Sync Issues?
I've set pretty much everything back to "default" values in the COH audit/video settings.
Here's the report from COHHelper for my PC:
---System information gathered by [url=http://home.roadrunner.com/~dasloth/CoH/CoHHelper.html[/url] version 0.1.1.6---
DxDiag gathered at February 8, 2009 20:34 (-06:00)
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
System Manufacturer: NVIDIA
System Model: NF-M2S
BIOS: Phoenix-Award BIOS v6.00PG
Central Processor: AMD Athlon(tm) 64 Processor 3200+, MMX, 3DNow, ~570MHz
Memory: 1470MB
.Net Memory Report: 968MB out of 1470MB available
Page File: 1723MB (365MB currently in use)
DirectX: DirectX 9.0c (4.09.0000.0904)
DirectX Diag version: 5.03.2600.5512 (32-bit version)
Display Notes: No problems found.
Sound Notes: No problems found.
Input Notes: No problems found.
Monitor: Plug and Play Monitor
Monitor's Max Resolution: 1600,1200
Video Device Name: NVIDIA GeForce 8400 GS
Manufacturer / Chip: NVIDIA / GeForce 8400 GS
Video Memory: 512.0 MB
Driver Version: 6.14.0011.8122
Driver Date: 1/15/2009 8:19:00 AM
Driver Language: English
WMI Information
Motherboard Manufacturer: www.abit.com.tw
Motherboard Model: (empty)
Motherboard Product: NF-M2S
Motherboard Version:
BIOS Manufacturer: Phoenix Technologies, LTD
BIOS Name: Phoenix-Award BIOS v6.00PG
BIOS Version: Nvidia - 42302e31
BIOS Release: 20061108000000.000000+000
Registry Information for Current User
Resolution: 1280x1024
3D Resolution: 1280x1024 (Not using renderscale)
Full Screen: Yes
Maximized: No
Screen Position: 0, 0
Refresh Rate: 60Hz
Vertical Sync Enabled: No
Physics Quality: None
Maximum Particles: 100
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: None
Anisotropic Filtering: None
Texture LOD Bias: Crisp
Water Effects: None
Bloom: 1.000 (turned off)
Depth of Field Enabled: No
Desaturation Effects (Sepia) Enabled: No
Shader Detail: Lowest
World Texture Level: Low
Character Texture Level: Medium
World Detail Level (Vis_Scale): 0.500
Entity Detail Level: 0.500
Shadows Enabled: No
Gamma Correction: 1.000
Geometry Buffers (VBOs) Enabled: Yes
Suppression of Extra Player FX Enabled: No
Suppression of FX When Camera Close Enabled: Yes
Close Suppression Range: 3.000
Show Advertisements: Yes
Audio Mode: Performance
3D Audio: Yes
FX Sound Volume: 0.029
Music Sound Volume: 0.035
Show Advanced Graphics Options: No
Overall Graphics Quality: 0.000
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: 175762 bytes/second
Current Game Version: 18.20081210.9T3
Installation Directory: F:\City of Heroes
Mod files in the Data directory
No modifications found
Hmmm.. It appears as though AT&T (formerly Southwestern Bell in my area) may be blocking CoH traffic which would explain the "rubberbanding" issues that I'm experiencing.
Here's a sample Traceroute from the CoH netinfo support tool:
-------------------------------
Route for West Coast (216.107.240.3)
Tracing route to 216-107-240-3.plaync.com [216.107.240.3] over a maximum of 30 hops:
0 MYHOUSE.gateway.2wire.net [192.168.xx.xx]
1 home [192.168.xx.xx]
2 99-6-144-3.lightspeed.rcsntx.sbcglobal.net [99.6.144.3]
3 70.143.229.30
4 * * *
Computing statistics for 10 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 MYHOUSE.gateway.2wire.net [192.168.xx.xx]
0/ 10 = 0% |
1 1ms 0/ 10 = 0% 0/ 10 = 0% home [192.168.xx.xx]
0/ 10 = 0% |
2 9ms 0/ 10 = 0% 0/ 10 = 0% 99-6-144-3.lightspeed.rcsntx.sbcglobal.net [99.6.144.3]
0/ 10 = 0% |
3 13ms 0/ 10 = 0% 0/ 10 = 0% 70.143.229.30
10/ 10 =100% |
4 --- 10/ 10 =100% 0/ 10 = 0% MYHOUSE [0.0.0.0]
Trace complete.
