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Australia and South Africa Server Support

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  • lashilashi
    replied
    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

    Leave a comment:


  • holynoobz
    replied
    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.

    Leave a comment:


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

    Leave a comment:


  • jabso
    replied
    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.

    Leave a comment:


  • vitale
    replied
    @milton

    Australian Servers experiencing random spikes to 300 ping and the Matchmaking que times are broken i believe there is some kind of bug ques taking on average 40-70 mins for me and sometimes 1 person does not ready up then have to wait in que for another 40 + mins the Sydney Chat full of people saying que times are broken and they are also into crazy long ques i am Legend 5 so nothing too high in mmr beofre the Matchmaking rework que times 1-8 mins max

    Please fix this

    Leave a comment:


  • holynoobz
    replied
    Australia Server

    Server seems to be out of whack for me. All pings are constant high. I saw some post mentioning that in-game ping is fine but I don't dare to try. Could it be something wrong with the client ping checker?

    Leave a comment:


  • theDJ_rs
    replied
    To whom it may concern,

    South African servers are down. Any estimated time until they are back up?
    We can ping the region in game, searching for a match resets a few times as if we found a match, player menu shows player parties as "In Match" but players are still "Finding Match" when you hover over them individually.

    Any information you need to help fix the situation can be arranged.

    Leave a comment:


  • Warlord0171
    replied
    I cant seem too start a game online,bots everytime the i start one i get kicked out of game ?

    Leave a comment:


  • Belzian
    replied
    Hello Australian Servers have 300ms+ ping from anywhere inside of Australia and New Zealand.
    https://www.reddit.com/r/DotA2/comme..._has_300_ping/

    Leave a comment:


  • die_jirre
    replied
    Just registered to post this.

    The SA servers seem to be completely down/unreachable. I can't select SA as a region to queue on. Please see the attached screenshot:
    Capture.PNG

    Leave a comment:


  • theDJ_rs
    replied
    To whom it may concern,

    There's an issue with queuing for South African servers again. As before, when we find match, all players in the game have searched for a South African server and are from South Africa, but are connected to a European server (possibly somewhere closer, since ping is 180 and not 220 for me atleast). Have been experiencing this since the latest IO patch.

    Let me know if you need any other information.

    Leave a comment:


  • azezezaaa
    replied
    When I try to ping cpt-1.valve.net, it gives me:
    Ping request could not find host cpt-1.valve.net. Please check the name and try again.

    I fail to connect in games on south african servers.

    Leave a comment:


  • Rickster XI
    replied
    Guys, something is wrong with the SA servers, in the region selector SA shows up as Ping: Failed, unable to confirm network connection.

    Not sure why SA servers give so much shit.

    Leave a comment:


  • theDJ_rs
    replied
    To whom it may concern,

    There's an issue with queuing for South African servers. When we find match, all players in the game have searched for a South African server and are from South Africa, but are connected to a European server. Happened twice in a row. Must have been since the latest patch. "A bug where some regions would not show up on the Server List UI after yesterday's update has been fixed."

    Let me know if you need any other information.

    Leave a comment:


  • theDJ_rs
    replied
    To whom it may concern,

    I posted here in November last year about faulty/laggy/stuttering/slideshow servers in South Africa. Unfortunately it's back.
    While I don't know if it's more than one server, I can give the IP of the one that I know is currently faulty - 196.38.180.22
    All players and spectators were experiencing the lag/stuttering/slideshow. Can confirm two games (one scrim, one public MM) that were unplayable yesterday and today.

    It seems to be hosted by the same company as one of the previous servers that were giving issues.

    Let me know if you need any other information.

    Leave a comment:

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