chizarira39rwb17_ESO wrote: »Where did you get the IP address that you are using from?
chizarira39rwb17_ESO wrote: »Where did you get the IP address that you are using from?
chizarira39rwb17_ESO wrote: »The only thing I cant figure out is why I am only affected after 3pm my time, I can play perfectly fine prior to that - this is why I am thinking it is something to do with my ISP. I am hoping that I might get a result that might actually be of use to other players with this problem - here's hoping
wrlifeboil wrote: »wrlifeboil wrote: »This is my trace-route tonight during the lag period.
Tracing route to 198.20.200.167 over a maximum of 30 hops
5 183 ms 181 ms 182 ms 203.134.2.138
6 183 ms 181 ms 202 ms 173.241.128.13
7 194 ms 193 ms 202 ms 77.67.78.94
8 242 ms 241 ms 244 ms 12.122.86.202
9 245 ms 243 ms 241 ms 12.122.31.133
10 241 ms 242 ms 243 ms 12.122.28.177
11 238 ms 238 ms 239 ms 12.122.138.25
12 12.250.61.26 reports: Destination net unreachable.
Trace complete.
tracert -d 198.20.200.55
Tracing route to 198.20.200.55 over a maximum of 30 hops
5 182 ms 182 ms 181 ms 203.134.2.138
6 182 ms 182 ms 181 ms 173.241.128.13
7 279 ms 194 ms 193 ms 77.67.78.94
8 242 ms 241 ms 240 ms 12.122.86.202
9 240 ms 239 ms 239 ms 12.122.31.133
10 241 ms 241 ms 241 ms 12.122.28.177
11 320 ms 270 ms 328 ms 12.122.138.25
12 * * * Request timed out.
13 * * * Request timed out.
14 12.250.61.22 reports: Destination net unreachable.
Just curious, try a traceroute to AT&T on the West Coast at 192.205.36.9.
Times out at jump 7 173.241.128.13
You are going to have to beg/plead with your ISP to change its routing tables as the poster above wrote. I've forgotten the specifics about how Aussies got their best pings to WoW's Los Angeles server years ago but one routing went through Washington state. I know it is or was possible to get into AT&T's network through Hawaii (which is very reliable if you live in Hawaii) to play WoW but never heard of Aussies being routed that way.
Not correct, at all.
Netcoding can dictate where it pulls from, aside from many other things that it does, for example. The way that lag is "prevented" is that it is hidden. Information that does not exist yet (it happened in Australia, but you won't know for ~100+ miliseconds, because its traveling at only the speed of light to your computer) is simply made up. Thats right, you make up the information, and your computer will play with the made up information.
In ~100 milliseconds, the information of your opponent will appear. Its a bit slow, but it should be enough to synchronize things just a little bit.
So really, a good "netcode" predicts what your opponent will do, and then displays it to you with reasonable accuracy. It can be cubic splines (in a FPS) or something similar... but at the end of the day, your netcode will have to make up information if your players want "low lag" in these conditions.
It is possible that maybe the netcoding of the game needs some fine tuning or optimizing.
That being said, ZOS has the power to talk to the companies and convey with them on how to resolve the issue with the ports at the node to allow free flow through, and it would be in ZOS's best interest to do so and not just for Australian users, EU and USA players will benefit from it also.
I can really see this happening...
ZOS - "Excuse me internet, OP says you're slow, can you fix your network so they have a better experience online"
wrlifeboil wrote: »wrlifeboil wrote: »This is my trace-route tonight during the lag period.
Tracing route to 198.20.200.167 over a maximum of 30 hops
5 183 ms 181 ms 182 ms 203.134.2.138
6 183 ms 181 ms 202 ms 173.241.128.13
7 194 ms 193 ms 202 ms 77.67.78.94
8 242 ms 241 ms 244 ms 12.122.86.202
9 245 ms 243 ms 241 ms 12.122.31.133
10 241 ms 242 ms 243 ms 12.122.28.177
11 238 ms 238 ms 239 ms 12.122.138.25
12 12.250.61.26 reports: Destination net unreachable.
Trace complete.
tracert -d 198.20.200.55
Tracing route to 198.20.200.55 over a maximum of 30 hops
5 182 ms 182 ms 181 ms 203.134.2.138
6 182 ms 182 ms 181 ms 173.241.128.13
7 279 ms 194 ms 193 ms 77.67.78.94
8 242 ms 241 ms 240 ms 12.122.86.202
9 240 ms 239 ms 239 ms 12.122.31.133
10 241 ms 241 ms 241 ms 12.122.28.177
11 320 ms 270 ms 328 ms 12.122.138.25
12 * * * Request timed out.
