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  1. #1
    Basic Member
    Join Date
    Nov 2016
    Posts
    6

    Angry Connection Issue on Find Match

    Hi there,

    Today I tried to queue for a game and after accepting the game a black screen came up and after a few second show disconnect from server error with 1 minutes penalty time, then I tried again and same thing happened with 15 min penalty. I reset my computer, came back to dota find a new match and same thing happened and now I have 1 hour penalty. what should I do ?

    FYI: living in west coast and queued for US servers, using Mac. never had any connection issue before. Also, adding the logs below

    [Client] Sending connect to =[A:1:2780706822:12474]
    [Client] Received S2C_CHALLENGE [2725587398 auth 3] from =[A:1:2780706822:12474]
    [Client] Sending C2S_CONNECT [47 protocol 2725587398 auth 3] to =[A:1:2780706822:12474]
    [Client] Received S2C_CONNECTION from =[A:1:2780706822:12474] [addons:'']
    [Client] CL: Connected to '=[A:1:2780706822:12474]'
    [SignonState] CL: Suppress INetchannel::Transmit() in loopmode( remoteconnect )
    [Client] CL: CLoopModeRemoteConnect::OnClientFrameSimulate switching to "levelload" loopmode with addons:
    [EngineServiceManager] SwitchToLoop levelload requested: id [7] addons []
    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. Remaining queue depth: 247 (was 467)
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [7] addons []
    [Client] CL: CNetworkGameClient already exists for connection to '=[A:1:2780706822:12474]'
    [Client] CL: connection to '=[A:1:2780706822:12474]' already started
    [Client] Game: "Dota 2"
    [Client] Map: "start"
    [Client] Players: 3 (1 bots) / 64 humans
    [Client] Build: 8167 (revision 5062394)
    [Client] Server Number: 2
    [SignonState] CL: CNetworkGameClient::ProcessServerInfo
    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:eleteGameEndScreen deleted GameEndContainer
    [Client] CL: CGameRulesGameSystem::GameInit installed game rules
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000465 seconds
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 4180 (was 5770)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2424 (was 4404)
    [Networking] NETWORK_DISCONNECT_SERVER_SHUTDOWN
    [NetSteamConn] Closing Steam Net Connection on socket 'client' to =[A:1:2780706822:12474], handle #3081889621 (0 (null))
    [Networking] Summary of connection [#3081889621 SDR server steamid:90125570750167046(vport 0)]:
    [Networking] End-to-end connection: closed by remote host, reason code 1069. (NETWORK_DISCONNECT_SERVER_SHUTDOWN)
    [Networking] Remote host is in data center 'iad'
    [Networking] Current rates:
    [Networking] Sent: 43.5 pkts/sec 1.4 K/sec
    [Networking] Recv: 1.0 pkts/sec 0.1 K/sec
    [Networking] Ping:74ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Est avail bandwidth: 78.1KB/s
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats:
    [Networking] Totals
    [Networking] Sent: 1,480 pkts 49,022 bytes
    [Networking] Recv: 99 pkts 52,386 bytes
    [Networking] Recv w seq: 95 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: (76 total samples)
    [Networking] 0-25 : 0 0%
    [Networking] 25-50 : 0 0%
    [Networking] 50-75 : 18 24%
    [Networking] 75-100 : 46 61%
    [Networking] 100-125 : 10 13%
    [Networking] 125-150 : 1 1%
    [Networking] 150-200 : 0 0%
    [Networking] 200-300 : 1 1%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 5% of pings <= 74ms
    [Networking] 50% of pings <= 80ms
    [Networking] 75% of pings <= 91ms
    [Networking] 95% of pings <= 122ms
    [Networking] 98% of pings <= 126ms
    [Networking] No connection quality distribution available. (3 measurement intervals)
    [Networking] Latency variance histogram: (54 total measurements)
