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Insane Limits (0.9.17.0 - 30-MAR-2015) + BFHL


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Originally Posted by EBassie*:

 

Disabled plugins (stats & BL Cache), flushed the hosts & restarted the MySQL and enabled plugins again.

But i'm still getting the cache warnings. Weird thing is those players are in my BattlelogCache DB

 

Server 1

Code:

[18:23:11 64] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for TehShadowarrior
[18:24:07 67] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Deraee
[18:27:42 68] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Deraee
[18:27:42 68] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Deraee
[18:28:41 85] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Thor_1946
[18:28:41 85] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Thor_1946
TimestampOverview for Thor_1946 in DB: 2013-02-12 18:28:41

 

2nd server

Code:

[18:22:47 70] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for GregdanSPB
[18:23:35 08] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for GregdanSPB
[18:23:35 08] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for GregdanSPB
[18:27:14 04] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for GregdanSPB
[18:27:14 04] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for GregdanSPB
[18:28:11 07] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for olli_troll
[18:31:52 73] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for olli_troll
[18:31:52 73] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for olli_troll
[18:32:52 26] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Saxywo
[18:32:52 26] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for Saxywo
TimestampOverview for Saxywo in DB: 2013-02-12 18:32:52

 

Server 3

Code:

[18:22:55 56] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:22:55 56] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:23:55 17] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:23:55 18] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:24:22 50] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for ingueu
[18:24:52 89] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:24:52 89] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:25:55 99] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:25:55 99] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:26:26 98] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for cooolplay441
[18:26:57 26] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:26:57 26] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:27:28 44] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for MrJ4k3y
[18:27:58 90] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:27:58 90] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:28:28 77] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for saikoooo
[18:28:59 10] [Insane Limits] Thread(fetch): EXCEPTION: : System.NullReferenceException: Object reference not set to an instance of an object.
[18:28:59 10] [Insane Limits] Thread(fetch): Extra information dumped in file InsaneLimits.dump
[18:30:14 32] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for joerggoeken
[18:30:27 44] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Dradanick
[18:31:12 88] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Dradanick
[18:31:12 88] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Dradanick
[18:32:09 78] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for jackalalive
[18:32:09 78] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for jackalalive
[18:32:54 16] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for DirtyC4ll4h4n
[18:33:05 75] [Insane Limits] Thread(ResponseLoop): WARNING: Cache response collision for pattenmann
[18:33:51 43] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for pattenmann
[18:34:51 79] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for AnnihilatorSC
[18:35:50 03] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for RoManiac1
[18:35:50 03] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for RoManiac1
[18:36:53 93] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Jul_Bass
[18:36:53 95] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Jul_Bass
[18:37:52 10] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for chinounou
[18:38:55 24] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Robban112
[18:38:55 24] [Insane Limits] Thread(ResponseLoop): WARNING: Unknown cache response for Robban112
EDIT:

InsaneLimits settings:

Debug 2

Direct_fetch: true

slow_weapons: true

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Originally Posted by PapaCharlie9*:

 

EDIT:

InsaneLimits settings:

Debug 2

Direct_fetch: true

slow_weapons: true

Set your IL debug_level to 4 to get debugging info for cache requests. In general, when debugging a problem in IL, set to 4.

 

EDIT: from code inspection, I can see one failure mode for IL that isn't well handled. If a cache request times out (based on your IL wait_timeout value, usually 30 seconds), IL unwinds out of the request and as far as it is concerned, the request is done and forgotten. However, Battlelog Cache may still be chewing on it. Eventually, Battelog Cache finishes and tells IL "here's that stuff you requested". IL, having totally forgotten about the request at this point, thinks, "WTF is this Unknown cache response_"

 

This could result in an endless cha-cha line of "Unknown cache response" errors if BC takes > 30 seconds to process a request.

 

There's not much I can really do about it. I can't tell BC to forget about the request IL is no longer interested in, there's no API for that. You should not increase your timeout, 30 seconds is already generous. The best I can do is quiet down the spam so that you only see the warnings if you set debug_level to 4 or higher. The failures will still happen, but that's the same story for all stats fetching situations these days.

 

The rest, the NullRef exceptions and the Cache response collision stuff, is probably just some inadequate housekeeping. Those should be easy to fix.

