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Thread: literally unplayable since july 6 update

  1. #1

    literally unplayable since july 6 update

    I have been experiencing serioun conection issues since mentioned update

    when expectating public matches, the game gets stuck in loadscreen for several minutes until it gives conectio error after 10+minutes of forced disconnection

    console shows this (goes up to dozens on lines with the same text and increasing numbers):
    Code:
    [Networking]       client  185.25.180.143:28034[0]:  incoming timing out, last received 8483.869141 [12.45 seconds ago]
    [Networking]       client  185.25.180.143:28034[0]:  incoming timing out, last received 8483.869141 [22.45 seconds ago]
    [Networking]       client  185.25.180.143:28034[0]:  incoming timing out, last received 8483.869141 [32.47 seconds ago]
    [Networking]       client  185.25.180.143:28034[0]:  incoming timing out, last received 8483.869141 [42.48 seconds ago]
    in rare cases where I am able to espectate the game (usually 1/5 attempts)
    I experience a terrible packet lose, which makes the expectating experience imposible
    console shows this:
    Code:
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #148 restarting, just received packet 3, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #149 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #238 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #325 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    96/  281 dropped (34.2%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #415 restarting, just received packet 1, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #416 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #502 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #590 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    80/  274 dropped (29.2%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #685 restarting, just received packet 0
    [InstantReplay] Inserted tick 16616 with full packet
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #775 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    56/  186 dropped (30.1%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #858 restarting, just received packet 1, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #859 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #958 restarting, just received packet 4, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #959 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    61/  187 dropped (32.6%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1050 restarting, just received packet 4, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1051 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    32/  187 dropped (17.1%)
    [InstantReplay] Inserted tick 17516 with full packet
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1225 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1312 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    41/  177 dropped (23.2%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1394 restarting, just received packet 2, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1395 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1487 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    54/  181 dropped (29.8%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1576 restarting, just received packet 1, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1577 restarting, just received packet 0
    [InstantReplay] Inserted tick 18448 with full packet
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1661 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    49/  177 dropped (27.7%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1747 restarting, just received packet 2, split packet payload will probably be dropped
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1748 restarting, just received packet 0
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #1834 restarting, just received packet 0
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    81/  286 dropped (28.3%)
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    27/  121 dropped (22.3%)
    ...
    when playing a normal online match the network information shows a constant 169ms ping but the game lags terribly every 2-5 seconds
    then at some point (mostly after 7-10 minute mark) I got disconnected from the match, reconnected only to be disconnected again after 1-3 minutes
    the game would not allow me to reconnect after 4-6 disconections giving me a "server timed out" error
    where the only way to reconnect to the match is restarting the whole dota client, I got an abandon in that match because the game lasted long enough for me to sum up the 5 minutes of disconnection to get an abandon

    I tried 1-2 daily matches only to see the problem persists
    most games end really fast as I am unable to play at all due to this unreasonable packet loss
    in others I simply get disconnected again and again until the game ends (the packet loss is present in all matches as well as espectating games)

    the problem is also happening in lobbies
    just tried one now to get the console log:
    Code:
    [Networking]       client  208.78.165.140:28028[0]:  high packet loss detected flow incoming:    0ms latency,    31/  150 dropped (20.7%)
    [SplitPacket]       client  208.78.165.140:28028[0]:  split packet seq #7723 restarting, just received packet 0
    [InstantReplay] Inserted tick 32100 with full packet
    ] disconnect 
    [Client] CL:  disconnect 
    [Client] CL:  Server disconnected: 2: #GameUI_Disconnect_User
    [Client] CL:  Disconnecting from server: #GameUI_Disconnect_User
    [NetSteamConn] Closing Steam Net Connection on socket 'client' to 208.78.165.140:28028, handle 10000 (1002 #GameUI_Disconnect_User)
    [SteamNetSockets] steamnetworkingsockets_sdr_client.cpp (5114) : Assertion Failed: false
    [Networking] Summary of connection to [A:1:11051009:8823]:
    [Networking]     End-to-end connection: connected (???)