    [Networking] <1 : 15 28%
    [Networking] 1-2 : 6 11%
    [Networking] 2-5 : 6 11%
    [Networking] 5-10 : 5 9%
    [Networking] 10-20 : 15 28%
    [Networking] >20 : 7 13%
    [Networking] TX Speed histogram: (32 total samples)
    [Networking] 0 - 16 KB/s: 32 100%
    [Networking] 16 - 32 KB/s: 0 0%
    [Networking] 32 - 64 KB/s: 0 0%
    [Networking] 64 - 128 KB/s: 0 0%
    [Networking] 128 - 256 KB/s: 0 0%
    [Networking] 256 - 512 KB/s: 0 0%
    [Networking] 512 - 1024 KB/s: 0 0%
    [Networking] 1024+ KB/s: 0 0%
    [Networking] Transmit speed distribution:
    [Networking] 5% of speeds <= 0 KB/s
    [Networking] 50% of speeds <= 0 KB/s
    [Networking] 75% of speeds <= 0 KB/s
    [Networking] 95% of speeds <= 0 KB/s
    [Networking] RX Speed histogram: (32 total samples)
    [Networking] 0 - 16 KB/s: 32 100%
    [Networking] 16 - 32 KB/s: 0 0%
    [Networking] 32 - 64 KB/s: 0 0%
    [Networking] 64 - 128 KB/s: 0 0%
    [Networking] 128 - 256 KB/s: 0 0%
    [Networking] 256 - 512 KB/s: 0 0%
    [Networking] 512 - 1024 KB/s: 0 0%
    [Networking] 1024+ KB/s: 0 0%
    [Networking] Receive speed distribution:
    [Networking] 5% of speeds <= 0 KB/s
    [Networking] 50% of speeds <= 0 KB/s
    [Networking] 75% of speeds <= 0 KB/s
    [Networking] 95% of speeds <= 0 KB/s
    [Networking] Rate stats received from remote host 12.5s ago:
    [Networking] Sent: 0.9 pkts/sec 0.0 K/sec
    [Networking] Recv: 43.1 pkts/sec 1.6 K/sec
    [Networking] Ping:75ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] No lifetime stats received from remote host
    [Networking] Primary router: sea#26 (205.196.6.66:27040) Ping = 14+60=74 (front+back=total)
    [Networking] Current rates:
    [Networking] Sent: 43.2 pkts/sec 1.7 K/sec
    [Networking] Recv: 1.2 pkts/sec 0.1 K/sec
    [Networking] Ping:14ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats:
    [Networking] Totals
    [Networking] Sent: 3,851 pkts 219,347 bytes
    [Networking] Recv: 1,187 pkts 248,812 bytes
    [Networking] Recv w seq: 1,158 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: (36 total samples)
    [Networking] 0-25 : 33 92%
    [Networking] 25-50 : 1 3%
    [Networking] 50-75 : 1 3%
    [Networking] 75-100 : 1 3%
    [Networking] 100-125 : 0 0%
    [Networking] 125-150 : 0 0%
    [Networking] 150-200 : 0 0%
    [Networking] 200-300 : 0 0%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 5% of pings <= 10ms
    [Networking] 50% of pings <= 15ms
    [Networking] 75% of pings <= 18ms
    [Networking] 95% of pings <= 35ms
    [Networking] Connection quality histogram: (18 measurement intervals)
    [Networking] 100 : 18 100% (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 : 0 0% (Expected to receive something but didn't)
    [Networking] Connection quality distribution:
    [Networking] 50% of intervals >= 100%
    [Networking] 75% of intervals >= 100%
    [Networking] Latency variance histogram: (1058 total measurements)
    [Networking] <1 : 717 68%
    [Networking] 1-2 : 104 10%
    [Networking] 2-5 : 50 5%
    [Networking] 5-10 : 39 4%
    [Networking] 10-20 : 38 4%
    [Networking] >20 : 110 10%
    [Networking] No connection transmit speed distribution available. (0 measurement intervals)
    [Networking] No connection recieve speed distribution available. (0 measurement intervals)
    [Networking] Rate stats received from remote host 12.5s ago:
    [Networking] Sent: 1.1 pkts/sec 0.1 K/sec
    [Networking] Recv: 62.4 pkts/sec 2.5 K/sec
    [Networking] Ping:12ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] No lifetime stats received from remote host
    [Networking] Backup router: eat#6 (155.133.235.18:27020) Ping = 20+67=87 (front+back=total)
    [Networking]
    [NetSteamConn] Tried to send ad-hoc to address =[A:1:2780706822:12474], but address is not in list of steam net connections!
