TCP/IP problems

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mogami
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TCP/IP problems

Post by mogami »

Hi, After several sessions to test and verify problems.
1. Production changes do not take effect (They reset to default each turn) It appears that even with expert off progam funtions like expert is on. This does not occur to server just players connecting to server.
2. Non server players cannot see other non server players in chat and often assume control of multiple nations. (All non servers control all non server countries)
3. Bogus trade offers from AI. (France offers 10 gold and 3 food 10 gold and 3 food 10 gold and 3 food all in a single offer)
4. Non server treaty offers are not sent. They do count as diplomatic offer for turn.
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Belphegor
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RE: TCP/IP problems

Post by Belphegor »

To add to that, I think in the 3 player, the first turn one person's (other than the server) production settings were kept, but the other player's were not.

Pru (host): settings saved
Brit (Ian): settings saved possibly (don't remember with the other things that were happening)
Swe (Mogami): settings not saved

The two non-server human players gained control of each other's country during the second turn, which resulted in the turn ending without Britain (original britain) clicking end turn. Because Sweden now also controlled britain, when Sweden clicked end turn, it ended the turn for both players.

after that turn ran the two non-server players discovered they could control all the settings of their original country, and of each other's country.
ian77
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Joined: Tue Apr 27, 2004 12:05 pm
Location: Scotland

RE: TCP/IP problems

Post by ian77 »

In three player games my production settings have always remained (only ever played as Britain).

Prior to turn one, as non server, I only have access to my own country, and can see the chat of all 3 players. After the turn executes, I have the ability to control both the non server powers, and can no longer see the other non server player chat.

In the situation where the production sliders all reset, it appears that the production instructions given (eg all production to labour) are carried out before the sliders ae reset, as if you are starting a new game. The reset has only happened to me as the non server in a two player game.

Hope this helps clarify some of the problems.

Ian
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ericbabe
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RE: TCP/IP problems

Post by ericbabe »

Thanks for the reports on this. We did have problems with the labor allocation sliders reseting for clients in TCP/IP games during beta testing. Similarly for the client treaty offers. I thought we had it all fixed, but I guess not. Some of our bugs in TCP/IP are dependent on the order in which players end their turn: so, for instance, some things would work as long as you end your turn before the server player does.

I've never seen clients get control of another client's country! Belphegor, was this over an internet game? Were the clients connecting through routers, do you happen to know, or did they have a direct IP address?


Thanks again for the bug reports.

Eric
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ian77
Posts: 634
Joined: Tue Apr 27, 2004 12:05 pm
Location: Scotland

RE: TCP/IP problems

Post by ian77 »

ORIGINAL: ericbabe

Thanks for the reports on this. We did have problems with the labor allocation sliders reseting for clients in TCP/IP games during beta testing. Similarly for the client treaty offers. I thought we had it all fixed, but I guess not. Some of our bugs in TCP/IP are dependent on the order in which players end their turn: so, for instance, some things would work as long as you end your turn before the server player does.

I've never seen clients get control of another client's country! Belphegor, was this over an internet game? Were the clients connecting through routers, do you happen to know, or did they have a direct IP address?


Thanks again for the bug reports.

Eric


Eric,
I have only had two online sessions, both internet games.

I do go through a router, and every time as client I have ended up being able to play all non server powers, and they have been able to access mine.

The inability to read chat from everyone except the server makes a work around coordinating the end turn commands very difficult.

Ian
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Belphegor
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RE: TCP/IP problems

Post by Belphegor »

ORIGINAL: ericbabe

Thanks for the reports on this. We did have problems with the labor allocation sliders reseting for clients in TCP/IP games during beta testing. Similarly for the client treaty offers. I thought we had it all fixed, but I guess not. Some of our bugs in TCP/IP are dependent on the order in which players end their turn: so, for instance, some things would work as long as you end your turn before the server player does.

I've never seen clients get control of another client's country! Belphegor, was this over an internet game? Were the clients connecting through routers, do you happen to know, or did they have a direct IP address?


Thanks again for the bug reports.

Eric


Yes, this occurred in a TCP/IP game over the internet. I was hosting, and had a router with my machine in the DMZ (using NAT)


I am not sure how the clients were connecting.

edit: many times I would finish my turn first as host...
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