    [Networking]         Current rates:
    [Networking]             Sent:  25.0 pkts/sec   3.0 K/sec
    [Networking]             Recv:  60.5 pkts/sec  56.2 K/sec
    [Networking]             Ping:187ms    Max latency variance: ???ms
    [Networking]             Quality: 73.4%  (Dropped:26.6%  WeirdSeq:0.00%)
    [Networking]             Bytes buffered: 0
    [Networking]         Lifetime stats:
    [Networking]             Totals
    [Networking]                 Sent:     13,570 pkts       1,396,370 bytes
    [Networking]                 Recv:     17,652 pkts      17,226,768 bytes
    [Networking]                 Recv w seq:     17,648 pkts
    [Networking]                 Dropped   :      8,853 pkts  33.41%
    [Networking]                 OutOfOrder:          0 pkts   0.00%
    [Networking]                 Duplicate :          0 pkts   0.00%
    [Networking]                 SeqLurch  :          0 pkts   0.00%
    [Networking]             No ping distribution available.  (4 samples)
    [Networking]             Connection quality histogram: (94 measurement intervals)
    [Networking]                  100  :   26   28%   (All packets received in order)
    [Networking]                  99+  :    0    0%
    [Networking]                 97-99 :    0    0%
    [Networking]                 95-97 :    0    0%
    [Networking]                 90-95 :    0    0%
    [Networking]                 75-90 :    8    9%
    [Networking]                 50-75 :   48   51%
    [Networking]                  <50  :   12   13%
    [Networking]                 dead  :    0    0%   (Expected to receive something but didn't)
    [Networking]             Connection quality distribution:
    [Networking]                 50% of intervals >=  65%
    [Networking]                 75% of intervals >=  56%
    [Networking]                 95% of intervals >=  42%
    [Networking]                 98% of intervals >=  34%
    [Networking]             Latency variance histogram not available
    [Networking]         No rate stats received from remote host
    [Networking]         No lifetime stats received from remote host
    [Networking]     
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 3 )
    [EngineServiceManager] SwitchToLoop levelload requested:  id [3] addons []
    [Client] CL:  IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "cfg/chat.cfg" ) -> at 939.139
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 939.140
    [Host] HO:  IGameSystem::LoopDeactivateAllSystems
    [stringtables] CNetworkStringTableContainer::RemoveAllTables:  removing 20 tables
    Unloading custom UI:
    [Client] CL:  CGameRulesGameSystem::GameShutdown uninstalled game rules
    [Client] CL:  CGameRules::CGameRules destructed
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 939.651
    No cursor image files for 'resource\cursor\workshop\necronub\cursor_inivisible.bmp'
    ChangeGameUIState: DOTA_GAME_UI_DOTA_INGAME -> DOTA_GAME_UI_STATE_LOADING_SCREEN
    [Client] LoadingDisplay changed from NONE to LOADING (map="")
    [HostStateManager] Idle (levelload)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 19928 (19930 input number was)
    CAsyncWriteInProgress::OnComplete( "cfg/chat.cfg" ) -> Success at 939.710
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 939.710
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 939.711
    [Client] CL:  CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested:  id [3] addons []
    [Server] CNetworkGameServerBase::SetServerState (ss_dead -> ss_waitingforgamesessionmanifest)
    [Server] SV:  maxplayers set to 1
    Initializing script VM...
    ...done
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 17882 (20244 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 16456 (18119 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 15055 (16748 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 9954 (15383 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 5594 (10058 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 2966 (5701 input number was)
    [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'
    [Client] CL:  Connected to 'loopback'
    [Server] SV:  Sending server info to client 'Gaiseric' at loopback
    [Server] SV:  WriteInitialSpawnGroups sending 1 groups
    [Client] Game: "Dota 2"
    [Client] Map: "<empty>"
    [Client] Players: 1 (0 bots) / 1 humans
    [Client] Build: 7560 (revision 4049556)
    [Client] Server Number: 2
    [SignonState] CL:  CNetworkGameClient::ProcessServerInfo
    Initializing script VM...
    ...done
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000569 seconds
    [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
    [Server] SV:  Game started
    [Client] CL:  IGameSystem::LoopActivateAllSystems
    ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000480 seconds
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Server] SV:  Sending full update to client Gaiseric (reason:  initial update)
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Signon traffic "client":  incoming 35.795 KB [8 pkts], outgoing 1.196 KB [7 pkts]
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 130 (168 input number was)
    [SplitScreen] Writing configuration for slot 0
    WriteSteamRemoteStorageFileAsync( "scripts/lobby_settings.txt" ) -> at 1009.465
    CAsyncWriteInProgress::OnComplete( "scripts/lobby_settings.txt" ) -> Success at 1010.614
    [SteamNetSockets] Received Steam datagram ticket for server [A:1:336600065:8823].  match_id=3308295118 mm=0 flg=0
    [Console] Saving lobby data to disk.
    WriteSteamRemoteStorageFileAsync( "scripts/dota_local_disk_lobby_data.txt" ) -> at 1016.622
    Telling Steam not to update the app for the next 900 seconds
    LOBBY STATE RUN: lobby 25162724942692940: Player AccountID 153934734 connecting to MatchID 3308295118 at ServerID [A:1:336600065:8823] =[A:1:336600065:8823]
    [Networking] Steam datagram ticket found to connect to '=[A:1:336600065:8823]'
    [HostStateManager] CHostStateMgr::QueueNewRequest( Remote Connect (=[A:1:336600065:8823]), 4 )
    [EngineServiceManager] SwitchToLoop remoteconnect requested:  id [4] addons []
    [Client] CL:  IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 1016.849
    [Client] CL:  Disconnecting from server: #GameUI_Disconnect_LoopDeactivate
    [stringtables] CNetworkStringTableContainer::RemoveAllTables:  removing 20 tables
    [Server] SV:  IGameSystem::LoopDeactivateAllSystems
    [Host] HO:  IGameSystem::LoopDeactivateAllSystems
    [Server] SV:  Server shutting down: 55
    [Server] CNetworkGameServerBase::SetServerState (ss_active -> ss_dead)
    [Server] SV:  Disconnect client 'Gaiseric' from server(1): NETWORK_DISCONNECT_SHUTDOWN
    [stringtables] CNetworkStringTableContainer::RemoveAllTables:  removing 20 tables
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 1016.866
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( remoteconnect : success )
    CAsyncWriteInProgress::OnComplete( "scripts/dota_local_disk_lobby_data.txt" ) -> Success at 1016.876
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 1016.879
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 1016.879
    [SteamNetSockets] Attempting connection to service in data center 'lim'
    [NetSteamConn] Opened Steam Net Connection on socket 'client' to =[A:1:336600065:8823], handle 20000
    [SteamNetSockets] Requesting session from atl#12 (162.254.199.170:27026).  Ping = 146+139=285 (front+back=total).