13 * * * Request timed out.
14 12.250.61.22 reports: Destination net unreachable.
Just curious, try a traceroute to AT&T on the West Coast at 192.205.36.9.
Times out at jump 7 173.241.128.13
You are going to have to beg/plead with your ISP to change its routing tables as the poster above wrote. I've forgotten the specifics about how Aussies got their best pings to WoW's Los Angeles server years ago but one routing went through Washington state. I know it is or was possible to get into AT&T's network through Hawaii (which is very reliable if you live in Hawaii) to play WoW but never heard of Aussies being routed that way.
Not correct, at all.
Netcoding can dictate where it pulls from, aside from many other things that it does, for example. The way that lag is "prevented" is that it is hidden. Information that does not exist yet (it happened in Australia, but you won't know for ~100+ miliseconds, because its traveling at only the speed of light to your computer) is simply made up. Thats right, you make up the information, and your computer will play with the made up information.
In ~100 milliseconds, the information of your opponent will appear. Its a bit slow, but it should be enough to synchronize things just a little bit.
So really, a good "netcode" predicts what your opponent will do, and then displays it to you with reasonable accuracy. It can be cubic splines (in a FPS) or something similar... but at the end of the day, your netcode will have to make up information if your players want "low lag" in these conditions.
It is possible that maybe the netcoding of the game needs some fine tuning or optimizing.
That being said, ZOS has the power to talk to the companies and convey with them on how to resolve the issue with the ports at the node to allow free flow through, and it would be in ZOS's best interest to do so and not just for Australian users, EU and USA players will benefit from it also.
Only sorta correct. They have the ability to affect only those that they connect directly carrierA to and by extension to whomever carrierA connects to (carrierB). If the problem lies on carrierF's connection the most they can do is polite email asking them to fix it. They cannot directly influence them to do anything.
louisrabierb16_ESO wrote: »Those things are pretty complicated but what you need to understand is that bandwidth isn't free and unlimited (even for ISPs and other companies) and gaming is not really a priority for the vast majority of ISPs (unlike trading for example, where they always use the most responsive and most expensive routes). Good luck convincing them (I'm not saying it's impossible), and issues like these are fixed by using a VPN (in case you didn't already know) but that usually costs some money. *here I am assuming the problem is not on Zeni's end because I have seen no conclusive proof that it is*
But I'll say it again : your traceroutes show (almost) nothing. Just a bunch of routers. I have no issues (not even packet loss) on zeni servers and yet my traceroutes will show the same final "unreachable destination" (and the last IP is also the same) as Viperoz even though I'm playing from Europe with 140ms.
If you run a WinMTR for a while then we can see the packet loss and get a much better idea of where the problem is. Tracert is not the appropriate tool to diagnose an issue that isn't happening 100% of the time.
I've even seen ISPs blocking tracerts btw (and no, it was not a firewall or my router and it took a while for them to fix it, and that's just because I asked them totracetcp still worked though / or doing tracert behind my vpn)
The issue here is, VPN's, Proxies and tunnelling services are not supported by ZOS.
So until they support it, it is a hit and miss with possible bans.
louisrabierb16_ESO wrote: »
The issue here is, VPN's, Proxies and tunnelling services are not supported by ZOS.
So until they support it, it is a hit and miss with possible bans.
Of course they are, there is no such thing as "supporting" a VPN unless you don't really know what it is. I've used one myself many times on ESO. It's just a virtual network adapter with a higher priority than your physical one so that Windows routes the traffic through it. * Applications just see a different IP.
It is exactly the same as using a different connection/ISP and that is the whole point for someone like me (when I'm at home, the vpns I use at work are used for security reasons of course). If vpns were not allowed then people with a dynamic ip wouldn't be able to play either.
*and that is only a basic, user friendly VPN. You could tell your OS to only route some specific traffic through it rather than use it for everything.
louisrabierb16_ESO wrote: »
The issue here is, VPN's, Proxies and tunnelling services are not supported by ZOS.
So until they support it, it is a hit and miss with possible bans.
Of course they are, there is no such thing as "supporting" a VPN unless you don't really know what it is. I've used one myself many times on ESO. It's just a virtual network adapter with a higher priority than your physical one so that Windows routes the traffic through it. * Applications just see a different IP.
