Code: Leaf
Hi all, we made some recent changes to our error codes depending on the circumstances that lead up to that error.
CODE: LEAF/NET
First some context as to what these errors mean:
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code:leaf - the server never answered us when we asked it if we could connect
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code:net - we were on a server and it disappeared on us and stopped answering
Back at launch we had a few different things that would display an overly generic timeout error, and the problem was that it could mean 4 different things (only one of which was a true timeout). So we added 4 different error strings and put random words in each one so that we could differentiate them both at the customer support level and also on our error tracking backends.
In our 1.2 patch, users started getting this more often. The consistent report is that it happens after an extended time on the Kings Canyon load screen just after a match starts.
The vast majority of players reporting the error are getting code:leaf. This means the backend created a match, our servers successfully talked to one another, we sent users there, and the player never got an answer from that new server.
We then gathered enough data to prove that servers don't think clients are timing out, but clients think servers are timing out. That was a strange finding. We also verified that we aren’t launching matches that are partially full - so code:leaf seems to hit every single player on that match server, not just some players.
So we’ve been investigating a lot of situations that could be causing this and working our way through theories to see what it could be and steadily eliminating possibilities. In addition to the work ongoing on our end, we’ve also been working with Multiplay and data teams to gather more telemetry.
EDIT: Oct 1st: We’re aware of new reports following recent fixes in place for Code: Leaf and are tracking the issue.