    [SteamNetSockets] Selected atl#12 (162.254.199.170:27026) as primary, session 000000c9.  [Ping = 146+139=285 (front+back=total).]
    [SteamNetSockets] Requesting session from lim#33 (190.217.33.34:27047).  Ping = 214+0=214 (front+back=total).
    [SteamNetSockets] Switched to lim#33 (190.217.33.34:27047) as primary, session 000000f0.  Ping = 214+0=214 (front+back=total).  [Previous primary atl#12 (162.254.199.170:27026): Ping = 146+139=285 (front+back=total).]
    [SteamNetSockets] Selecting atl#12 (162.254.199.170:27026) as backup #1, session 000000c9.  Ping = 146+139=285 (front+back=total).
    [Client] Sending connect to =[A:1:336600065:8823]
    [Client] Received S2C_CHALLENGE [1346740936 auth 3] from =[A:1:336600065:8823]
    [Client] Sending C2S_CONNECT [44 protocol 1346740936 auth 3] to =[A:1:336600065:8823]
    [Client] Received S2C_CONNECTION from =[A:1:336600065:8823] [addons:'']
    [Client] Received S2C_CONNECTION from =[A:1:336600065:8823] [addons:'']
    [Client] CL:  Connected to '=[A:1:336600065:8823]'
    [SignonState] CL:  Suppress INetchannel::Transmit() in loopmode( remoteconnect )
    [Client] CL:  CLoopModeRemoteConnect::OnClientFrameSimulate switching to "levelload" loopmode with addons:  
    [EngineServiceManager] SwitchToLoop levelload requested:  id [4] addons []
    No cursor image files for 'resource\cursor\workshop\necronub\cursor_inivisible.bmp'
    ChangeGameUIState: DOTA_GAME_UI_STATE_DASHBOARD -> DOTA_GAME_UI_STATE_LOADING_SCREEN
    [Client] LoadingDisplay changed from NONE to PRE_LOADING (map="")
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( levelload : success )
    [SignonState] CL:  Permit INetchannel::Transmit()
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 540 (853 input number was)
    [Client] CL:  CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested:  id [4] addons []
    [Client] CL:  CNetworkGameClient already exists for connection to '=[A:1:336600065:8823]'
    [Client] CL:  connection to '=[A:1:336600065:8823]' already started
    [Client] Game: "Dota 2"
    [Client] Map: "start"
    [Client] Players: 1 (1 bots) / 64 humans
    [Client] Build: 7560 (revision 4049556)
    [Client] Server Number: 2
    [SignonState] CL:  CNetworkGameClient::ProcessServerInfo
    Initializing script VM...
    ...done
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_INIT'
    [Client] LoadingDisplay changed from PRE_LOADING to NONE (map="start")
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_INIT
    [Client] CDOTA_Hud_Main::DeleteGameEndScreen deleted GameEndContainer
    [Client] CL:  CGameRulesGameSystem::GameInit installed game rules
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000473 seconds
    [Client] CL:  CGameClientConnectPrerequisite connection succeeded
    ChangeGameUIState: DOTA_GAME_UI_STATE_LOADING_SCREEN -> DOTA_GAME_UI_DOTA_INGAME
    [Client] CL:  IGameSystem::LoopActivateAllSystems
    [Host] HO:  IGameSystem::LoopActivateAllSystems
    ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000658 seconds
    No cursor image files for 'resource\cursor\workshop\necronub\cursor_inivisible.bmp'
    [HostStateManager] Remote Connect (=[A:1:336600065:8823])
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 1647 (3562 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 832 (2009 input number was)
    [Client] CL:  Receiving uncompressed update from server
    Height map file (maps/start.vhcg) not found, this will make ground height traces more expensive! Recompile the map to generate a height map.
    [Client] CL:  Signon traffic "client":  incoming 94.699 KB [7 pkts], outgoing 13.621 KB [279 pkts]
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #58 restarting, just received packet 0
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_HERO_SELECTION'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_HERO_SELECTION
    [Networking]       client =[A:1:336600065:8823][0]:  high packet loss detected flow incoming:    0ms latency,    69/  370 dropped (18.6%)
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (56) : Assertion Failed: SteamDatagramTransportLock held for 4247.1ms!
    [Client] CL:  Receiving uncompressed update from server
    [ResourceSystem] Error loading resource file "particles/rain_fx/econ_weather_aurora_j.vpcf_c" (Error: ERROR_FILEOPEN)
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_STRATEGY_TIME'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_STRATEGY_TIME
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (14kb): models/creeps/neutral_creeps/n_creep_black_dragon/n_creep_black_dragon.vphys
    [Client] CL:  Receiving uncompressed update from server
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 139 (162 input number was)
    [Client] CL:  Receiving uncompressed update from server
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 466 (693 input number was)
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_WAIT_FOR_MAP_TO_LOAD'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_WAIT_FOR_MAP_TO_LOAD
    Encountered entity that cannot be used in portrait maps - info_player_start_dota
    Encountered entity that cannot be used in portrait maps - info_player_start_dota
    [AnimResource] Model models/heroes/jakiro/jakiro.vmdl: group models/heroes/jakiro/jakiro_40196aa4.vseq: missing referenced sequence "turns_haste"
    [AnimResource] Model models/heroes/jakiro/jakiro.vmdl: group models/heroes/jakiro/jakiro_40196aa4.vseq: missing referenced sequence "turns_injured"
    [WorldRenderer] Long grass load frame: 10.004620 ms for 156 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.085132ms
    [WorldRenderer] Long grass load frame: 10.021102 ms for 334 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.074611ms
    CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (16kb): models/props_structures/secretshop_radiant002_flag.vphys
    CSwapChainBase::QueuePresentAndWait() looped for 23 iterations without a present event.
