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Australia and South Africa Server Support

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  • If you've been reading Reddit for the last month Australian servers are experiencing huge problems and it's been going on for a month. 1 in 3 games are a slideshow. The in game ping tracker gives me an ok ping so it's probably server side and it affects everyone.

    Please address this Valve.

    Comment


    • My battle pass is gone. What the hell?!

      Just another day.

      Comment


      • I'm thrown into Low Priority for abandoning two games because of PC crashes. Can a nice tech guy help me out? This https://www.reddit.com/r/DotA2/comme..._to_crash_and/ helped me fixed the problem seemingly.

        Comment


        • Australian server at 10:40am Saturday. Active game, got booted, reconnecting doesn't work.

          Output when I try to reconnect from console:


          [Networking] Steam datagram ticket found to connect to '=[A:1:3677653000:13702]'
          [HostStateManager] CHostStateMgr::QueueNewRequest( Remote Connect (=[A:1:3677653000:13702]), 20 )
          [EngineServiceManager] SwitchToLoop remoteconnect requested: id [20] addons []
          [Client] CL: IGameSystem::LoopDeactivateAllSystems {
          WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 1732.159
          [Client] CL: } IGameSystem::LoopDeactivateAllSystems done
          [Client] CL: Disconnecting from server: NETWORK_DISCONNECT_LOOPDEACTIVATE
          [SteamNetSockets] [#3335936873 pipe] closed by peer
          [stringtables] CL: CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
          [Server] SV: IGameSystem::LoopDeactivateAllSystems {
          [Host] HO: IGameSystem::LoopDeactivateAllSystems {
          [Host] HO: } IGameSystem::LoopDeactivateAllSystems done
          [Server] SV: } IGameSystem::LoopDeactivateAllSystems done
          [Server] SV: Server shutting down: NETWORK_DISCONNECT_LOOPDEACTIVATE (55)
          [Server] CNetworkGameServerBase::SetServerState (ss_active -> ss_dead)
          [Server] SV: Disconnect client 'Lash' from server(1): NETWORK_DISCONNECT_SHUTDOWN
          [SignonState] Client 1 'Lash' signon state SIGNONSTATE_FULL -> SIGNONSTATE_NONE
          [stringtables] SV: CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
          WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 1732.262
          [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( remoteconnect : success )
          CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 1732.307
          CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 1732.307
          [NetSteamConn] Opened Steam Net Connection on socket 'client' to =[A:1:3677653000:13702], connection #2098595381 SDR server steamid:90130845866952712(vport 0)
          [SteamNetSockets] Requesting session from syd#149 (103.10.125.162:27055). Ping = 10+0=10 (front+back=total).
          [SteamNetSockets] [#2098595381 SDR server steamid:90130845866952712(vport 0)] Selecting syd#149 (103.10.125.162:27055) as primary. (Ping = 10+0=10 (front+back=total).)
          [SteamNetSockets] Requesting session from maa#40 (155.133.232.98:27054). Ping = 146+151=297 (front+back=total).
          [SteamNetSockets] [#2098595381 SDR server steamid:90130845866952712(vport 0)] Selecting maa#40 (155.133.232.98:27054) as backup #1 (Ping = 146+151=297 (front+back=total). +50 route penalty.)
          [SteamNetSockets] [#2098595381 SDR server steamid:90130845866952712(vport 0)] problem detected locally (5003): Timeout. Unknown cause. (0 relays bad, 0 OK, 1 no disposition)
          [Client] Failed to connect to =[A:1:3677653000:13702]. Reason code 5003. Timeout. Unknown cause. (0 relays bad, 0 OK, 1 no disposition)
          [Client] CL: Server disconnected: 72: NETWORK_DISCONNECT_CONNECT_REQUEST_TIMEDOUT
          [NetSteamConn] Closing Steam Net Connection on socket 'client' to =[A:1:3677653000:13702], handle #2098595381 (1000 CloseSocket)
          [Networking] Summary of connection [#2098595381 SDR server steamid:90130845866952712(vport 0)]:
