a great group.

Form your own group maybe?
2 warriors
2 monks
1 ele's
1 mesmer
1 ranger
1 necro

See if that works for ya

I might get myself there a little later to help some people out. Maybe i will get in your group, who knows?
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Old Jul 24, 2005, 04:19 PM // 16:19   #6
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The only way I can see a rejoin option being viable would be if someone was dropped due to a known lag error---not that they clicked 'X' or used the map zip to another part of the world.

If you give a bit of a time Bongo and your IG name, I'll try to join you if you'd like. I have both a healing monk and a mesmer/monk that would be a big help (haven't played the mes lately so that'd be my choice ).

Healing Monk: Phoenix Widow
Mesmer/Monk: Kalia Darkstar
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Old Jul 24, 2005, 11:09 PM // 23:09   #7
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The Err 7 is client side; likely the server simply exhausts a TTL ( Time To Live ) waiting for an ACK-back or close-connection from your node, then drops you. This isnt as simple to overcome as you think. When your game client initiates a new connection to the Plaync servers you are load balanced: You dont know which server(s) in the cluster will pick up your connection request, not likely the one you were just playing against. My guess is that the client opens several sessions to different services at Plaync, each hosted by a different server ( virtual or otherwise ) -i.e. one server managing the general account, maybe one server as a session system, one for the the local district, etc.

Something like this ( every time you connect/disconnect these servers change ):
When you start the game, and you are at the login prompt
TCP SuicidalLabRat:1236 209-0-90-152.plaync.com:6112 ESTABLISHED Session Management
TCP SuicidalLabRat:1237 206-127-145-14.plaync.com:6112 ESTABLISHED Account Management
TCP SuicidalLabRat:1238 206-127-148-92.plaync.com:6112 ESTABLISHED Game Engine

Logged in, but still at the character selection prompt
TCP SuicidalLabRat:1236 209-0-90-152.plaync.com:6112 ESTABLISHED Session Management
TCP SuicidalLabRat:1238 206-127-148-92.plaync.com:6112 ESTABLISHED Game Engine

Character selected and spawned at District 1
TCP SuicidalLabRat:1236 209-0-90-152.plaync.com:6112 ESTABLISHED Session Management
TCP SuicidalLabRat:1238 206-127-148-92.plaync.com:6112 ESTABLISHED Game Engine
TCP SuicidalLabRat:1241 206-127-148-57.plaync.com:6112 ESTABLISHED Play Arena/District ( 1 in this case )

...moved to District 2
TCP SuicidalLabRat:1236 209-0-90-152.plaync.com:6112 ESTABLISHED Session Management
TCP SuicidalLabRat:1238 206-127-148-92.plaync.com:6112 ESTABLISHED Game Engine
TCP SuicidalLabRat:1242 206-127-148-112.plaync.com:6112 ESTABLISHED Play Arena/District ( 2 in this case )

Back to District 1...
TCP SuicidalLabRat:1236 209-0-90-152.plaync.com:6112 ESTABLISHED Session Management
TCP SuicidalLabRat:1238 206-127-148-92.plaync.com:6112 ESTABLISHED Game Engine
TCP SuicidalLabRat:1243 206-127-148-57.plaync.com:6112 ESTABLISHED Play Arena/District ( 1 in this case )


Now, if the server architecture was such that it would attempt to connect back to your host ( in the case of Err 7 ) before the local TIME_WAIT expired you could jump back in the game ( even though I dont think that would be as pleasant as you are thinking ), but this would violate any firewall rules out there, certainly mine; plainly, having random servers/services on the Interweb initiating connections to your box is bad policy.
Additionally, the game servers reconnecting to you would necessitate excessively long TTL's be set for lost connection, this would mean a much higher socket load on the game servers which could potentially effect everyone in game, and certainly presents scalability issues, which I dont think they are willing to absorb, considering the game server architecture isnt generating revenue by subscription ( thank god! ).

There are ways around this issue, but it isnt literally a bug with the game, outside of potential issues with the peering established by ArenaNet.


Please dont flame, just my 2 cents...

SLR-

Last edited by SuicidalLabRat; Jul 24, 2005 at 11:13 PM // 23:13..
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Old Jul 25, 2005, 08:30 PM // 20:30   #8
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Pretty basic: if the connection reset is client initiated (they close out, they log out, etc) then thier seesion on the servers are destroyed, and that's that.

If the connection lags out (IE, no FIN/FIN ACK), there will be no disconnect, and the session on the server can hang out instead of being immediately reaped. When you start a new session for your char it looks for old sessions for you, and if it finds one, gives you the option to re-connect. Some variables get moved around and then some stuff that the developers would no doubt curse having to write happens, and viola, you're back where you lagged out. If you don't connect back in 5 minutes, or so, or you coose not to rejoin, your session gets reaped.

Now, if the instancing happens on a per-server kinda thing (remember they probably have 20+ machines just handling game play at each site) then you have a problem where you have to transfer a session to another server, and that's where it gets complicated. Load balancers generally just assign to a server based on which server has the least load (hence, the name) and since it knows nothing about the GW protocol, it doesn't know which server to connect the poor, dropped player to. So it puts them on a random server, whcih is not the one with his instance, and then the software has to move the session over, except, there's no way to do that without playing load balancer games.

Pure speculation, of course. It also doesn't explain how towns work, so just ignore the ramblings of a cranky network consultant.
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