Here's what I think is happening with the servers.
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That is a very detailed analysis, nice work.
But you forgot to carry the 1, because what all of this adds up to is the corporate bigs of SDS being ongoing cheapskates
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@hoboadam_psn said in Here's what I think is happening with the servers.:
@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.
When I say hardware I troubleshoot down to component level so if there is ever a problem I always fix a card when it goes bad
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@savagesteve74 said in Here's what I think is happening with the servers.:
@hoboadam_psn said in Here's what I think is happening with the servers.:
@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.
Everything you’ve said is awesome and on point, until this. The game isn’t always saving progress and making the data exchange. Maybe there’s underlying data interruption, but there’s a gazillion examples of games (not even online games) not saving and causing added frustration, ie conquest games, showdown, MTO.
Please don’t take this as combative, because you’ve done more than SDS has ever done, give a reasonable explanation to temper frustration. I’m just looking at those holistically and saying there’s more than just data exchange errors.
I'm sure he didn't list everything. I think it was more of a "Hey, here's a start!" type of thing.
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I wish I knew how it of this they are working on. Ha.
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I wish I knew how it of this they are working on. Ha.
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Yet again we are back to blaming Gamepass
Remember Outriders? Yeah it was Day 1 Gamepass, always online, everyone and their grandparents blamed Gamepass. 28 days later, people actually took a look behind the curtain.
Gamepass isn't to blame for bad coding, bad net code, and bad overall development. Both Outriders and MLB The Show 21 both needed more time.
But hey I guess RTTS is broke to because of Gamepass to eh?
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Jeez I wish my parents were smarter so my IQ could be closer to yours.
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@sonsoliberty_mlbts said in Here's what I think is happening with the servers.:
Yet again we are back to blaming Gamepass
Gamepass isn't to blame for bad coding, bad net code, and bad overall development
I don't think anyone is blaming gamepass directly. It's not like gamepass is CAUSING the issues.
Gamepass simply explains a higher than expected volume of users, increasing then number of get requests on the DB level, which is causing issues on login.
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What he said
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I blame Xbox putting this game on Xbox killed this franchise because everyone is still playing 20
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It's a great explanation @hoboadam_PSN, thank you for it, because it calmed me down and strenghten the hopes SDS can fix it.
I have couple of questions, if you don't mind:- Could I do something on my side to prevent being booted from game? I can't have much better internet than 90Mb/s download and 80Mb/s upload, but maybe something else could help
- Is the distance from the server a factor? I'm in the middle Europe, so I'm more away from the servers than majority of players. I think I'm booted more often
I'm kinda frustrated, cause I love this game, but only thing I can play consistently right now is conquest. I'm booted out with the loss in 2/3 of event games and 1/2 of showdowns
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@foresticek_psn said in Here's what I think is happening with the servers.:
It's a great explanation @hoboadam_PSN, thank you for it, because it calmed me down and strenghten the hopes SDS can fix it.
I have couple of questions, if you don't mind:- Could I do something on my side to prevent being booted from game? I can't have much better internet than 90Mb/s download and 80Mb/s upload, but maybe something else could help
- Is the distance from the server a factor? I'm in the middle Europe, so I'm more away from the servers than majority of players. I think I'm booted more often
I'm kinda frustrated, cause I love this game, but only thing I can play consistently right now is conquest. I'm booted out with the loss in 2/3 of event games and 1/2 of showdowns
1- Not really. These errors from earlier in the week were on the SDS side, and more internal in nature. Your console is sending data all the time. Data is being stored. When you navigate to a new menu, you are asking for a verification of the data. Their servers were having issues acknowledging. When the console then asked for it again, their servers were telling you it was already sent. Thus the error.
2- Your distance wouldn't be a contributing factor for the errors earlier in the week; however, when the PlayStation Network goes down or you are getting matched up with someone that is the home team with borrowed internet from the coffee shop on the corner, you'd see issues and could possibly get stuck with a loss unexpectedly.
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@skipple_mlbts said in Here's what I think is happening with the servers.:
@sonsoliberty_mlbts said in Here's what I think is happening with the servers.:
Yet again we are back to blaming Gamepass
Gamepass isn't to blame for bad coding, bad net code, and bad overall development
I don't think anyone is blaming gamepass directly. It's not like gamepass is CAUSING the issues.
Gamepass simply explains a higher than expected volume of users, increasing then number of get requests on the DB level, which is causing issues on login.
Bingo
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@fletch62176_psn said in Here's what I think is happening with the servers.:
@hoboadam_psn said in Here's what I think is happening with the 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.It's not that there is nothing wrong with the data, I think that database reads or writes are not taking place quickly enough.... either memory resources are being slammed too hard or disk I/O. One thing I noticed today when playing Conquest is that at the end of the game if I fly through the ending screens to get to the next game I would see unhandled exceptions nearly every time. If I slowed down the end of game process, took a minute to take a look at parallels or progress for example before getting back to the conquest map, then I could keep playing without ever getting an exception. Or they could be using expensive SQL queries, which would for sure be an application issue. Just my thoughts....
Expensive SQL queries for those wondering, is another way of saying "really long ones". Having additional assets to support traffic won't solve a poorly written query. SQL queries will read data from a DB2 table and send it to a console, web page etc.via XML or other language. You'll notice that when playing a conquest game for example, you'll see the bottom right of your screen spin the logo. That means data is being sent and received.
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@sonsoliberty_mlbts said in Here's what I think is happening with the servers.:
Yet again we are back to blaming Gamepass
Remember Outriders? Yeah it was Day 1 Gamepass, always online, everyone and their grandparents blamed Gamepass. 28 days later, people actually took a look behind the curtain.
Gamepass isn't to blame for bad coding, bad net code, and bad overall development. Both Outriders and MLB The Show 21 both needed more time.
But hey I guess RTTS is broke to because of Gamepass to eh?
Coding wasn't "bad" but rather inefficient for the traffic that was created because of the gamepass volume of users. I can't compare MLB to other games on gamepass, but I can assure you that the game code works, and works well.
Issues with RTTS? I haven't touched it yet. I usually don't play until the real baseball season is over. The revamp is something I'm not qualified for explaining why progress isn't being made, attributes being low etc. I liked it as a separate mode, I despise the CAP in general so it's unlikely I'll be playing it this year.
RTTS issues though are separate from the unhandled server exception.