-------------------------------
I've hidden my IP address in the above trace for privacy reasons, but you can see that all of the network packets are getting dropped at 70.143.229.30 which is registered to "AT&T Internet Services".
If you haven't already done so, I would encourage you to download the CoH netinfo tool from ftp://ftp.coh.com/support_tool/ and run it. Take a look at the logs and verify that your ports are open and be sure that the "Path Ping / Trace Route Tests" show 0 lost packets.
If you see any packets getting dropped, look up the IP address to see who owns it. A good website for looking these up is http://ip-lookup.net
I've submitted a ticket to NCSoft Support, but I may have to call my ISP to resolve this one. (ARGH!)
*deleted*
Looks like you tried something along the lines of what I was about to suggest.
I still have the Sync problem on my level 50 scrapper only. About 90% of the time that I zone or long in I am out of sync. I have to use the /sync to fix it. I do not get unsynced for waiting after 10 seconds (waiting 10 min no luck).
Logged into GoldDragonNinja, Virtue, Hero, Talos, Arena.
Logged in OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Used /sync macro.
Zoned to Ourboros - in sync.
Zoned to Talos - OOS - moved for over 2 minutes bouncing back to starting point. Character not auto sync-ing.
Used /sync macro.
parked.
-----------
Logged into Armor Ace, Charmpion, Hero, Talos, Vault.
Logged in In-sync
Moved to WW.
DC'd.
Logged back in - in sync.
Zoned into Base - OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Used /sync macro.
Zoned into Talos - OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Zoned into Steel Canyon - OOS.
Moved away several times and bounced back to log in location. Spent two minutes do so. Character not auto sync-ing
Used /sync macro.
-------------
I'll send more updates as I find them.
I have plenty. It's just a matter of finding which ones and trying to trigger if it isn't happening when I log into the game.
Sometimes it takes being on a team for a bit before a character goes OOS.
What you are describing is not the same OOS issue that I have.
It is the same kind of situation that Godlike appears to have from their postings here ::
http://boards.cityofheroes.com/showt...age=0&vc=1
Staring when issue i12 was released (even on Beta when it was released on Beta) characters started going OOS.
A character would zone. When they reached the new zone. The character was linked to the zone in point. You could move away all you wanted to, but after a certain amount of time you would be moved back to that zone in point. I did tests moving around and tracking /loc points until I had figured out a range where I could caste powers from. I'm assuming it was all really linked to the range of the zone in point as it really wasn't that big of an area.
There was no way to temporarily break out of this other than to have another player teleport you or to use teleport self. Nothing else would free you up from being locked to that spot. Each time that character zoned their was a good chance that the OOS bug would bite again (many characters that had the bug would be effected by the bug 100% of the time), because zoning was the trigger for the bug.
Like I said, you can move away from that zone in point, but the rest of the world still thinks you are still at that zone in point. Other players won't see you move at all when you are seeing your own character move.
For some reason i12 was released to the live servers with the bug. The bug was rampant. Some people couldn't play any of their characters for over a month. Some people could play some of their characters but not all of their characters. The more you played characters that didn't have the bug, the more likely they were to get it. And once a character had it, it pretty much made that character unplayable unless you had telepot self or could get someone to use recall friend (or another teleport other power).
Finally, the /sync command was released. After being stuck for so long with that infuriating bug, it was great to have a way to play again.
We were supposed to be able to use the /sync command or wait 10 seconds and be okay, but the waiting 10 seconds never seemed to help.
