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Bug 48: (Xinux) Missing UI Elements upon Login

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zippyzee
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Re: Logging in with no UI elements
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Post by zippyzee » Fri Aug 07, 2015 5:21 am

It happens randomly to me as well on my own server. It's like something misfires and you don't really log into the game. I've mostly experienced it when changes have been made to the database and I use an old character or log in for the first time with a new one. I can't pin down any particular condition though and haven't had this happen over the last few days. And I log in and out of my world many times while programming.
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John Adams
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Re: Logging in with no UI elements
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Post by John Adams » Fri Aug 07, 2015 6:36 am

Blackstorm has been working on the "packet order" arrangement for entering the world/chunks. It may be something he needs to address.

The only thing we changed in the HandleClientAuthConfirm was to remove a SleepMS(1800) around the chat channel loading packets. I doubt that would cause the UI to vanish, but packet order and when they arrive is essential to this thing working.

Merging with the original UI Elements Missing bug reported and unresolved last Nov.
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Blackstorm
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by Blackstorm » Fri Aug 07, 2015 7:03 am

For the UI, the client need to receive 2 specifics packets, an initial UI packet and a ending UI packet, if one is missing the ui is not displayed.
In view of the live sequence we are good and these opcodes are always sent.

The SleepMS should have only an effect on the channels load order and on chunk process performance.

Maybe i've added a specific packet for a specific class type that have a bad effect on others. (the petstatus packet, or one of the 2 unknown opcodes i'm working on), it's always a possibility...

i had this issue one time with a revision (i don't remember the exact one) but i never see it since several builds.
And except the preloaded chunk opcode recently added into the init but not yet available on NT, i don't have modified the character init... so, i can't say if it's always the case or not.

For the specific opcode class, i will check with more classes to be sure, but i am running my usual tests with druid, sorcerer, dk, necro and a bard and i've not seen it like i said...
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Blackstorm
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by Blackstorm » Fri Aug 07, 2015 8:36 am

I've quickly checked the Disciple init, and i've no found an init packet for petstatus (OP_ServerPetStatus (995)).
Maybe you can try to comment it, just to see if the error is still present or to be sure. (no bad effect if you disable them)

ChunkServer_process.cpp: lines 1261 and 1262 (approx.)

Code: Select all

		if (!character->GetOneTimeSent())
			SendServerPetStatus(client); // 995
You also can try to disable the next opcodes: lines 1276 and 1279 (approx)

Code: Select all

SendUnknown_284(client); // 284
SendUnknown_285(client); // 285
They are the only opcodes added into the latest init update that may have an unknown effect.
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Xinux
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by Xinux » Fri Aug 07, 2015 10:10 am

You need to be careful about adding static value packets.

Looking over some logs OP_Unknown_284 is not always 255

The same for OP_Unknown_285

Here is just a quick look over some logs.

Code: Select all

Level 1 Characters

sorc = 25 / 0     45/30 @ 55
necro= 25 / 0   45/30 @ 55
drui = 25 / 0
psi  = 25 / 0

blood= 40 / 0

disc = 40 / 1
cler = 40 / 1
sham = 40 / 1
bard = 40 / 1    45/64 @ 55
rang = 40 / 1
rogue= 40 / 1

monk = 40 / 2

pala = 45 / 1
dread= 45 / 1   45/58 @ 55
warr = 45 / 1
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Blackstorm
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by Blackstorm » Fri Aug 07, 2015 10:28 am

Thanks Xinux ^^, i known that but i said , i worked on it before to have to move on another thing and i miss to comment these 2 lines after my tests. (we have only 50% of all opcodes), and I clearly not think it would have an effect such as this.

Now we/i know that some wrong values into opcodes used into the character init can break the UI. So i will be more careful in the future.

Otherwise, are we sure that issue is due to this/these opcode(s) ?
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shargash
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by shargash » Fri Aug 07, 2015 10:31 am

This has now happened to me 4 times. It only happens once in an evening and only on the first time I login. In fact, if I remember correctly, it has happened the first time I logged in 4 days in a row (including just now), so I may actually be able to recreate the problem on demand, if someone wants to watch what is going on while I log in.
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shargash
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by shargash » Fri Aug 07, 2015 10:39 am

I'm beginning to suspect that this is character related. At the moment, I cannot get fully logged in on Shargash at all, but I can get in just fine on another character.

When I get incompletely logged in by chunking, there are 2 macros on my hotkey bar, but nothing else. The odd thing is that those macros are older versions of macros from back when Shargash was a GM on NT. I'm sure the corresponding macros on my character are different, though without being able to log in, I can't really be certain.
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Blackstorm
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by Blackstorm » Fri Aug 07, 2015 11:01 am

it's odd, rev1450 worked good, before some changes these last 2 days... and the opcodes we are talking about was here with the orignal rev1450 and nobody had this issue...

I'am curious to know 2 things:
1/ what happen if we comment the opcodes we are talking about ?
2/ what happen if we set back the SleepMS(1800) ? (maybe we have exchanged a bug against another)
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Faux
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Re: Bug 48: (Xinux) Missing UI Elements upon Login
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Post by Faux » Fri Aug 07, 2015 12:09 pm

I get this same issue when I run my dev server through the launcher, but I don't recall it ever happening when I run my server internally. It also happened prior to the removal of the SleepMS command in ChunkServer so I don't think that is the issue.
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