Thread: Server Sending empty packets

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  1. #1 Server Sending empty packets 
    Registered Member Aleksandr's Avatar
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    I keep having random T1 error pop up out of nowhere in my client.
    I believe majority of the times is when a player logs in, other players get T1 client errors.
    The errors displayed are always random packet ids that are never sent from the server on purpose to my knowledge. Empty packets being sent from the server to the client.

    Running on Netty 4

    Some errors recorded so far:
    Error: T1 - 98,0 - 65,81
    Error: T1 - 54,0 - 104,65
    T1 - 119,0 - 177,114

    Error: T1 - 12,0 - 65,81
    Error: T1 - 223,0 - 65,81


    Basically random packet ids.


    The previous packets,
    65 - update npc packet
    104 - is to display options like attack, trade, follow etc

    I have noticed that majority of these packets have a previous packet 64, which is update npc packet.
    Al
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  2. #2  
    Registered Member Psychoactive's Avatar
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    Delete your spawn-Config. and check if you still have the error. Maybe your npc-ID's are wrong.
    You are pure perfection living in a complete world
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  3. #3  
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    Generally when you see random packets being received client sided that make no sense, it's due to a misaligned packet. For instance, if you send a packet and the client is going to read 5 bytes, and you sent 6 for the packet, the last byte will be interpreted as the opcode for another packet entirely separate from the packet you intended it to be a part of. These problems are generally isolated to entity updating packets due to their complexity; it's extremely easy to mess something up. It also causes a chain reaction when you send a malformed packet, because it causes the isaac cipher states to be desynced, meaning sending 1 malformed packet = every packet now sent is malformed.

    Your npc update packet is malformed, or your server isn't sending out data properly.
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  5. #4  
    Registered Member Aleksandr's Avatar
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    Quote Originally Posted by LeaveMeAlone00 View Post
    Generally when you see random packets being received client sided that make no sense, it's due to a misaligned packet. For instance, if you send a packet and the client is going to read 5 bytes, and you sent 6 for the packet, the last byte will be interpreted as the opcode for another packet entirely separate from the packet you intended it to be a part of. These problems are generally isolated to entity updating packets due to their complexity; it's extremely easy to mess something up. It also causes a chain reaction when you send a malformed packet, because it causes the isaac cipher states to be desynced, meaning sending 1 malformed packet = every packet now sent is malformed.

    Your npc update packet is malformed, or your server isn't sending out data properly.
    Would be great to know where to look as i did check up on npc update packet. Ty for your information. Any other way you can help me?
    Al
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    Quote Originally Posted by Aleksandr View Post
    Would be great to know where to look as i did check up on npc update packet. Ty for your information. Any other way you can help me?
    It's a needle in a haystack when it comes to entity updating packets. If you know what you're doing, it's mainly a matter of trial and error, and hoping you can find a subtle problem while skimming over everything. You can try to debug it client sided by logging every value related to the decoding of said packet(s), but it'd be a pain in the ass.
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  7. #6  
    Left to be damned

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    Might be a good idea to either employ a better developer or even start understanding the client's network (Y)
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  8. #7  
    Registered Member Aleksandr's Avatar
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    I believe what was causing those T1 was the packets sent during login, so I had to rearrange many things and some things only process after the region loads. So far no more massive DCs and T1s
    Al
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