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Old 17/01/2014, 12:37 AM   #11
Seif-
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Default Re: Clarification on messageholelimit

I thought it was the milliseconds of a hole between packets. ie if a player is lagging the server for more than 3 seconds?
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Old 17/01/2014, 12:39 AM   #12
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Default Re: Clarification on messageholelimit

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Originally Posted by Vince View Post
I assume it's packets per minute. If the amount of packets exceeds the limit then the subsequent packets will be thrown in what's called a "black hole". Discarded.
If it is that, this will be really useful with most hacks/cheats out there. Capturing packets from a client in SA:MP is extremely useful.
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Old 17/01/2014, 12:42 AM   #13
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Default Re: Clarification on messageholelimit

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Originally Posted by Seif- View Post
I thought it was the milliseconds of a hole between packets. ie if a player is lagging the server for more than 3 seconds?
Sounds plausible. Would also match to the tests that caused warnings so far.
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Old 17/01/2014, 01:04 AM   #14
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Default Re: Clarification on messageholelimit

It's a low level protocol (RakNet) thing that was recently used to attack SA-MP servers.

Basically the client/player send a bunch of faked packet sequence IDs making the server think lots of packets/messages went missing on the internet due to packet loss.

The protocol stack will attempt to recover the missing packets by allocating space and waiting for the client to resend the missing packets. This uses a large amount of resources, and done over and over would eventually lag or even crash the server.

There were no hard limits on the number of missing messages the player could report. Each missing block of packets is considered to be a 'hole'. There was an attempt to fix this problem in 0.3x R2, although the limit was hardcoded to 1000 and sometimes players would falsely be detected as trying to DoS the server for having large message holes.

The server can now specify how big the missing packet hole is. But in most cases the default limit should be fine and most server owners won't have to worry about it.
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Old 17/01/2014, 01:43 AM   #15
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Default Re: Clarification on messageholelimit

Quote:
Originally Posted by Kalcor View Post
It's a low level protocol (RakNet) thing that was recently used to attack SA-MP servers.

Basically the client/player send a bunch of faked packet sequence IDs making the server think lots of packets/messages went missing on the internet due to packet loss.

The protocol stack will attempt to recover the missing packets by allocating space and waiting for the client to resend the missing packets. This uses a large amount of resources, and done over and over would eventually lag or even crash the server.

There were no hard limits on the number of missing messages the player could report. Each missing block of packets is considered to be a 'hole'. There was an attempt to fix this problem in 0.3x R2, although the limit was hardcoded to 1000 and sometimes players would falsely be detected as trying to DoS the server for having large message holes.

The server can now specify how big the missing packet hole is. But in most cases the default limit should be fine and most server owners won't have to worry about it.
Is that the cause of players timing out for no reason then I take it ?
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Old 17/01/2014, 01:48 AM   #16
ViruZz
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Default Re: Clarification on messageholelimit

Quote:
Originally Posted by Kalcor View Post
It's a low level protocol (RakNet) thing that was recently used to attack SA-MP servers.

Basically the client/player send a bunch of faked packet sequence IDs making the server think lots of packets/messages went missing on the internet due to packet loss.

The protocol stack will attempt to recover the missing packets by allocating space and waiting for the client to resend the missing packets. This uses a large amount of resources, and done over and over would eventually lag or even crash the server.

There were no hard limits on the number of missing messages the player could report. Each missing block of packets is considered to be a 'hole'. There was an attempt to fix this problem in 0.3x R2, although the limit was hardcoded to 1000 and sometimes players would falsely be detected as trying to DoS the server for having large message holes.

The server can now specify how big the missing packet hole is. But in most cases the default limit should be fine and most server owners won't have to worry about it.
Thank you for that quick clarification.
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