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cartographer's Issues

Dedicated servers start to lag after some time

The dedis start to lag after 2-3 hours or more. (SmG servers, but Cloud has a pretty good connection, >900mbps)
Things that might cause the issue :

  1. Instanced servers
  2. The abOnline from master relay(i think, i don't know how master relay works, but thats what glitchy scripts and himanshu said)

Also, this makes join lag insupportable.

access violation crash at offset 0x001ac0ca

I was working with a player named seraph and he had crashes (only ever had the game run once, hasn't run since)

He's going to reinstall everything and see if that helps, but I'm adding this issue for future investigation, cause its not clear yet why it happens.

He was getting two crashes:

  1. a access violation at fault offset 0x001ac0ca. The function at this fault offset gets called right before the error in 2), once that error is thrown, the same function here is called again - resulting in a access violation. Even tho the game was able to write to the same memory right before 2) error is thrown.

Faulting application name: halo2.exe, version: 1.0.0.11122, time stamp: 0x46d3153c
Faulting module name: halo2.exe, version: 1.0.0.11122, time stamp: 0x46d3153c
Exception code: 0xc0000005
Fault offset: 0x001ac0ca
Faulting process id: 0x1fb8
Faulting application start time: 0x01d23a238e386627
Faulting application path: E:\Halo 2\halo2.exe
Faulting module path: E:\Halo 2\halo2.exe
Report Id: a38dd59a-1a10-4a34-9534-d4985b56d815
Faulting package full name:
Faulting package-relative application ID:

Fault bucket -1130033585, type 1
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: halo2.exe
P2: 1.0.0.11122
P3: 46d3153c
P4: halo2.exe
P5: 1.0.0.11122
P6: 46d3153c
P7: c0000005
P8: 001ac0ca
P9:
P10:

Attached files:
\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER210E.tmp.WERInternalMetadata.xml

These files may be available here:
C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_halo2.exe_10d394f458325d53c1f2dcca446bdfc7c7c74_62ff30d6_2b2f2757

Analysis symbol:
Rechecking for solution: 0
Report Id: a38dd59a-1a10-4a34-9534-d4985b56d815
Report Status: 1
Hashed bucket: 5957c87fcd9edf0fccf7948de14e6763

  1. when I debug the assembly directly on his machine, I saw a actual c++ exception thrown with error code 406d1388, which seems to be related to corrupt dxd or vc redist installs (happened for a few games - just search exception code 406d1388)

Dedicated server lag

Every dedicated server is lagging (no matter where they are located, US or EU).
For example, I live in EU, and every dedi EU server is lagging (players warping, 2 grenades at a time,people shooting more than 1 sniper bullet, tons of bluescreens)
The only thing that fixes this is a server restart.
Well, that is just a temporary fix.A server that was restarted will lag again after a day or even after a few matches.

I'm opening this issue because a cosnsiderable amount of players are encountering this issue and will make a lot of new players drop off.
Also ,this issue is new (4 months ago the game was just fine).

Multiple clients same machine issue

Basically when I'm hosting 2 clients from same machine and some random joins, the 3rd player basically does not register properly.

To the 3rd player, they aren't even in the game. To the host, they are partially in the game (I can see them, but their name data is missing)

Not many people use this feature so its not a big deal, but, noting it for future if anyone wants to attempt to fix.

custom maps not syncing?

tried loading h2.5 holidays grave
even by using split screen the clients stay stuck in the "setting up game" screen
same for h2.5 night mombasa
same for h2.5 collateral

NAT Hairpinning (Loopback) / Other networking issues

There's obvious issues with devices which don't support NAT Hair-pinning in several instances.

One of these instances is if you host your own game on your own network you're unable to join it whether it's on the same computer or another.

The second instance of this issue in theory I believe is when two people from the same network which has no NAT hair-pinning support attempt to join a game together which is not being hosted on their network. The reason I believe this happens is due to the peer-to-peer communication halo2 seems to establish between users, I have not been able to confirm this yet but it's a possibility.

My proposed fix for these issues is when any client is running we create a separate network thread responsible for sending broadcast packets over the local network and receive them and store data about them on the other systems. In theory what this would allow us to do is determine internal IPs and ports of other clients on the network.

The only time this wouldn't work is when NAT Translation takes place and the router gives the user a different destination port for their WAN address... we'd need a more intelligent way to map from that port to an internal IP address for clients. I guess more thought needs to go into this.

The only other option I could imagine is having user specific data such as the XNADDR also map the internal IP of the user. The problem with this is we would have to detect the internal address of the user and with multiple network adapters this may fail (though halo 2 allows you to specify which network adapter it should use, so maybe we can detect which is selected).