It is exactly the same as using a different connection/ISP and that is the whole point for someone like me (when I'm at home, the vpns I use at work are used for security reasons of course). If vpns were not allowed then people with a dynamic ip wouldn't be able to play either.
*and that is only a basic, user friendly VPN. You could tell your OS to only route some specific traffic through it rather than use it for everything.
I live in Australia, the home of dynamic IP's and connect just fine without a VPN. Everytime I reset my modem, I get assigned with a new IP address and it connects, just fine.
A lot of Developers block the IP addresses commonly asscioated with VPN's, Tunneling services and proxies because they hide behind masked IP addresses, now unless you set up your VPN or the service uses your IP address then that is a different story which some do today because of this issue.
The only thing I see VPN's being useful for is if you are having trouble connecting to the launcher/client and you create a point-to-point connection through the use of a dedicated connection that would be otherwise blocked OR having issues, essentially becoming a tunnel.
That all being said, a multitude of people have reported not being able to connect to ESO using tunnelling services like WTFast, Smoothping etc. Most of these companies that are more well known have a compatibility list and ESo hits none of them with a forum full of people asking for help and the Programmers on these sites saying it is out of their hands until ZOS allows it.
louisrabierb16_ESO wrote: »
The issue here is, VPN's, Proxies and tunnelling services are not supported by ZOS.
So until they support it, it is a hit and miss with possible bans.
Of course they are, there is no such thing as "supporting" a VPN unless you don't really know what it is. I've used one myself many times on ESO. It's just a virtual network adapter with a higher priority than your physical one so that Windows routes the traffic through it. * Applications just see a different IP.
It is exactly the same as using a different connection/ISP and that is the whole point for someone like me (when I'm at home, the vpns I use at work are used for security reasons of course). If vpns were not allowed then people with a dynamic ip wouldn't be able to play either.
*and that is only a basic, user friendly VPN. You could tell your OS to only route some specific traffic through it rather than use it for everything.
I live in Australia, the home of dynamic IP's and connect just fine without a VPN. Everytime I reset my modem, I get assigned with a new IP address and it connects, just fine.
A lot of Developers block the IP addresses commonly asscioated with VPN's, Tunneling services and proxies because they hide behind masked IP addresses, now unless you set up your VPN or the service uses your IP address then that is a different story which some do today because of this issue.
The only thing I see VPN's being useful for is if you are having trouble connecting to the launcher/client and you create a point-to-point connection through the use of a dedicated connection that would be otherwise blocked OR having issues, essentially becoming a tunnel.
That all being said, a multitude of people have reported not being able to connect to ESO using tunnelling services like WTFast, Smoothping etc. Most of these companies that are more well known have a compatibility list and ESo hits none of them with a forum full of people asking for help and the Programmers on these sites saying it is out of their hands until ZOS allows it.
Wreaken. You sound amazingly like you know what you are talking about but your entire post makes no sense. Devs don't block VPN ports or protocols. Otherwise nobody could connect. Ie like you did say a VPN is like a tunnel. But not from you to the eso server but from you to a wtfast endpoint hopefully fairly close to Dallas then your traffic runs normally through the internet to eso. It just gets you over the internet via a properly routed optioned route. Just to test I just ran eso through a VPN through work and it runs fine. Both via an ssl and IPSec tunnel. Don't know why I did since I know exactly what I am talking about. It's my job to know.
stungateb14_ESO wrote: »Problem is ZOS for whatever reason decided to not support IPv6 in a world thats streaming video's and music 24/7 IPv4 is gridlocked.
louisrabierb16_ESO wrote: »
The issue here is, VPN's, Proxies and tunnelling services are not supported by ZOS.
So until they support it, it is a hit and miss with possible bans.
Of course they are, there is no such thing as "supporting" a VPN unless you don't really know what it is. I've used one myself many times on ESO. It's just a virtual network adapter with a higher priority than your physical one so that Windows routes the traffic through it. * Applications just see a different IP.
It is exactly the same as using a different connection/ISP and that is the whole point for someone like me (when I'm at home, the vpns I use at work are used for security reasons of course). If vpns were not allowed then people with a dynamic ip wouldn't be able to play either.
*and that is only a basic, user friendly VPN. You could tell your OS to only route some specific traffic through it rather than use it for everything.
I live in Australia, the home of dynamic IP's and connect just fine without a VPN. Everytime I reset my modem, I get assigned with a new IP address and it connects, just fine.