Finally, some others and I started grumbling about /sync again. I've been grumbling on and off about it for a good while now.
It was great to have the /sync command added, but it really is not a real fix.
I'm glad that this situation is finally being looked at more closely so that it will be resolved completely.
I hope that your /sync issues are resolved as well, but it seems to be a different issue. One that might not have happened until i13 was released as far as what Godlike wrote in their posting.
[ QUOTE ]
Hmmm.. It appears as though AT&T (formerly Southwestern Bell in my area) may be blocking CoH traffic which would explain the "rubberbanding" issues that I'm experiencing.
Here's a sample Traceroute from the CoH netinfo support tool:
-------------------------------
Route for West Coast (216.107.240.3)
Tracing route to 216-107-240-3.plaync.com [216.107.240.3] over a maximum of 30 hops:
0 MYHOUSE.gateway.2wire.net [192.168.xx.xx]
1 home [192.168.xx.xx]
2 99-6-144-3.lightspeed.rcsntx.sbcglobal.net [99.6.144.3]
3 70.143.229.30
4 * * *
Computing statistics for 10 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 MYHOUSE.gateway.2wire.net [192.168.xx.xx]
0/ 10 = 0% |
1 1ms 0/ 10 = 0% 0/ 10 = 0% home [192.168.xx.xx]
0/ 10 = 0% |
2 9ms 0/ 10 = 0% 0/ 10 = 0% 99-6-144-3.lightspeed.rcsntx.sbcglobal.net [99.6.144.3]
0/ 10 = 0% |
3 13ms 0/ 10 = 0% 0/ 10 = 0% 70.143.229.30
10/ 10 =100% |
4 --- 10/ 10 =100% 0/ 10 = 0% MYHOUSE [0.0.0.0]
Trace complete.
-------------------------------
I've hidden my IP address in the above trace for privacy reasons, but you can see that all of the network packets are getting dropped at 70.143.229.30 which is registered to "AT&T Internet Services".
If you haven't already done so, I would encourage you to download the CoH netinfo tool from ftp://ftp.coh.com/support_tool/ and run it. Take a look at the logs and verify that your ports are open and be sure that the "Path Ping / Trace Route Tests" show 0 lost packets.
If you see any packets getting dropped, look up the IP address to see who owns it. A good website for looking these up is http://ip-lookup.net
I've submitted a ticket to NCSoft Support, but I may have to call my ISP to resolve this one. (ARGH!)
[/ QUOTE ]
I am also built to the Richardson POP on Lightspeed, Mike. No issues here.
Also, keep in mind that ping and tracert rely on a protocol called ICMP (Internet Control Message Protocol). Because you are showing 0% packets returned, yet the next hop in your trace is displayed, I'm more inclined to believe that the switches in your route are not set to answer ICMP requests.
This, friends, is NORMAL.
ISP's disable ping reply on their equipment because ICMP is a very low-priority protocol, and has little use other than "are you there? answer me!". Moreover, it can be used to actually flood a server or a router, bogging it down, so ICMP has fallen even more out of favor.
Now, I'm not ignoring the elephant in the room, BUT... if you lost 100% of the packets sent to NCSOFT's server... you wouldn't even connect, much less rubberband. You would be completely locked out.
The fact that people ARE able to connect, and zone, and (for the most part) play means that MOST of the traffic is getting through. However, for some reason, we have developed this 'glitch' in the code that will load the zone for the client... but not report to the server that the client is ready. Thus the constant snap-back and not appearing to be doing anything - your client is being repeatedly told "Wait, you're not actually here yet. Let's try syncing again."
Just for giggles, I'll post my trace to the same PlayNC IP as TexasMike traced to. Keep in mind, I have zero "sync" issues whatsoever, on any character so far.
<font class="small">Code:[/color]<hr /><pre>
Tracing route to 216-107-240-3.plaync.com [216.107.240.3]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 75-17-244-1.lightspeed.dllstx.sbcglobal.net [75.
