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Lost Server Conection to SINGLE PLAYER game!?!
Posted: Thu Oct 23, 2008 10:17 pm
by elexis
I guess the name says it all.
3 min in to this game last night I paused it to have dinner. Approx. Half an hour later, I came back to this:
How is this possible?
Posted: Thu Oct 23, 2008 11:06 pm
by Shwart!!
How should we know?
I lost connection to server in the main menu the other day. Due to me being unable to replicate, I've not reported it.
Shwart!!
Posted: Thu Oct 23, 2008 11:46 pm
by bert_the_turtle
Well, MW still uses the real network to have its server and client component communicate. If that goes down (for example, it's wireless and goes to sleep mode due to lack of user input activity), you lose your connection.
Posted: Fri Oct 24, 2008 1:07 am
by DoubleFelix
MW should perhaps be changed for singleplayer games to use a faked network, and only pretend it's using the network.
Because losing the connection to yourself is pretty ridiculous.
Posted: Fri Oct 24, 2008 2:56 am
by elexis
For the record, my computer's network status remained the same: unconnected.
Posted: Fri Oct 24, 2008 8:16 am
by bert_the_turtle
elexis wrote:For the record, my computer's network status remained the same: unconnected.
Ok, then it's odd

In that case, MW would use the loopback network (or whatever 127.0.0.1 is called on Windows), which shouldn't ever go down. /me is repuzzled.
Frankly, I never understood why neither Defcon nor Multiwinia would not just use 127.0.0.1 at all times; a fake network may be hard to shoehorn into the existing client/server code, but having the client part connect to a fixed IP doesn't sound too complicated.
Posted: Fri Oct 24, 2008 10:24 am
by Pox
I would have thought using lo in singleplayer was dead obvious, and I'm surprised that MW/DEFCON don't use it... then again, I have roughly zero netcode experience, especially in Windows, so I'm not sure how hard it is. Relying on an IP assigned for a network for a single-player game seems a bit odd, though.