    [WorldRenderer] Long grass load frame: 10.000558 ms for 623 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.046870ms
    [WorldRenderer] Long grass load frame: 10.015985 ms for 619 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.065783ms
    [WorldRenderer] Long grass load frame: 10.010673 ms for 608 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.056154ms
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_PRE_GAME'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_PRE_GAME
    Slow image load - resource\flash3\images\hud_skins\esl_one_hud_fortress\actionpanel\portrait_wide.png (dimensions 526x511, took 23 msec)
    Slow image load - resource\flash3\images\hud_skins\esl_one_hud_fortress\actionpanel\center_right.png (dimensions 777x290, took 39 msec)
    Slow image load - resource\flash3\images\hud_skins\esl_one_hud_fortress\actionpanel\center_left_wide.png (dimensions 404x290, took 26 msec)
    [ResourceSystem] ERROR: RESOURCE_TYPE_TEXTURE resource 'panorama/images/teams/1838315_png.vtex' (5BFF277D47A85B32) requested is still pending and is not loaded.
    [ResourceSystem] Error loading resource file "particles/econ/events/ti7/ti7_teleport_teams/teleport_team_flair_team1838315_lvl2.vpcf_c" (Error: ERROR_FILEOPEN)
    UnserializeDMX: Unable to open file "0"
    UnserializeDMX: Unable to open file "0"
    ERROR: CParticleSnapshot::Unserialize - could not load file 0!
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (20kb): models/items/juggernaut/ward/fortunes_tout/fortunes_tout.vphys
    UnserializeDMX: Unable to open file "particles/models/items/chaos_knight/chaos_rift_shield/chaos_knight_ti7_reality_rift.psf"
    UnserializeDMX: Unable to open file "particles/models/items/chaos_knight/chaos_rift_shield/chaos_knight_ti7_reality_rift.psf"
    ERROR: CParticleSnapshot::Unserialize - could not load file particles/models/items/chaos_knight/chaos_rift_shield/chaos_knight_ti7_reality_rift.psf!
    [ResourceSystem] Error loading resource file "materials/models/heroes_staging/invoker_female/invoker_female_motion_psd_e83f3310.vtex_c" (Error: ERROR_FILEOPEN)
    [ResourceSystem] ERROR: RESOURCE_TYPE_TEXTURE resource 'panorama/images/teams/1838315_png.vtex' (5BFF277D47A85B32) requested is still pending and is not loaded.
    [ResourceSystem] ERROR: RESOURCE_TYPE_TEXTURE resource 'panorama/images/teams/1838315_png.vtex' (5BFF277D47A85B32) requested is still pending and is not loaded.
    [ResourceSystem] Error loading resource file "panorama/images/teams/2672298_png.vtex_c" (Error: ERROR_FILEOPEN)
    [ResourceSystem] Error loading resource file "panorama/images/teams/4593831_png.vtex_c" (Error: ERROR_FILEOPEN)
    light has _fifty_percent_distance of 60.000000 but no zero_percent_distance
    light has _fifty_percent_distance of 60.000000 but no zero_percent_distance
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #143 restarting, just received packet 0
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Receiving uncompressed update from server
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (391) : Assertion Failed: SDR service thread gave up on lock after waiting 249ms.  This directly adds to delay of processing of network packets!
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (391) : Assertion Failed: SDR service thread gave up on lock after waiting 500ms.  This directly adds to delay of processing of network packets!
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (391) : Assertion Failed: SDR service thread gave up on lock after waiting 751ms.  This directly adds to delay of processing of network packets!
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (391) : Assertion Failed: SDR service thread gave up on lock after waiting 1002ms.  This directly adds to delay of processing of network packets!
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (391) : Assertion Failed: SDR service thread gave up on lock after waiting 1253ms.  This directly adds to delay of processing of network packets!
    [SteamNetSockets] steamnetworkingsockets_lowlevel.cpp (56) : Assertion Failed: SteamDatagramTransportLock held for 5473.8ms!