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Originally Posted by EBassie*:

 

Hey PC9,

 

The problems may have been with my connection to the offsite MySQL DB.

Once I disabled the BattlelogCache plugin and set IL Debug on 4 all returned to normal. Been testing this the whole day without errors.

 

XPKillers stats plugin never had issues during this.

 

I just enabled BattlelogCache again to see if that works well again :ohmy:

 

Will report back tomorrow.

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Originally Posted by HexaCanon*:

 

reminder to update IL to 0.9.8.0 :smile:

 

also since you are doing upgrades every now and then, can we have some object for the hour or related to time ? to make it easier to create time based limits.

 

something like server.Hour or plugin.Time

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Originally Posted by PapaCharlie9*:

 

something like server.Hour or plugin.Time

How about these existing server properties:

Code:

double TimeRound { get; }                // Time since round started
    double TimeTotal { get; }                // Time since plugin enabled
    double TimeUp { get; }                   // Time since last server restart
:ohmy:

 

If you want the clock time, that is provided by C#/.Net with:

Code:

DateTime.Now
So for example, to get the current hour of the day, you use:

Code:

DateTime.Now.Hour
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Originally Posted by HexaCanon*:

 

How about these existing server properties:

Code:

double TimeRound { get; }                // Time since round started
    double TimeTotal { get; }                // Time since plugin enabled
    double TimeUp { get; }                   // Time since last server restart
:ohmy:

 

If you want the clock time, that is provided by C#/.Net with:

Code:

DateTime.Now
So for example, to get the current hour of the day, you use:

Code:

DateTime.Now.Hour
well you can add a server object like "server.DateTime" and we can use it like "server.DateTime.Hour" and it will do that job, it is a small quality of life change that i thought of since i saw you doing minor changes :smile:

 

Edit : and it will be added to the plugin description, this way it is easier to remember/look up.

 

sometimes i have to go back to some time related plugins just to remember the DateTime.

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Originally Posted by PapaCharlie9*:

 

Changes made for 0.9.8.0:

 

  • Added plugin.GetReservedSlotList function
  • Added plugin.CheckAccount function
  • Added use_stats_log plugin setting
  • Fixed NullReferenceException errors when using Battlelog Cache. In general, reduced the amount of logging spam when using Battlelog Cache for debug_level 3 or lower.

NOTE: since logging of error messages has been reduced, you have to increase your debug_level in order to see warnings and errors that you used to see at level 3. If you want to see why stats fetching is failing, you have to set your debug_level to 4.

 

Usage of plugin.GetReservedSlotList()

 

Code:

List<String> GetReservedSlotsList();
You can now use your reserved slots list in your limit code. You can use it instead of whitelist or custom lists. For example, the first time a player on the reserved slots lists spawns, send a yell to all players with this OnSpawn second_check Code:

 

Code:

if (limit.Activations(player.Name) > 1) return false;
if (plugin.GetReservedSlotsList().Contains(player.Name)) {
    plugin.SendGlobalYell("VIP " + player.FullName + " is in the house!");
}
return false;
NOTE: The list is only fetched once, at plugin activation time. If you edit the reserved slots list in the middle of a game session while Insane Limits is active, the update will not be recognized unless you disable Insane Limits, wait a few seconds, and then enable Insane Limits again. Alternatively, if you don't want to disable Insane Limits, you can go to the Console tab in Procon and type this RCON command to the game server:

Code:

reservedSlotsList.list
That will update Insane Limits.

 

Usage of plugin.CheckAccount() function

 

Code:

bool CheckAccount(String name, out bool canKill, out bool canKick, out bool canBan, out bool canMove, out bool canChangeLevel);
You can now check to see if a player has an account on your Procon instance and what privileges they have. A player with an account that has canKick privilege may be treated as an admin from your limit code. If the function returns False, the player is not currently joined on the server or the player does not have an account in your Procon instance.

