Can we already get a fix for the "Server is full" bug?


(SteelMailbox) #1

Honestly I don’t think it is such a complicated thing to fix, but it is one of the more annoying things when I am playing this game.
If you don’t know what that bug is it is basically when this happens:
http://i.imgur.com/FdCs4on.jpg
After a refresh and I tried again after that and failed:
http://i.imgur.com/m0Q14uy.jpg

It is super annoying for me when I try to get into a min 10 server which are super fucking rare to find atleast for me.


(SnakekillerX) #2

Yep, happens a lot. Its especially bad when the server is glitched out at an odd number leaving one team a man down indefinitely.


(Amerika) #3

Yup, I reported this myself recently. It’s been a problem for a very very long time and it’s slightly less of an issue now than it was but it still happens. And yeah, there are some servers that are always down one person because of it which can be pretty frustrating.


(doxjq) #4

This has been happening to me lots since the last update tbh @Amerika. Last night I had this issue when trying to join a 5/14 server :neutral:


(Amerika) #5

The best thing to do is to take a screenshot of the server with the server name and submit it to the bug section of the forum. I know Jordy is aware of the issue and giving them servers that consistently have the issue might help SD track down the problem.


(SnakekillerX) #6

Have they tried reversing the polarity yet?
Make it so.


(MTLMortis) #7

Happened to me tonight and I was stuck in a loop, couldn’t or get out. Had to shut down and restart the executable.


(Faraleth) #8

We could… if they knew what caused it. Currently there is no proper reproduction method that anyone has been able to find. Sure, it would be lovely if it was nice and simple, where developers could just go into a game magically fix all the known bugs, but it doesn’t exactly work like that.

Don’t get me wrong, I agree 100% it’s a complete pain in the ass and needs to be fixed, but simply asking for a fix will do nothing. If you’re angry about it, you’ve got your beta testing cap on - go an investigate and see if you can find out what scenario’s cause it. :slight_smile:


(B_Montiel) #9

[quote=“Faraleth;149679”]We could… if they knew what caused it. Currently there is no proper reproduction method that anyone has been able to find. Sure, it would be lovely if it was nice and simple, where developers could just go into a game magically fix all the known bugs, but it doesn’t exactly work like that.

Don’t get me wrong, I agree 100% it’s a complete pain in the ass and needs to be fixed, but simply asking for a fix will do nothing. If you’re angry about it, you’ve got your beta testing cap on - go an investigate and see if you can find out what scenario’s cause it. :)[/quote]

… As it would be nice and simple to just do proper server maintenance. That would be a good thing to start with. UE3 binaries have never been stable in the slightest bit and servers use to crash/start doing buggy things if you don’t restart them every 48/72 hours or so. How hard can it be to schedule a regional restart every two days at 6 am ?


(opicr0n) #10

Are the servers not restarted every now and then already? Fact or gut feeling? Anyway if that is the case it is pretty unwise.


(B_Montiel) #11

Are the servers not restarted every now and then already? Fact or gut feeling? Anyway if that is the case it is pretty unwise.

[/quote]

So far the every now and then restarts comes with “crash” or “updates” here. If you couple the client updates and server ones, you end up having planned restarts every 10 days on average. Which is far from sufficient. At least scheduling a restart on a regular basis would prevent them from breaking a full 6vs6 stopwatch mid-game as well as reducing the probability of seeing stupid bugs like ghost slot issues.

Edit : My first post was based on what I see in the game and the answers I got from nx dudes (or their lack sometimes). I’ve been managing UE3 servers (chivalry) for 2-3 years before. And a simple restart is a strong and solid answer to a lot of problems.


(MilkyBear) #12

Soon™


(Amerika) #13

[quote=“Faraleth;149679”]We could… if they knew what caused it. Currently there is no proper reproduction method that anyone has been able to find. Sure, it would be lovely if it was nice and simple, where developers could just go into a game magically fix all the known bugs, but it doesn’t exactly work like that.

Don’t get me wrong, I agree 100% it’s a complete pain in the ass and needs to be fixed, but simply asking for a fix will do nothing. If you’re angry about it, you’ve got your beta testing cap on - go an investigate and see if you can find out what scenario’s cause it. :)[/quote]

Well, you already know what my opinion of what the issue most likely is. There is only a couple of things that would cause it and you don’t need to be able to 100% reproduce it in a debug environment to find it. Stale data is a common issue in situations like this and properly updating/refreshing it on many types of events is the key to not having lock issues. Hopefully they decide to dedicate a wee bit more time to this as it’s a common issue that everyone runs into and it shouldn’t be that hard to troubleshoot.


(MTLMortis) #14

The scenario that causes it is when you click on a server that’s 13/14, 15/16 etc and the last slot has been filled already.

Unfortunately none of us know the sequence of events the code goes through to determine who gets in, what the responses to the client are, etc.

All they have to do at SD is sit down, load up timestamped logging and have a go at it in the server browser. Hell, they can lock up a server for their exclusive use and populate it themselves to try scenarios.

I would, however, agree that it’s not a majorly serious bug that warrant an all hands on deck response, but would be nice to get some feedback about.