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Receiving uncompressed update from server
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_GAME_IN_PROGRESS'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_GAME_IN_PROGRESS
    **** Unable to localize '#DOTA_RuneTooltip_Name' on panel 'RuneName'
    **** Unable to localize '#DOTA_RuneTooltip_Description' on panel 'RuneDescription'
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #194 restarting, just received packet 0
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Receiving uncompressed update from server
    [Networking] #GameUI_Disconnect_TimedOut[NetSteamConn] Closing Steam Net Connection on socket 'client' to =[A:1:336600065:8823], handle 20000 (0 (null))
    [Networking] Summary of connection to [A:1:336600065:8823]:
    [Networking]     End-to-end connection: closed by remote host, reason code 2029.  (#GameUI_Disconnect_TimedOut)
    [Networking]         Remote host is in data center 'lim'
    [Networking]         Current rates:
    [Networking]             Sent:  11.8 pkts/sec   1.3 K/sec
    [Networking]             Recv:  42.5 pkts/sec  32.4 K/sec
    [Networking]             Ping:211ms    Max latency variance: 18.8ms
    [Networking]             Quality:  100%  (Dropped:0.00%  WeirdSeq:0.00%)
    [Networking]             Bytes buffered: 0
    [Networking]         Lifetime stats:
    [Networking]             Totals
    [Networking]                 Sent:      3,568 pkts         383,264 bytes
    [Networking]                 Recv:      5,659 pkts       2,527,536 bytes
    [Networking]                 Recv w seq:      5,659 pkts
    [Networking]                 Dropped   :        163 pkts   2.80%
    [Networking]                 OutOfOrder:          0 pkts   0.00%
    [Networking]                 Duplicate :          0 pkts   0.00%
    [Networking]                 SeqLurch  :          0 pkts   0.00%
    [Networking]             Ping histogram: (815 total samples)
    [Networking]                   0-25  :    0    0%
    [Networking]                  25-50  :    0    0%
    [Networking]                  50-75  :    0    0%
    [Networking]                  75-100 :    0    0%
    [Networking]                 100-125 :    0    0%
    [Networking]                 125-150 :    0    0%
    [Networking]                 150-200 :    0    0%
    [Networking]                 200-300 :   94   12%
    [Networking]                   300+  :  721   88%
    [Networking]             Ping distribution:
    [Networking]                  5% of pings <=  213ms
    [Networking]                 50% of pings <= 1853ms
    [Networking]                 75% of pings <= 2817ms
    [Networking]                 95% of pings <= 3651ms
    [Networking]                 98% of pings <= 4072ms
    [Networking]             Connection quality histogram: (30 measurement intervals)
    [Networking]                  100  :   27   90%   (All packets received in order)
    [Networking]                  99+  :    0    0%
    [Networking]                 97-99 :    0    0%
    [Networking]                 95-97 :    0    0%
    [Networking]                 90-95 :    2    7%
    [Networking]                 75-90 :    0    0%
    [Networking]                 50-75 :    1    3%
    [Networking]                  <50  :    0    0%
    [Networking]                 dead  :    0    0%   (Expected to receive something but didn't)
    [Networking]             Connection quality distribution:
    [Networking]                 50% of intervals >= 100%
    [Networking]                 75% of intervals >= 100%
    [Networking]                 95% of intervals >=  92%
    [Networking]             Latency variance histogram: (5629 total measurements)
    [Networking]                  <1  :   2740   49%
    [Networking]                 1-2  :    477    8%
    [Networking]                 2-5  :    152    3%
    [Networking]                 5-10 :     46    1%
    [Networking]                10-20 :    277    5%
    [Networking]                 >20  :   1937   34%
    [Networking]         Rate stats received from remote host 15.1s ago:
    [Networking]             Sent:  32.3 pkts/sec  20.6 K/sec
    [Networking]             Recv:  11.3 pkts/sec   1.4 K/sec
    [Networking]             Ping:285ms    Max latency variance: ???ms
    [Networking]             Quality:  100%  (Dropped:0.00%  WeirdSeq:0.00%)
    [Networking]             Bytes buffered: 0
    [Networking]         Lifetime stats received from remote host 57.9s ago:
    [Networking]             Totals
    [Networking]                 Sent:      3,900 pkts       1,636,352 bytes
    [Networking]                 Recv:      2,217 pkts         219,136 bytes
    [Networking]                 Recv w seq:      2,217 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]             No ping distribution available.  (1 samples)
    [Networking]             Connection quality histogram: (20 measurement intervals)
    [Networking]                  100  :   19   95%   (All packets received in order)
    [Networking]                  99+  :    0    0%
    [Networking]                 97-99 :    0    0%
    [Networking]                 95-97 :    0    0%
    [Networking]                 90-95 :    0    0%
    [Networking]                 75-90 :    0    0%
    [Networking]                 50-75 :    0    0%
    [Networking]                  <50  :    0    0%
    [Networking]                 dead  :    1    5%   (Expected to receive something but didn't)
    [Networking]             Connection quality distribution:
    [Networking]                 50% of intervals >= 100%
    [Networking]                 75% of intervals >= 100%
    [Networking]                 95% of intervals >=  95%
    [Networking]             Latency variance histogram not available
    [Networking]     Primary router: lim#33 (190.217.33.34:27047)  Ping = 211+0=211 (front+back=total)
    [Networking]         Current rates:
    [Networking]             Sent:  11.6 pkts/sec   1.4 K/sec
    [Networking]             Recv:  44.0 pkts/sec  33.1 K/sec
    [Networking]             Ping:211ms    Max latency variance: 18.9ms
    [Networking]             Quality:  100%  (Dropped:0.00%  WeirdSeq:0.00%)
    [Networking]             Bytes buffered: 0
    [Networking]         Lifetime stats:
    [Networking]             Totals
    [Networking]                 Sent:      3,584 pkts         424,670 bytes
    [Networking]                 Recv:      6,501 pkts       2,627,519 bytes
    [Networking]                 Recv w seq:      5,670 pkts
    [Networking]                 Dropped   :        163 pkts   2.79%
    [Networking]                 OutOfOrder:          0 pkts   0.00%
    [Networking]                 Duplicate :          0 pkts   0.00%
    [Networking]                 SeqLurch  :          0 pkts   0.00%
    [Networking]             Ping histogram: (734 total samples)
