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Author Topic: [b38] rakAntiGrief 0.4.44 :: Counter modded clients  (Read 12370 times)

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rakiru

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #75 on: September 19, 2011, 02:05:27 PM »
Could you tell me what causes it? What are the users doing before getting kicked? Without any information to go on, it's much much harder to figure out.

knight

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #76 on: September 20, 2011, 06:49:34 PM »
The problem I have is that it's very random. Right now I have these plugins enabled: Login, SpawnGuardPE & rakAntiGrief (used to have House also, but it didn't work and doors got broken, also the doors caused this noclip detection error so I removed the House plugin... the problem still occurs though). The logs doesn't tell anything, but it seems digging around in a fast pace can cause this, and also breaking or building houses can cause this also.

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #77 on: September 21, 2011, 10:25:08 AM »
I have had people booted from my server because this plugin detected no-clip, but I am fairly positive it was due to network lag, and not an issue with the plugin itself.

It only boots one specific player with any regularity, because his ISP is less robust than the others that connect.

If yours is booting everyone, then the network bottleneck could be your own ISP. I would do some tests at speedtest.net to rule out ISP problems, and then figure out how fast your router and network are. Make sure you're using at least 1000mbs to and from the router.

I'm not 100% sure this is your problem, so like I said, do the tests to rule that out first.

knight

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #78 on: September 21, 2011, 08:33:17 PM »
Thanks for the tip. It's a dedicated server with pretty good hardware on my 100/100 connection (getting almost those number also when doing tests). The load of the server is very low and the internet connection hasn't had much load on it either.

I don't think it happens when there's only a few people on but it happens once in a while when there's 20+ people on. It has happened with me to and I connect to the server through lan.

Not sure if anyone else has this problem also, but flying creatures warps around when they attack (happens even without any plugins installed). Don't think I had that with earlier versions of tdsm. Blobs or walking creatures doesn't do that, and it certainly doesn't happen in single play on my client computer. This could explain why rakAntiGrief kicks people, and  if noone else has this problem then its not a problem with tdsm or rakAntiGrief but that I have packets that gets droped.
« Last Edit: September 21, 2011, 08:37:27 PM by knight »

rakiru

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #79 on: September 25, 2011, 02:46:42 PM »
Without any real information on when it is happening, I can't do a great deal to fix it. However, I do plan to make the sensitivity configurable in the next version, and until that time, you could always disable noclip detection, or if you know how to compile C#/TDSM plugins, edit this line.

D1G1T4L3CH0

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #80 on: September 30, 2011, 01:56:29 PM »
Download link appears to be down right now.
Server Machine: Xubuntu 11.10 Xfce Mono 2.10.5
Thanks to all those who work on TDSM. It's a great alternative to the official one. And thanks to the plugin devs too for making it even better.

rakiru

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #81 on: October 01, 2011, 02:24:48 PM »
Datacentre problems.

RageX

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #82 on: October 01, 2011, 04:42:53 PM »
Datacentre problems.
Got a copy of the file u could upload somewhere else? Mirrors are good. If you want i could host it on my dedicated server at ovh

rakiru

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #83 on: October 01, 2011, 11:00:39 PM »
I am in the process of setting up a CI server on a separate machine in a different datacentre, so the newest version will always be available there. Not on my computer atm though, sorry.

mjhasbach

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #84 on: October 02, 2011, 12:29:59 PM »
I'm looking forward to grabbing this plugin when there is a working download link.

If someone wants to upload the latest version to megaupload/rapidshare/hotfile/etc, I would greatly appreciate it.


EDIT: Download link in OP is working again.
« Last Edit: October 02, 2011, 07:35:25 PM by mjhasbach »
Want to be part of an awesome multi-game community? Check out OneGamer.
[Tutorial] Automatically Starting TDSM During Boot in Linux

Mr. Man

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #85 on: October 03, 2011, 10:09:50 PM »
I am sure most of the bugs I am about to report have already been reported before, but I will go into greater detail:

1. Not sure if it's part of the authentication plugin here: http://www.tdsm.org/index.php/topic,235.0.html or with this plugin, but doors get magically deleted when you open/close them too fast.

