Here's what I think is happening with the servers.
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@hoboadam_psn said in Here's what's happening with the servers.:
I've taken quite a few tries at explaining the issue in various threads, so I'm going to make one myself, and offer to SDS to help. They have my contact information.
Stress balancing is broken on the server node for the menu interfacing.
There's send and receive functions embedded everywhere in every menu that sends data after a function is performed, IE, conquest victory, moment completions etc. When you complete the task, data is sent from your console to a server and logged. For a user to see it at a splash screen post event, a call script reaches out to the data repository and shows your progress.
Whenever you are getting the unhandled server exception, it's like timing out on a ping. The game will then attempt a refresh, thus your little button icon in the bottom right of your screen.
Sometimes you get partial and get bounced back to the main screen of the menu you are in, and sometimes booted completely out to the main game menus.
Whenever you try to log back in to where you were, you are inadvertently creating additional traffic because the data from your console hasn't been reconciled with the data server. This reconciliation actually has happened, which is why you aren't losing progress 95% of the time.
Take these errors and multiply them by the number of users on at any given time, the people banging buttons trying to get back in, and data cached with nowhere to display it because you're already out of that menu. SDS dumps the returned data when you are logged back in and at another menu, but it has to record the failed attempts.
It's an exponential function problem that needs to be debugged because the call time of the functions can't possibly get returns why? Because Xbox game pass created too many users and user requests throughout the game.
Solutions?
1- Change some of the menus. Require us to only go to one spot to get anywhere. Right now for example, I can enter moments from inning programs and moment menus. How do I know this is an issue? When you access a moment from the Inning screen, you get taken all the way out afterwards. If you were in the moments menu, you get taken back out to the moment menu. It's all in the coding.
- Dedicate more nodes, bandwidth for menu navigation calls. The game plays awesome. Whenever you're actually doing anything, it's smooth as silk. All the troubles are menus. XP, parallels, etc. Data is routing, being stored and ultimately being credited properly.
3- Turn off the web site marketplace untill you eliminate the console errors. It will hurt and stink, but you need a cleaner production environment to test your fixes.
Ultimately, SDS is going to have to reboot servers everyday because these issues must be fixed in a production environment. They need to trim down the production environment in order to resolve though.
Gotta walk before you can run.
I'd bet a good bottle of 1986 Chateau Rothschild that I'm on point with my diagnosis and potential fixes. I've fixed this type of code before for Morgan Stanley and know what I'm talking about.
Thank you for your time.
Exactly what a self aware AI would want us to believe before it launches the nukes! Fear the singularity! :P. For real though you sound like a pretty knowledgeable programmer! Maybe they’ll listen but I’d imagine if they have good programmers there they know this but maybe not!?
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Bro seriously run for president please.
AND SDS stop watching the OFFICE and listen to this man PLEASE PRETTY FK PLEASE
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Eventually, everyone is getting the unhandled server exception. The diagnosis is coming from what events occur leading up to that. It's not as simple as finishing a game. There's a lot that happens behind the scenes when your game/moment/showdown etc is over.
I cannot reiterate enough. The game runs great and was written exceptionally well. This issue with the menus and functions causing splash outs, dumps or however you choose to describe it, could not have been seen during the Technical Test and even the stress test.
A good way to look at this problem, is the NJ state unemployment system. It's web based but the data is stored in DB2. The DB2 data is recalled using COBOL and SQL script. Web interface is XML. Trying to tie them together is relatively easy. When you overload the system with too many requests, you get crushed.
You can't throw hardware at it. The code language only executes at the max speed of the language it's written in.
The SDS data servers can handle everything. It's streamlining the way the consoles and the TSN marketplace are interacting with the data. Market is working fine on TSN. It's just slower, but not by much.
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@crunklogic_xbl said in Here's what's happening with the servers.:
@hoboadam_psn said in Here's what's happening with the servers.:
I've taken quite a few tries at explaining the issue in various threads, so I'm going to make one myself, and offer to SDS to help. They have my contact information.
Stress balancing is broken on the server node for the menu interfacing.
There's send and receive functions embedded everywhere in every menu that sends data after a function is performed, IE, conquest victory, moment completions etc. When you complete the task, data is sent from your console to a server and logged. For a user to see it at a splash screen post event, a call script reaches out to the data repository and shows your progress.
Whenever you are getting the unhandled server exception, it's like timing out on a ping. The game will then attempt a refresh, thus your little button icon in the bottom right of your screen.
Sometimes you get partial and get bounced back to the main screen of the menu you are in, and sometimes booted completely out to the main game menus.
Whenever you try to log back in to where you were, you are inadvertently creating additional traffic because the data from your console hasn't been reconciled with the data server. This reconciliation actually has happened, which is why you aren't losing progress 95% of the time.