    [Networking]                   0-25  :    0    0%
    [Networking]                  25-50  :    0    0%
    [Networking]                  50-75  :    0    0%
    [Networking]                  75-100 :    0    0%
    [Networking]                 100-125 :    0    0%
    [Networking]                 125-150 :    0    0%
    [Networking]                 150-200 :    0    0%
    [Networking]                 200-300 :   98   13%
    [Networking]                   300+  :  636   87%
    [Networking]             Ping distribution:
    [Networking]                  5% of pings <=  213ms
    [Networking]                 50% of pings <= 1798ms
    [Networking]                 75% of pings <= 2799ms
    [Networking]                 95% of pings <= 3663ms
    [Networking]                 98% of pings <= 4075ms
    [Networking]             Connection quality histogram: (30 measurement intervals)
    [Networking]                  100  :   27   90%   (All packets received in order)
    [Networking]                  99+  :    0    0%
    [Networking]                 97-99 :    0    0%
    [Networking]                 95-97 :    0    0%
    [Networking]                 90-95 :    2    7%
    [Networking]                 75-90 :    0    0%
    [Networking]                 50-75 :    1    3%
    [Networking]                  <50  :    0    0%
    [Networking]                 dead  :    0    0%   (Expected to receive something but didn't)
    [Networking]             Connection quality distribution:
    [Networking]                 50% of intervals >= 100%
    [Networking]                 75% of intervals >= 100%
    [Networking]                 95% of intervals >=  92%
    [Networking]             Latency variance histogram: (5629 total measurements)
    [Networking]                  <1  :   2743   49%
    [Networking]                 1-2  :    477    8%
    [Networking]                 2-5  :    150    3%
    [Networking]                 5-10 :     47    1%
    [Networking]                10-20 :    278    5%
    [Networking]                 >20  :   1934   34%
    [Networking]         Rate stats received from remote host 15.1s ago:
    [Networking]             Sent:  33.0 pkts/sec  21.0 K/sec
    [Networking]             Recv:  11.5 pkts/sec   1.6 K/sec
    [Networking]             Quality:  100%  (Dropped:0.00%  WeirdSeq:0.00%)
    [Networking]             Bytes buffered: 0
    [Networking]         Lifetime stats received from remote host 57.8s ago:
    [Networking]             Totals
    [Networking]                 Sent:      4,362 pkts       1,698,816 bytes
    [Networking]                 Recv:      2,220 pkts         243,712 bytes
    [Networking]                 Recv w seq:      2,218 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]             No ping distribution available.  (0 samples)
    [Networking]             Connection quality histogram: (21 measurement intervals)
    [Networking]                  100  :   20   95%   (All packets received in order)
    [Networking]                  99+  :    0    0%
    [Networking]                 97-99 :    0    0%
    [Networking]                 95-97 :    0    0%
    [Networking]                 90-95 :    0    0%
    [Networking]                 75-90 :    0    0%
    [Networking]                 50-75 :    0    0%
    [Networking]                  <50  :    0    0%
    [Networking]                 dead  :    1    5%   (Expected to receive something but didn't)
    [Networking]             Connection quality distribution:
    [Networking]                 50% of intervals >= 100%
    [Networking]                 75% of intervals >= 100%
    [Networking]                 95% of intervals >= 100%
    [Networking]             Latency variance histogram not available
    [Networking]     Backup router: atl#12 (162.254.199.170:27026)  Ping = 147+139=286 (front+back=total)
    [Networking]     
    [Client] CL:  Server disconnected: 30: #GameUI_Disconnect_Disconnected
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 5 )
    [NetSteamConn] Tried to send ad-hoc to address =[A:1:336600065:8823], but address is not in list of steam net connections!
    [Client] CL:  Disconnecting from server: #GameUI_Disconnect_Request_HSIdle
    [EngineServiceManager] SwitchToLoop levelload requested:  id [5] addons []
    [Client] CL:  IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 1195.816
    [Host] HO:  IGameSystem::LoopDeactivateAllSystems
    [stringtables] CNetworkStringTableContainer::RemoveAllTables:  removing 20 tables
    Unloading custom UI:
    [Client] CL:  CGameRulesGameSystem::GameShutdown uninstalled game rules
    [Client] CL:  CGameRules::CGameRules destructed
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 1196.175
    No cursor image files for 'resource\cursor\workshop\necronub\cursor_inivisible.bmp'
    ChangeGameUIState: DOTA_GAME_UI_DOTA_INGAME -> DOTA_GAME_UI_STATE_LOADING_SCREEN
    [Client] LoadingDisplay changed from NONE to LOADING (map="")
    [HostStateManager] Idle (levelload)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 19875 (19877 input number was)
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 1196.229
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 1196.229
    [Client] CL:  CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested:  id [5] addons []
    [Server] CNetworkGameServerBase::SetServerState (ss_dead -> ss_waitingforgamesessionmanifest)
    [Server] SV:  maxplayers set to 1
    Initializing script VM...
    ...done
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 17876 (20199 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 16660 (18107 input number was)
    [Server] SV:  Spawn Server: <empty>
    [Server] CNetworkGameServerBase::SetServerState (ss_waitingforgamesessionmanifest -> ss_loading)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 15162 (17020 input number was)
    [Server] CNetworkGameServerBase::SetServerState (ss_loading -> ss_active)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 14883 (15541 input number was)
    [Client] CL:  CWaitForGameServerStartupPrerequisite done waiting for server
    [Client] CL:  CCreateGameClientJob creating client connection to 'loopback'
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 11890 (14912 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 8639 (11961 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 3038 (8750 input number was)
    [Client] CL:  Connected to 'loopback'
    [Server] SV:  Sending server info to client 'Gaiseric' at loopback
    [Server] SV:  WriteInitialSpawnGroups sending 1 groups
    [Client] Game: "Dota 2"
    [Client] Map: "<empty>"
    [Client] Players: 1 (0 bots) / 1 humans
    [Client] Build: 7560 (revision 4049556)
    [Client] Server Number: 3
    [SignonState] CL:  CNetworkGameClient::ProcessServerInfo
    Initializing script VM...
