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lucaspiller
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Post by lucaspiller »

Finshed the patch, get it from http://sourceforge.net/tracker/index.ph ... tid=636367. Also posted a topic about it.
Goat_of_fun
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Arrrrgh!!

Post by Goat_of_fun »

A friend and me are trying to play over the internett, but we encounter problems.

When He tries to connect to me, it says: "Connect failed"

Same when i try to connect to him.

We have same openttd.cfg

We use the -n -p 0 on server and -n ip on the joiner.

I can connect to my self over my internet IP

WHATS WROOOOONG!!??!
I really love this game, especially over a network

We got broadbands, may it be a build-in firewall stopping us? We have changed our port to 253 or something..
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habell
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Post by habell »

Are you trying to connect through a router? In this case the router must let the ping of the other pc through. (I think :? )
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ahh..... rait..

Post by Goat_of_fun »

Hmm.. And how should I do that ?

I know a little about computers, but I never heard about that problem..
Do u mean ping or IP ?
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Bouke
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Re: ahh..... rait..

Post by Bouke »

Goat_of_fun wrote:Hmm.. And how should I do that ?

I know a little about computers, but I never heard about that problem..
Do u mean ping or IP ?
If you want to play over the internet you have to create a direct connection between those 2 computers. If you're behind a router you'll have to configure port-forwarding on this device (inside: port 12345 ~ outside: port 12345). Then if the other person is also behind a router, then he has to do the same.

At last... you don't have to use "-p 0" on the server because you're allready player 0!
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:D

Post by Goat_of_fun »

Ok. That makes sense.

But my fu**ing ISP got their (The router belongs to them, sick or what) router locked. There are no way to change the router :(

But thanks anyway :D
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Post by AlienDNA »

I am using nightlies over the internet, and no problems here. The only thing that sits between it is a different openttd.cfg file, and a router. Only one of us has one, so the other one is server. We quickly exchange the cfg before playing, and it never lets us down!
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Post by tecxx »

lucaspiller wrote:Finshed the patch, get it from http://sourceforge.net/tracker/index.ph ... tid=636367. Also posted a topic about it.
i tried patching it into the current svn, and noticed a problem:

Code: Select all

					CloseClient();
in line 222 and line 400 is unknown, so i modified it to

Code: Select all

					CloseClient(&_clients[0]);
(the zero index in the client list is the connection to the server, right?)
and added a declaration in front of this function:

Code: Select all

static void CloseClient(ClientState *cs);
then i was able to compile it, i'm right now testing it with a friend :=)
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Post by tecxx »

i've now tested this with a friend for several hours.
it seems to work great, at least we didn't notice any desyncs. of course this could be of some bugfixing in the latest nightly build, but when we changed some settings on one machine to provoke a desync, your autoreconnect worked fine.

i just noticed one problem: when you shutdown the server, the client hangs infinitely (i guess it's trying to reconnect all the time). i then had to kill the client with the taskmanager.
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lucaspiller
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Post by lucaspiller »

I am not really sure whether this is a bug with my patch or a problem with the game, my patch does emphasize it though so I will have to have a look later. Thanks for those changes, I will add them in when I add a release an update. :D
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Post by anderas »

Can someone provide me with a patched, working svn source tarball? Everytime I try and use the patch myself, I get failed hunks. I really need this package I figure, as me and my friend get too many desync crashes while playing.
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Post by tecxx »

i could provide you with a win32 compiled binary or a zip of the source directory, but i don't really know if i can produce a tarball (never done that...)
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Post by crazysim »

I would like a a patched Win32 binary. Tarballs I think are *nix's equivilent to zip.
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Post by anderas »

tecxx, a zip file would do fine, for the source. A tarball is just the standard unix file compression format! :)
I'd like the binary too, but the source is the most important thing, as me and my friend both run Mac OS X. I guess you don't have a binary for that, so I'll just compile it myself if you could provide a patched openttd source... Zip is fine :)
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lucaspiller
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Post by lucaspiller »

Ok I am trying to implement the changes you suggested tecxx but whenever I do and the client tries to reconnect I get a Broken Pipe error and the server quits. :shock: Can you see if it works for you - if so hmmmmm, if not can you see if you (or I) missed out anything? Also it is against the latest SVN so you shouldn't have any problems merging it.

Also the client hanging when the server quits is a problem with the game not my patch.
Attachments
no_crash_on_sync_error-1.1.patch
Broken patch for tecxx to look at. Doesn't appear to work on Linux.
(6.32 KiB) Downloaded 291 times
MYOB
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Post by MYOB »

anderas wrote:tecxx, a zip file would do fine, for the source. A tarball is just the standard unix file compression format! :)
Tar'ing does't compress, it just concatenates. Thats why you use gzip/bzip2 as well.
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anderas
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Post by anderas »

MYOB wrote:
anderas wrote:tecxx, a zip file would do fine, for the source. A tarball is just the standard unix file compression format! :)
Tar'ing does't compress, it just concatenates. Thats why you use gzip/bzip2 as well.
Yeah yeah... But it is still called a tarball ;)
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Please no "silent" recovery

Post by Mukke »

One of the changes between Railroad Tycoon 2 Platinum Edition and earlier Versions of Railroad Tycoon 2, including TSS, was the suppression of the "Out of sync - #" error message that would pop up when the game came out of sync. The number, without knowing the exact meaning of it, signified how bad the desync was - higher number == worse.

The developers had decided to remove this error because "it almost never had any significance anyway" (quote from an email from one of the developers).

Contrary to their experience, however, in my experience and that of my friends, the error was alsways significant, and without this simple way to tell the game was out of sync, we were actually left with a much worse game than earlier.

My point being, please do not just make it reconnect automatically without the playing knowing, as this might hide network related problems or other issues that are better brought to the attention of the players.

Simply make it flash or show some simple message about "attempting to recover from network sync error" or similiar.
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Post by tecxx »

you got a point here ;=)
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lucaspiller
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Post by lucaspiller »

Imediately after the game relalises there is a desync (usually within a second or so) it will disconnect, or with my patch reconnect. The only reason (I think) why you get these is because of a bug in the code or because you have rather high ping times. I don't know what other errors could cause this, but if it does desync and reconnect you will realise because it will, a. pause for a little while (if you are playing over the net this could be a long while) and b. show a message on the console.
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