          [Networking] End-to-end connection: closed due to problem detected locally, reason code 5003. (Timeout. Unknown cause. (0 relays bad, 0 OK, 1 no disposition))
          [Networking] Remote host is in data center 'syd'
          [Networking] Current rates:
          [Networking] Sent: 0.0 pkts/sec 0.0 K/sec
          [Networking] Recv: 0.0 pkts/sec 0.0 K/sec
          [Networking] Ping:10ms Max latency variance: ???ms
          [Networking] Est avail bandwidth: 128.0KB/s
          [Networking] Bytes buffered: 0
          [Networking] Lifetime stats:
          [Networking] Totals
          [Networking] Sent: 20 pkts 6,480 bytes
          [Networking] Recv: 0 pkts 0 bytes
          [Networking] No ping distribution available. (1 samples)
          [Networking] No connection quality distribution available. (0 measurement intervals)
          [Networking] Latency variance histogram not available
          [Networking] No rate stats received from remote host
          [Networking] No lifetime stats received from remote host
          [Networking] Primary router: syd#149 (103.10.125.162:27055) Ping = 10+0=10 (front+back=total)
          [Networking] Current rates:
          [Networking] Sent: 2.9 pkts/sec 1.0 K/sec
          [Networking] Recv: 0.8 pkts/sec 0.0 K/sec
          [Networking] Ping:10ms Max latency variance: ???ms
          [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
          [Networking] Bytes buffered: 0
          [Networking] Lifetime stats:
          [Networking] Totals
          [Networking] Sent: 56,652 pkts 5,964,217 bytes
          [Networking] Recv: 33,895 pkts 17,526,897 bytes
          [Networking] Recv w seq: 33,849 pkts
          [Networking] Dropped : 1 pkts 0.00%
          [Networking] OutOfOrder: 0 pkts 0.00%
          [Networking] Duplicate : 0 pkts 0.00%
          [Networking] SeqLurch : 0 pkts 0.00%
          [Networking] Ping histogram: (303 total samples)
          [Networking] 0-25 25-50 50-75 75-100 100-125 125-150 150-200 200-300 300+
          [Networking] 252 41 8 1 1 0 0 0 0
          [Networking] 83.2% 13.5% 2.6% 0.3% 0.3% 0.0% 0.0% 0.0% 0.0%
          [Networking] Ping distribution:
          [Networking] 5th 50th 75th 95th 98th
          [Networking] 7ms 11ms 18ms 44ms 53ms
          [Networking] Connection quality histogram: (220 measurement intervals)
          [Networking] perfect 99+ 97-99 95-97 90-95 75-90 50-75 <50 dead
          [Networking] 219 1 0 0 0 0 0 0 0
          [Networking] 99.5% 0.5% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0%
          [Networking] Connection quality distribution:
          [Networking] 50th 25th 5th 2nd
          [Networking] 100% 100% 100% 100%
          [Networking] Latency variance histogram: (33610 total measurements)
          [Networking] <1 1-2 2-5 5-10 10-20 >20
          [Networking] 17452 3738 3538 3504 3570 1808
          [Networking] 51.9% 11.1% 10.5% 10.4% 10.6% 5.4%
          [Networking] Rate stats received from remote host 343.8s ago:
          [Networking] Sent: 31.7 pkts/sec 21.7 K/sec
          [Networking] Recv: 71.0 pkts/sec 6.9 K/sec
          [Networking] Ping:11ms Max latency variance: 11.1ms
          [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
          [Networking] Bytes buffered: 0
          [Networking] Lifetime stats received from remote host 363.9s ago:
          [Networking] Totals
          [Networking] Sent: 33,224 pkts 17,146,880 bytes
          [Networking] Recv: 54,035 pkts 5,484,544 bytes
          [Networking] Recv w seq: 54,032 pkts
          [Networking] Dropped : 0 pkts 0.00%
          [Networking] OutOfOrder: 0 pkts 0.00%
          [Networking] Duplicate : 0 pkts 0.00%
          [Networking] SeqLurch : 0 pkts 0.00%
          [Networking] Ping histogram: (216 total samples)
          [Networking] 0-25 25-50 50-75 75-100 100-125 125-150 150-200 200-300 300+
          [Networking] 184 27 5 0 0 0 0 0 0
          [Networking] 85.2% 12.5% 2.3% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0%
          [Networking] Ping distribution:
          [Networking] 5th 50th 75th 95th 98th