2. Players and mobs sometime "warp" in that they are displaced from one position to the next as if they're teleporting, but this effect only lasts 1-2 seconds before their position is corrected.

D1G1T4L3CH0

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #86 on: October 03, 2011, 10:39:41 PM »
1. I don't believe that has anything to do with either plugin. I have seen it happen before no matter the plugins and doors have I think always had issues in one form or another and it's always been the client as far as I know. I could be wrong. EDIT: Actually now that I think of it, I do remember the doors removing liquid bug seemed to have been fixed with one of the tdsm builds...

2.
Warping is caused by AI desynchronization between client and server, and there are so many factors involved, that bugs causing warping are very hard to track down, so it might take a while.
 A couple releases back I had to build and test commit by commit to track down a projectile bug that caused NPCs to warp...
 
You may also like to look at http://wiki.tdsm.org/index.php?title=Lag

But on that warping issue, I personally don't see it very often if at all, or it's just not noticeable for me anymore. I used to see it a lot though. If you are seeing it pretty often it could also have something to do with your server machine's performance. I think I noticed warping more when I was running TDSM on an older system with low ram.
« Last Edit: October 03, 2011, 10:48:19 PM by D1G1T4L3CH0 »
Server Machine: Xubuntu 11.10 Xfce Mono 2.10.5
Thanks to all those who work on TDSM. It's a great alternative to the official one. And thanks to the plugin devs too for making it even better.

Mr. Man

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #87 on: October 03, 2011, 10:45:49 PM »
1. I don't believe that has anything to do with either plugin. I have seen it happen before no matter the plugins and doors have I think always had issues in one form or another and it's always been the client as far as I know. I could be wrong.

2.
Warping is caused by AI desynchronization between client and server, and there are so many factors involved, that bugs causing warping are very hard to track down, so it might take a while.
 A couple releases back I had to build and test commit by commit to track down a projectile bug that caused NPCs to warp...
 
You may also like to look at http://wiki.tdsm.org/index.php?title=Lag

But on that warping issue, I personally don't see it very often if at all, or it's just not noticeable for me anymore. I used to see it a lot though. If you are seeing it pretty often it could also have something to do with your server machine's performance. I think I noticed warping more when I was running TDSM on an older system with low ram.
I am running TDSM with two plugins and a "huge" map on a 3GB on RAMDisk. I think that ought to be sufficient. But is there a way for me to check how much ram's allocated to Terraria_Server.exe?

D1G1T4L3CH0

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #88 on: October 03, 2011, 10:53:36 PM »
I am running TDSM with two plugins and a "huge" map on a 3GB on RAMDisk. I think that ought to be sufficient. But is there a way for me to check how much ram's allocated to Terraria_Server.exe?

That would depend on the operating system it's running on. Free, top, and multiple others are available for linux. Task manager in windows can tell you about memory. I don't believe memory would be an issue for you. What I said was only a suggestion and may not necessarily be your issue. By "huge" do you mean "large"? If it's anything larger than a large world, that could be causing issues.
Server Machine: Xubuntu 11.10 Xfce Mono 2.10.5
Thanks to all those who work on TDSM. It's a great alternative to the official one. And thanks to the plugin devs too for making it even better.

Mr. Man

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Re: [b31] rakAntiGrief 0.4.44 :: Counter modded clients
« Reply #89 on: October 03, 2011, 10:55:20 PM »
I am running TDSM with two plugins and a "huge" map on a 3GB on RAMDisk. I think that ought to be sufficient. But is there a way for me to check how much ram's allocated to Terraria_Server.exe?

That would depend on the operating system it's running on. Free, top, and multiple others are available for linux. Task manager in windows can tell you about memory. I don't believe memory would be an issue for you. What I said was only a suggestion and may not necessarily be your issue. By "huge" do you mean "large"?
Oh yes, I am also running it under a 64-bit Ubuntu environment. I am able to monitor CPU and RAM use and there's nothing substantial (the most amount of RAM it's ever used was around 400MB).

 


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