    ...done
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000339 seconds
    [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
    [Server] SV:  Game started
    [Client] CL:  IGameSystem::LoopActivateAllSystems
    ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000788 seconds
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Server] SV:  Sending full update to client Gaiseric (reason:  initial update)
    [Client] CL:  Receiving uncompressed update from server
    [Client] CL:  Signon traffic "client":  incoming 36.036 KB [12 pkts], outgoing 1.376 KB [11 pkts]
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 130 (132 input number was)
    [Networking] Steam datagram ticket found to connect to '=[A:1:336600065:8823]'
    [HostStateManager] CHostStateMgr::QueueNewRequest( Remote Connect (=[A:1:336600065:8823]), 6 )
    [EngineServiceManager] SwitchToLoop remoteconnect requested:  id [6] addons []
    [Client] CL:  IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 1199.177
    [Client] CL:  Disconnecting from server: #GameUI_Disconnect_LoopDeactivate
    [stringtables] CNetworkStringTableContainer::RemoveAllTables:  removing 20 tables
    [Server] SV:  IGameSystem::LoopDeactivateAllSystems
    [Host] HO:  IGameSystem::LoopDeactivateAllSystems
    [Server] SV:  Server shutting down: 55
    [Server] CNetworkGameServerBase::SetServerState (ss_active -> ss_dead)
    [Server] SV:  Disconnect client 'Gaiseric' from server(1): NETWORK_DISCONNECT_SHUTDOWN
    [stringtables] CNetworkStringTableContainer::RemoveAllTables:  removing 20 tables
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 1199.189
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( remoteconnect : success )
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 1199.205
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 1199.205
    [SteamNetSockets] Attempting connection to service in data center 'lim'
    [NetSteamConn] Opened Steam Net Connection on socket 'client' to =[A:1:336600065:8823], handle 30000
    [SteamNetSockets] Requesting session from lim#33 (190.217.33.34:27047).  Ping = 212+0=212 (front+back=total).
    [SteamNetSockets] Requesting session from atl#12 (162.254.199.170:27026).  Ping = 147+139=286 (front+back=total).
    [SteamNetSockets] Selected lim#33 (190.217.33.34:27047) as primary, session 000000f0.  [Ping = 212+0=212 (front+back=total).]
    [SteamNetSockets] Selecting atl#12 (162.254.199.170:27026) as backup #1, session 000000c9.  Ping = 147+139=286 (front+back=total).
    [Client] Sending connect to =[A:1:336600065:8823]
    [Client] Received S2C_CHALLENGE [1855726383 auth 3] from =[A:1:336600065:8823]
    [Client] Sending C2S_CONNECT [44 protocol 1855726383 auth 3] to =[A:1:336600065:8823]
    [Client] Received S2C_CONNECTION from =[A:1:336600065:8823] [addons:'']
    [Client] Received S2C_CONNECTION from =[A:1:336600065:8823] [addons:'']
    [Client] CL:  Connected to '=[A:1:336600065:8823]'
    [SignonState] CL:  Suppress INetchannel::Transmit() in loopmode( remoteconnect )
    [Client] CL:  CLoopModeRemoteConnect::OnClientFrameSimulate switching to "levelload" loopmode with addons:  
    [EngineServiceManager] SwitchToLoop levelload requested:  id [6] addons []
    No cursor image files for 'resource\cursor\workshop\bts3_cursor_pack\cursor_inivisible.bmp'
    ChangeGameUIState: DOTA_GAME_UI_STATE_DASHBOARD -> DOTA_GAME_UI_STATE_LOADING_SCREEN
    [Client] LoadingDisplay changed from NONE to PRE_LOADING (map="")
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( levelload : success )
    [SignonState] CL:  Permit INetchannel::Transmit()
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 223 (902 input number was)
    [Client] CL:  CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested:  id [6] addons []
    [Client] CL:  CNetworkGameClient already exists for connection to '=[A:1:336600065:8823]'
    [Client] CL:  connection to '=[A:1:336600065:8823]' already started
    [Client] Game: "Dota 2"
    [Client] Map: "start"
    [Client] Players: 1 (11 bots) / 64 humans
    [Client] Build: 7560 (revision 4049556)
    [Client] Server Number: 2
    [SignonState] CL:  CNetworkGameClient::ProcessServerInfo
    Initializing script VM...
