Malformed Packet Error - Beta Testing Game Analysis

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Discussion Overview

The discussion revolves around a beta testing experience of a game where participants are analyzing issues related to random disconnections during gameplay, specifically focusing on a "Malformed Packet" error observed in UDP packets. The scope includes technical explanations of networking protocols and their implications in gaming contexts.

Discussion Character

  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant reports observing a "Remote Disconnect: Malformed Packet" message in UDP data while testing a game, indicating potential network issues.
  • Another participant suggests that if the game uses multiple atomic UDP packets, malformed data could disrupt the overall structure, leading to disconnections.
  • A participant explains the difference between UDP and TCP, noting that UDP does not guarantee packet delivery, which is often preferred in gaming to avoid chaos from resending outdated packets.
  • It is mentioned that frame sizes of UDP packets vary based on the connection type, which could affect the game's performance depending on the network used.
  • One participant inquires about ping data and mentions that some games use UDP but may fall back to TCP in case of packet loss, suggesting a troubleshooting approach.
  • A participant expresses limited knowledge of programming and networking, indicating a basic understanding of the issues discussed.

Areas of Agreement / Disagreement

Participants present various viewpoints on the causes of the "Malformed Packet" error and the implications of using UDP versus TCP, indicating that multiple competing views remain without a consensus on the exact nature of the problem.

Contextual Notes

There is a lack of specific data such as ping statistics or detailed network conditions that could clarify the situation further. The discussion also highlights assumptions about the game's networking architecture and the handling of packet loss.

Who May Find This Useful

This discussion may be useful for game developers, network engineers, and beta testers interested in understanding the implications of packet handling in online gaming environments.

Drakkith
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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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