Rkindaleft wrote: »Appreciate the update @ZOS_RichLambert @ZOS_Kevin however I’m just typing this out because a lot of PSNA is suffering from some pretty severe symptoms the last half hour or so. MT disconnected mid pull and can’t log back in, nearly everyone in my trial group is having skipping and having severe barswap delay.
Just grabbed this from another discord to show it’s not just us, people are also talking about it in other guilds in game.
This is ridiculous, I keep getting booted from the server on Xbox NA-server constantly. What is going on?!?
@sshogrin @KaironBlackbard
"The addons only get information from the ZOS servers, they don't travel to ZOS servers, then back to your computer, than back to ZOS, then back to them. The addons only get information like I stated directly from the servers that are part of the base game API. "
This is incorrect. KaironBlackbard has correctly observed the 'map ping backchannel communication' method. Map pings are used by addons which want to do data sharing outside the stuff provided by the game. In particular, any addon which has ultimate sharing (such as Hodors) or other realtime group data sharing (group DPS) will send map pings to the group which encode the data. It's a rather brilliant way to bypass the lack of any dedicated data passing API. Sometimes if you have your map up you can see the ping marker dancing around.. This is also (likely) why some group DPS trackers will sometimes show an absurd DPS score from users who have Bandit's UI installed: there is no firm protocol to prevent interfering with another addon's backchannel messaging.
I think there is an addon library which tries to standardize the process (might be internal to hodors), but it's optional and may not be written to minimize the bandwidth usage across a group. I have only looked at it in passing, thought "that is really clever" and realized I didn't need it for what I was writing at the time.
It might be possible for ZOS to limit the frequency of map pings before they are issued from the addon API, or de-prioritize the messages. At the API layer, an attempt to send a map ping could report failure if one had been sent too recently. That would prevent server spamming without kicking anyone and have no impact on regular users, so it might be a valid approach.
@LadyGP if you are not grouped, it should not be possible to get map ping backchannel stuff.
No it doesn't. :rolleyes: I have no idea what the reason for your personal crusade is, but just let it go.
The method enables a ton of very useful functionality. And works just fine.
manukartofanu wrote: »To begin with, this is not a backdoor.
YandereGirlfriend wrote: »manukartofanu wrote: »To begin with, this is not a backdoor.
It really doesn't matter what the semantics of it are. It is singled-out in the official ZOS communication on the topic. So continue to deny if you like, I suppose. But it is being taken seriously by those in charge of actually running and maintaining the game.
If it is negatively affecting non-users of the add-on then it is a problem that needs to be resolved ASAP. If it cannot be resolved then that method needs to be patched out of the game. It that breaks some add-ons, oh well. The rights of add-on users end if/when they begin to negatively impact the game experience of others.
That said, it is important for everyone to understand that Bandits/sus add-ons aren't the only thing going on. That's a straw man argument that I see being erected quite often here. It is likely one part of the puzzle that most impacts a particular subset of players (those with limited internet connections, etc.), with others potentially being Akamai, issues with the codebase, misconfigured network infrastructure, etc..
In other words, all of these things can be true at the same time. They are not mutually exclusive of one another. There is no "One Weird Trick" that is going to magically resolve every issue. It will be a combination of different fixes.
manukartofanu wrote: »To begin with, this is not a backdoor.YandereGirlfriend wrote: »manukartofanu wrote: »To begin with, this is not a backdoor.
It really doesn't matter what the semantics of it are. It is singled-out in the official ZOS communication on the topic. So continue to deny if you like, I suppose. But it is being taken seriously by those in charge of actually running and maintaining the game.
If it is negatively affecting non-users of the add-on then it is a problem that needs to be resolved ASAP. If it cannot be resolved then that method needs to be patched out of the game. It that breaks some add-ons, oh well. The rights of add-on users end if/when they begin to negatively impact the game experience of others.
That said, it is important for everyone to understand that Bandits/sus add-ons aren't the only thing going on. That's a straw man argument that I see being erected quite often here. It is likely one part of the puzzle that most impacts a particular subset of players (those with limited internet connections, etc.), with others potentially being Akamai, issues with the codebase, misconfigured network infrastructure, etc..