    ...done
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_INIT'
    [Client] LoadingDisplay changed from PRE_LOADING to NONE (map="start")
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_INIT
    [Client] CDOTA_Hud_Main::DeleteGameEndScreen deleted GameEndContainer
    [Client] CL:  CGameRulesGameSystem::GameInit installed game rules
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000398 seconds
    [ResourceSystem] Error loading resource file "panorama/images/teams/2672298_png.vtex_c" (Error: ERROR_FILEOPEN)
    [ResourceSystem] Error loading resource file "panorama/images/teams/4593831_png.vtex_c" (Error: ERROR_FILEOPEN)
    light has _fifty_percent_distance of 60.000000 but no zero_percent_distance
    light has _fifty_percent_distance of 60.000000 but no zero_percent_distance
    [ResourceSystem] Error loading resource file "particles/econ/events/ti7/ti7_teleport_teams/teleport_team_flair_team1838315_lvl2.vpcf_c" (Error: ERROR_FILEOPEN)
    [ResourceSystem] Error loading resource file "particles/rain_fx/econ_weather_aurora_j.vpcf_c" (Error: ERROR_FILEOPEN)
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (14kb): models/creeps/neutral_creeps/n_creep_black_dragon/n_creep_black_dragon.vphys
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (20kb): models/items/juggernaut/ward/fortunes_tout/fortunes_tout.vphys
    [Networking]       client =[A:1:336600065:8823][0]:  high packet loss detected flow incoming:    0ms latency,     1/   13 dropped (7.7%)
    [ResourceSystem] Error loading resource file "materials/models/heroes_staging/invoker_female/invoker_female_motion_psd_e83f3310.vtex_c" (Error: ERROR_FILEOPEN)
    [AnimResource] Model models/heroes/jakiro/jakiro.vmdl: group models/heroes/jakiro/jakiro_40196aa4.vseq: missing referenced sequence "turns_haste"
    [AnimResource] Model models/heroes/jakiro/jakiro.vmdl: group models/heroes/jakiro/jakiro_40196aa4.vseq: missing referenced sequence "turns_injured"
    [SchemaSystemUtils] WARNING: Schema upconversion occuring for large data (16kb): models/props_structures/secretshop_radiant002_flag.vphys
    [Client] CL:  CGameClientConnectPrerequisite connection succeeded
    ChangeGameUIState: DOTA_GAME_UI_STATE_LOADING_SCREEN -> DOTA_GAME_UI_DOTA_INGAME
    [Client] CL:  IGameSystem::LoopActivateAllSystems
    [Host] HO:  IGameSystem::LoopActivateAllSystems
    ReadSteamRemoteStorageFile( bufOut, "scripts/control_groups.txt" ) -> 0.000285 seconds
    No cursor image files for 'resource\cursor\workshop\bts3_cursor_pack\cursor_inivisible.bmp'
    [HostStateManager] Remote Connect (=[A:1:336600065:8823])
    [SignonState] CL:  CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 2209 (3561 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 1209 (2461 input number was)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 237 (1455 input number was)
    [Client] CL:  Receiving uncompressed update from server
    Height map file (maps/start.vhcg) not found, this will make ground height traces more expensive! Recompile the map to generate a height map.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    Disabling damage on breakable prop models/props_structures/secretshop_radiant002_flag.vmdl - no physics interactions on model and no breakpieces.
    [Client] CL:  Signon traffic "client":  incoming 243.313 KB [18 pkts], outgoing 44.372 KB [960 pkts]
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_GAME_IN_PROGRESS'
    [Client] CDOTA_Hud_Main::EventGameRulesStateChanged DOTA_GAMERULES_STATE_GAME_IN_PROGRESS
    Slow image load - resource\flash3\images\hud_skins\crystalmana\actionpanel\portrait_wide.png (dimensions 526x511, took 162 msec)
    [WorldRenderer] Long grass load frame: 11.546127 ms for 256 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 12.820262ms
    [WorldRenderer] Long grass load frame: 10.025547 ms for 331 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.079489ms
    CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
    [WorldRenderer] Long grass load frame: 10.004591 ms for 490 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.056233ms
    [WorldRenderer] Long grass load frame: 10.001106 ms for 579 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.048440ms
    [WorldRenderer] Long grass load frame: 10.012050 ms for 536 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.054975ms
    [WorldRenderer] Long grass load frame: 10.024031 ms for 369 grass tiles
    [WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 10.082391ms
    [Networking]       client =[A:1:336600065:8823][0]:  high packet loss detected flow incoming:    0ms latency,    32/  270 dropped (11.9%)
    [Client] CL:  Receiving uncompressed update from server
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #220 restarting, just received packet 1, split packet payload will probably be dropped
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #221 restarting, just received packet 0
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #319 restarting, just received packet 6
    [Client] CL:  Receiving uncompressed update from server
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #448 restarting, just received packet 4
    [Client] CL:  Receiving uncompressed update from server
    [Networking]       client =[A:1:336600065:8823][0]:  high packet loss detected flow incoming:    0ms latency,    72/  362 dropped (19.9%)
    [SplitPacket]       client =[A:1:336600065:8823][0]:  split packet seq #758 restarting, just received packet 4
    [Networking]       client =[A:1:336600065:8823][0]:  high packet loss detected flow incoming:    0ms latency,    38/  281 dropped (13.5%)
    [Client] CL:  Receiving uncompressed update from server
    I got disconnected just 2 minutes after game started, then disconnected again 3 minutes later
    in some matches I'm also affected by 800ms-2000ms lag spikes, where I'm sure nobody else is using my internet connection and there are no programs or hidden proccesses runing in my end

    I already tried checking integrity of files -> didn't help
    uninstalled game, restored my whole system, cleaned cache and regedit then redownloaded and reinstaled whole game -> didn't help either

    contacted my isp
    confirmed there's no problem with it (I already knew, as web browsing and other online games run without lag or packet loss as usual)

    so the only option I consider is some unwanted change applied with july 6th update

    please tell me what the problem is
    I haven't been able to play a single game (not the enjoyable experience the game is meant to be) since the problem started
    I cannot get my battlepass quests done, I'm missing the event I PAYED FOR
    I am waiting for a patch which fixes the problem, but nothing, we had another update today, I was hoping this would solve the problem and got nothing
    the problem is not even mentioned in the forum, and reddit threads complaining about the problem get immediately downvoted

  2. #2

  3. #3
    Basic Member
    Join Date
    Feb 2012
    Posts
    18
    Still the same, over 2 months now

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