17.244.1]
2 21 ms 24 ms 26 ms 75-17-244-3.lightspeed.dllstx.sbcglobal.net [75.
17.244.3]
3 21 ms 21 ms 21 ms 70.143.229.2
4 * * * Request timed out.
5 * * * Request timed out.
6 20 ms 20 ms 20 ms bb2-g6-0.rcsntx.sbcglobal.net [151.164.190.46]
7 21 ms 21 ms 21 ms ex3-p12-0.eqdltx.sbcglobal.net [69.220.8.53]
8 29 ms 21 ms 21 ms 151.164.251.142
9 * * * Request timed out.
10 * * * Request timed out.
11 * * * Request timed out.
12 * * * Request timed out.
13 * * * Request timed out.
14 * * * Request timed out.
15 * * * Request timed out.
16 * * * Request timed out.
17 * * * Request timed out.
18 * * * Request timed out.
19 * * * Request timed out.
20 * * * Request timed out.
21 * * * Request timed out.
22 * * * Request timed out.
23 * * * Request timed out.
24 * * * Request timed out.
25 * * * Request timed out.
26 * * * Request timed out.
27 * * * Request timed out.
28 * * * Request timed out.
29 * * * Request timed out.
30 * * * Request timed out.
Trace complete.
</pre><hr />
Note that I DID get replies from some of the AT&T network (Lightspeed and SBCGlobal), but not all. Then the route 'died'.
Yet, I have no issues playing. That means either ICMP is disallowed beyond the last AT&T edge router (the 151.164.x.x IP) OR, the IP provided to trace to isn't one we actually use to play.
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
Since your post mentioned testing the west coast server path...
Do you have two accounts (or can you create a trial account?)
Also, can you open two instances of the client on your computer at the same time? For the purposes of this test it will help to reduce the variables...
Prepare the second account with a level 1 test character on a low-volume east coast server (such as Liberty) if the account doesn't already have a character on one of these servers.
login with client #1 to your normal west coast server, open netgraph, and play normally until the problem is observed.
Login with client #2 to the test character (or have it already running in the background) and compare netgraphs. Do they both have similar profiles?
My simultaneous east/west coast netgraph profiles are sometimes very different when I experience server/client communication trouble. This experiment may help eliminate your ISP, network, and computer as a root cause (if the east coast netgraph profile is much better).
A significant difference in netgraph profiles won't conclusively prove your problem is 100% network related. The problem could be introduced somewhere in the handshaking process in the server and/or client code (completely unrelated to network conditions), or be a combination of network conditions that trigger a handshaking bug/weakness.
<qr>
Just returned to playing after a three month recess. Was struck by how often I had to /sync. At least half a dozen times in about 2.5 hours of play.
Prior to that, I'd used the /sync command a total of three times.
It seems it got better for a while but now it's happening more often.
Folks, while rubberbanding and other sync-related problems are often network related, the specific OOS bug under discussion here is not a connection problem. Those of us monitoring our network information while examining the issue have seen it happen with no anomalies in the netgraph and no lost packets. Beyond that, a network problem would not reasonably be expected to result in behavior specific to particular characters.
I understand that rubberbanding is frustrating for everyone, but I ask that we please try to stay focused on a specific problem. Introducing symptoms from other sync problems is only going to confuse the issue.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Ok I don't understand half of this thread but inregards to what Nivine asked I had this happen this morning. Thirs mish of the ITF Justice server 30 min before the servers went down. I was ruberbanding back to the entrance of the third mish but the part that was odd was that the map was completly empty of spawns. I had rubberbanded a few times before noticing the lack of bad guys once i noticed that i hit /sync and everything was fin baddies where there and i was able to move fine. I would say it was that way for 30 sec or so before i typed it.