In other words, all of these things can be true at the same time. They are not mutually exclusive of one another. There is no "One Weird Trick" that is going to magically resolve every issue. It will be a combination of different fixes.
Don't confuse an investigation with a conclusion that there is a backdoor. Once again, the method used in Bandits is used in a large number of addons. Bandits, in particular, is under investigation because it was mentioned here. By the way, I was the first to bring it up in this thread months ago. IMHO, non-technical people got overly excited about its mention here because they didn't understand what exactly is being investigated, while already having formed an extremely biased opinion about the situation. And all of this completely ignores the fact that similar problems exist on consoles, where there are no addons at all. But you just want to assign blame.
KaironBlackbard wrote: »I had a feeling it was a backdoor.
Backdoor needs to be locked.
ZOS_RichLambert wrote: »However, in the case of input lag or high ping, if it’s a result of an attack on the servers, we are able to turn adjust mitigation whenever we need.
manukartofanu wrote: »By the way, what tells me a lot about the situation is that no one has paid attention to the HeartbeatDisconnector. Its malfunctioning could very well explain the random disconnects with garbage errors happening anywhere and under any conditions. After all, it even disconnects during AFK in the middle of a desert. And even during a card game, where stable connectivity is not really necessary. If it is malfunctioning and does not accept all incoming packets as proof of connection, but only specific ones, a subset of them, or, worse, just its own heartbeats, and then rushes to disconnect, we end up with what is happening now: people with good internet and stable connections experiencing random disconnects. Why? Because minor packet losses are basically normal in today's internet.
But first, we were told that they are investigating. Secondly, these are just assumptions and speculations, and there’s no point in shouting that this is definitely the reason under certain conditions, so the HeartbeatDisconnector should be removed from the game immediately because it’s interfering with our ability to play! The investigation is ongoing, and the technical specialists with access to the code know better what the real problem is.
KaironBlackbard wrote: »I see several faults with your assumption.
- you assume that they store data on ZOS servers to be retrieved by the addon. They don't. They can't. Similar addons like TTC use a separate exe to send and receive such data to and from a server that will hold the data: their own.
- you assume that they only see the stats of people using the same addon. They see my stats and that of non-addon users. Your explanation fails to explain that.
- you claim they don't make calls, but it's clear they do, especially when they turn off their BanditsUI and I get pristine connection again.
I see several faults with your assumption.
- you assume that they store data on ZOS servers to be retrieved by the addon. They don't. They can't. Similar addons like TTC use a separate exe to send and receive such data to and from a server that will hold the data: their own.
- you assume that they only see the stats of people using the same addon. They see my stats and that of non-addon users. Your explanation fails to explain that.
- you claim they don't make calls, but it's clear they do, especially when they turn off their BanditsUI and I get pristine connection again.
1) I'm not entirely familiar with the API for addons but it's entirely possible they have some small amount of allowance for such things. Most of the data they are sharing is actually already being sent from your client to the server regardless of the presence of addons. There are parts of the API addon that allow your client to request some of that data from the server and that has a hardcap so as to not allow addons to dos the server itself. This is why it's usually a good idea to reduce or disable certain features of certain addons if you are going to be in a particularly hot conflict as it can result in hitting that cap and getting forcefully disconnected from the server. This is, however, no different than something like spamming the block key which will also cause a force disconnect as a protection by the server.
Regardless, the TTC .exe is solely for the purpose of posting externally to their own database on their own website.
2) See above... it's already data being shared anyway.
3) Placebo effect. There's plenty of us that never use addons and don't play in groups and we still get railed by these same issues. This means that even if it were in fact caused by an errant addon, then it's a fundamental issue with the server and the API itself and would need to be fixed regardless of the presence of addons or not (such as on consoles).
To be fair, if it is addon related then it's not a specific addon but rather the API design that needs to be addressed. The addon(s) in question would then have to adapt to any new changed or remove such functionality if it was no longer available. Such a weakness in the API could be exploited regardless of the presence of an addon.YandereGirlfriend wrote: »And to the courageous @KaironBlackbard for continuing to bang the add-ons/Bandits drum even in the face of intense opposition. So many told them, "But it couldn't possibly be add-ons!" and yet... here we are. And if Bandits is misbehaving it almost assuredly is not the only one to be doing so.