    [Networking] client SendMessage unreliable failed with EResult: 2, bytes written 4
    [Console] Server shutting down
    [Client] CL: Server disconnected: 3: NETWORK_DISCONNECT_DISCONNECT_BY_SERVER
    ChangeGameUIState: DOTA_GAME_UI_STATE_LOADING_SCREEN -> DOTA_GAME_UI_DOTA_INGAME
    [Client] CL: Disconnecting from server: NETWORK_DISCONNECT_DISCONNECT_BY_SERVER
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 8 )
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    [Client] CL: CGameClientConnectPrerequisite connection failed
    [EngineServiceManager] Switch to loop 'game' failed
    **** Unable to localize '#GameUI_Language_Latam_Spanish' on panel 'latam'
    **** Unable to localize '#GameUI_Language_Vietnamese' on panel 'vietnamese'
    **** Unable to localize '#GameUI_Language_Latam_Spanish' on panel 'latam'
    **** Unable to localize '#GameUI_Language_Vietnamese' on panel 'vietnamese'
    [Client] CL: CGameRulesGameSystem::GameShutdown uninstalled game rules
    [Client] CL: CGameRules::CGameRules destructed
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 783.783
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 9 )
    [HostStateManager] Discarding queued request 'Idle (levelload), 8'
    [EngineServiceManager] SwitchToLoop levelload requested: id [9] addons []
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 27741 (was 27751)
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 783.842
    [SOCache] CGCSOCacheUnsubscribedJob(owner=<Lobby:26118204597 163234>)
    [Console] Deleting lobby data from disk.
    Telling Steam it is safe to update the app
    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. Remaining queue depth: 25409 (was 28269)
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [9] 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. Remaining queue depth: 22887 (was 25677)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 21540 (was 23260)
    [Server] SV: Spawn Server: <empty>
    [Server] CNetworkGameServerBase::SetServerState (ss_waitingforgamesessionmanifest -> ss_loading)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 19600 (was 21820)
    [Server] CNetworkGameServerBase::SetServerState (ss_loading -> ss_active)
    [Client] CL: CWaitForGameServerStartupPrerequisite done waiting for server
    [Client] CL: CCreateGameClientJob creating client connection to 'loopback'
    [Networking] Connected loopback client=696d920d@loopback:1 <-> server=37f1ee04@loopback:0
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 15032 (was 19662)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 13144 (was 15074)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 8344 (was 13254)
    [Client] CL: Connected to 'loopback:1'
    [Server] SV: Sending server info to client '[Minions].Pedram' at loopback:0
    [Server] SV: WriteInitialSpawnGroups sending 1 groups
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 5164 (was 8344)
    [Client] Game: "Dota 2"
    [Client] Map: "<empty>"
    [Client] Players: 1 (0 bots) / 1 humans
    [Client] Build: 8167 (revision 5069939)
    [Client] Server Number: 4
    [SignonState] CL: CNetworkGameClient::ProcessServerInfo
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000482 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" ) -> 0.000352 seconds
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Server] SV: Sending full update to client [Minions].Pedram (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 39.144 KB [7 pkts], outgoing 1.032 KB [7 pkts]
    [Networking] [Minions].Pe loopback:0[1]: NetChan Setting Timeout to 20.00 seconds
    CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
    [SplitScreen] Writing configuration for slot 0
    **** Unable to localize '#DOTA_Friend_Join_Party' on panel 'InviteLabel'
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 53 (was 303)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 94 (was 304)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 168 (was 318)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 129 (was 319)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 170 (was 330)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 161 (was 331)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 180 (was 340)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 193 (was 343)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 73 (was 193)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 123 (was 353)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 114 (was 354)
    [SplitScreen] Writing configuration for slot 0
    [SOCache] CGCSOCacheSubscribedJob(owner=<Lobby:2611820462738 9684>) [in cache]
    [Console] Saving lobby data to disk.