Take these errors and multiply them by the number of users on at any given time, the people banging buttons trying to get back in, and data cached with nowhere to display it because you're already out of that menu. SDS dumps the returned data when you are logged back in and at another menu, but it has to record the failed attempts.
It's an exponential function problem that needs to be debugged because the call time of the functions can't possibly get returns why? Because Xbox game pass created too many users and user requests throughout the game.
Solutions?
1- Change some of the menus. Require us to only go to one spot to get anywhere. Right now for example, I can enter moments from inning programs and moment menus. How do I know this is an issue? When you access a moment from the Inning screen, you get taken all the way out afterwards. If you were in the moments menu, you get taken back out to the moment menu. It's all in the coding.
- Dedicate more nodes, bandwidth for menu navigation calls. The game plays awesome. Whenever you're actually doing anything, it's smooth as silk. All the troubles are menus. XP, parallels, etc. Data is routing, being stored and ultimately being credited properly.
3- Turn off the web site marketplace untill you eliminate the console errors. It will hurt and stink, but you need a cleaner production environment to test your fixes.
Ultimately, SDS is going to have to reboot servers everyday because these issues must be fixed in a production environment. They need to trim down the production environment in order to resolve though.
Gotta walk before you can run.
I'd bet a good bottle of 1986 Chateau Rothschild that I'm on point with my diagnosis and potential fixes. I've fixed this type of code before for Morgan Stanley and know what I'm talking about.
Thank you for your time.
Exactly what a self aware AI would want us to believe before it launches the nukes! Fear the singularity! :P. For real though you sound like a pretty knowledgeable programmer! Maybe they’ll listen but I’d imagine if they have good programmers there they know this but maybe not!?
I'm sure they have the right people in place. They will fix it, I'm sure. I'm just as frustrated as everyone else about the game being unplayable right now. . moreso because I'm older and I consider my time very precious.
I did this to try to shed light on the stuff that SDS isn't able to because they're working on fixing it.
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I didn’t understand a word of what you said, but if it will get the servers working, heck use our early access money to lay this man’s salary.
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I think somebody just keeps unplugging it
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@hoboadam_psn said in Here's what's happening with the servers.:
I've taken quite a few tries at explaining the issue in various threads, so I'm going to make one myself, and offer to SDS to help. They have my contact information.
Stress balancing is broken on the server node for the menu interfacing.
There's send and receive functions embedded everywhere in every menu that sends data after a function is performed, IE, conquest victory, moment completions etc. When you complete the task, data is sent from your console to a server and logged. For a user to see it at a splash screen post event, a call script reaches out to the data repository and shows your progress.
Whenever you are getting the unhandled server exception, it's like timing out on a ping. The game will then attempt a refresh, thus your little button icon in the bottom right of your screen.
Sometimes you get partial and get bounced back to the main screen of the menu you are in, and sometimes booted completely out to the main game menus.
Whenever you try to log back in to where you were, you are inadvertently creating additional traffic because the data from your console hasn't been reconciled with the data server. This reconciliation actually has happened, which is why you aren't losing progress 95% of the time.
Take these errors and multiply them by the number of users on at any given time, the people banging buttons trying to get back in, and data cached with nowhere to display it because you're already out of that menu. SDS dumps the returned data when you are logged back in and at another menu, but it has to record the failed attempts.
It's an exponential function problem that needs to be debugged because the call time of the functions can't possibly get returns why? Because Xbox game pass created too many users and user requests throughout the game.
Solutions?
1- Change some of the menus. Require us to only go to one spot to get anywhere. Right now for example, I can enter moments from inning programs and moment menus. How do I know this is an issue? When you access a moment from the Inning screen, you get taken all the way out afterwards. If you were in the moments menu, you get taken back out to the moment menu. It's all in the coding.
- Dedicate more nodes, bandwidth for menu navigation calls. The game plays awesome. Whenever you're actually doing anything, it's smooth as silk. All the troubles are menus. XP, parallels, etc. Data is routing, being stored and ultimately being credited properly.
3- Turn off the web site marketplace untill you eliminate the console errors. It will hurt and stink, but you need a cleaner production environment to test your fixes.
Ultimately, SDS is going to have to reboot servers everyday because these issues must be fixed in a production environment. They need to trim down the production environment in order to resolve though.
Gotta walk before you can run.
I'd bet a good bottle of 1986 Chateau Rothschild that I'm on point with my diagnosis and potential fixes. I've fixed this type of code before for Morgan Stanley and know what I'm talking about.
Thank you for your time.
Thank you for posting solutions as I am a hardware person and not software and had no idea that is could be that easy. They should pay you to work for them from home.
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My favorite part, Xbox game pass was free. Now my paying azz has to deal with this GARBAGE!
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@dekeyser-l65l_xbl said in Here's what's happening with the servers.:
@hoboadam_psn said in Here's what's happening with the servers.:
I've taken quite a few tries at explaining the issue in various threads, so I'm going to make one myself, and offer to SDS to help. They have my contact information.
