rcon problem, please help

grecotri

Junior Member
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Sep 6, 2004
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#1
I am a new remote administrator at a popular MOH Spearhead server. Our server is a 32 team death match server but i am having a problem with the rcon status command. When i type in password and start the rcon functions, everything works except rcon status. It will work when there up to 12 to 14 players and I can type in rcon status and see the ips, but if the room is full, rcon status will not work. It is frustrating especially when you are trying to ban someone. Does anyone know why I cant get rcon status to work when the room is full. I have cable internet connection, A d-link wireless router that sends signal to other computer in home and I have a high end computer. Hoping someone can help me. Thanks
 
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May 18, 2004
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#3
I'm not sure if I agree with the reasoning from the COD post. They are saying the problem is that the packets become too large and are split up, and not properly handled by the router. If this was the case, then status would fail after a certain number of players joined and not necessarily when the server was full. The reports of the problem have all varied on number of players, but have all been consistent in that the command fails once the server reaches capacity regardless of how many players are on the server.

I run a 18 man BT server and rcon status will fail whenever the server is full. With 17 or less it works fine.

I just write this off as another rcon bug. As a work around, I will ask a clan member to disconnect briefly or kick the last person that joined so that I can execute rcon status and get the IP.
 

SNYPE

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Sep 24, 2003
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#4
The reason the rcon Status command fails is that as the number of players increase the larger the data packets that need to be sent are. The larger the data packets, the more the chance of fragmented packets. If properly set most routers/systems are able to handle the fragmented packets, if not the packets get discarded, hence the loss of information.
Just a simplistic explanation but thats about how it works.
 
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#5
But Snype, wouldn't that mean that after a fixed number of players, regardless of max clients, rcon status would fail? With 17 players I have no problem, but right at 18 (my max) it quits. I've seen posts saying the same with having 31 players it works, and at 32 (full) it quits.

Seems more like an rcon bug than a packet problem. I'll test my theory one night when my server is empty. :)
 

SNYPE

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#6
The source of the problem appears to be due to fragmented packets or packet loss. The data strings to/from the server must be parsed into packets in order to be transmitted. The data of the Rcon Status command increases as the number of players increase simply because there is more data to send. Packet loss is low or nonexistant when there is little data to send.
These games use UDP over IP to transmit data across the net. The characteristics of UDP:

The User Datagram Protocol (UDP) provides a bit more functionality than using raw sockets and is a very basic transport protocol built on top of IP. Because UDP does not guarantee that messages will reach their final destinations, UDP is used for certain applications like streaming audio and video where packet loss recovery is not as important. The loss of a packet or two in a whole series of packets comprising a video image does not greatly change the end user's experience.
Some routers/firewalls will actually reject fragmented packets adding to the problem so the MTU setting becomes critical. Loss of packets when sending rcon commands/info can cause the command to fail.
Follow the instructions I gave in the thread for testing on page 2:
http://www.codadmin.com/nuke/module...opic&t=1423&postdays=0&postorder=asc&start=15
 
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