    WriteSteamRemoteStorageFileAsync( "scripts/dota_local_disk_lobby_data.txt" ) -> at 4308.412
    Telling Steam not to update the app for the next 900 seconds
    LOBBY STATE RUN: lobby 26118204627389684: Player AccountID 183919643 connecting to MatchID 4724046584 at ServerID [A:1:3359670274:12474] =[A:1:3359670274:12474]
    [Networking] Steam datagram ticket found to connect to '=[A:1:3359670274:12474]'
    [HostStateManager] CHostStateMgr::QueueNewRequest( Remote Connect (=[A:1:3359670274:12474]), 10 )
    WriteSteamRemoteStorageFileAsync( "cfg/last_match.dat" ) -> at 4308.419
    [EngineServiceManager] SwitchToLoop remoteconnect requested: id [10] addons []
    CAsyncWriteInProgress::OnComplete( "scripts/dota_local_disk_lobby_data.txt" ) -> Success at 4308.422
    CAsyncWriteInProgress::OnComplete( "cfg/last_match.dat" ) -> Success at 4308.422
    [Client] CL: IGameSystem::LoopDeactivateAllSystems
    WriteSteamRemoteStorageFileAsync( "scripts/control_groups.txt" ) -> at 4308.462
    [Client] CL: Disconnecting from server: NETWORK_DISCONNECT_LOOPDEACTIVATE
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    [Server] SV: IGameSystem::LoopDeactivateAllSystems
    [Host] HO: IGameSystem::LoopDeactivateAllSystems
    [Server] SV: Server shutting down: NETWORK_DISCONNECT_LOOPDEACTIVATE (55)
    [Server] CNetworkGameServerBase::SetServerState (ss_active -> ss_dead)
    [Server] SV: Disconnect client '[Minions].Pedram' from server(1): NETWORK_DISCONNECT_SHUTDOWN
    [SignonState] Client 1 '[Minions].Pedram' signon state SIGNONSTATE_FULL -> SIGNONSTATE_NONE
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 4308.475
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( remoteconnect : success )
    CAsyncWriteInProgress::OnComplete( "scripts/control_groups.txt" ) -> Success at 4308.481
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 4308.481
    [NetSteamConn] Opened Steam Net Connection on socket 'client' to =[A:1:3359670274:12474], connection #192456207 SDR server steamid:90125571329130498(vport 0)
    [Client] Sending connect to =[A:1:3359670274:12474]
    [Client] Received S2C_CHALLENGE [738342026 auth 3] from =[A:1:3359670274:12474]
    [Client] Sending C2S_CONNECT [47 protocol 738342026 auth 3] to =[A:1:3359670274:12474]
    [Client] Received S2C_CONNECTION from =[A:1:3359670274:12474] [addons:'']
    [Client] CL: Connected to '=[A:1:3359670274:12474]'
    [SignonState] CL: Suppress INetchannel::Transmit() in loopmode( remoteconnect )
    [Client] CL: CLoopModeRemoteConnect::OnClientFrameSimulate switching to "levelload" loopmode with addons:
    [EngineServiceManager] SwitchToLoop levelload requested: id [10] addons []
    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()
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [10] addons []
    [Client] CL: CNetworkGameClient already exists for connection to '=[A:1:3359670274:12474]'
    [Client] CL: connection to '=[A:1:3359670274:12474]' already started
    [Client] Game: "Dota 2"
    [Client] Map: "start"
    [Client] Players: 4 (1 bots) / 64 humans
    [Client] Build: 8167 (revision 5062394)
    [Client] Server Number: 2
    [SignonState] CL: CNetworkGameClient::ProcessServerInfo
    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:eleteGameEndScreen deleted GameEndContainer
