Author Topic: Keep disconnecting after ~5 minutes  (Read 1019 times)

So this happens only on some servers (I'd say about half) and it happens faster the more bricks the server has. After 5 minutes the sevrer just says 'LAG' and I have to reconnect.
My ports are forwarded and this issue is new, haven't had it happen in the past 5 years.

Also I don't have any antivirus or firewall installed.

2 things I can think off:
Slow internet speed.
Either your internet is not fast from default, or you have hit your limit and the speed is downgraded.
This could block your data transfer for a specified amount of time causing a timeout.

Faulty ram.
Because you mention the brickcount, it is possible Blockland breaks down when you hit a certain amount of ram.
Although I would expect it would show a different error message if this is the case.


Also I don't have any antivirus or firewall installed.
I must mention this is not a good practice.
No matter how careful you are on the internet, some things will come by unnoticed.
Even just surfing to websites like Facebook can let a virus sneak through.
If you want some advice for what programs to use I can tell you this:

Avast is the best free antivirus out there. It blocks like 93% off virusses.
Malwarebyte Antimalware is a very good virusscanner, which you should probably run because you spend time without protection.

It's not the internet being slow:

and I can have 1 million bricks on my server no problem.

Can you start Blockland, open the command window by pressing "²" or "~" and typing "trace(1);"
Then joining a server you know will disconnect you and let it happen.
Then upload your "console.txt" located in your Blockland folder?


You disconnect because the connection times out:
Code: [Select]
Leaving GameConnection::onConnectionTimedOut() - return
And I think it happens because of a chat addon:
Code: [Select]
Entering clientCmdServerMessage(88 MsgClientKilled, 64 <bitmap:base/client/ui/ci/skull> mokeytonic2001, mokeytonic2001, mokeytonic2001)
   Entering defaultMessageCallback(88 MsgClientKilled, 64 <bitmap:base/client/ui/ci/skull> mokeytonic2001, mokeytonic2001, mokeytonic2001, , , , , , , , )
      Entering onServerMessage(<bitmap:base/client/ui/ci/skull> mokeytonic2001)
         Entering newChatHud_AddLine(<bitmap:base/client/ui/ci/skull> mokeytonic2001)
            Entering NewChatSO::addLine(10397, <bitmap:base/client/ui/ci/skull> mokeytonic2001)
               Entering NewChatSO::displayPage(10397)
               Leaving NewChatSO::displayPage() - return
            Leaving NewChatSO::addLine() - return
            Entering newMessageHud::updatePosition(newMessageHud)
            Leaving newMessageHud::updatePosition() - return
            Entering newChatHud_UpdateScrollDownIndicator()
               Entering newChatHud_UpdateIndicatorPosition()
               Leaving newChatHud_UpdateIndicatorPosition() - return
            Leaving newChatHud_UpdateScrollDownIndicator() - return
         Leaving newChatHud_AddLine() - return
      Leaving onServerMessage() - return
   Leaving defaultMessageCallback() - return
Leaving clientCmdServerMessage() - return
Entering GameConnection::setLagIcon(68627, true)
Leaving GameConnection::setLagIcon() - return
Connection to server timed out
Entering GameConnection::onConnectionTimedOut(68627)

You have any of those by any chance?

I've got the medieval chat add-on, I'll try completely removing it.

Didn't fix it, I'll look for other chat add-ons.

The only add-on that has newChat stuff in it is VCE, and it's never caused an issue before.

It kinda looks like it happens when someone Self Deletes, because it uses the skull.png image right before the lag starts.
It does things like:
Code: [Select]
Entering defaultMessageCallback(88 MsgClientKilled, 64 <bitmap:base/client/ui/ci/skull> mokeytonic2001, mokeytonic2001, mokeytonic2001, , , , , , , , )Which does not seem normal.

I'd suggest moving all your client addons to a different folder and see if that helps.

Huh? All of these are default functions. There's nothing wrong with it.

Huh? All of these are default functions. There's nothing wrong with it.
Is there really nothing wrong with:
Quote
mokeytonic2001, mokeytonic2001, mokeytonic2001, , , , , , , ,
?

I mean, why are all those commas there?

That's just how the death message works.

88 is the tagged string MsgClientKilled, 64 is the tagged string <bitmap:base/client/ui/ci/skull> %1, mokeytonic2001 is the name of the victim, mokeytonic2001 is the name of the killer.

That's just how the death message works.

88 is the tagged string MsgClientKilled, 64 is the tagged string <bitmap:base/client/ui/ci/skull> %1, mokeytonic2001 is the name of the victim, mokeytonic2001 is the name of the killer.