This requires some more thought, on a moderate NAT it's possible that we talk to a remote server to get the port the client is using externally and map that to the WAN address for this specific client... then use that information to deliver it to other clients on the same network and assume WANIP+PORT = X Internal client. On a strict NAT however only the host we contacted would be able to contact the client back on that port meaning when connecting to other systems or ports it would most likely use a different port each time in NAT translation.

Regardless my current plan for fixing this is some how having clients tell each other about them selves on the local network so they're capable of translating the data in a way that it would avoid having to communicate through their WAN address avoiding NAT Hairpinning (Loopback) all together.

GUI Setting for Sensitivity

There are configuration options for controller and mouse sensitivity, however the GUI element doesn't exist.

H2Mod Network - Needs to be threaded

ping/pong events will slowly increase in latency due to packets being ignored/dropped, which also means zombies/gungame packets, and authorization packets are being dropped

This needs to be threaded asynchronously.

handicap glitch

Accessing handicap menu causes people to change teams in zombie games and other modes where changing teams isn't allowed

Console Background Render Issues

The semi-transparent background of the console flickers when taking shield damage and disappears during player respawn (after dying, then reappears right as scoreboard appears on respawn).

Also doesn't seem to render on some graphics cards.

@shayaantx stated earlier that these issues could be caused by hooking the console in XLiveRender which is called before EndScene rather than hooking it in EndScene itself.

F8 not working properly

As discussed in #dev_preview, pressing F8 does not always size to the actual window size. After main game loading screen, if one does not log in using a profile and arrive at main menu, pressing F8 has a tendency of not working. Even then, it may still show strange behavior.

Join lag causing hard lag\warp for players and increased join times (dedis)

Happens with servers that aren't restarted often and are getting alot of trafic. (like #37 but not the same issue).
It basically affects join lag and join times. (people already on the server are getting alot of lag whenever a new player tries to join, and the player that tries to join gets on the server after a long time, sometimes it requires more tries to actually join the server).
Tested myself and some others players were complaining too.
As reference, check SmG servers that aren't restarted often. (which allows us to find performance issues lol).
I don't really think it's an issue on their end as #37 got fixed and also a server restart fixes it.

Instant Crash

When I first start the launcher, it just crashes

Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: h2online (1).exe
Problem Signature 02: 0.0.0.8
Problem Signature 03: 57abe482
Problem Signature 04: mscorlib
Problem Signature 05: 4.0.0.0
Problem Signature 06: 4ba1da6f
Problem Signature 07: 11cd
Problem Signature 08: 89
Problem Signature 09: System.Windows.Markup.XamlParse
OS Version: 6.1.7600.2.0.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Launcher unhandled exception

`Application: H2Launcher.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.UnauthorizedAccessException
at System.IO.__Error.WinIOError(Int32, System.String)
at System.IO.FileStream.Init(System.String, System.IO.FileMode, System.IO.FileAccess, Int32, Boolean, System.IO.FileShare, Int32, System.IO.FileOptions, SECURITY_ATTRIBUTES, System.String, Boolean, Boolean, Boolean)
at System.IO.FileStream..ctor(System.String, System.IO.FileMode, System.IO.FileAccess, System.IO.FileShare, Int32, System.IO.FileOptions, System.String, Boolean, Boolean, Boolean)
at System.IO.StreamWriter.CreateFile(System.String, Boolean, Boolean)
at System.IO.StreamWriter..ctor(System.String, Boolean, System.Text.Encoding, Int32, Boolean)
at System.IO.File.InternalWriteAllText(System.String, System.String, System.Text.Encoding, Boolean)
at Cartographer_Launcher.Includes.Settings.ProjectCartographer.MP05kjJ8qiNqBMMSb1D(System.Object, System.Object)
at Cartographer_Launcher.Includes.Settings.ProjectCartographer.SaveSettings()
at LauncherWPF.MainWindow+d__76.duxwGNjtpKYZHFQGVJa(System.Object)
at LauncherWPF.MainWindow+d__76.MoveNext()
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
at MS.Internal.CulturePreservingExecutionContext.Run(MS.Internal.CulturePreservingExecutionContext, System.Threading.ContextCallback, System.Object)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)
at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)
at System.Windows.Application.RunDispatcher(System.Object)
at System.Windows.Application.RunInternal(System.Windows.Window)
at LauncherWPF.App.Main()

xDelay feature double-up. plus change teams on countdown.

In the config file call it disable_xdelay where 0 leaves it untouched and 1 to ?? prevents players from being able to delay or speed up the countdown but causes the timer to begin at the specified number (not 10 by default). For example if 15 the game will start counting down from 15 while no one can delay it. Tho honestly idk who would want to make it >10. cos if it's too high people will have a hard time changing teams. therefore balancing issues etc. I still wanna support this feature for <10 seconds e.g. tho.

