Потеря пакетов

Тема в разделе "Помощь", создана пользователем Тишаня, 8 фев 2018.

  1. Тишаня

    Тишаня Недавно с нами

    Ребята всем привет. Помогите пожалуйста разобраться вот с такой вот проблемой, одолела уже. В общем коннекчусь в доту, и тут начинается жесткая потеря пакетов, при том что интернет канал стабильный, все остальные ресурсы открываются отлично, также игровые сервера доты через командную строку пингуются без потерь.
    Переустановил стим и доту, 3 игры отыграл нормально, а затем опять началось. Техподдержка стима ответила, что ничем помочь не может, на других ресурсах решения данной проблемы не нашел. Чуть ниже код приложу от дисконнекта до нового коннекта на сервер. Может быть кто сталкивался с подобной бедой, дайте совет.
    Кто поможет, тому 100 рублей закину на любой вам удобный способ получения.


    Собственно вот:

    ] disconnect
    [Client] CL: disconnect
    [Client] CL: Server disconnected: 2: #GameUI_Disconnect_User
    [Client] CL: Disconnecting from server: #GameUI_Disconnect_User
    [NetSteamConn] Closing Steam Net Connection on socket 'client' to =[A:1:1922083850:9612], handle 30001 (1002 #GameUI_Disconnect_User)
    [Networking] Summary of connection to [A:1:1922083850:9612]:
    [Networking] End-to-end connection: connected
    [Networking] Remote host is in data center 'sto'
    [Networking] Current rates:
    [Networking] Sent: 29.7 pkts/sec 4.6 K/sec
    [Networking] Recv: 10.3 pkts/sec 9.2 K/sec
    [Networking] Ping:92ms Max latency variance: 0.5ms
    [Networking] Quality: 10.2% (Dropped:89.8% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats:
    [Networking] Totals
    [Networking] Sent: 4,099 pkts 172,742 bytes
    [Networking] Recv: 883 pkts 333,938 bytes
    [Networking] Recv w seq: 882 pkts
    [Networking] Dropped : 5,059 pkts 85.15%
    [Networking] OutOfOrder: 0 pkts 0.00%
    [Networking] Duplicate : 0 pkts 0.00%
    [Networking] SeqLurch : 18 pkts 0.30%
    [Networking] Ping histogram: (7 total samples)
    [Networking] 0-25 : 0 0%
    [Networking] 25-50 : 0 0%
    [Networking] 50-75 : 0 0%
    [Networking] 75-100 : 7 100%
    [Networking] 100-125 : 0 0%
    [Networking] 125-150 : 0 0%
    [Networking] 150-200 : 0 0%
    [Networking] 200-300 : 0 0%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 50% of pings <= 92ms
    [Networking] 75% of pings <= 92ms
    [Networking] Connection quality histogram: (10 measurement intervals)
    [Networking] 100 : 3 30% (All packets received in order)
    [Networking] 99+ : 0 0%
    [Networking] 97-99 : 0 0%
    [Networking] 95-97 : 0 0%
    [Networking] 90-95 : 0 0%
    [Networking] 75-90 : 1 10%
    [Networking] 50-75 : 0 0%
    [Networking] <50 : 6 60%
    [Networking] dead : 0 0% (Expected to receive something but didn't)
