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IDProjectCategoryView StatusLast Update
0003347unrealircdpublic2007-06-04 10:38
ReporterBricker Assigned To 
PrioritynormalSeveritymajorReproducibilityN/A
Status closedResolutionwont fix 
OSNaOS VersionNA 
Product Version3.2.6 
Summary0003347: TimeSync bug!
DescriptionMy servers are splitting, and the only cause i see is that the time is off by -95 on one. So i go to ensure both servers clocks are sync'd. and they are, yet unreal still says its off by -95. WTF?!
TagsNo tags attached.
3rd party modules

Relationships

child of 0003331 closedsyzop Bug reports due for closing 

Activities

Bricker

2007-05-18 11:52

reporter   ~0014167

>[May 18 2007 12:17:51] *** TStime=1179505030 time()=1179505125 TSoffset=-95
>[May 18 2007 12:18:07] *** Server=Server1.Some.Net TStime=1179505046 time()=1179505142 TSoffset=-95
>[May 18 2007 12:18:07] *** Server=Server2.Some.Net TStime=1179505141 time()=1179505142 TSoffset=0
>[May 18 2007 12:18:07] *** Server=Server3.Some.Net TStime=1179505137 time()=1179505139 TSoffset=0

aquanight

2007-05-18 13:14

reporter   ~0014168

TSoffset=-95 isn't the difference between server clocks. It's the difference between TStime (which is what unreal's idea of what time it is), and time() (systme clock). More accurately: TStime = time() + TSoffset. TSoffset can be reset to 0 by nuking ircd.tune (requires restart). Even still, you have significant splits in time()=, so I'd suggest getting NTP going too :P .

Generally, NTP is the best way to get clocks right, but unreal's builtin timesynch works for when you have shells, etc. I'm guessing the builtin timesynch just sets: TSoffset = server::time() - my::time().

Bricker

2007-05-18 13:47

reporter   ~0014169

well both servers said they're time is fine, and there both shells. i did restart the server and it didnt change.

stskeeps

2007-05-20 03:58

reporter   ~0014191

Think this bug could be closed?
Seems like a case of time sync noticing a fault, storing it at startup, and the NTP coming in to save the day later (updating time())

Bricker

2007-05-20 22:58

reporter   ~0014201

imo this happens to many peoples networks and its a problem with unreals timesync. i think it should be investigated more thoroughly

stskeeps

2007-06-04 10:38

reporter   ~0014266

I don't think this is an issue.

Issue History

Date Modified Username Field Change
2007-05-18 11:27 Bricker New Issue
2007-05-18 11:52 Bricker Note Added: 0014167
2007-05-18 13:14 aquanight Note Added: 0014168
2007-05-18 13:47 Bricker Note Added: 0014169
2007-05-20 03:58 stskeeps Relationship added child of 0003331
2007-05-20 03:58 stskeeps Note Added: 0014191
2007-05-20 03:58 stskeeps Status new => feedback
2007-05-20 22:58 Bricker Note Added: 0014201
2007-06-04 10:38 stskeeps Status feedback => closed
2007-06-04 10:38 stskeeps Note Added: 0014266
2007-06-04 10:38 stskeeps Resolution open => wont fix