Malformed Packet Error - Beta Testing Game Analysis

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The discussion centers on issues related to random disconnections in a beta-tested game, specifically linked to UDP packet transmission. An analysis using Wireshark revealed that disconnections were often preceded by a "Remote Disconnect: Malformed Packet" message in the second-to-last UDP packet. This suggests that malformed data may disrupt the overall packet structure, leading to disconnections. The conversation highlights the differences between UDP and TCP protocols, noting that while TCP ensures packet delivery, UDP is preferred in gaming to avoid chaos from outdated state data. The game engine likely utilizes multiple UDP packets for larger data structures, and abrupt disconnections (like pulling a cable) can complicate server handling. The importance of frame size in UDP packets is also emphasized, as it varies based on network conditions. Additionally, there are mentions of tools available in some games for players to troubleshoot their connections, indicating a proactive approach to managing network issues in multiplayer environments.
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Hey guys, I'm doing a Beta test on a game at the moment and they've been having some issues with people disconnecting randomly while in game. I ran an analysis on my network while playing the game using Wireshark, and on all 3 games I played and disconnected on the 2nd to last UDP packet had a little message in the data that said "Remote Disconnect: Malformed Packet". What the heck does that mean? I know practically nothing about networking.
 
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This is hard to answer without more information, but if the structures are based on multiple atomic UDP packets, and some packets have screwed up the data, then you could get a bad overall structure.

In the TCP/IP suite of protocols, you have the situation where the protocol simply implements UDP with an extra addition in that it makes sure that every packet has been sent until it sends the next one.

In game engines though, this kind of thing is not used and the reason why is because if the game state changes enough, then if packets are dropped, you don't want to resend those packets since they are representing the old state and will simply cause chaos if a huge backlog of data is being sent until the client 'catches up'.

The UDP packets for a connection have what is called a frame size. The frame size is the size of an atomic packet that is guaranteed to be sent if it gets to the other side at all. Frame-sizes depend on the connection and the nature of the network: 56k dialup frame-sizes are really small but frame-sizes for a 100 Gigabit cable network are very large.

My guess (and it is a guess) is that the engine is using UDP (most online game engines do for the reasons stated above) and the engine is using multiple packets for some larger structural information, and if people are disconnected in ad-hoc manner (like say pulling the cable out, or turning off the computer, or something similar) then you are going to get a situation where the server has to handle this (multiplayer game engines are designed for these situations in hindsight).
 
Thanks Chiro.
 
Do you have any ping data?

Most I see use UDP and fall back to TCP if there is an issue with packet loss.

We deal with this at Aces High and we have tools in game to give you the opportunity to troubleshoot your connection yourself.

I'm guessing you're working on keeping down the "cable pulling" and the program uses a "smoothing algorithm"?
 
I'm just a beta tester lol. My knowledge of programming and networking and such is very very basic.
 
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