The voice chat quality on wine isn't great/acceptable

Permanull has noticed on his unix machine (running wine) that the audio quality is poor (not usable) for him, while I've not seen this reported by anyone else at this time.

  • He noted it was cracky

Needs investigation

Build Time Status Blinking (Enhanced NVIDIA settings)

When I enhance graphics of Halo 2 with the NVIDIA panel, the whole build message+connected will blink.
It will not blink if I use the default NVIDIA configuration.

Global config =>

screenshot_1
screenshot_2

Halo 2 config =>
screenshot_3
screenshot_4

I have no issue in-game, I don't know what is the parameter will lead to the bug, but I think you can easily reproduce it.

Windows 10 Anniversary - NVIDIA GTX 770 - Latest Drivers

Player collision bug

while loading the map after joining a server, there's a slight chance you might get kicked out of the game with the Lost connection to system link error displaying.

Client - Server List Refresh

Issues:
Issues with Network server list with so many Dedicated servers running at once. Makes it difficult to select the right game you want to join.

Believe a combination of Server Network list refresh times and connection lag time.

No Network - Launcher Removes itself

Launcher seems to remove itself if you have no internet connectivity, requires need to re-download/copy back the launcher to H2 folder.

Before:
image

After:
image

Cant see teammate emblems in non-zombie games

Latest update added a feature that prevented humans in zombies (red team) from seeing teammate emblems. This is only supposed to activate in Zombies.

Seems that playing a Zombies game and then leaving to join a normal team game triggers this, but doesn't happen all the time.

Restarting the game restores normal team emblem behavior

Client host kick function

Currently there is no way for the host of a client-hosted game to kick people from his/her party.

Add voice chat

Voice chat was added originally but we had issues getting player information reliably, if we can get player info in a reliable fashion, voice chat can easily be added back.

Ask Rude_Yoshi for that code if you want it

Update GUI menu loop

When there are no updates, the text just displays empty strings after the download and install text.

Also if you select B to cancel on the menu instead of the actual button that says cancel. the menu will close and reopen.

Zombie bugs

Client hosted zombies, when the host attempts to kill himself, game crashes. See dev_preview

LIVE List JSON causes heap corruption

The current JSON parser from dropbox causes heap corruption, it will be resolved by using protobuf to query lists and populate data to a python list server instead of the PHP/Web/method.

Add in-game kick

I have a chatbox command I added for this, but we took it out cause we could not get player info reliably

If we can get peer indexes correctly, the kick function can be added back

Ask Rude_Yoshi for the code

Launcher application error

Faulting application name: H2Launcher.exe, version: 2.1.2.0, time stamp: 0x596a982a
Faulting module name: KERNELBASE.dll, version: 6.1.7601.23807, time stamp: 0x5915fe14
Exception code: 0xe0434352
Fault offset: 0x000000000001a06d
Faulting process id: 0x1a54
Faulting application start time: 0x01d30a0ce36bdec0
Faulting application path: C:\Program Files (x86)\Microsoft Games\Halo 2\H2Launcher.exe
Faulting module path: C:\Windows\system32\KERNELBASE.dll
Report Id: 3aa9ccf0-7600-11e7-ac08-9cb70daa1a3f

DLL library error on Windows Vista and XP

"Can't find access point of procedure (K32GetModuleFileNameExW) in DLL-file (KERNEL32.dll)."

Latest update to 0.4 broke compatibility to operating systems lower than windows 7

Console gets triggered by keys other than tilde (~)

Apparently on keyboard that are not US layout, the console can get triggered by the key that is two spots to the left of L.

On UK keyboards, this is the (@ ' ) key, and this causes issues in the in game login; people are unable to input the @ character during signup

united_kingdom-keyboard

Connecting to servers on the same network

It would be nice to have an option to somehow change ports.

With the game as is, players on the same local network can not join the same game, otherwise one of them gets booted out, and I suspect this is something to do with server session creation being unable to handle two players on the same network connection wise.

Something like this also happens with Warframe, but Warframe does indeed have the option for players to change the listening ports used, which fixes the problem.

Halo: Online also has this same exact issue, but no way to fix it.

As of right now, one of the players on a reliable VPN fixes the issue.

Updating from within the game causes major problems

Updating from within the game (Cartographer > Update), the resolution became something really small (maybe 600 x something?) and I got stuck in the beginning place (Campaign and Network), not being able to move anywhere but see with mouse, and weapons working.

And now, even after deleting the game files and reinstalling, nothing changes!!!