    [Client] CL: CGameRulesGameSystem::GameInit installed game rules
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000499 seconds
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2994 (was 5774)
    defaultfocus=TestContainer not found within layout file for
    WriteSteamRemoteStorageFileAsync( "cfg/dotakeys_personal.lst" ) -> at 4334.237
    [RenderSystem] Saved video settings config to 'cfg/video.txt'
    [SplitScreen] Writing configuration for slot 0
    CAsyncWriteInProgress::OnComplete( "cfg/dotakeys_personal.lst" ) -> Success at 4334.271
    defaultfocus=TestContainer not found within layout file for
    WriteSteamRemoteStorageFileAsync( "cfg/dotakeys_personal.lst" ) -> at 4338.361
    [RenderSystem] Saved video settings config to 'cfg/video.txt'
    defaultfocus=TestContainer not found within layout file for
    [SplitScreen] Writing configuration for slot 0
    CAsyncWriteInProgress::OnComplete( "cfg/dotakeys_personal.lst" ) -> Success at 4338.417
    WriteSteamRemoteStorageFileAsync( "cfg/dotakeys_personal.lst" ) -> at 4339.533
    [RenderSystem] Saved video settings config to 'cfg/video.txt'
    [SplitScreen] Writing configuration for slot 0
    CAsyncWriteInProgress::OnComplete( "cfg/dotakeys_personal.lst" ) -> Success at 4339.568
    [Networking] NETWORK_DISCONNECT_SERVER_SHUTDOWN
    [NetSteamConn] Closing Steam Net Connection on socket 'client' to =[A:1:3359670274:12474], handle #192456207 (0 (null))
    [Networking] Summary of connection [#192456207 SDR server steamid:90125571329130498(vport 0)]:
    [Networking] End-to-end connection: closed by remote host, reason code 1069. (NETWORK_DISCONNECT_SERVER_SHUTDOWN)
    [Networking] Remote host is in data center 'eat'
    [Networking] Current rates:
    [Networking] Sent: 115.1 pkts/sec 3.6 K/sec
    [Networking] Recv: 1.0 pkts/sec 0.1 K/sec
    [Networking] Ping:18ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Est avail bandwidth: 78.1KB/s
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats:
    [Networking] Totals
    [Networking] Sent: 3,801 pkts 123,455 bytes
    [Networking] Recv: 15 pkts 64,891 bytes
    [Networking] Recv w seq: 13 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: (71 total samples)
    [Networking] 0-25 : 53 75%
    [Networking] 25-50 : 6 8%
    [Networking] 50-75 : 3 4%
    [Networking] 75-100 : 2 3%
    [Networking] 100-125 : 0 0%
    [Networking] 125-150 : 4 6%
    [Networking] 150-200 : 1 1%
    [Networking] 200-300 : 2 3%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 5% of pings <= 16ms
    [Networking] 50% of pings <= 19ms
    [Networking] 75% of pings <= 25ms
    [Networking] 95% of pings <= 146ms
    [Networking] 98% of pings <= 202ms
    [Networking] No connection quality distribution available. (2 measurement intervals)
    [Networking] Latency variance histogram: (64 total measurements)
    [Networking] <1 : 18 28%
    [Networking] 1-2 : 8 12%
    [Networking] 2-5 : 1 2%
    [Networking] 5-10 : 1 2%
    [Networking] 10-20 : 21 33%
    [Networking] >20 : 15 23%
    [Networking] TX Speed histogram: (32 total samples)
    [Networking] 0 - 16 KB/s: 32 100%
    [Networking] 16 - 32 KB/s: 0 0%
    [Networking] 32 - 64 KB/s: 0 0%
    [Networking] 64 - 128 KB/s: 0 0%
    [Networking] 128 - 256 KB/s: 0 0%
    [Networking] 256 - 512 KB/s: 0 0%
    [Networking] 512 - 1024 KB/s: 0 0%
    [Networking] 1024+ KB/s: 0 0%