    [Networking] Connection quality distribution:
    [Networking] 50% of intervals >= 17%
    [Networking] 75% of intervals >= 5%
    [Networking] Latency variance histogram: (651 total measurements)
    [Networking] <1 : 598 92%
    [Networking] 1-2 : 40 6%
    [Networking] 2-5 : 13 2%
    [Networking] 5-10 : 0 0%
    [Networking] 10-20 : 0 0%
    [Networking] >20 : 0 0%
    [Networking] TX Speed histogram: (52 total samples)
    [Networking] 0 - 16 KB/s: 52 100%
    [Networking] 16 - 32 KB/s: 0 0%
    [Networking] 32 - 64 KB/s: 0 0%
    [Networking] 64 - 128 KB/s: 0 0%
    [Networking] 128 - 256 KB/s: 0 0%
    [Networking] 256 - 512 KB/s: 0 0%
    [Networking] 512 - 1024 KB/s: 0 0%
    [Networking] 1024+ KB/s: 0 0%
    [Networking] Transmit speed distribution:
    [Networking] RX Speed histogram: (52 total samples)
    [Networking] 0 - 16 KB/s: 52 100%
    [Networking] 16 - 32 KB/s: 0 0%
    [Networking] 32 - 64 KB/s: 0 0%
    [Networking] 64 - 128 KB/s: 0 0%
    [Networking] 128 - 256 KB/s: 0 0%
    [Networking] 256 - 512 KB/s: 0 0%
    [Networking] 512 - 1024 KB/s: 0 0%
    [Networking] 1024+ KB/s: 0 0%
    [Networking] Receive speed distribution:
    [Networking] Rate stats received from remote host 9.2s ago:
    [Networking] Sent: 75.2 pkts/sec 87.2 K/sec
    [Networking] Recv: 40.1 pkts/sec 1.4 K/sec
    [Networking] Ping:92ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] No lifetime stats received from remote host
    [Networking] Primary router: sto2#383 (155.133.252.69:27019) Ping = 91+0=91 (front+back=total)
    [Networking] Current rates:
    [Networking] Sent: 29.7 pkts/sec 5.1 K/sec
    [Networking] Recv: 12.9 pkts/sec 11.3 K/sec
    [Networking] Ping:91ms Max latency variance: 1.0ms
    [Networking] Quality: 12.7% (Dropped:87.3% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats:
    [Networking] Totals
    [Networking] Sent: 25,005 pkts 2,650,373 bytes
    [Networking] Recv: 17,545 pkts 8,212,903 bytes
    [Networking] Recv w seq: 17,496 pkts
    [Networking] Dropped : 21,994 pkts 55.70%
    [Networking] OutOfOrder: 0 pkts 0.00%
    [Networking] Duplicate : 0 pkts 0.00%
    [Networking] SeqLurch : 20 pkts 0.05%
    [Networking] Ping histogram: (138 total samples)
    [Networking] 0-25 : 0 0%
    [Networking] 25-50 : 0 0%
    [Networking] 50-75 : 0 0%
    [Networking] 75-100 : 136 99%
    [Networking] 100-125 : 2 1%
    [Networking] 125-150 : 0 0%
    [Networking] 150-200 : 0 0%
    [Networking] 200-300 : 0 0%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 5% of pings <= 91ms
    [Networking] 50% of pings <= 92ms
    [Networking] 75% of pings <= 92ms
    [Networking] 95% of pings <= 95ms
    [Networking] 98% of pings <= 99ms
    [Networking] Connection quality histogram: (133 measurement intervals)
     
  2. Тишаня

    Тишаня Недавно с нами

    продолжение
    [Networking] 100 : 38 29% (All packets received in order)
    [Networking] 99+ : 0 0%
    [Networking] 97-99 : 0 0%
    [Networking] 95-97 : 0 0%
    [Networking] 90-95 : 4 3%
    [Networking] 75-90 : 12 9%
    [Networking] 50-75 : 29 22%
    [Networking] <50 : 50 38%
    [Networking] dead : 0 0% (Expected to receive something but didn't)
    [Networking] Connection quality distribution:
    [Networking] 50% of intervals >= 64%
    [Networking] 75% of intervals >= 33%
    [Networking] 95% of intervals >= 9%
    [Networking] 98% of intervals >= 3%
    [Networking] Latency variance histogram: (13492 total measurements)
    [Networking] <1 : 12739 94%
    [Networking] 1-2 : 589 4%
    [Networking] 2-5 : 134 1%
    [Networking] 5-10 : 15 0%
    [Networking] 10-20 : 14 0%
    [Networking] >20 : 1 0%
    [Networking] No connection transmit speed distribution available. (0 measurement intervals)
    [Networking] No connection recieve speed distribution available. (0 measurement intervals)
    [Networking] Rate stats received from remote host 9.2s ago:
    [Networking] Sent: 74.1 pkts/sec 86.6 K/sec
    [Networking] Recv: 40.0 pkts/sec 1.7 K/sec
    [Networking] Ping:91ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats received from remote host 88.5s ago:
    [Networking] Totals
    [Networking] Sent: 5,389 pkts 4,009,984 bytes
    [Networking] Recv: 5,864 pkts 54,832 bytes
    [Networking] Recv w seq: 5,861 pkts
    [Networking] Dropped : 0 pkts 0.00%
    [Networking] OutOfOrder: 0 pkts 0.00%
    [Networking] Duplicate : 0 pkts 0.00%
    [Networking] SeqLurch : 1 pkts 0.02%
    [Networking] Ping histogram: (25 total samples)
    [Networking] 0-25 : 0 0%
    [Networking] 25-50 : 0 0%
    [Networking] 50-75 : 0 0%
    [Networking] 75-100 : 25 100%
    [Networking] 100-125 : 0 0%
    [Networking] 125-150 : 0 0%
    [Networking] 150-200 : 0 0%
    [Networking] 200-300 : 0 0%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 5% of pings <= 91ms
    [Networking] 50% of pings <= 92ms
    [Networking] 75% of pings <= 92ms
    [Networking] 95% of pings <= 94ms
    [Networking] Connection quality histogram: (24 measurement intervals)
    [Networking] 100 : 23 96% (All packets received in order)
    [Networking] 99+ : 1 4%
    [Networking] 97-99 : 0 0%
    [Networking] 95-97 : 0 0%
    [Networking] 90-95 : 0 0%
    [Networking] 75-90 : 0 0%
    [Networking] 50-75 : 0 0%
    [Networking] <50 : 0 0%
    [Networking] dead : 0 0% (Expected to receive something but didn't)
    [Networking] Connection quality distribution:
    [Networking] 50% of intervals >= 100%
    [Networking] 75% of intervals >= 100%
    [Networking] 95% of intervals >= 100%
    [Networking] Latency variance histogram not available
    [Networking] No connection transmit speed distribution available. (0 measurement intervals)
    [Networking] No connection recieve speed distribution available. (0 measurement intervals)
    [Networking] Backup router: sto#272 (162.254.198.103:27020) Ping = 98+0=98 (front+back=total)
    [Networking]
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 7 )
    [EngineServiceManager] SwitchToLoop levelload requested: id [7] addons []
    [Client] CL: IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 1010.664
    [Host] HO: IGameSystem::LoopDeactivateAllSystems
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    [Client] CL: CGameRulesGameSystem::GameShutdown uninstalled game rules
    [Client] CL: CGameRules::CGameRules destructed
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 1011.258
    ChangeGameUIState: DOTA_GAME_UI_DOTA_INGAME -> DOTA_GAME_UI_STATE_LOADING_SCREEN
     
  3. Тишаня

    Тишаня Недавно с нами

    последняя часть
    [Client] LoadingDisplay changed from NONE to LOADING (map="")
    [HostStateManager] Idle (levelload)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 21044 (was 21046)
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 1011.324
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 1011.324
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [7] addons []
    [Server] CNetworkGameServerBase::SetServerState (ss_dead -> ss_waitingforgamesessionmanifest)
    [Server] SV: maxplayers set to 1
    Initializing script VM...
    ...done
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 19758 (was 21348)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 17769 (was 19869)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 16585 (was 18264)
    [Server] SV: Spawn Server: <empty>
    [Server] CNetworkGameServerBase::SetServerState (ss_waitingforgamesessionmanifest -> ss_loading)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 12882 (was 16974)
    [Server] CNetworkGameServerBase::SetServerState (ss_loading -> ss_active)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 9205 (was 12978)
    [Client] CL: CWaitForGameServerStartupPrerequisite done waiting for server
    [Client] CL: CCreateGameClientJob creating client connection to 'loopback'
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 8641 (was 9268)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 3205 (was 8752)
    [Client] CL: Connected to 'loopback'
    [Server] SV: Sending server info to client 'Тишка' at loopback
    [Server] SV: WriteInitialSpawnGroups sending 1 groups
    [Client] Game: "Dota 2"
    [Client] Map: "<empty>"
    [Client] Players: 1 (0 bots) / 1 humans
    [Client] Build: 7740 (revision 4349091)
    [Client] Server Number: 4
    [SignonState] CL: CNetworkGameClient::processServerInfo
    Initializing script VM...
    ...done
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000601 seconds
    [Client] CL: CGameClientConnectPrerequisite connection succeeded
    ChangeGameUIState: DOTA_GAME_UI_STATE_LOADING_SCREEN -> DOTA_GAME_UI_STATE_DASHBOARD
    [Client] LoadingDisplay changed from LOADING to NONE (map="<empty>")
    [Server] SV: IGameSystem::LoopActivateAllSystems
    [Host] HO: IGameSystem::LoopActivateAllSystems
    [Server] SV: Game started
    [Client] CL: IGameSystem::LoopActivateAllSystems
    ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000326 seconds
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Server] SV: Sending full update to client Тишка (reason: initial update)
    [Client] CL: Receiving uncompressed update from server
    [Client] CL: Signon traffic "client": incoming 36.606 KB [5 pkts], outgoing 2.040 KB [22 pkts]
    [SteamNetSockets] Discarding inactive session sto#272 (162.254.198.103:27020) for connection 560705632. ConnectionShutdown
    [SteamNetSockets] Discarding inactive session sto2#383 (155.133.252.69:27019) for connection 560705632. ConnectionShutdown
    [Networking] Steam datagram ticket found to connect to '=[A:1:1922083850:9612]'
    [HostStateManager] CHostStateMgr::QueueNewRequest( Remote Connect (=[A:1:1922083850:9612]), 8 )
    [EngineServiceManager] SwitchToLoop remoteconnect requested: id [8] addons []
    [Client] CL: IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 1038.673
    [Client] CL: Disconnecting from server: #GameUI_Disconnect_LoopDeactivate
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    [Server] SV: IGameSystem::LoopDeactivateAllSystems
    [Host] HO: IGameSystem::LoopDeactivateAllSystems
    [Server] SV: Server shutting down: 55
    [Server] CNetworkGameServerBase::SetServerState (ss_active -> ss_dead)
    [Server] SV: Disconnect client 'Тишка' from server(1): NETWORK_DISCONNECT_SHUTDOWN
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 1038.686
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( remoteconnect : success )
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 1038.705
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 1038.705
    [SteamNetSockets] Attempting connection to service in data center 'sto'
    [NetSteamConn] Opened Steam Net Connection on socket 'client' to =[A:1:1922083850:9612], handle 40001
    [SteamNetSockets] Requesting session from sto2#383 (155.133.252.69:27019). Ping = 92+0=92 (front+back=total).
    [SteamNetSockets] Requesting session from sto#272 (162.254.198.103:27020). Ping = 93+0=93 (front+back=total).
    [SteamNetSockets] Selecting sto2#383 (155.133.252.69:27019) as primary for connection 918161476. [Ping = 94+0=94 (front+back=total).]
    [SteamNetSockets] Selecting sto#272 (162.254.198.103:27020) as backup #1 for connection 918161476. Ping = 94+0=94 (front+back=total).
    [Client] Sending connect to =[A:1:1922083850:9612]
    [Client] Received S2C_CHALLENGE [2328680732 auth 3] from =[A:1:1922083850:9612]
    [Client] Sending C2S_CONNECT [46 protocol 2328680732 auth 3] to =[A:1:1922083850:9612]
    [Client] Received S2C_CONNECTION from =[A:1:1922083850:9612] [addons:'']
    [Client] CL: Connected to '=[A:1:1922083850:9612]'
    [SignonState] CL: Suppress INetchannel::Transmit() in loopmode( remoteconnect )
    [Client] CL: CLoopModeRemoteConnect::OnClientFrameSimulate switching to "levelload" loopmode with addons:
    [EngineServiceManager] SwitchToLoop levelload requested: id [8] addons []
    ChangeGameUIState: DOTA_GAME_UI_STATE_DASHBOARD -> DOTA_GAME_UI_STATE_LOADING_SCREEN
    [Client] LoadingDisplay changed from NONE to PRE_LOADING (map="")
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( levelload : success )
    [SignonState] CL: Permit INetchannel::Transmit()
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 570 (was 882)
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [8] addons []
    [Client] CL: CNetworkGameClient already exists for connection to '=[A:1:1922083850:9612]'
    [Client] CL: connection to '=[A:1:1922083850:9612]' already started
    [Client] Game: "Dota 2"
    [Client] Map: "start"
    [Client] Players: 10 (1 bots) / 64 humans
    [Client] Build: 7740 (revision 4349091)
    [Client] Server Number: 2
    [SignonState] CL: CNetworkGameClient::processServerInfo
    Initializing script VM...
    ...done
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_INIT'
    [Client] LoadingDisplay changed from PRE_LOADING to NONE (map="start")
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_INIT
    [Client] CDOTA_Hud_Main::DeleteGameEndScreen deleted GameEndContainer
     
