![]() And when it does, we get this message in the console that leads us down the wrong rabbit hole. The problem appears to be that the game just crashes. Looks like I was wrong (yes, dear, you can write that in your journal - I was wrong ). Their client crashed, and this is how the server removes the player from the server.įirst of all my apologies to TFP for going on and on about this issue. This is a very misleading message! it leads one to think that the player was kicked because their steam auth failed, when in fact it's the other way around. ONE SECOND LATER You get the messages about kicking player for invalid login steam auth failed blah blah blah. ![]() It's about a 30 second process, give or take, to actually spawn once you make the connection attempt.Īt 12:31:14 I forcibly terminated the client process. I did this several times, and in every case, immediately AFTER I forcibly terminated the client, the server gave the kicking player message.Īt 12:30:24 I joined the server. The thought occurred to me last night that maybe we are looking at the chicken/egg from the wrong angle, and maybe the client is crashing first, causing the server to give us the kicking player message erroneously? To test this, I joined the server, and then forcibly terminated the client. Their Steam was not offline, there was nothing wrong with their internet connection, and they were able to immediately rejoin, without restarting Steam. This a regular player that has logged many hours in the server. Look at the time between joining server and getting kicked. I firmly believe TFP controls how a temporary loss of Steam connectivity is handled, and how quickly the player is kicked. > Player regains steam connection long before the countdown expires, and player never knows anything was amis. Other games-> Player looses steam connection, which happens all the time. It's like -> Player looses steam connection, which happens all the time. Other games either don't check, or wait a long time before they take action. This game, unlike other Unity based games, appears to be very quick to kick a player that looses connections. TFPs can't control the Steam connection, but I believe they do control how a loss of Steam connectivity is handled, and the action taken when the player/server looses the Steam connection for a brief period of time. NONE of them kick the player so aggressively. Several of them are Unity based games, which 7D2D is. It may be Steam, but 7D2D is the ONLY game that I have that kicks the player so aggressively. Is there anything at all that can be done about this? Have TFP any plans to research this and maybe fix it so the players are not so aggressively kicked? I have a rock solid Internet connection, and Steam remains connected to the Steam network. T20:10:46 539.223 INF Kicking player (Steam auth failed: k_EAuthSessionResponseAuthTicketCanceled): EntityID=171, PlayerID='76561197960378421', OwnerID='76561197960378421', PlayerName='Ook'įor some reason, the server thinks the player is not logged into Steam (never mind that they were two minutes ago), and kicks them from the server. ![]() But the server log makes it very clear what happened: When it does, the client often crashes, so the player doesn't really know they were kicked, let alone why. It happens at what seems to be purely random times. Maybe it's time to revisit this problem? The annoyance level from this elevating.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |