Is it possible to remove the client side server timeout kick?
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When developing various plugins for the server-side of things, I will often employ debugging with breakpoints to check if stuff is working, but the client seems to disconnect itself if it doesn’t get any input from the server after some seconds.
I am wondering if anyone knows how I can disable this ‘self-kick’ the client does if it doesn’t detect the server is still active?
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If you can figure this out please post it here - I am doing some experiments getting Freelancer to run on an Android ARM tablet via QEMU, and one approach I tested runs into what I suspect is a similar timeout issue.
The really peculiar part is my “timeout” happens before it reaches the Main Menu - before selecting either single or multiplayer. I suspect this reveals something about the architecture of the game as a whole in that it may treat single player as a sort of in-process “server”.
To be more precise, I get the same error you normally get when the FL Account ID in the registry is missing or corrupt when you try to connect to a multiplayer server - except I get it before the main menu loads. It takes ~30 minutes to get to the error from the full-screen “Freelancer” splash image. The amount of time it takes is why I suspect its some kind of internal timeout. Clicking OK just exits the game…
Yes, I know 30 minutes to start FL is unacceptable but this is a research project.
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The really peculiar part is my “timeout” happens before it reaches the Main Menu - before selecting either single or multiplayer.
Looks like SP has a one-minute timeout for the server to perform an update (MP is five seconds). The one you’re seeing is to load the save games. Here’s a patch to remove those timeouts, letting it take as long as it needs.
freelancer.exe 1A8A41 05->00 = remove a timeout ~adoxa
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I am assuming that this was a single player only patch. I took a bit of a dig around DirectPlay, but couldn’t find anything at a glance.