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Server dropping UDP packets

Posted: 20 Jun 2011, 15:13
by tpenn
We are experiencing an issue where the server will frequently begin dropping all UDP packets from most/all users. The users shutting down and restarting will allow it to work again, but the problem will occur again after a few minutes.

The server log is filled with output like this:
15:10:22,464 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:22,538 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554

15:10:22,666 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:22,747 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554

15:10:22,864 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:22,938 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554

15:10:23,065 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:23,146 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554

15:10:23,264 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:23,374 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554

15:10:23,464 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:23,548 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554

15:10:23,655 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:34321, reason: Sender UDP Port doesn't match current session port: 34321 != 28290

15:10:23,738 WARN [SocketReader] protocol.SFSIoHandler - Discard UDP packet from 97.75.172.122:25421, reason: Sender UDP Port doesn't match current session port: 25421 != 27554
Any ideas what is going on here? We are running RC2a, with the Unity client.

Posted: 21 Jun 2011, 13:13
by Bax
This will be fixed in the next release, coming very soon. Stay tuned.

Posted: 21 Jun 2011, 13:25
by tpenn
Thank you. We eagerly await the fix.

Do you have a general idea beyond "very soon" when we can expect the next release?

Posted: 22 Jun 2011, 05:51
by Bax
If there's no last minute issue, it should be during this week.

Posted: 05 Jan 2012, 11:49
by shanti
Bax wrote:If there's no last minute issue, it should be during this week.

Hi Bax,

we are using UDP for positional updates and getting the same UDP discard packet error.

05 Jan 2012 03:09:57,255 WARN [SocketReader] v2.protocol.SFSIoHandler - Discard UDP packet from 61.12.12.147:56159, reason: Sender UDP Port doesn't match current session port: 56159 != 52832
05 Jan 2012 03:09:57,493 WARN [SocketReader] v2.protocol.SFSIoHandler - Discard UDP packet from 61.12.12.147:56159, reason: Sender UDP Port doesn't match current session port: 56159 != 52832
05 Jan 2012 03:09:57,732 WARN [SocketReader] v2.protocol.SFSIoHandler - Discard UDP packet from 61.12.12.147:56159, reason: Sender UDP Port doesn't match current session port: 56159 != 52832

This error occurs randomly.
Once the client rejoins or re launch the game, then everything works fine. Any idea how we can fix this.

Posted: 05 Jan 2012, 12:18
by Bax
shanti, which version of SFS are you using?

Posted: 06 Jan 2012, 06:15
by shanti
Bax wrote:shanti, which version of SFS are you using?
we are using SFS2X version - 2.0.0-RC3.

Posted: 06 Jan 2012, 10:48
by Lapo
Can you provide more details about it? Is there a way to reproduce it locally in a test environment?
Thanks

Posted: 06 Jan 2012, 13:06
by shanti
Lapo wrote:Can you provide more details about it? Is there a way to reproduce it locally in a test environment?
Thanks
this error is not consistent, we do get this some times say 4 times out of 10 atempts.

after restart it would work fine.

Posted: 06 Jan 2012, 13:41
by Lapo
Can you explain the process to get to the problem in a step by step fashion?
When you say "restart" you mean the client or server?

Posted: 11 Jan 2012, 21:58
by rparker
Hello, shanti is a colleague of mine and while I can't provide more detail as far as specific steps to reproduce it, I can add that this does not appear to be related to server load. It can happen with as little as 2 or 3 clients connected. In my experience quitting the game client and then logging in again fixes the problem... until it intermittently comes up again. We are running a unity3d client and a RHEL 5 server with RC3.

Posted: 16 Jan 2012, 13:06
by shanti
rparker wrote:Hello, shanti is a colleague of mine and while I can't provide more detail as far as specific steps to reproduce it, I can add that this does not appear to be related to server load. It can happen with as little as 2 or 3 clients connected. In my experience quitting the game client and then logging in again fixes the problem... until it intermittently comes up again. We are running a unity3d client and a RHEL 5 server with RC3.

Hello,
Any update on this.

When we start playing game in between randomly players positional update will be discarded by server. So other player cannot see him moving. after restarting the game (client) it works fine for sometime then again same issue occurs.

This is observed most of the time when there is delay in sending/receiving packets between server and client

Posted: 16 Jan 2012, 13:38
by Lapo
The client is not expected to change its UDP port, if it does there's something weird going on. Is there a way we can reproduce this?

Posted: 17 Jan 2012, 05:55
by shanti
Lapo wrote:The client is not expected to change its UDP port, if it does there's something weird going on. Is there a way we can reproduce this?
We are not changing UDP port from client end.
Not sure if there is delay in server response, SFS is disconnecting from UDP and initializing it again.

We are not able to reproduce this using test application.
In our game client we actually do logout and login while jumping from one room to another room.

When there is a delay in loading the scene this error is observed. Is there a way we can keep alive UDP port

Posted: 17 Jan 2012, 08:21
by Lapo
Why do you need to login and logout to change room, can you explain?
Normally it's just a matter of joining Rooms. Login and Logout allow you to switch Zones. Maybe the problem is there.