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| Server Support on Windows Get (and give) support on general questions related to the RunUO server itself. |
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#1 (permalink) |
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Forum Expert
Join Date: Jul 2004
Location: IL, USA
Posts: 579
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I have a very stable shard. No crash in over a year. I have a Packets.log that is near 500Meg in size. I see the most common entry is Client: ( IP ): Unhandled packet 0xD7 then a very large entry.
What is this 0xD7? Should I be concerned about it? Do I need the Packets.log? How much does using the Packets.log add to LAG? Thank you for reading and your help. |
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#2 (permalink) |
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Forum Expert
Join Date: Dec 2005
Posts: 272
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As far as I know, the file Packets.log is created by Razor, and therefore it's client side. When enabled it will lag my client, but I have a very old laptop (P III). The file should not be on your server machine unless you use the same machine to run your client.
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#3 (permalink) |
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Forum Expert
Join Date: Jul 2004
Location: IL, USA
Posts: 579
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Thanks for your response. The Packets.log file is created and updated in the Core file PacketReader.cs. I notice that my test server does not have this file meaning to me that the test server never receives an Unhandled Packet from my client when I test things.
I was just wondering what info this file is giving me and if I really need it and can disable it. I suppose since I do not know what it is trying to tell me and no one here can or will tell me what the messages mean, then they are of no use to me. I will wait a bit longer with hopes that Jeff or Ryan or someone with packet understanding will chime in here and tell me what it is for. If no answers, I guess I will just delete the creation of it and see what happens. Thanks again for your response. |
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#4 (permalink) |
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Forum Expert
Join Date: Dec 2005
Posts: 272
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Yes, I just stumbled upon PacketReader.cs and found a reference to Packets.log there. Sorry about that. Did notice this however:
Code:
Register( 0xD7, 0, true, new OnPacketReceive( EncodedCommand ) ); Code:
public static void EncodedCommand( NetState state, PacketReader pvSrc )
{
IEntity e = World.FindEntity( pvSrc.ReadInt32() );
int packetID = pvSrc.ReadUInt16();
EncodedPacketHandler ph = GetEncodedHandler( packetID );
if ( ph != null )
{
if ( ph.Ingame && state.Mobile == null )
{
Console.WriteLine( "Client: {0}: Sent ingame packet (0xD7x{1:X2}) before having been attached to a mobile", state, packetID );
state.Dispose();
}
else if ( ph.Ingame && state.Mobile.Deleted )
{
state.Dispose();
}
else
{
ph.OnReceive( state, e, new EncodedReader( pvSrc ) );
}
}
else
{
pvSrc.Trace( state );
}
}
Anyway, my server does not create a Packets.log file, so it's handled somehow. |
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