I just setup a new wireless modem on my laptop through a different wireless broadband provider. So far it is much much more stable, will stress test it dual boxing in a farm map and running on an 8 man TF team later tonight and see if I have any more issues. I really hope this fixes the problem as I want to PLAY the game I'm paying for.
Debt is temporary, prestige is forever
My Screenies and Videos :: My Toon List
QR
is any of this related to the heavy demand put on the ever diminishing bandwidth available from service providers? I know Time Warner has been hit hard in my area for craptacular amounts of signal delay due to an over taxed broadband demand. Just curious.
"You sir, have never been in a hammer fight, that much is clear."
-Blast_Chamber
*yeah, I quoted myself.
The programmer requesting information has contacted our team and let us know he got what he was looking for within this thread.
He also said to give Balanced some extra pie.
Regards,
Ex
I am honestly beside myself after reading this.
I certainly hope that the "programmer" that was requesting information will be fixing this problem since "he got what hew as looking for".
I am certainly glad that Balanced could make it clear enough so that someone on the programming side could understand what was going on.
You know, I've been pretty much saying what he said since i12 was in Beta - minus that the time for the bounce back was 10 seconds and, since that 10 second bounced back was the server sync-ing, it must not be doing what /sync does. (there was no /sync command until at least a month after i12 went live)
I've been saying for months now that the system needs to sync itself and should be able to do it if I can use /sync. That should have been a clue along time ago that if the system was supposed to be sync'ing itself that it wasn't happening.
I might not be worth any of the freaking pie, but I'll tell you this - If Balanced is getting the glory for this then he doesn't deserve pie, he deserves part of that programmer paycheck for resolving the issue that has gone on for almost a year.
I am really upset about this. I am really upset.
Do you know how much of my time that I've spent trying to get his problem resolved?
I give up. I'm wasting even more unappreciated time on it now.
[ QUOTE ]
The programmer requesting information has contacted our team and let us know he got what he was looking for within this thread.
He also said to give Balanced some extra pie.
Regards,
Ex
[/ QUOTE ]
Always happy to help. (Especially for pie! )
Edited to add: *shares pie with Alt_oholic*
I write my share of bug reports at work, and troubleshoot software as well. Quite often, it's less what you say in a report and more how you say it that sparks troubleshooting ideas. You can hear the same complaint a dozen different ways, only to have something about the thirteenth make it click into focus. Some little detail, or just the way the information is organized, will make you think about the problem in a new way.
That, or our programmer friend wants me to knock off my backseat driving and eat some pie.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
[ QUOTE ]
I still get the sync problem fairly frequently, often enough that I have a button macro'd to execute the /sync command on just about every one of my characters, at least the ones that are getting any significant playing time. I had major problems with it last summer, then it seemed like it got fixed, or maybe it just went on vacation for a while, then a couple of months ago it started happening regularly again.
I can't say if it's lasting more than ten seconds, because I've not waited that long to use /sync. But I have had it happen where I zone into a new zone or a mission, and I take off over land and several seconds pass before the rubberbanding yanks me back to my entry point.
Next time it happens, I'll wait and see if it clears on its own.
*UPDATE*
OK... after writing the above post, I logged in for a couple of hours, and had the /sync bug once, taking the train from Talos to Steel Canyon. After rubberbanding back to the train exit, I stood still for about 15 seconds before trying to move again. It seemed to have fixed itself. I did not rubberband a second time.
[/ QUOTE ]
OK... another update: The bug mostly left me alone last night, though rubberbanding in general was horrific on Guardian (not just for me, lots of people were complaining in various chat channels).
But I DID encounter the bug, after zoning into Founder's Falls from Ouroboros. I took off for my contact (Phillipa Meraux) and after travelling (SuperJump) maybe a couple of hundred yards I rubberbanded back to the zone-in point. I tried again several times, and consistently rubberbanded back. I grabbed my watch, waited twenty seconds, and tried again.... snapped back to zone-in spot. I tried a few more times and still snapped back. I then used the /sync command and the problem was immediately fixed.
So the 10 Second Timer did *NOT* fix the bug for me this time around, and I have to wonder if the time that I thought it DID fix the problem, was actually just a case of ordinary one-shot rubberbanding that would have gone away normally. Last night, I made sure it was in fact the "Zoning Bug" that was causing my rubberbanding, and the timer did not fix it, though /sync did.
That said, the bug only cropped up for me once last night, which is less than usual, but then again it's always been highly variable.
I'll continue to update here as events warrant.
[ QUOTE ]
The programmer requesting information has contacted our team and let us know he got what he was looking for within this thread.
He also said to give Balanced some extra pie.
Regards,
Ex
[/ QUOTE ]
Good to hear this, Ex. I hope they're able to really squash the bug this time.
It's been a rare occurrence, but I still go through a sync problem now and then.
Usually it manifests itself as an inability to allow a continuation of gameplay after emerging from a door. More specifically, I emerge from a door, start to move on to my next goal, and then after 10 seconds, I rubberband back to the door, (rinse and repeat). I can still chat and I can see other characters doing stuff. I have difficulty activating powers, but I don't specifically recall if that's because my sync problem explicitly blocks my powers, or if I'm specifically trying to use target-requirement powers where the sync problem is blocking my targetting or thinking that if I'm still at the door my targets are out of range.
Usually a /sync command or two corrects my problem, once I catch on to what's going on. But I've let it go for a few minutes without /sync'ing (because it took me a while to realize it was a /sync problem) and the game failed to free me in that time.
I think this has happened to me once in the last couple of weeks, and I've been present on teams in two other instances in that time frame where a teammate reported a similar problem. Thus I feel it's pretty rare, but it still happens.
I don't know if it's useful to post here anymore, but my sync issues have been getting worse and worse lately.
I think I had to use /sync a couple times starting in December and January.
Then recently, within the last 2 or 3 weeks, I seem to go out of sync half the time I change zones.
Just today, I was in the middle of a mission and I started rubber-banding like crazy during a fight. I couldn't do anything, other than blip around the battlefield. No one else in the group said they had a problem. It lasted about a minute before I returned to normal.
I was really getting mad this last month, because the out of syncs just kept effecting me. I was continually have to type "/sync". {[(I even sent in a suggestion to allow a /sync button, when I got really frustrated)]}. but I have found that, after zoning, if I do not move or turn, at all, for about five seconds after zoning, I do not get out of sync as often...when I remember to wait those few seconds.
I'm not sure that they want to resolve this issue.
So perhaps they do want you to go eat some pie and walk away from the issue.
"Nothing to see here, citizens! Move along."
"But the bug..."
"There officially is no i12 OOS bug. Be quiet and go back to your cubical! And don't let me catch you posting about it on the forums again or you get the bad pie!!!!! Ahem...As I said...Move along, Citizens! NOTHING TO SEE HERE! Look! Over there... it's the Architect! Go fetch!"
Last nite i had this so bad i just turned of my pc and took a 2 hour nap. I couldnt even move 15 feet in game and bam...back where i started...i hammered my /sync macro like a fiend and all it succeeded in doing was puttin me back where i started again.
This is pathetic
After not playing CoH for 2+ years, I decided to get back into it this weekend. Right off the bat, I encountered the "rubberbanding" issue that is described in this thread. The issue is pretty severe, occurring every 3-4 seconds, which makes the game pretty much unplayable. I also noticed that the NPC and background animations are all accellerated 2 to 3 times faster than what they should be. I'm pretty certain that it doesn't have anything to do with my internet connection because I don't have any problems playing other MMORPG games (WoW, etc) and it's a high speed connection (6 MB) but I ran the /netgraph command just to check. It shows that my receive speed is 650-700 and I don't have any lost packets. I'm getting 20-30 FPS on the video which rules out a framerate issue.
I'm at a loss for what to do. Does this sound like it's a SYNC issue to you guys? Do you have any other suggestions?