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Disconnection Bug is Real

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Wolfordwv1968

People are triggering some system bug ;  by disconnecting and reconnecting multiple times until they cause a person who is wining against them to lose via abandonment.

It's not fair and it's in my opinion it's "CHEATING"

Wolfordwv1968

https://www.chess.com/game/live/101695862807

this game is one of 50 examples of why and when they pull this trick....!!!

Wolfordwv1968

After move #38 I clearly have 35 seconds left and he does his thing. Because he's losing.

Only after I steal his queen does my server choose to have a problem. If I was losing it would have never happened.

Just for info to anyone who cares ; my next move was K to H6.

He had no checks and was going to lose most certainly.

Wolfordwv1968

Are we naive enough to believe that every bug that gets discovered by members gets reported? In answer ; I'm sure most do.

But what if you discovered one that worked in your favor.?

Wolfordwv1968

It never happens if I play as a guest on the same lap top and same wifi internet.

That tells me it has something to do with the server that manages rated games.

Wolfordwv1968

I have three photos that I can't figure out how to post here; that shows two different games ; that were played nearly back to back ; that shows the immediate disconnect after game changing moves.

This repeated predictable behavior.

Martin_Stahl
Wolfordwv1968 wrote:

People are triggering some system bug ; by disconnecting and reconnecting multiple times until they cause a person who is wining against them to lose via abandonment.

It's not fair and it's in my opinion it's "CHEATING"

It does not matter what your opponent does on their end, they can't impact your connection.

However, it's very possible what appears to be them disconnecting and reconnecting is a connection issue between you and the server instead.

https://support.chess.com/article/4720-online-chess-performance-optimizations

https://support.chess.com/article/213-how-do-i-fix-my-disconnect-lag-issues

Martin_Stahl
Wolfordwv1968 wrote:

It never happens if I play as a guest on the same lap top and same wifi internet.

That tells me it has something to do with the server that manages rated games.

Guest games are hosted differently.

Wolfordwv1968

Hosted differently.????

Well there's a reason this happens when I'm playing on my paid account attached to my rating ; and not as a guest for sure ; but its a secret.

and I'm using the same darn server when I play as a guest.

Furthermore ; I also never get disconnected and then lose to so called abandonment when I'm in a losing position.

And No matter how many times I mention it some guy always shows up with the same answer/bull$#%^ excuse as to why.

I tell ya what it equates to.

It equates to me not getting treated fairly ; and to me basically being sold a problematic membership.

It also equates to me not renewing a paid subscription.

I was a member to a non existing site called Instantchess.com for nearly 15 years. The company is still up for sale I think but is currently non operational.

this kind of stuff never happened on there.

And you know what ? This site should tell fakebook and other sites that get hacked frequently ; how to have an impregnable server/site.

Martin_Stahl

There are a lot of variables that can impact a connection to the site server. Starting with the client device and processes running on it, to the local network the device connects to and other traffic in that network, to the ISP, to any of the connections between the ISP and the site servers, to the site network and server process itself.

Problems can occur anywhere in that chain, can be intermittent, or even absent or so minor to be unnoticeable. The articles I posted have information to help minimize those issues.

As to the guest players, that really isn't a secret and there have been some staff posts in various locations about the fact they are working on a more distributed server infrastructure, where players will connect to a geographically closer server to them. That is actively being worked on and as it matures, more and more games will likely use that. Those connections should have less lag and less equipment between the player and the server to introduce issues.

Other sites may decide to handle disconnects and lag in a different manner, such as allowing all lag and giving a lot more time for a client connection to be reestablished. Here, both are limited to take into account the impact on both players in a game.

Finally, I never said the server is hack proof. However, connection issues are not at all likely due to some exploit but are down to normal network and client connectivity issues.

agermanbeer

I have to disagree with Martin_Stahl, there is quite obviously some exploit that has been discovered. I have never had so much as a hiccup in playing this site for 20 days, and just recently had my first experience with this where I was one move away from forced checkmate and the opponent had more than half the 15 min clock remaining. They didn't make a move and suddenly my browser froze and reported memory errors and shut down. This would appear to be a hallmark of some kind of mild overflow DOS attack. I think my mistake was accepting chat, which obviously allows sending locally parsed data to your device.

Martin_Stahl
agermanbeer wrote:

I have to disagree with Martin_Stahl, there is quite obviously some exploit that has been discovered. I have never had so much as a hiccup in playing this site for 20 days, and just recently had my first experience with this where I was one move away from forced checkmate and the opponent had more than half the 15 min clock remaining. They didn't make a move and suddenly my browser froze and reported memory errors and shut down. This would appear to be a hallmark of some kind of mild overflow DOS attack. I think my mistake was accepting chat, which obviously allows sending locally parsed data to your device.

The chat is not sent directly to clients. It goes through the server and then to the other client and I'm pretty confident that the data is sanitized before being forwarded to the other client, so it would only be simple text.

agermanbeer

I'm not saying it can pass a big chunk of malicious code or anything sophisticated but I really doubt it's checking for every possible string that could result in problems on the receiving browser. At the end of the day the server has to pass my browser at minimum some kind of simple text string to be rendered, and even that can be dangerous if it is too long, or contains some sequence of initial characters that is an escape sequence. An exploit would by definition be some kind of loophole like this in the "sanitization" process that hasn't been patched yet.

Martin_Stahl
agermanbeer wrote:

I'm not saying it can pass a big chunk of malicious code or anything sophisticated but I really doubt it's checking for every possible string that could result in problems on the receiving browser. At the end of the day the server has to pass my browser at minimum some kind of simple text string to be rendered, and even that can be dangerous if it is too long, or contains some sequence of initial characters that is an escape sequence. An exploit would by definition be some kind of loophole like this in the "sanitization" process that hasn't been patched yet.

There's sanitation code that will step everything that isn't text or emoji related. It's a pretty standard code used on a lot of user submitted content. I can't guarantee it's bullet proof but it's highly unlikely it's happening.

Marvin_theMartian
Martin_Stahl escribió:

There are a lot of variables that can impact a connection to the site server. Starting with the client device and processes running on it, to the local network the device connects to and other traffic in that network, to the ISP, to any of the connections between the ISP and the site servers, to the site network and server process itself.

Problems can occur anywhere in that chain, can be intermittent, or even absent or so minor to be unnoticeable. The articles I posted have information to help minimize those issues.

As to the guest players, that really isn't a secret and there have been some staff posts in various locations about the fact they are working on a more distributed server infrastructure, where players will connect to a geographically closer server to them. That is actively being worked on and as it matures, more and more games will likely use that. Those connections should have less lag and less equipment between the player and the server to introduce issues.

Other sites may decide to handle disconnects and lag in a different manner, such as allowing all lag and giving a lot more time for a client connection to be reestablished. Here, both are limited to take into account the impact on both players in a game.

Finally, I never said the server is hack proof. However, connection issues are not at all likely due to some exploit but are down to normal network and client connectivity issues.

Lier. I'm an old chess.com player. On a rage I always close my accounts and come back some weeks or days later. This ALWAYS happened and you know it. It's always in winning position. If you are fast enough you can change to mobile's app, and get lucky to keep playing. But it's not true is not a bug. Cuz it's the same internet connection and never happen on cellphones. So stop with all the lies. Same goes with bots (you have plenty disguise of "players") and cheaters.