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  • nitro/adminofdeath
    started a topic Directq MP problems

    Directq MP problems

    I just downloaded the new Driectq

    Its going all great until i want to connect to a server.
    I type connect bigfoot.quake1.net:26000 and it says connection accepted but i just stare at the console . It is as if im not connected. I dont see any death messages pop up either. I downloaded and installed all the DirectQ Prerequisites so it has nothing to do with that i dont think. I also unblocked it in my firewall and still no luck.

    Shame really i really wanted to try this client online. I dont have this problem with anyother client which is odd.

    Hope you can help

    King regards
    NITRO

  • MH
    replied
    Originally posted by RocketGuy View Post
    Bah, I ran into the exact same problem with the precise angles when I was fixing Darkplaces to connect to ProQuake servers, I wish I noticed this thread sooner, could have saved you some pain.


    No bother mate.

    Oh yeah; source code: Download Keep the GPL weenies happy.zip from Sendspace.com - send big files the easy way and exe: Download DirectQ - Test 3.zip from Sendspace.com - send big files the easy way

    You're advised to read the readme that comes with the code, but in summary the only reason I've released it is for GPL compliance. There are going to be subtle interactions between the multiple protocols DirectQ supports and the new code, which will need to be worked out. Any engine compiled from this should NOT be considered suitable for general purpose use, but MAY be used in specific cases where the same problem is encountered. Don't consider any of the extra features that the PQ netcode supports to be in any way "finished"...

    Leave a comment:


  • RocketGuy
    replied
    Bah, I ran into the exact same problem with the precise angles when I was fixing Darkplaces to connect to ProQuake servers, I wish I noticed this thread sooner, could have saved you some pain.

    Leave a comment:


  • nitro/adminofdeath
    replied
    well test it for about an hour is running great.
    No connection problems at all. congrats and ty again

    Kind Regards
    NITRO

    Leave a comment:


  • MH
    replied
    Pretty much what I said above - a wholesale replacement of my net_dgrm.cpp with the net_dgrm.c from JoeQuake, and adding in the precise aim stuff. The code I gave above (opening a new socket then closing the original one on the client side) seems to be the critical item for this, but I'd need to test a little more to confirm that. So far it seems totally benign on non-PQ and non-NATted servers so the sock->mod and sock->mod_version conditions could probably go.

    The precise aim stuff is really a semi-protocol modification which was required to prevent the instant disconnect. That's probably a good thing for all clients to have so that they can connect to PQ servers anyway, but it still needs some more massaging in order to play nice with multiple protocol support.

    The current plan is that I should be in a position to test properly from behind a NAT device over the weekend so I can straighten stuff out a little better and write it all up.

    I think Nitro deserves a lot of credit here for reporting it in the first place, being a willing and cheerful tester, and feeding back with good info. Peg too for the server console info which put me on the trail of the precise aim stuff.

    Leave a comment:


  • Baker
    replied
    MH, what all did you do here to go from a "level 1" NAT fix to a "level 2" NAT fix.

    This might help some other engine in the future (like Quakespasm or FitzQuake).

    Leave a comment:


  • nitro/adminofdeath
    replied
    wow thanks a billion mate. Working great. Sorry to be a pain

    So much for bedtime huh?

    Leave a comment:


  • MH
    replied
    Bah, I'm 99% sure it's fixed. PM to Nitro.

    It was ProQuake's hacky precise angles that were doing it.

    This needs a heavy working over to make certain that it's not going to interfere with the 5 or 6 other protocols DirectQ supports...

    Leave a comment:


  • MH
    replied
    Yup, that fits the theory that there's something bad in the network transmission and that only happens on a ProQuake server. I've been able to reproduce it using a local ProQuake dedicated server too, so I'll be able to run that in the debugger now and see what's causing it from both sides of the connection.

    Till Saturday!

    Leave a comment:


  • =peg=
    replied
    For what it's worth:

    This is what the server console has to say about it:
    "SZ_GetSpace: overflow"

    and this:

    "SV_ReadClientMessage: badread"

    Leave a comment:


  • nitro/adminofdeath
    replied
    Ok gl and thanks for the help !

    Leave a comment:


  • MH
    replied
    OK, looks like we're getting somewhere with this.

    I now get the very same from my machine. I have been able to connect OK from JoeQuake though. It looks like a malformed net message forcing a disconnect here, so I just need to track that down.

    @Baker - I just dumped net_dgrm.c from JoeQuake into DirectQ, and twiddled with it until it compiled OK. This seems to be the critical piece of code (in _Datagram_Connect):
    Code:
    		clientsock = dfunc.OpenSocket(0);
    		if (clientsock == -1)
    			goto ErrorReturn;
    		dfunc.CloseSocket(newsock);
    		newsock = clientsock;
    		sock->socket = newsock;
    Off to bed now and tomorrow night's my pub night, so it will be Saturday before I can pick this up again.
    Last edited by MH; 06-03-2010, 05:09 PM.

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  • nitro/adminofdeath
    replied
    Ok Well when i connect to the server now i connect and then see the game for a split second then i disconnect. So their is improvment

    here is what i get:


    Hope this is a improvement !

    Thanks for the hard work on this

    NITRO

    Leave a comment:


  • MH
    replied
    Another test build to Nitro.

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  • =peg=
    replied
    That would certainly make me happy anyways

    Leave a comment:

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