    [Networking] Transmit speed distribution:
    [Networking] 5% of speeds <= 0 KB/s
    [Networking] 50% of speeds <= 0 KB/s
    [Networking] 75% of speeds <= 0 KB/s
    [Networking] 95% of speeds <= 0 KB/s
    [Networking] RX Speed histogram: (32 total samples)
    [Networking] 0 - 16 KB/s: 32 100%
    [Networking] 16 - 32 KB/s: 0 0%
    [Networking] 32 - 64 KB/s: 0 0%
    [Networking] 64 - 128 KB/s: 0 0%
    [Networking] 128 - 256 KB/s: 0 0%
    [Networking] 256 - 512 KB/s: 0 0%
    [Networking] 512 - 1024 KB/s: 0 0%
    [Networking] 1024+ KB/s: 0 0%
    [Networking] Receive speed distribution:
    [Networking] 5% of speeds <= 0 KB/s
    [Networking] 50% of speeds <= 0 KB/s
    [Networking] 75% of speeds <= 0 KB/s
    [Networking] 95% of speeds <= 0 KB/s
    [Networking] Rate stats received from remote host 12.6s ago:
    [Networking] Sent: 1.1 pkts/sec 0.1 K/sec
    [Networking] Recv: 119.7 pkts/sec 4.6 K/sec
    [Networking] Ping:17ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] No lifetime stats received from remote host
    [Networking] Primary router: sea#26 (205.196.6.66:27040) Ping = 16+5=21 (front+back=total)
    [Networking] Current rates:
    [Networking] Sent: 115.2 pkts/sec 4.6 K/sec
    [Networking] Recv: 1.2 pkts/sec 0.1 K/sec
    [Networking] Ping:16ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] Lifetime stats:
    [Networking] Totals
    [Networking] Sent: 7,659 pkts 379,562 bytes
    [Networking] Recv: 1,302 pkts 314,447 bytes
    [Networking] Recv w seq: 1,267 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: (45 total samples)
    [Networking] 0-25 : 41 91%
    [Networking] 25-50 : 2 4%
    [Networking] 50-75 : 1 2%
    [Networking] 75-100 : 1 2%
    [Networking] 100-125 : 0 0%
    [Networking] 125-150 : 0 0%
    [Networking] 150-200 : 0 0%
    [Networking] 200-300 : 0 0%
    [Networking] 300+ : 0 0%
    [Networking] Ping distribution:
    [Networking] 5% of pings <= 11ms
    [Networking] 50% of pings <= 15ms
    [Networking] 75% of pings <= 18ms
    [Networking] 95% of pings <= 30ms
    [Networking] Connection quality histogram: (23 measurement intervals)
    [Networking] 100 : 23 100% (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 : 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 >= 100%
    [Networking] Latency variance histogram: (1122 total measurements)
    [Networking] <1 : 736 66%
    [Networking] 1-2 : 111 10%
    [Networking] 2-5 : 51 5%
    [Networking] 5-10 : 40 4%
    [Networking] 10-20 : 59 5%
    [Networking] >20 : 125 11%
    [Networking] No connection transmit speed distribution available. (0 measurement intervals)
    [Networking] No connection recieve speed distribution available. (0 measurement intervals)
    [Networking] Rate stats received from remote host 12.6s ago:
    [Networking] Sent: 1.1 pkts/sec 0.1 K/sec
    [Networking] Recv: 119.7 pkts/sec 4.8 K/sec
    [Networking] Ping:12ms Max latency variance: ???ms
    [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%)
    [Networking] Bytes buffered: 0
    [Networking] No lifetime stats received from remote host
    [Networking] Backup router: eat#6 (155.133.235.18:27020) Ping = 19+0=19 (front+back=total)
    [Networking]
    [NetSteamConn] Tried to send ad-hoc to address =[A:1:3359670274:12474], but address is not in list of steam net connections!