No zombie gets picked (sporadic)

Games starts, no zombie gets chosen, game ends and goes back to the main menu. 1 fix is to have a client manually switch to green team. Sometimes if the host is green then everything works. Sometimes it just works. Could be a UDP issue

21/08/2017 19:37:20.885 [H2Mod-Infection] - PlayerInfected()
21/08/2017 19:37:20.888 [H2Mod-Infection] - PlayerInfected() PlayerInfected tweek compared to tweek
21/08/2017 19:37:20.890 [H2Mod-Infection] PlayerInfected() Made tweek infected!
21/08/2017 19:37:21.201 [h2mod-network] Player Connected!
21/08/2017 19:37:21.203 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:21.714 [h2mod-network] Player Connected!
21/08/2017 19:37:21.718 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:23.238 [h2mod-network] Player Connected!
21/08/2017 19:37:23.241 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:23.944 [H2Mod-Infection] - Prespawn( 0 )
21/08/2017 19:37:23.946 [H2mod-Infection] - Prespawn(0) player tweek infection value is : 1
21/08/2017 19:37:23.948 [H2Mod-Infection] - Prespawn(0) playername tweek : tweek
21/08/2017 19:37:23.950 [H2Mod-Infection] - SpawnPlayer(0)
21/08/2017 19:37:24.759 [h2mod-network] Player Connected!
21/08/2017 19:37:24.761 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:25.776 [h2mod-network] Player Connected!
21/08/2017 19:37:25.778 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:26.711 [H2Mod-Infection] - PlayerInfected()
21/08/2017 19:37:27.801 [h2mod-network] Player Connected!
21/08/2017 19:37:27.804 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:27.894 text_chat_packet=i
21/08/2017 19:37:27.896 text_chat_packet=i
21/08/2017 19:37:27.898 text_chat_packet=i
21/08/2017 19:37:27.900 text_chat_packet=i
21/08/2017 19:37:27.901 text_chat_packet=i
21/08/2017 19:37:27.903 text_chat_packet=i
21/08/2017 19:37:29.320 [h2mod-network] Player Connected!
21/08/2017 19:37:29.322 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
21/08/2017 19:37:29.848 [H2Mod-Infection] - Prespawn( 2 )
21/08/2017 19:37:29.851 [H2Mod-Infection] - SpawnPlayer(2)
21/08/2017 19:37:30.337 [h2mod-network] Player Connected!

Weird Zombie behavior

Myself and 3 others were running a test dll I compiled from the repo. Developer status. Started a zombie lobby and made it invite only after the 3 players joined. Then a few seconds later I closed the party at the kind request of KFC. The zombie game started and it failed to pick a zombie. h2mod.log showed this:

08/01/2018 21:07:28.308 [H2Mod-Infection] - this->infected_players.size(): 4
08/01/2018 21:07:28.315 [H2MOD-Infection] - FindZombie()
08/01/2018 21:07:28.317 [H2Mod-Infection] - Zombie: 4
08/01/2018 21:07:28.319 [H2Mod-Infection] - Local host is a human!
08/01/2018 21:07:28.322 [H2Mod-Infection] COL zJHONz is a human!
08/01/2018 21:07:28.324 [H2Mod-Infection] Lilith_Astrea69 is a human!
08/01/2018 21:07:28.327 [H2Mod-Infection] Glitchy Scripts is a human!
08/01/2018 21:07:28.329 [H2Mod-Infection] Found Zombie: henry2396
08/01/2018 21:07:28.336 [h2mod] H2X is being run on client game
08/01/2018 21:07:28.609 [h2mod-network] Sending player henry2396 data
08/01/2018 21:07:30.016 [Discord] map_name: foundation
08/01/2018 21:07:32.907 [H2Mod-Infection] - Prespawn( 0 ) 
08/01/2018 21:07:32.909 [H2mod-Infection] - Prespawn(0) player tweek infection value is : 0
08/01/2018 21:07:32.911 [H2Mod-Infection] - Prespawn(0) playername tweek : tweek
08/01/2018 21:07:32.912 [H2Mod-Infection] - SpawnPlayer(0)
08/01/2018 21:07:32.980 [H2MOD-SoundQueue] - attempting to play sound sounds/infection.wav - delaying for 1000 miliseconds first
08/01/2018 21:07:32.994 [H2Mod-Infection] - Prespawn( 3 ) 
08/01/2018 21:07:32.996 [H2Mod-Infection] - SpawnPlayer(3)
08/01/2018 21:07:33.150 [h2mod-network] Player Connected!
08/01/2018 21:07:33.152 [h2mod-network] This player was already connected, sending them another packet letting them know they're authed already.
08/01/2018 21:07:33.461 [H2Mod-Infection] - Prespawn( 1 ) 

Problem is, "COL zJHONz" and "Lilith_Astrea69" and "henry2396" were never seen in the game. Maybe they tried to join the lobby, got denied, but they still got registered to NetworkPlayers?

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