A lot of Developers block the IP addresses commonly asscioated with VPN's, Tunneling services and proxies because they hide behind masked IP addresses, now unless you set up your VPN or the service uses your IP address then that is a different story which some do today because of this issue.
The only thing I see VPN's being useful for is if you are having trouble connecting to the launcher/client and you create a point-to-point connection through the use of a dedicated connection that would be otherwise blocked OR having issues, essentially becoming a tunnel.
That all being said, a multitude of people have reported not being able to connect to ESO using tunnelling services like WTFast, Smoothping etc. Most of these companies that are more well known have a compatibility list and ESo hits none of them with a forum full of people asking for help and the Programmers on these sites saying it is out of their hands until ZOS allows it.
Wreaken. You sound amazingly like you know what you are talking about but your entire post makes no sense. Devs don't block VPN ports or protocols. Otherwise nobody could connect. Ie like you did say a VPN is like a tunnel. But not from you to the eso server but from you to a wtfast endpoint hopefully fairly close to Dallas then your traffic runs normally through the internet to eso. It just gets you over the internet via a properly routed optioned route. Just to test I just ran eso through a VPN through work and it runs fine. Both via an ssl and IPSec tunnel. Don't know why I did since I know exactly what I am talking about. It's my job to know.
VPN's are only temp fixes to something that shouldn't exist in the first place, but unfortunately do. VPN's aren't even really suppose to be designed for online gaming, but again, are sometimes needed for people who have issues connecting. VPN's are technically a WAN, and are really only needed if you want the extra security of using your system or accounts (game accounts in this scenario) over a public network, for example your local WiFi hot spots or from a LAN at your local coffee shop.
Another example here would be if your college blocks certain ports, the user can forward traffic from those blocked ports to another local machine which will still connect to the remote server's port that has those ports open. That is of course if your network admin won't allow traffic through those ports of course, then a VPN is a work around in this instance.
- IP security (IPSec): IPSec is often used to secure Internet communications and can operate in two modes. Transport mode only encrypts the data packet message itself while Tunneling mode encrypts the entire data packet. This protocol can also be used in tandem with other protocols to increase their combined level of security.
- Layer 2 Tunneling Protocol (L2TP)/IPsec: The L2TP and IPsec protocols combine their best individual features to create a highly secure VPN client. Since L2TP isn't capable of encryption, it instead generates the tunnel while the IPSec protocol handles encryption, channel security, and data integrity checks to ensure all of the packets have arrived and that the channel has not been compromised.
- Secure Sockets Layer (SSL) and Transport Layer Security (TLS): SSL and TLS are used extensively in the security of online retailers and service providers. These protocols operate using a handshake method. As IBM explains, "A HTTP-based SSL connection is always initiated by the client using a URL starting with https:// instead of with http://. At the beginning of an SSL session, an SSL handshake is performed. This handshake produces the cryptographic parameters of the session." These parameters, typically digital certificates, are the means by which the two systems exchange encryption keys, authenticate the session, and create the secure connection.
- Point-to-Point Tunneling Protocol (PPTP): PPTP is a ubiquitous VPN protocol used since the mid 1990s and can be installed on a huge variety of operating systems has been around since the days of Windows 95. But, like L2TP, PPTP doesn't do encryption, it simply tunnels and encapsulates the data packet. Instead, a secondary protocol such as GRE or TCP has to be used as well to handle the encryption. And while the level of security PPTP provides has been eclipsed by new methods, the protocol remains a strong one, albeit not the most secure.
- Secure Shell (SSH): SSH creates both the VPN tunnel and the encryption that protects it. This allows users to transfer information unsecured data by routing the traffic from remote fileservers through an encrypted channel. The data itself isn't encrypted but the channel its moving through is. SSH connections are created by the SSH client, which forwards traffic from a local port one on the remote server. All data between the two ends of the tunnel flow through these specified ports.
People playing games through a VPN are only really utilizing PPTP layer and are still, themselves, client based and you are still required to use their software to create a PPTP connection.
If ZOS wants too, they can block a VPN software when ever they want or see fit and I would be willing to bet that they have blocked some, same as they have blocked some tunnelling services.
Anyways, at the end of the day, VPN's, Proxies and Tunnelling services are all one in the same, they are basically all WAN's and you connect to their networks through the use of an ISP. What layer of security they use is up to them, you either get a top level security feature with them or none at all, which is why when you go in to this level of connection facility, people need to be educated on how their connections are encrypted or if at all.