    [Networking] client SendMessage unreliable failed with EResult: 2, bytes written 4
    [Console] Server shutting down
    [Client] CL: Server disconnected: 3: NETWORK_DISCONNECT_DISCONNECT_BY_SERVER
    ChangeGameUIState: DOTA_GAME_UI_STATE_LOADING_SCREEN -> DOTA_GAME_UI_DOTA_INGAME
    [Client] CL: Disconnecting from server: NETWORK_DISCONNECT_DISCONNECT_BY_SERVER
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 11 )
    [stringtables] CNetworkStringTableContainer::RemoveAllTables: removing 20 tables
    [Client] CL: CGameClientConnectPrerequisite connection failed
    [EngineServiceManager] Switch to loop 'game' failed
    **** Unable to localize '#GameUI_Language_Latam_Spanish' on panel 'latam'
    **** Unable to localize '#GameUI_Language_Vietnamese' on panel 'vietnamese'
    **** Unable to localize '#GameUI_Language_Latam_Spanish' on panel 'latam'
    **** Unable to localize '#GameUI_Language_Vietnamese' on panel 'vietnamese'
    [Client] CL: CGameRulesGameSystem::GameShutdown uninstalled game rules
    [Client] CL: CGameRules::CGameRules destructed
    WriteSteamRemoteStorageFileAsync( "voice_ban.dt" ) -> at 4341.684
    [HostStateManager] CHostStateMgr::QueueNewRequest( Idle (levelload), 12 )
    [HostStateManager] Discarding queued request 'Idle (levelload), 11'
    [EngineServiceManager] SwitchToLoop levelload requested: id [12] addons []
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 27735 (was 27745)
    CAsyncWriteInProgress::OnComplete( "voice_ban.dt" ) -> Success at 4341.724
    [SOCache] CGCSOCacheUnsubscribedJob(owner=<Lobby:26118204627 389684>)
    [Console] Deleting lobby data from disk.
    Telling Steam it is safe to update the app
    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. Remaining queue depth: 24904 (was 28264)
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [12] 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. Remaining queue depth: 21745 (was 25245)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 19643 (was 22203)
    [Server] SV: Spawn Server: <empty>
    [Server] CNetworkGameServerBase::SetServerState (ss_waitingforgamesessionmanifest -> ss_loading)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 14210 (was 19830)
    [Server] CNetworkGameServerBase::SetServerState (ss_loading -> ss_active)
    [Client] CL: CWaitForGameServerStartupPrerequisite done waiting for server
    [Client] CL: CCreateGameClientJob creating client connection to 'loopback'
    [Networking] Connected loopback client=d6c0dfbf@loopback:1 <-> server=e75839d4@loopback:0
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 10864 (was 14254)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 6624 (was 10974)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 3044 (was 6624)
    [Client] CL: Connected to 'loopback:1'
    [Server] SV: Sending server info to client '[Minions].Pedram' 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: 8167 (revision 5069939)
    [Client] Server Number: 5
    [SignonState] CL: CNetworkGameClient::ProcessServerInfo
    ReadSteamRemoteStorageFile( bufOut, "voice_ban.dt" ) -> 0.000444 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" ) -> 0.000527 seconds
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
    [Server] SV: Sending full update to client [Minions].Pedram (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 39.142 KB [7 pkts], outgoing 1.029 KB [6 pkts]
    [Networking] [Minions].Pe loopback:0[1]: NetChan Setting Timeout to 20.00 seconds
    CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
    [SplitScreen] Writing configuration for slot 0
    [SplitScreen] Writing configuration for slot 0
    [SplitScreen] Writing configuration for slot 0
    StartFindingMatch failed. (legacy_generic_eresult: 1 result: k_EStartFindingMatchResult_MatchmakingCooldown responsible_party_members: 183919643)
    [SplitScreen] Writing configuration for slot 0
    StartFindingMatch failed. (legacy_generic_eresult: 1 result: k_EStartFindingMatchResult_MatchmakingCooldown responsible_party_members: 183919643)
    [SplitScreen] Writing configuration for slot 0
    [SplitScreen] Writing configuration for slot 0
    CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
    CSwapChainBase::QueuePresentAndWait() looped for 23 iterations without a present event.
    [SplitScreen] Writing configuration for slot 0
    [SplitScreen] Writing configuration for slot 0
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 173 (was 363)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 175 (was 365)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 244 (was 354)
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 134 (was 244)
    Last edited by P3DR4M; 05-05-2019 at 11:08 AM.

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