Like the others, I see progress on the FMOD issues. I have been unable to reproduce them after the 8/6 PTR patch as I can on the live US server. However, at least for some of us this is not the only issue causing freezes. File sizes exceeded the limit for pastebin. The included WinMTR data is to the PTR server based on it’s IP within d3debug.
PTR d3debug.txt: PTR_ClientSocket_disconnect_8-7-21@2130
https://drive.google.com/file/d/1jOgESe3XmD7kIwIH8v9hEfXuM7KpIIox/view?usp=sharing
PTR d3debug.txt: PTR_ClientSocket_disconnect_8-8-21@0021
https://drive.google.com/file/d/1sK7pdUd-sXP_WGvgIrZPdtv3prSrig3c/view?usp=sharing
WinMTR_PTR_capture_on_disconnect_8-7-21@2130.txt
https://drive.google.com/file/d/1n_y1t2z0rWthbjE1RyP-SdXyoQucAWqH/view?usp=sharing
WinMTR_PTR_8-7_to_8-8_4hour_capture.txt
https://drive.google.com/file/d/1KHIfMQVkhcYqXrEqug0zHS21KheHL_sM/view?usp=sharing
TLDR for these two d3debugs is
|2021.08.08 00:21:04.269190800|ClientSocket Disconnect|
|2021.08.08 00:21:04.269327400|UIStartup_ClientDisconnected msg=The game connection has been lost: your client has been disconnected from the server.|
…a network disconnect. Watching WinMTR (output attached), latency spikes at the time of the freezing, starting with the first hop into the Blizzard infrastructure and becoming quite severe (I observed up to 900+ms worst case in my attached 4 hour sample, during which I experienced disconnect events twice) in the second hop.
Between me and the Blizzard/Equinix demarc, my worst sample over 4 hours was 22ms with an average of 3ms. During these issues, I’m able to continuously access resources from the rest of the Internet without issue, including continuously streaming media for which a disconnect would be immediately noticeable.
The connectivity issues that I’ve experienced can present in at least 3 different ways in d3debug depending on the length and severity of the spike:
-
No error logged at all.
Client side: Everything locks up exactly like the FMOD issue, then resumes after 5-15 seconds-ish.
-
recv() failed
OR
-
ClientSocket Disconnect
Client side: After locking up for a time, the client is forcibly disconnected after timing out.
I can reproduce these issues periodically just by standing in town on the PTR or on the live server and periodically preventing myself from going AFK in game. Be advised it can be 2 hours or sometimes even more between incidents. Other times it may be just minutes.
As an experiment, I tried running both the live and PTR clients at once. During the network issues I experienced, sometimes one was disconnected and the other survived. Other times, both were hit with a freeze or disconnect. Just depends if the client was lucky enough to survive the latency spike.
I really appreciate you guys finally taking this issue seriously and communicating with us. Please pass on our thanks to the engineers and devs. I hope this gives you some more items to consider.
Edit: Here’s another WinMTR demonstrating a 4399ms worst sample latency at that same device ae1-br02-eqla1.as57976.net
WinMTR_capture_on_disconnect_8-8-21@0225.txt
https://drive.google.com/file/d/1du-DQbiLAL16GQTdrjFhEGASDyB8xxDA/view?usp=sharing