 

This OnSpawn first_check Code example kicks all Rank 145 (100 Colonel) players, unless they are admins:

 

Code:

if (player.StatsError) return false; // Can't determine rank, so ignore
if (player.Rank < 145) return false; // Ignore everyone else
bool canKill = false;
bool canKick = false;
bool canBan = false;
bool canMove = false;
bool canChangeLevel = false;

bool hasAccount = plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel);

if (hasAccount && canKick) return false; // don't kick admins

plugin.KickPlayerWithMessage(player.Name, "GTFO, we don't need any 100 Colonel hackers here!");
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Originally Posted by kcuestag*:

 

I was told to post a request here regarding this plugin.

 

I'd like to have it set so that when someone types "admin" the chat, such as "is there an admin here" or "admin" (Doesn't matter where the word admin is), the server auto responds saying who is an admin, for example "Admin kcuestag is online", and if no admins online, just say something like "There is no Admin online right now".

 

I'd really appreciate this.

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Originally Posted by MorpheusX(AUT)*:

 

I was told to post a request here regarding this plugin.

 

I'd like to have it set so that when someone types "admin" the chat, such as "is there an admin here" or "admin" (Doesn't matter where the word admin is), the server auto responds saying who is an admin, for example "Admin kcuestag is online", and if no admins online, just say something like "There is no Admin online right now".

 

I'd really appreciate this.

Not to hijack this thread, but as stated in your other thread, the plugin you've been looking for (and that already does exactly that) is NotifyMe*. Whilst the possibilites with IL are awesome, it would be nice not to throw everything in there but also give other plugin-authors a chance to distribute their work. With the current situation (many questions/ideas for new plugins get "quitted" with a "Post it in the IL thread, it can somehow do that"), the chance of new plugin being created is way lower than it was before. Furthermore, it cannot hurt to "distribute" the load on several plugins, especially since some hosters have already "complained" that large/cluttered IL-installations cause problems in their hosting environments.
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Originally Posted by PapaCharlie9*:

 

Whilst the possibilites with IL are awesome, it would be nice not to throw everything in there but also give other plugin-authors a chance to distribute their work. With the current situation (many questions/ideas for new plugins get "quitted" with a "Post it in the IL thread, it can somehow do that"), the chance of new plugin being created is way lower than it was before.

I'm concerned to learn that there might be some developer frustration over Insane Limits. IL was never intended to corner the market on plugin development. It was meant to fill a gap for coders who needed something relatively simple but didn't want to invest in writing a fullblown plugin. It lowers the barrier to entry for plugin writers. Non-coders should consider Insane Limits only as a last, desperate resort.

 

No doubt fans of Insane Limits are quick to recommend it. While that's gratifying, I do agree that it isn't always the best or even third best choice for a particular request.

 

Most admins just need something simple and easy to use. CheatDetector is the textbook example: everything it does could be done by Insane Limits, but it's about 1000x easier to use than IL because it can focus on doing one specific task. I would never want to see IL inhibit the creation of plugins like CheatDetector.

 

Here is what I would recommend to fans of Insane Limits for how to support your favorite plugin but at the same time insure that you are not doing a disservice to the community of developers or users (not to mention putting more work on my plate that I don't need :smile:).

 

1) Encourage the requestor to search the existing standalone plugins (not Insane Limits nor ProconRulz) for something close to what they need.

 

2) If it doesn't exist, wait a decent amount of time for a developer to step forward and work with the requestor. Give it at least a week. You can even encourage developer interest if you want something similar by posting a, "+1, I want this too," reply to the original request.

 

3) If no developer steps forward and the requestor is still interested, find out if the requestor is or is not a coder. If not, I think it's fine to suggest they post a request in Insane Limits Requests (the ProconRulz fanbase may suggest they post in the ProconRulz thread, which is fine).

 

4) If the requestor is a coder, encourage them to write a standalone plugin of their own and share it with everyone else. That insures that we don't miss out the next big thing, like CheatDetector. Only if they don't have the time/energy to invest in doing a full blown plugin should Insane Limits be suggested as an alternative.

 

Furthermore, it cannot hurt to "distribute" the load on several plugins, especially since some hosters have already "complained" that large/cluttered IL-installations cause problems in their hosting environments.

I think a lot of that is overblown or urban myth, but be that as it may, having a dozen standalone plugins which more-or-less do the same thing as a dozen Insane Limits isn't going to solve that problem. It will probably make it worse.
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Originally Posted by HexaCanon*:

 

There is nothing wrong in recommending IL. Specially for on chat events.