I have a latency of 23ms and a solid A+ connection, perhaps thats why I don't have any issues.
Best of luck folks!
louisrabierb16_ESO wrote: »
The issue here is, VPN's, Proxies and tunnelling services are not supported by ZOS.
So until they support it, it is a hit and miss with possible bans.
Of course they are, there is no such thing as "supporting" a VPN unless you don't really know what it is. I've used one myself many times on ESO. It's just a virtual network adapter with a higher priority than your physical one so that Windows routes the traffic through it. * Applications just see a different IP.
It is exactly the same as using a different connection/ISP and that is the whole point for someone like me (when I'm at home, the vpns I use at work are used for security reasons of course). If vpns were not allowed then people with a dynamic ip wouldn't be able to play either.
*and that is only a basic, user friendly VPN. You could tell your OS to only route some specific traffic through it rather than use it for everything.
I live in Australia, the home of dynamic IP's and connect just fine without a VPN. Everytime I reset my modem, I get assigned with a new IP address and it connects, just fine.
A lot of Developers block the IP addresses commonly asscioated with VPN's, Tunneling services and proxies because they hide behind masked IP addresses, now unless you set up your VPN or the service uses your IP address then that is a different story which some do today because of this issue.
The only thing I see VPN's being useful for is if you are having trouble connecting to the launcher/client and you create a point-to-point connection through the use of a dedicated connection that would be otherwise blocked OR having issues, essentially becoming a tunnel.
That all being said, a multitude of people have reported not being able to connect to ESO using tunnelling services like WTFast, Smoothping etc. Most of these companies that are more well known have a compatibility list and ESo hits none of them with a forum full of people asking for help and the Programmers on these sites saying it is out of their hands until ZOS allows it.
Wreaken. You sound amazingly like you know what you are talking about but your entire post makes no sense. Devs don't block VPN ports or protocols. Otherwise nobody could connect. Ie like you did say a VPN is like a tunnel. But not from you to the eso server but from you to a wtfast endpoint hopefully fairly close to Dallas then your traffic runs normally through the internet to eso. It just gets you over the internet via a properly routed optioned route. Just to test I just ran eso through a VPN through work and it runs fine. Both via an ssl and IPSec tunnel. Don't know why I did since I know exactly what I am talking about. It's my job to know.
VPN's are only temp fixes to something that shouldn't exist in the first place, but unfortunately do. VPN's aren't even really suppose to be designed for online gaming, but again, are sometimes needed for people who have issues connecting. VPN's are technically a WAN, and are really only needed if you want the extra security of using your system or accounts (game accounts in this scenario) over a public network, for example your local WiFi hot spots or from a LAN at your local coffee shop.
Another example here would be if your college blocks certain ports, the user can forward traffic from those blocked ports to another local machine which will still connect to the remote server's port that has those ports open. That is of course if your network admin won't allow traffic through those ports of course, then a VPN is a work around in this instance.
- IP security (IPSec): IPSec is often used to secure Internet communications and can operate in two modes. Transport mode only encrypts the data packet message itself while Tunneling mode encrypts the entire data packet. This protocol can also be used in tandem with other protocols to increase their combined level of security.
- Layer 2 Tunneling Protocol (L2TP)/IPsec: The L2TP and IPsec protocols combine their best individual features to create a highly secure VPN client. Since L2TP isn't capable of encryption, it instead generates the tunnel while the IPSec protocol handles encryption, channel security, and data integrity checks to ensure all of the packets have arrived and that the channel has not been compromised.
- Secure Sockets Layer (SSL) and Transport Layer Security (TLS): SSL and TLS are used extensively in the security of online retailers and service providers. These protocols operate using a handshake method. As IBM explains, "A HTTP-based SSL connection is always initiated by the client using a URL starting with https:// instead of with http://. At the beginning of an SSL session, an SSL handshake is performed. This handshake produces the cryptographic parameters of the session." These parameters, typically digital certificates, are the means by which the two systems exchange encryption keys, authenticate the session, and create the secure connection.
- Point-to-Point Tunneling Protocol (PPTP): PPTP is a ubiquitous VPN protocol used since the mid 1990s and can be installed on a huge variety of operating systems has been around since the days of Windows 95. But, like L2TP, PPTP doesn't do encryption, it simply tunnels and encapsulates the data packet. Instead, a secondary protocol such as GRE or TCP has to be used as well to handle the encryption. And while the level of security PPTP provides has been eclipsed by new methods, the protocol remains a strong one, albeit not the most secure.
