Disconnecting out goes unnoticed (POL 097 2008-02-26)
Posted: Sat May 24, 2008 8:40 am
I had the very same problem with older cores all the way from 096-something. I don't remember exactly when I first discovered this and couldn't find the old thread anymore, so I though it's time to create a new one.
Problem is:
On my developing server, whenever I or any other player disconnects, is it through paperdoll -> logout -> okay or by UO::DisconnectClient(), something goes wrong.
- Logofftest.ecl is never activated.
- Logoff.ecl (none of them) is not activated.
- Only "Disconnecting Client [serial]([account]/[character]) is printed on the console.
I tried logging the packet flow between server and client, using both POL's internal tool and Razor's packet logging option, but it didn't help me much: neither one either logs disconnection packets or packets of that kind are not sent. I don't have any idea how to work this out on my own, as it does not matter which client version I or the other players use (tested various between 4.x-5.x), and to make things even more complicated, same problem applies on a two different server computers I tried. Both are physically in the same local network, though players connect from outside too, should that be helpful information.
I remember MuadDib said something about the console print above, that it only exists in one place in the core, but that was about the last mention concerning this problem.
So, helpless that I am, if someone has an idea that might solve this or knows a good packet logging software for UO packets, I'm waiting for your reply.
Problem is:
On my developing server, whenever I or any other player disconnects, is it through paperdoll -> logout -> okay or by UO::DisconnectClient(), something goes wrong.
- Logofftest.ecl is never activated.
- Logoff.ecl (none of them) is not activated.
- Only "Disconnecting Client [serial]([account]/[character]) is printed on the console.
I tried logging the packet flow between server and client, using both POL's internal tool and Razor's packet logging option, but it didn't help me much: neither one either logs disconnection packets or packets of that kind are not sent. I don't have any idea how to work this out on my own, as it does not matter which client version I or the other players use (tested various between 4.x-5.x), and to make things even more complicated, same problem applies on a two different server computers I tried. Both are physically in the same local network, though players connect from outside too, should that be helpful information.
I remember MuadDib said something about the console print above, that it only exists in one place in the core, but that was about the last mention concerning this problem.
So, helpless that I am, if someone has an idea that might solve this or knows a good packet logging software for UO packets, I'm waiting for your reply.