 

Stuff like balancing and vote map and vote ban indeed are better on otherr plugins, but cheatdetector is not something that you want to use for banning, i hate that plugin because it support the actions of blind madmins. I hate madmins.

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Originally Posted by King2*:

 

I recently installed IL and when I tried to create a "new_limit" by setting it to TRUE it reverts bact to "..." and then I get the following error message:

 

[09:01:35 87] [insane Limits] Extra information dumped in file InsaneLimits.dump

[09:01:35 89] [insane Limits] WARNING: unable to dump extra exception information.

[09:01:35 91] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

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Originally Posted by EBassie*:

 

I recently installed IL and when I tried to create a "new_limit" by setting it to TRUE it reverts bact to "..." and then I get the following error message:

 

[09:01:35 87] [insane Limits] Extra information dumped in file InsaneLimits.dump

[09:01:35 89] [insane Limits] WARNING: unable to dump extra exception information.

[09:01:35 91] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

Are you hosting Procon yourself?

It looks to me you have no permission to write the config to disc.

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Originally Posted by PapaCharlie9*:

 

So, there is no way of running IL along with TS3Sync (since it uses sandbox)?

Have you tried running TS3Sync with "Run plugins with no restrictions"? I've heard of plugins not running because they can't run in a sandbox, but I've never heard of a plugin not running because it was taken out of the sandbox.
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Originally Posted by Jaythegreat1*:

 

I can try that PC9, however I think it says in the instructions to turn sandbox on. But... seems like I'm having issues connecting to procon at the moment, not sure if branzone is having issues.

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Originally Posted by King2*:

 

Then make sure sandbox is turned off.

I do have the sandbox turned off. When I activate the plugin I get this:

 

[06:19:22 91] [insane Limits] Thread(activator): EXCEPTION: : System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

[06:19:23 19] [insane Limits] Thread(activator): Extra information dumped in file InsaneLimits.dump

[06:19:23 26] [insane Limits] Thread(activator): WARNING: unable to dump extra exception information.

[06:19:23 39] [insane Limits] Thread(activator): EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

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Originally Posted by MorpheusX(AUT)*:

 

This can just either be caused by an enabled sandbox or incorrect permission-settings for the Procon folder.

Make sure you disable the sandbox on your layer, not on your local Procon-client (either disable it via RemoteDesktop and the layer-gui or change "procon.private.options.runPluginsInSandbox" to "False" in the procon.cfg file of your procon layer.

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Originally Posted by BTFU_Maverick*:

 

[20:26:10 24] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for scratch_handle within fetch_thread_loop

[20:26:11 02] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[20:26:40 25] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for plist_handle within fetch_thread_loop

[20:26:40 27] [insane Limits] Thread(fetch): DONE inserting 1 new players, 60 still in queue, took a total of 60 secs

[20:26:41 55] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for info_handle within getServerInfoSync

[20:30:45 52] [insane Limits] Thread(activator): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[20:31:16 05] [insane Limits] Thread(activator): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[20:32:12 55] [insane Limits] Thread(activator): EXCEPTION: Timeout(30 seconds) expired, while waiting for server_name_handle within getServerNameSync

[20:32:43 08] [insane Limits] Thread(activator): EXCEPTION: Timeout(30 seconds) expired, while waiting for server_desc_handle within getServerDescriptionSync

 

 

Keep getting this exception error at what seems to be random times. Currently its running Norshar Canals Large Conquest 64 player. Any idea whats triggering this? We have full access to our procon install through branzone. Sandbox is turned off. Never saw this error before updating from 0.97 to 0.98.

 

Edit: Whatever it is seems to completely lag out procon for that server. Ive manually restarted the server 3 times now. As soon as I bring it back up, IL throws that error and its 30 second timeouts make pulling 60 players worth of data from battlelog impossible. It ends up timing out my Procons connection to the layer. The listing above are the errors it throws right off the bat after rebooting the server. And after finally getting the procon layer up and not lagged out again, it starts doing this again:

 

 

[20:40:24 90] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for fetch_handle within fetch_thread_loop

[20:40:26 43] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[20:40:54 92] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for fetch_handle within fetch_thread_loop

[20:40:56 96] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[20:41:24 93] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for fetch_handle within fetch_thread_loop

[20:41:27 49] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for info_handle within getServerInfoSync

 

And the layer lags out again....

