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 Dropped Carrier 
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Unread post Dropped Carrier
It's happening right now on the Beta game A.

Kav found himself in a predicament and dropped carrier, yet the game still shows him as logged in.

On my server, there was a hickup in the LAN, same sort of thing dropped carrier but I could not reconnect, I had to use the command center to disconnect from TWGS before I was able to log on again.

My guess is this is related to the inactivity setting. :?:

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Sun Aug 07, 2011 11:05 am
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Unread post Re: Dropped Carrier
Years ago I had that issue with my D-Link router .. its the timeout settings ..
then I desided to upgrade to a newer LinkSys router .. and have not had that problem ever since.

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Sun Aug 07, 2011 11:27 pm
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Unread post Re: Dropped Carrier
Cruncher wrote:
It's happening right now on the Beta game A.

Kav found himself in a predicament and dropped carrier, yet the game still shows him as logged in.

On my server, there was a hickup in the LAN, same sort of thing dropped carrier but I could not reconnect, I had to use the command center to disconnect from TWGS before I was able to log on again.

My guess is this is related to the inactivity setting. :?:


I tested out your server. On two seperate days it dropped me once each day.

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Mon Aug 08, 2011 6:16 am
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Unread post Re: Dropped Carrier
Vid Kid wrote:
Years ago I had that issue with my D-Link router .. its the timeout settings ..
then I desided to upgrade to a newer LinkSys router .. and have not had that problem ever since.


I have a linksys wired router. But the point is, it happened on my server and on the beta server as well. Me on mine and Kav on the beta.

When a player does drop for whatever reason, I think TWGS needs a better way to close the session.

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Mon Aug 08, 2011 7:52 am
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Unread post Re: Dropped Carrier
jaceace01 wrote:
I tested out your server. On two seperate days it dropped me once each day.


I'm sorry, but since I'm using the free dyndns I'm getting exactly what I paid for.

Besides, the type of games I'm shooting for, '90's style, dropped carriers were the norm back in the dial-up days. I know it can be frustrating at times, but at this point I'm not going to pay for a static IP.

My games have a select niche' player base, they're not going to appeal to everyone, and you won't see an Unlim or more modern edit on my server. I'll leave those to others to host those games.

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Mon Aug 08, 2011 8:56 am
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Unread post Re: Dropped Carrier
Cruncher wrote:
I'm sorry, but since I'm using the free dyndns I'm getting exactly what I paid for.


DynDNS won't affect connectivity for those already on the server. Disconnection issues are not the result of a static IP. They're the result of either server instability, or an ISP that drops a lot.

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Mon Aug 08, 2011 5:33 pm
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Unread post Re: Dropped Carrier
Singularity wrote:
DynDNS won't affect connectivity for those already on the server. Disconnection issues are not the result of a static IP. They're the result of either server instability, or an ISP that drops a lot.


What would cause server instability? This is a dedicated TWGS machine, nothing but TWGS, gmail and the blog.

Here's another thought, I have the pc on the network set to close internet when the screen saver starts, but I thought that would only effect the pc, not the server.

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Mon Aug 08, 2011 9:31 pm
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Unread post Re: Dropped Carrier
Cruncher wrote:
Here's another thought, I have the pc on the network set to close internet when the screen saver starts, but I thought that would only effect the pc, not the server.


First, are the server and the PC 2 separate machines? If so, then that won't affect the server.

The first thing to check is the event logs. Figure out what, if anything, is happening during the instability. Also check to see if your connect is dropping, as that's an obvious cause.

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Tue Aug 09, 2011 5:25 am
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Unread post Re: Dropped Carrier
Singularity wrote:
First, are the server and the PC 2 separate machines? If so, then that won't affect the server.

The first thing to check is the event logs. Figure out what, if anything, is happening during the instability. Also check to see if your connect is dropping, as that's an obvious cause.


Yes, two seperate machines. Probably just the ISP then, I've not been home when connections dropped.

But, back to the TWGS matter, servers are going to drop from time to time, and it was the experience that the player who was dropped was still showing as logged into the game, so they could not relog. TWGS needs to have a better way to recognize when a player has dropped and exit them from the game.

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Tue Aug 09, 2011 7:50 am
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Unread post Re: Dropped Carrier
That's what the timeout value is supposed to be for. After X seconds, it times the player out if there's been no input. Another is automatic ghosting of players after log in.

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Tue Aug 09, 2011 8:23 pm
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Unread post Re: Dropped Carrier
Aotomatic ghosting? How do you do that?

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Tue Aug 09, 2011 9:57 pm
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Unread post Re: Dropped Carrier
MicroBlaster wrote:
Aotomatic ghosting? How do you do that?


Well, used to be, when you log in... you automatically bump off anyone else that's logged in under that account. Did that change in the beta?

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Wed Aug 10, 2011 5:36 am
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Unread post Re: Dropped Carrier
Singularity wrote:
MicroBlaster wrote:
Aotomatic ghosting? How do you do that?


Well, used to be, when you log in... you automatically bump off anyone else that's logged in under that account. Did that change in the beta?


I don't know if JP changed anything in this area, but that's what it's feeling like.

BTW, my ISP dropped again last night and I was able to relog right away.

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Wed Aug 10, 2011 8:11 am
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Unread post Re: Dropped Carrier
The problem is that there are situations where a connection is dropped but the socket doesn't have any indication of it. If the socket is closed in any way, TW and TWGS will clean up the session. But if the socket doesn't close, there is nothing to differentiate this drop from an inactive session. After a period of inactivity, the session will drop. OR, if you attempt to reconnect and log in over an existing login, it will force the current one off to make room for the new one (as Sing said). If that isn't working, it's a bug.

I actually get disconnected from the beta server on a regular basis, where my telnet session just sticks until I press a key, then it says 'disconnected', and the connection remains active on the TWGS node until it's cleared as described above or I manually clear it from the TWGS console. As far as I know, there is no solution to this. I've explored it. I'd like to be able to ping a client, but that won't work consistently with every client. It'll work with telnet and RLogin, but custom clients won't necessarily respond as expected. I've tried sending a character that's ignored by most clients, but found that to be problematic, since I can't guarantee that it's ignored by all clients. If I had control over the client, I'd have more options here.

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Mon Aug 15, 2011 4:26 pm
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