Stress balancing is broken on the server node for the menu interfacing.
There's send and receive functions embedded everywhere in every menu that sends data after a function is performed, IE, conquest victory, moment completions etc. When you complete the task, data is sent from your console to a server and logged. For a user to see it at a splash screen post event, a call script reaches out to the data repository and shows your progress.
Whenever you are getting the unhandled server exception, it's like timing out on a ping. The game will then attempt a refresh, thus your little button icon in the bottom right of your screen.
Sometimes you get partial and get bounced back to the main screen of the menu you are in, and sometimes booted completely out to the main game menus.
Whenever you try to log back in to where you were, you are inadvertently creating additional traffic because the data from your console hasn't been reconciled with the data server. This reconciliation actually has happened, which is why you aren't losing progress 95% of the time.
Take these errors and multiply them by the number of users on at any given time, the people banging buttons trying to get back in, and data cached with nowhere to display it because you're already out of that menu. SDS dumps the returned data when you are logged back in and at another menu, but it has to record the failed attempts.
It's an exponential function problem that needs to be debugged because the call time of the functions can't possibly get returns why? Because Xbox game pass created too many users and user requests throughout the game.
Solutions?
1- Change some of the menus. Require us to only go to one spot to get anywhere. Right now for example, I can enter moments from inning programs and moment menus. How do I know this is an issue? When you access a moment from the Inning screen, you get taken all the way out afterwards. If you were in the moments menu, you get taken back out to the moment menu. It's all in the coding.
- Dedicate more nodes, bandwidth for menu navigation calls. The game plays awesome. Whenever you're actually doing anything, it's smooth as silk. All the troubles are menus. XP, parallels, etc. Data is routing, being stored and ultimately being credited properly.
3- Turn off the web site marketplace untill you eliminate the console errors. It will hurt and stink, but you need a cleaner production environment to test your fixes.
Ultimately, SDS is going to have to reboot servers everyday because these issues must be fixed in a production environment. They need to trim down the production environment in order to resolve though.
Gotta walk before you can run.
I'd bet a good bottle of 1986 Chateau Rothschild that I'm on point with my diagnosis and potential fixes. I've fixed this type of code before for Morgan Stanley and know what I'm talking about.
Thank you for your time.
Thank you for posting solutions as I am a hardware person and not software and had no idea that is could be that easy. They should pay you to work for them from home.
Speaking of hardware and off topic, I installed a Watchguard m670 this year at our school. Best piece of hardware I've ever had the personal experience of installing. I have Zero issues with our network. Hard lined or with our Luxul controller and AP'S.
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Honestly seems like it could be an issue with the backend database servers.
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My best guess was unoptimized port forwarding on the SQL backend causing the unhandled server expectation
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My best guess was unoptimized port forwarding on the SQL backend causing the unhandled server expectation
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Interesting if you're on the money @hoboadam_PSN , but what of you're not? Not trying to be a pain, just asking.
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@fletch62176_psn said in Here's what's happening with the servers.:
Honestly seems like it could be an issue with the backend database servers.
I'm saying no because the true answer of an unhandled server exception error in python, relates to the user (or in this case, console, ui or web) trying to access the data, the data being sent, and the user not accepting it. The user then tries to hit the data library again, and the data server says... I'm already here with your information silly.
I know it sounds stupid, but there's nothing wrong with the data. Most every case where you're getting booted, the game is saving your progress, you're not seeing it right away, but then it magically appears next time you successfully sync.
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@scarletgospel said in Here's what's happening with the servers.:
Interesting if you're on the money @hoboadam_PSN , but what of you're not? Not trying to be a pain, just asking.
I'll use a quote from Dave Chapelle in the movie Con-Air...
As they would say in ebonics. We be fooked.
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Often times, when a server’s flux capacitor goes into retrograde, it will trigger an unhandled server expectation. Programmers should know this though, which is why it’s so frustrating. There are two simple fixes when this happens:
1: Reconstitute the narflap so that the jabberwock no longer garflumples.
2: Propitiate a haberdash every time the charcuterie board frittatas.
It’s not that hard. -
@vagimon_psn said in Here's what's happening with the servers.:
Often times, when a server’s flux capacitor goes into retrograde, it will trigger an unhandled server expectation. Programmers should know this though, which is why it’s so frustrating. There are two simple fixes when this happens:
1: Reconstitute the narflap so that the jabberwock no longer garflumples.
2: Propitiate a haberdash every time the charcuterie board frittatas.
It’s not that hard.Brilliant
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As a novice on this, is the crossplay between multiple systems part of the issue.
I saw issues like this on Modern Warfare as well. -
Well now.. that was the most helpful thing IV read in awhile. SDS hire this man/women and also a communications person.
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Darn bro I have no idea what you just said but it sounded convincing as heck to me!