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Originally Posted by BTFU_Maverick*:

 

increase "wait_timeout" to something like 60 if it keeps happening then 90, then 120. stop at 120, if it happens again then report back.

On a different procon layer running on a different IP:

[21:48:46 62] [insane Limits] Thread(activator): EXCEPTION: Timeout(60 seconds) expired, while waiting for list_handle within getMapListSync

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Originally Posted by PapaCharlie9*:

 

On a different procon layer running on a different IP:

[21:48:46 62] [insane Limits] Thread(activator): EXCEPTION: Timeout(60 seconds) expired, while waiting for list_handle within getMapListSync

Everyone gets these errors from time to time. They indicate that you are having some kind of network congestion between your layer and your game server. Restarting procon or re-enabling Insane Limits makes the problem worse, as you noticed, due to refetching stats for all players. The lag is not due to Insane Limits -- during the 30 seconds (or 60 if you have changed it), Insane Limits is literally doing nothing but waiting for the game server to respond. The lag is due to a network problem associated with your layer, not IL. The upgrade to 0.9.8.0 is a coincidence.

 

Don't blame the messenger. IL is trying to tell you to complain to your layer hosting service. :smile:

 

Raising the value to 60 reduces the frequency of errors, but does not make them go away altogether. Raising it higher than 60 just hides the networking problem from you, it doesn't fix the underlying problem.

 

Are you by any chance running TrueBalancer with stats fetching enabled? That plugin does induce lag/freezes in Procon, whether or not the network is congested, but it is worse if the network is congested. Consider disabling stats fetching in TrueBalancer when you see these kinds of IL errors.

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Originally Posted by BTFU_Maverick*:

 

Are you by any chance running TrueBalancer with stats fetching enabled? That plugin does induce lag/freezes in Procon, whether or not the network is congested, but it is worse if the network is congested. Consider disabling stats fetching in TrueBalancer when you see these kinds of IL errors.

Indeed we are running TrueBalancer. Weve tried to swap out to Insane Balancer, and Live Balancer, but they just dont seem to have all the kinks worked out or run quite the way we like them too. But I will definitely take that into consideration next time and possibly look at reconfiguring them to use the in-game stats instead of stat-fetching from bf3. Thanks for the advice guys!
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Originally Posted by King2*:

 

This can just either be caused by an enabled sandbox or incorrect permission-settings for the Procon folder.

Make sure you disable the sandbox on your layer, not on your local Procon-client (either disable it via RemoteDesktop and the layer-gui or change "procon.private.options.runPluginsInSandbox" to "False" in the procon.cfg file of your procon layer.

Thanks, that fixed it.
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Originally Posted by King2*:

 

I tried setting up the Simple Rank Limit by the example but when I enable it it doesn't let anyone in. My rank is under the "60" limit but it says that my rank is too high for the server. This is how I have it setup:

 

limit_1_hide ...

limit_1_state Enabled

limit_1_name Your Rank is too high for this server!

limit_1_evaluation OnJoin

limit_1_first_check Expression

limit_1_first_check_expression (player.Rank > 60)

limit_1_second_check Disabled

limit_1_new_action ...

limit_1_action Kick

[1] [-----Kick Action-----] ...

limit_1_kick_message %p_n%, %l_n%

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Originally Posted by Singh400*:

 

I tried setting up the Simple Rank Limit by the example but when I enable it it doesn't let anyone in. My rank is under the "60" limit but it says that my rank is too high for the server. This is how I have it setup:

 

limit_1_hide ...

limit_1_state Enabled

limit_1_name Your Rank is too high for this server!

limit_1_evaluation OnJoin

limit_1_first_check Expression

limit_1_first_check_expression (player.Rank > 60)

limit_1_second_check Disabled

limit_1_new_action ...

limit_1_action Kick

[1] [-----Kick Action-----] ...

limit_1_kick_message %p_n%, %l_n%

Post your Battlelog Profile. I don't think you understand the ranks correctly.

 

Rank 100 actual equals Rank 145.

* Restored post. It could be that the author is no longer active.
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