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Server Firsts

VGOEmulator content development topics.

Moderators: Moldew, Jakkal

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Xinux
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Re: Server Firsts
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Post by Xinux » Thu Apr 17, 2014 2:48 pm

[quote="zingtastic"]That is very bad news as a lot of collection data was lost then.[/quote]


Everything up to that last 24 minutes is still good.


So here is what the server sends back to the client after you discover a item besides the popup message which is easy to reproduce.

Code: Select all

0000:	02 00 DE 06 00 00 24 00 00 00 16 36 07 00 01 00 ......$....6....
0010:	00 00 2F B5 01 00 9B 17 16 00 F4 FF FF FF F6 FF ../.............
0020:	FF FF 00 E5 6F 47 00 EA 9C C6 00 9A 82 46       ....oG.......F

From what i can tell the client doesn't know how to handle this packet from the chunk or world server i'm not sure if they were going to implement something on the client side to display server firsts and just never got around to it.

You can even see here the client going wtf is this packet.

Code: Select all

0000:	00 09 19 E4 02 00 6F 00 00 00 58 00 00 00 0C 00 ......o...X.....
0010:	1B 00 00 00 55 6E 68 61 6E 64 6C 65 64 4D 65 73 ....UnhandledMes
0020:	73 61 67 65 73 43 6C 69 65 6E 74 2E 6C 6F 67 33 sagesClient.log3
0030:	00 00 00 52 65 63 65 69 76 65 64 20 75 6E 68 61 ...Received unha
0040:	6E 64 6C 65 64 20 6D 65 73 73 61 67 65 20 69 64 ndled message id
0050:	20 31 37 35 38 20 66 72 6F 6D 20 5A 6F 6E 65 53  1758 from ZoneS
0060:	65 72 76 65 72 2E                               erver.
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Zewtastic
Posts: 527
Joined: Wed Jan 29, 2014 12:28 pm
Location: Sunny Sacramento CA. USA
Re: Server Firsts
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Post by Zewtastic » Thu Apr 17, 2014 3:04 pm

I can tell you from my past experience seeing this with a lot of server firsts. It was a nightmare. It would lock your client up for maybe 5-10 seconds, and in the case of poorer equipment or connection speed it would crash you.

During raids where we would get some type of notification of a first kill, most of the raid would drop CTD. Which created chaos when trying to distribute loot and so forth.

The old process on a discovery would literally take a screenshot at that instant and put it in your accounts history of your discoveries. You could see them by going to the vgplayers site.
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Xinux
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Re: Server Firsts
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Post by Xinux » Thu Apr 17, 2014 3:16 pm

Ahh so they probably had that opcode tied into a function that did all of that for you. Not sure why they didn't comment out that section of the server code why send the packet since the function didn't exist anymore in the client. Man they send allot more network traffic then what is actually needed from looking at some of these packet logs.
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Xinghao
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Joined: Fri May 02, 2014 5:06 am
Re: Server Firsts
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Post by Xinghao » Sat May 03, 2014 8:52 pm

Just to add to Zing's post, you could view a list of other people's server firsts on a "leaderboard" style page on the main Vanguard.com website. I remember when they merged to a new server, and everyone was getting server firsts for everything the game was nearly unplayable at times due to the server lag everyone was experiencing.
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Ily
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Joined: Tue Apr 08, 2014 6:46 pm
Re: Server Firsts
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Post by Ily » Wed May 14, 2014 11:33 am

Just found another server first item if you are interested in cherry picking that log.
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Zewtastic
Posts: 527
Joined: Wed Jan 29, 2014 12:28 pm
Location: Sunny Sacramento CA. USA
Re: Server Firsts
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Post by Zewtastic » Thu May 15, 2014 3:23 pm

I previously submitted logs with about 5 or 6 of them. They were all items though. No new npc kills.

I also noted it in the log description.
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