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Relog timer after a crash

Xavure

Well-Known Member
I've had several complains about that, the relog timer after a crash is way too long. This should not be more than 30 sec imo.
 
I've had several complains about that, the relog timer after a crash is way too long. This should not be more than 30 sec imo.
It's best not to view this as a "relog timer". Instead, it should be viewed as something that gets refreshed periodically to ensure that you are the proper owner of your character when logged in. When someone crashes, their session key does not get gracefully removed from the database, which is why you have to wait for it to time out.

We have toyed with reducing this timeout previously, but it can greatly increase the risk of zoning problems for some players. What happens when you zone is that you disconnect from one server, unload the previous scene, load the new scene, and connect to the new server. If the unloading & loading process takes too much time (let's say the game is on a non-ssd hard drive) your session key will expire, the server will reject your connection, and you'll be thrown back to login.
 
It's best not to view this as a "relog timer". Instead, it should be viewed as something that gets refreshed periodically to ensure that you are the proper owner of your character when logged in. When someone crashes, their session key does not get gracefully removed from the database, which is why you have to wait for it to time out.

We have toyed with reducing this timeout previously, but it can greatly increase the risk of zoning problems for some players. What happens when you zone is that you disconnect from one server, unload the previous scene, load the new scene, and connect to the new server. If the unloading & loading process takes too much time (let's say the game is on a non-ssd hard drive) your session key will expire, the server will reject your connection, and you'll be thrown back to login.
I understand all of that, but it needs to be reduced since it already take me lets say 30-45 sec to restart my PC and relog, players don't want to wait another minute or so. Could you separate those two functions?
 
Could you separate those two functions?
We cannot. If we allowed for multiple session keys then the whole point of having a unique "key" that validates you are who you say you are goes out the window. Again, we can try reducing it a bit, but I also don't want to make it so people have trouble zoning.
 
We cannot. If we allowed for multiple session keys then the whole point of having a unique "key" that validates you are who you say you are goes out the window. Again, we can try reducing it a bit, but I also don't want to make it so people have trouble zoning.
Ok but how other games achieve that? I can crash in wow for example and be back in a second.
 
Ok but how other games achieve that? I can crash in wow for example and be back in a second.
We are not WoW nor other games. This is how our security is setup. Also I don't know the answer to this question because I don't work for them :)
 
I've just tested an indy game made in Unity called Gloria Victis and the have an automatic relogging if the timer is not out. It is very transparent for the user, maybe you could something like that?
Anyway, I'm out for work and I'm just trying to help.
 
I've just tested an indy game made in Unity called Gloria Victis and the have an automatic relogging if the timer is not out. It is very transparent for the user, maybe you could something like that?
Anyway, I'm out for work and I'm just trying to help.
While I do appreciate the suggestions, our system is fully custom - there aren't any quick turnkey fixes for this. If we get too sloppy with this stuff it can lead to multiple of the same character being logged in at the same time which in turn would lead to some nasty issues with the database. To maintain the integrity of the db and prevent man-in-the-middle attacks (where someone might hijack your character) this is the system we designed. We knew that this relogging delay might occur from time to time but we deemed the inconvenience of a short wait far more desirable than the inconvenience of corrupted characters.

Again - I have reduced the timeout so that the wait is less. And at the end of the day the root issue here is that your game is crashing - not necessarily the timeout.
 
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