- Secure Shell (SSH): SSH creates both the VPN tunnel and the encryption that protects it. This allows users to transfer information unsecured data by routing the traffic from remote fileservers through an encrypted channel. The data itself isn't encrypted but the channel its moving through is. SSH connections are created by the SSH client, which forwards traffic from a local port one on the remote server. All data between the two ends of the tunnel flow through these specified ports.
People playing games through a VPN are only really utilizing PPTP layer and are still, themselves, client based and you are still required to use their software to create a PPTP connection.
If ZOS wants too, they can block a VPN software when ever they want or see fit and I would be willing to bet that they have blocked some, same as they have blocked some tunnelling services.
Anyways, at the end of the day, VPN's, Proxies and Tunnelling services are all one in the same, they are basically all WAN's and you connect to their networks through the use of an ISP. What layer of security they use is up to them, you either get a top level security feature with them or none at all, which is why when you go in to this level of connection facility, people need to be educated on how their connections are encrypted or if at all.
you'll note that I did edit my post when I realized you said vpn IPs and I translated that in my head as ports because who cares about desination IPs.
I jsut tested both wtfast and battleping and both work jsut fine. In addition I see no issues on thier boards that it doesnt work with ESO. I understand all of the above, I'm a ccna and ccne. Why are you thinking that eso has to do anything to support vpns or vpn gaming services. They do, just tested it via cisco ssl client, ipsec client, wtfast and battleping.
grrr...a server or client code cant break tunnels! <stomps off muttering> Well maybe if it uses the same ports as ssl/ipsec or the client tries to detect/close it but that would be stupid. It can only ban IPs of known vpn networks (if they really wanted to, but who would do that, its so idiotic its beyond the realm of possibility!). Lets just keep vpn/poxies out of this thread and focus on your whole point of trying to detect if network latency bad routing or such is happening and trying to help people with that problem.
C:\Users\x>tracert 198.20.200.80 Traza a 198.20.200.80 sobre caminos de 30 saltos como máximo. 1 <1 ms <1 ms <1 ms 192.168.0.1 2 8 ms 7 ms 7 ms 10.131.224.1 3 8 ms 15 ms 20 ms 2.140.116.91.static.mundo-r.com [91.116.140.2] 4 8 ms 8 ms 8 ms 10.1.203.75 5 34 ms 31 ms 33 ms mad-b2-link.telia.net [213.248.74.9] 6 55 ms 55 ms 58 ms prs-bb2-link.telia.net [80.91.254.70] 7 62 ms 62 ms 65 ms ldn-bb2-link.telia.net [80.91.246.176] 8 178 ms 164 ms 156 ms ash-bb4-link.telia.net [213.248.65.210] 9 151 ms 152 ms 158 ms ash-b2-link.telia.net [80.91.252.97] 10 172 ms 170 ms 172 ms 192.205.33.25 11 189 ms 193 ms 187 ms cr81.wshdc.ip.att.net [12.122.135.98] 12 193 ms 197 ms 196 ms cr1.wswdc.ip.att.net [12.122.135.86] 13 208 ms * 199 ms cr2.sl9mo.ip.att.net [12.122.18.29] 14 192 ms 199 ms 204 ms cr1.sl9mo.ip.att.net [12.122.2.217] 15 206 ms * 208 ms cr2.dlstx.ip.att.net [12.122.3.221] 16 * * 194 ms ggr3.dlstx.ip.att.net [12.122.138.25] 17 * * * Tiempo de espera agotado para esta solicitud. 18 * * * Tiempo de espera agotado para esta solicitud. 19 * * * Tiempo de espera agotado para esta solicitud. 20 * * * Tiempo de espera agotado para esta solicitud. 21 * * * Tiempo de espera agotado para esta solicitud. 22 * * * Tiempo de espera agotado para esta solicitud. 23 * * * Tiempo de espera agotado para esta solicitud. 24 * * * Tiempo de espera agotado para esta solicitud. 25 * * * Tiempo de espera agotado para esta solicitud. 26 * * * Tiempo de espera agotado para esta solicitud. 27 * * * Tiempo de espera agotado para esta solicitud. 28 * * * Tiempo de espera agotado para esta solicitud. 29 * * * Tiempo de espera agotado para esta solicitud. 30 * * * Tiempo de espera agotado para esta solicitud. Traza completa.