Hey y’all!
Couple of information on the current stage of things. With regards to SMP, the situation has definitely improved since last releases, however, things starts to go bad as soon as the world becomes reasonably complex. I’m working on getting decent reproducers to investigate, but please be patient. If you experience any problem, please make sure that you do get a backtrace otherwise reporting is just useless.
Other point, the world contest. Deadline is extended until October 31st. Last days to finish your work or re-submit an updated version!
I’m happy to help in testing anyway I can.
Good job on SMP! I was finally able to run my pump, refinery and quarry all at once without crashing every 30 second! Keep up the good work!
I have a map with a section that causes disconnects with reliability. Would you like it?
Sure – if it’s using only BuildCraft with default settings. Can you post it on the bug report thread http://www.mod-buildcraft.com/forums/forum/bug-reports/?
Done. I hope you can fix this bug.
I have a map that does this as well on a consistent basis. But the catch it it needs to have like 2-3 people online. With only 1 player it runs SEMI Decent, the instant 2-3 people are online, crashes every few secs for most the people. I will post it in the forums as well!
Hmm… That is interesting, that may be the case for me as well.
I also have an interesting map, this case seems rather odd. There is a massive ocean, and a series of islands. On the largest island there is a refinery, pumps, and storage tanks. On a smaller island, maybe 15-20 blocks away, there is a engine facility. Any player that is on the large island will get the broken pipe error every 10-15 seconds. However, the second anyone leaves the island and is on the smaller island, they are perfectly fine regardless of the amount of other players on the server, or in the area. Also, the bandwidth consumption of the client while on the larger island is far greater than the client on the smaller one, despite being in easy viewing distance of both islands. If you would like the map I could give it too you, it is rather large though.
Allright, I did manage to reproduce a deconnection error on a remote server, though it’s now clear that the problem is not directly related to BuildCraft. So these failure are likely to remain. However, I’m looking at improving things, maybe by decreasing the amount of data going on the network.
For reference, here’s the backtrace (that I think had been logged already by others), tracked under sf ticket #327:
java.net.SocketException: Software caused connection abort: recv failed
at java.net.SocketInputStream.socketRead0(Native Method)
at java.net.SocketInputStream.read(SocketInputStream.java:147)
at java.net.SocketInputStream.read(SocketInputStream.java:182)
at java.io.DataInputStream.readInt(DataInputStream.java:370)
at Packet230ModLoader.a(Packet230ModLoader.java:37)
at vl.a(SourceFile:145)
at iq.e(SourceFile:190)
at iq.c(SourceFile:10)
at no.run(SourceFile:77)
Yeah, thats the same backtrace I have when it crashes on my server. We also believe its something to do with data transfer, I am local to the server and rarely have problems. Yet people connecting in remotely are having problems where the world loads VERY slowly, so we think its a data transfer problem as well.
Your last patch made a BIG difference to the speed it loaded up when I logged in and that certainly helped, people can now connect for a short while. However as soon as they move towards a BC complicated map chunk they disconnect.
We have also tried moving the server to a friends house at which point they can connect fine locally and I have the same problems remotely. So I am sure your right with it being a data volume issue.
Thanks for your efforts
Ahh when I do buildcraft everything works EXEPT ENERGY that what I wanted can you help?????
SMP with waterproof (empty!) pipes is impossible, More pipes = higher upload = client crash (0.4Kb/s of upload / player). 120 pipes = 70KB/s = buffer overflow. Extremly major bug.