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Thread: Venezuela Dota Community Unable to Play Dota2 AT ALL.

  1. #1
    Basic Member !n3's Avatar
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    May 2015
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    40

    Exclamation Venezuela Dota Community Unable to Play Dota2 AT ALL.

    With the recent changes made since Friday 17 to the console command "status", half of the Venezuelan dota 2 community is unable to play.

    Our country have only two main ISP (CANTV and Inter). For some reason Inter cannot connect properly to servers using Steam Datagram protocol [f.e: (=[A:1:1234567890:XXXX])]. When we connect to servers using the Relay Protocol we get +700ms and +60% packet loss. F.e:

    Code:
    ] steamdatagram_clientstatus 
    End-to-end connection: OK
        Current rates:
            Sent:  29.6 pkts/sec   2.5 K/sec
            Recv:   8.5 pkts/sec   2.1 K/sec
            Ping:  211ms  Dropped:32.8%  WeirdSeq:0.00%
        Lifetime totals:
            Sent:      1,725 pkts         123,828 bytes
            Recv:      2,320 pkts         940,525 bytes
            Recv w seq:      2,320 pkts
            Dropped   :      1,045 pkts  31.05%
            OutOfOrder:          0 pkts   0.00%
            Duplicate :          0 pkts   0.00%
            SeqLurch  :          0 pkts   0.00%
        No rate stats received from remote host
        No lifetime totals received from remote host
    Primary router: atl#62 (162.254.199.171:27040)  Ping = 225+13=238 (front+back=total)
        Current rates:
            Sent:  29.4 pkts/sec   2.7 K/sec
            Recv:  11.9 pkts/sec   4.0 K/sec
            Ping:  225ms  Dropped:38.4%  WeirdSeq:0.00%
        Lifetime totals:
            Sent:      3,558 pkts         289,266 bytes
            Recv:      3,044 pkts       1,581,729 bytes
            Recv w seq:      2,751 pkts
            Dropped   :      1,471 pkts  34.84%
            OutOfOrder:          0 pkts   0.00%
            Duplicate :          0 pkts   0.00%
            SeqLurch  :          0 pkts   0.00%
        Rate stats received from remote host 96.6s ago:
            Sent:   0.0 pkts/sec   0.0 K/sec
            Recv:   0.0 pkts/sec   0.0 K/sec
            Ping:  ???ms  Dropped: ???%  WeirdSeq: ???%
        Lifetime totals received from remote host 96.6s ago:
            Sent:      1,126 pkts         893,952 bytes
            Recv:        256 pkts          17,408 bytes
            Recv w seq:        254 pkts
            Dropped   :          0 pkts   0.00%
            OutOfOrder:          0 pkts   0.00%
            Duplicate :          0 pkts   0.00%
            SeqLurch  :          0 pkts   0.00%
    Backup router: ord#64 (162.254.193.71:27042)  Ping = 368+14=382 (front+back=total)
    We used to avoid this issue by connecting directly to the server getting the UDP/IP from "status" command and typing "connect"+IP obtained. I'm aware that this is probably some attempt from Valve to fix the DDoS issue, but now half a country is affected by this recent change. I'm receiving hundreds of messages from people affected, as I am part of a community with +10.000 players.

    Here you can see some proof of what I'm talking about:

    Normal servers http://imgur.com/u0Itaeu

    Servers using the Relay Protocol: http://imgur.com/QmE7wgw


    Now, some things to consider:

    • Changing ISP IS NOT an option. On my case I have 2 years requesting Cantv services. (Cantv now belongs to the current government and IT SUCKS)
    • South American servers give us 200/300MS. Even these servers uses Steam Datagram protocol randomly. (Brasil, Peru, Chile).


    Please, HELP!

    SOS Venezuela.
    Last edited by !n3; 06-21-2016 at 09:23 AM.

  2. #2
    Basic Member
    Join Date
    Jun 2016
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    1
    im part of the community affected for this changes, and hope valve heard our pledges and get this solve because its the only way we had to play with a decent ping

  3. #3
    Basic Member
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    Jun 2016
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    1
    Valve pls fit this. My ISP is Inter and a have the same issue

  4. #4
    Basic Member !n3's Avatar
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    May 2015
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    It's not getting any better.

    Code:
    ] steamdatagram_clientstatus 
    End-to-end connection: OK
        Current rates:
            Sent:  29.6 pkts/sec   2.2 K/sec
            Recv:  12.9 pkts/sec   2.2 K/sec
            Ping:  427ms  Dropped:14.5%  WeirdSeq:0.00%
        Lifetime totals:
            Sent:      3,960 pkts         249,128 bytes
            Recv:      1,755 pkts          60,406 bytes
            Recv w seq:      1,755 pkts
            Dropped   :        490 pkts  21.83%
            OutOfOrder:          0 pkts   0.00%
            Duplicate :          0 pkts   0.00%
            SeqLurch  :          0 pkts   0.00%
        No rate stats received from remote host
        No lifetime totals received from remote host
    Primary router: lax#14 (162.254.195.70:27028)  Ping = 223+57=280 (front+back=total)
        Current rates:
            Sent:  28.4 pkts/sec   2.4 K/sec
            Recv:  11.9 pkts/sec   2.2 K/sec
            Ping:  223ms  Dropped:11.8%  WeirdSeq:0.00%
        Lifetime totals:
            Sent:      1,157 pkts          78,058 bytes
            Recv:        617 pkts         377,045 bytes
            Recv w seq:        570 pkts
            Dropped   :        256 pkts  30.99%
            OutOfOrder:          0 pkts   0.00%
            Duplicate :          0 pkts   0.00%
            SeqLurch  :          0 pkts   0.00%
        Rate stats received from remote host 66.4s ago:
            Sent:   0.0 pkts/sec   0.0 K/sec
            Recv:   0.0 pkts/sec   0.0 K/sec
            Ping:  ???ms  Dropped: ???%  WeirdSeq: ???%
        No lifetime totals received from remote host
    Backup router: gru#61 (205.185.194.16:27039)  Ping = 212+134=346 (front+back=total)
    