          [Networking] 7ms 10ms 16ms 42ms 52ms
          [Networking] Connection quality histogram: (215 measurement intervals)
          [Networking] perfect 99+ 97-99 95-97 90-95 75-90 50-75 <50 dead
          [Networking] 215 0 0 0 0 0 0 0 0
          [Networking] 100.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0%
          [Networking] Connection quality distribution:
          [Networking] 50th 25th 5th 2nd
          [Networking] 100% 100% 100% 100%
          [Networking] Latency variance histogram: (54029 total measurements)
          [Networking] <1 1-2 2-5 5-10 10-20 >20
          [Networking] 21585 7617 19229 5511 87 0
          [Networking] 40.0% 14.1% 35.6% 10.2% 0.2% 0.0%
          [Networking] Backup router: maa#40 (155.133.232.98:27054) Ping = 146+151=297 (front+back=total)
          [Networking]
          [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 21 )
          [HostStateManager] Discarding pending request 'Remote Connect (=[A:1:3677653000:13702]), 20'
          [EngineServiceManager] SwitchToLoop levelload requested: id [21] addons []
          ChangeGameUIState: DOTA_GAME_UI_STATE_DASHBOARD -> DOTA_GAME_UI_STATE_LOADING_SCREEN
          [Client] LoadingDisplay changed from NONE to LOADING (map="")
          [HostStateManager] Idle (levelload)
          [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
          [EngineServiceManager] SwitchToLoop game requested: id [21] addons []
          [Server] CNetworkGameServerBase::SetServerState (ss_dead -> ss_waitingforgamesessionmanifest)
          [Server] SV: maxplayers set to 1
          Initializing script VM...
          ...done
          [Server] SV: Spawn Server: <empty>
          [Server] CNetworkGameServerBase::SetServerState (ss_waitingforgamesessionmanifest -> ss_loading)
          [Server] CNetworkGameServerBase::SetServerState (ss_loading -> ss_active)
          [Client] CL: CWaitForGameServerStartupPrerequisite done waiting for server
          [Client] CL: CCreateGameClientJob creating client connection to 'loopback'
          [SteamNetSockets] [#1076587094 pipe] connected
          [SteamNetSockets] [#3916731160 pipe] connected
          [Networking] Connected loopback [email protected]:1 <-> [email protected]:0
          [Client] CL: Connected to 'loopback:1'
          [Server] SV: Sending server info to client 'Lash' at loopback:0
          [Server] SV: WriteInitialSpawnGroups sending 1 groups
          [Client] Game: "Dota 2"
          [Client] Map: "<empty>"
          [Client] Players: 1 (0 bots) / 1 humans
          [Client] Build: 8432 (revision 5529492)
          [Client] Server Number: 11
          [SignonState] CL: CNetworkGameClient::ProcessServerInfo
          ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000711 seconds
          Haptics Manager: LoadKV3FromFile failed: Missing file 'scripts/haptic_curves.txt'
          Haptics Manager: LoadAudio2HapticData - LoadKV3FromFile failed: Missing file 'scripts/haptics/audio2haptics_manifest.txt'
          [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 {
          [Host] HO: } IGameSystem::LoopActivateAllSystems done
          [Server] SV: } IGameSystem::LoopActivateAllSystems done
          [Server] SV: Game started
          [Client] CL: IGameSystem::LoopActivateAllSystems {
          ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000595 seconds
          [Client] CL: } IGameSystem::LoopActivateAllSystems done
          [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
          [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2925 (was 3805)
          [Server] SV: Sending full update to client Lash (reason: initial update)
          [Client] CL: Receiving uncompressed update from server
          [Networking] client loopback:1[0]: NetChan Setting Timeout to 30.00 seconds
          [Client] CL: Signon traffic "client": incoming 42.563 KB [7 pkts], outgoing 999 bytes [8 pkts]
          [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2242 (was 3402)
          [Networking] Lash loopback:0[1]: NetChan Setting Timeout to 20.00 seconds

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