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Jeffrey Pease

Live Operations / DevOps, Austin

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How do I resolve error code 60012 shown on the interface? (The original question is written in Chinese.)asked by damen01

TL;DRPlayers generally can't fix this error themselves, since it comes from game server problems at a location; a fix hopefully letting stuck accounts switch servers is going into a coming patch, and the team is meanwhile moving stuck accounts manually.

Google gave me the following translation for this, so I apologize if it's wrong.
"How to solve the error 60012 displayed on the interface"

In the cases that I'm aware of, this isn't going to be something that a player is going to be able to solve on their own.

It happens when the game tries to spawn a player in a game server, but then something goes wrong with the game server. The most frequent example of this, is that sometimes there can be location specific server crashes that occur repeatedly. In an ideal situation, we'd want the game to realize this location isn't healthy and have it redirect match making requests to healthy servers, which it does do. But only for accounts that don't already have their characters on that server.

A fix is going into 4.1.1 that will hopefully allow accounts that are on servers with issues like this be able to swap to a new one but for the time being, the team that I'm on has been identifying servers that are running into these problems and stowing the accounts that are stuck so that they can get into a new server.

Spectrum›Ask The Devs·
Published on this date.7 May 2025

Will we see hot-fixes between 3.0, 3.1, and 3.2?

TL;DRCIG defines a hotfix as a fix applied to an already-deployed environment, says several were already applied over the holiday break, and notes hotfixes may happen without players necessarily noticing.

Jeffrey PeaseLive Operations / DevOps, Austin

To answer that question, probably the first thing we need to do is establish what we consider a hotfix, because different software companies and even different video game companies have different definitions for what a hotfix is. For CIG, typically we consider the term hotfix to be for something that we apply to an environment that's already been deployed, but where the fix isn't something that's normally included for the build that the environment's hosting. So in a worst case scenario, if we were to redeploy the exact same [...] The plain fact is that we have already hotfixed a number of problems that were encountered over the holiday break. Ahmed and Bryce, as well as Tony and some of our other engineers and programmers, were looking into several issues that were happening with the Diffusion gateway and our shopping system and the probability volume service, because we had a bunch of problems where game servers weren't recovering their ability to list items in the shops. We had a problem where the probability volume service was spawning a mission that was causing the game servers to deadlock. We had a really strange issue where the game servers were causing ships to become parents and children of other ships, which caused this circular reference. And then when the cache tried to clear the data, because it was a circular reference, the cache would deadlock because it would just keep going round and round and round. And then another one, actually, some of the hotfixes for the persistence cache that we did were to put in additional logging so that we could figure out what was causing it to deadlock, and then Tom Sawyer ended up figuring out that the deadlock was being caused by that cyclical reference. And then we also did a hotfix to the general instance manager, because I discovered that it was trying to matchmake people into matches that weren't supposed to let people in once they had already started. So for Vanduul Swarm and Pirate Swarm and race modes, once the game modes start, people can't join, but it was still trying to put them in, and then it was telling them you can't join that because it's already started. So another one of the hotfixes we put in was to make it so that the GIM would stop doing that. And we also have this new feature for 3.0 for the backend services where we have a dedicated process that will take all of the items that people have purchased on our platform and add them to their account in-game. Originally, the servers that would do that would be the same servers players were on, and if one of those servers crashed, it could cause problems with items being missing and stuff. So now we have a dedicated process for that, and because it's not shared with instances that players are playing on, we don't have to worry about it crashing in the middle of someone getting the items added to their account. One of the GIM hotfixes we added was to exclude those specific processes from rolling restarts that we can do to the game servers. I think that covered most, if not all, of the hotfixes we did.

Jared HuckabyHost, Community Content Manager

So if I understand you correctly, the question was, will we see hotfixes? I think there's a misnomer there. There have been plenty of hotfixes and there may even be more hotfixes in the future, but you may not necessarily see them. Am I right?

Jeffrey PeaseLive Operations / DevOps, Austin

Yeah, it's not always something that people are going to notice unless we make sure that we're communicating to them that they're happening, kind of like how we are doing in this video.

Calling All Devs›aUEC, Hotfixes and More·
Published on this date.22 Jan 2018

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