          client =[A:1:3429486601:6961[0]:  high packet loss detected flow incoming:    0ms latency,    20/  158 dropped (12.7%)
    Switched to ord#54 (162.254.193.71:27032) as primary, session 13ab3b20.  Ping = 301+14=315 (front+back=total).  [Previous primary lax#14 (162.254.195.70:27028): Ping = 319+57=376 (front+back=total).]
    Selecting gru#61 (205.185.194.16:27039) as backup #1, session 3839f849.  Ping = 212+134=346 (front+back=total).
    Switched to backup #1 gru#61 (205.185.194.16:27039) as primary, session 3839f849.  Ping = 212+134=346 (front+back=total).  [Previous primary ord#54 (162.254.193.71:27032): Ping = 483+14=497 (front+back=total).]
    Selecting lax#14 (162.254.195.70:27028) as backup #1, session 23c3ce4a.  Ping = 319+57=376 (front+back=total).
    Switched to backup #1 lax#14 (162.254.195.70:27028) as primary, session 23c3ce4a.  Ping = 342+57=399 (front+back=total).  [Previous primary gru#61 (205.185.194.16:27039): Ping = 320+134=454 (front+back=total).]
    Selecting gru#61 (205.185.194.16:27039) as backup #1, session 3839f849.  Ping = 320+134=454 (front+back=total).
    C:Gamerules: entering state 'DOTA_GAMERULES_STATE_GAME_IN_PROGRESS'
          client =[A:1:3429486601:6961[0]:  high packet loss detected flow incoming:    0ms latency,    41/  154 dropped (26.6%)
          client =[A:1:3429486601:6961[0]:  high packet loss detected flow incoming:    0ms latency,    34/  151 dropped (22.5%)
    These messages are from console. I don't know if this is useful at all, but I'll provide any info.

    Edit: (Tried to connect using a VPN with no success, got the same result in game).
    Last edited by !n3; 06-21-2016 at 09:21 AM. Reason: Info added.

  5. #5
    Valve Developer
    Join Date
    Jun 2013
    Posts
    155
    Hi !n3. We've been trying to understand what the problem is for players in Venezuela. We've reached out to your ISP but haven't heard back.

    We have a few theories. Can you do a few things to help us understand what is going on?


    1.) Let's see what route you are getting to various entryponts into our network. From a windows command prompt, run "pathping IP" for each of the following 4 IPs:

    Here's a random gameserver IP in Virgina ("US East"): 208.78.164.22
    This is a relay directly in Virginia: 162.254.192.71
    A relay in LA: 162.254.195.70
    A relay in Atlanta: 162.254.199.170

    (If you don't have pathping, use "tracert" instead.)

    That should help us understand if there is a difference in connectivity to the relays and the gameservers. (There shouldn't be in Virginia, they are in the same physical facility! But they are in a different address space, so it's possible that traffic is being routed differently.)


    2.) Another thing to try: You can force the relay protocol to use a particular relay cluster and not switch if the ping spikes or there is a problem with the current one. This turns off the main feature of the relay protocol that defends against DoS attack, but right now we just need to understand what the problem is. To force it to use a particular relay, at the Dota console:

    steamdatagram_client_force_relay_cluster iad

    will force your client to route through US East. ("IAD" is the Airport code for Dulles Airport, which is nearby.)

    You can get a list of all the relay clusters here. http://media.steampowered.com/apps/s...rk_config.json
    Using the lat/lon you should be able to figure out what the codes mean, but I think the ones I've listed are the most likely candidates you will use from Venezuela to Virginia.

    Try a few different relay clusters, and see if any give you different results. If so, that could be a clue as to the problem.


    3.) There is one possible cause: Inter is seeing a lot of traffic from two few IPs (the relays), and has a naive rule that is interpreting the traffic as an attack and throttling it. If that's what's happening, it's definitely unfortunate, since the presence of bidirectional traffic is an extremely easy to use and reliable clue that they could use to detect that the traffic from us is legitimate. If that's the case, there probably isn't a quick fix, although we'll try to see if there's something we can do. Working it out with your ISP would be the best thing, and we'll continue to try to do that. But that might not be possible, and we might have to try to find a workaround.


    Also: You should be able to use a private lobby to do all the testing, right? Fill it with bots to generate the normal amount of bandwidth. You shouldn't have to actually connect to a matchmade game, so you don't have to worry about being penalized for disconnecting.

    Please share your routes to those addresses, as well as what happens if you try to force a particular relay using the convar I mentioned.

  6. #6
    Basic Member !n3's Avatar
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    Thanks for answering Fletcher. Here I'll post some results:

    1) Made the pathping to the IP's you requested.

    pathping1.png
    pathping2.png
    pathping3.png
    pathping4.png

    2) Tried forcing every relay cluster with no positive results. "IAD" gave me 200 ms and 15% packet loss, rest were above 500ms and +30% packet loss.

    3) Please don't give up upon us. We, Inter users, are aware of your efforts to solve this out.

  7. #7
    I am trying to with the (Steam datagram_client_force_relay cluster) doesn't give positive results.

  8. #8
    Basic Member
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    Same issue here, thanks Fletcher for pay atenttion to us. We hope u will help us in this.

  9. #9
    Tracert Dota 2.png These are my tests Fletcher

  10. #10
    Second test diferents results Second Test.png

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