  4. Тишаня

    Тишаня Недавно с нами

    последняя часть

    [Client] CL: CGameRulesGameSystem::GameInit installed game rules
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000356 seconds
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2073 (was 4030)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 375 (was 2422)
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (14kb): models/creeps/neutral_creeps/n_creep_black_dragon/n_creep_black_dragon.vphys
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (16kb): models/props_structures/secretshop_radiant002_flag.vphys
    [Client] CL: CGameClientConnectPrerequisite connection succeeded
    ChangeGameUIState: DOTA_GAME_UI_STATE_LOADING_SCREEN -> DOTA_GAME_UI_DOTA_INGAME
    [Client] CL: IGameSystem::LoopActivateAllSystems
    [Host] HO: IGameSystem::LoopActivateAllSystems
    ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000450 seconds
    [HostStateManager] Remote Connect (=[A:1:1922083850:9612])
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2017 (was 3964)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 234 (was 2357)
    [Client] CL: Receiving uncompressed update from server
    Height map file (maps/start.vhcg) not found, this will make ground height traces more expensive! Recompile the map to generate a height map.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    [Client] CL: Signon traffic "client": incoming 217.008 KB [502 pkts], outgoing 115.704 KB [2545 pkts]
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_GAME_IN_PROGRESS'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_GAME_IN_PROGRESS
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 6233 (was 7968)
    Slow image load - (dimensions 32x32, took 66 msec)
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #4 restarting, just received packet 2, split packet payload will probably be dropped
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #7 restarting, just received packet 0
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #13 restarting, just received packet 1, split packet payload will probably be dropped
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #15 restarting, just received packet 2, split packet payload will probably be dropped
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 5092 (was 7248)
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #20 restarting, just received packet 0
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 1295 (was 5483)
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #22 restarting, just received packet 6, split packet payload will probably be dropped
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #27 restarting, just received packet 0
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #33 restarting, just received packet 1, split packet payload will probably be dropped
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #35 restarting, just received packet 2, split packet payload will probably be dropped
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #40 restarting, just received packet 0
    [SplitPacket] client =[A:1:1922083850:9612[0]: split packet seq #46 restarting, just received packet 1, split packet payload will probably be dropped
     
Загрузка...
Похожие темы
  1. Dude
    Ответов:
    0
    Просмотров:
    267