Hello, this happens when your connection is unstable and you are slowly timing out from the server, let me write here the explanation one guy gave on other forums.
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There is no official explanation on this matter but from what I've heard over the years, when lfs saves the replay to disk, it saves the remote data and the local data in a chronological stream. If the remote stream fails to work (lag or other networking issues), it can't combine both streams any more.
Since there is always some delay over network, there exists some little buffer, that's what I think, is the so called "stash space". So the local data waits in that stash space until the matching data over network has arrived (with matching timestamp or whatever).
However, you can see, if the network gets worse, more and more local data gets into the buffer, waiting for it's remote counterpart. But at some point, the buffer is full, and the whole system collapses.
Maybe it could be fixed if at such situation the MP Replay gets dumped and not recorded anymore? I'd say it's more important to keep connection alive then saving replay.
Adding to what Chriship said, it may be someone else whom is losing connection, in that case when that drivers disconect you would see a "stash recovered" message.
AFAIK that warning is not the cause of the loss of connection, it is the consequence.
My connection only timed out in there. Heard one of my teammates had same error message. I've timed out maybe one time before on this internet service in past year. So doubt it's their end, considering I was on teamspeak when it happened. It also wasn't a slow connection loss it was a sudden boot. Saw cars one second then next byeee.
Of course its instantly. Its some small lagg spikes which start filling the buffer till it colapses. When it colapses it doesnt mean you were lagging in that exactly moment, but the error made you lose the connection from the server.
I have had this in the past and the only solution I found is reboot the router
No, the stash space is not causing the problem, it's just one of the consequences. It seems well timed, because it is running out of stash space (for your MP replay, which is less important) before the actual connection breaks down (which is more important).
To explain, the packets for the MP replay are stored in a "stash" which is of limited size (specially so it doesn't break anything else). If you have a problem with the network (missing packets from the host) your stash can build up with your own position packets. Eventually the stash space runs out and you get a warning. This is no real problem except some of your car's position packets will not be saved in the replay. Then shortly after, caused by the same problem, you are disconnected from the server, due to lack of any packets from it, or its lack of packets from you.
Get a better internet connection?
Use a cable instead of wireless?
Don't download things in the background?
Race on a server with a good connection?
Something went wrong between you and the server, so you lost connection. As we don't know what that was, we can't really help. But it's definitely not LFS's fault. The only thing that LFS can do to help is if I implemented a thing where you can rejoin a server without losing all your laps. This would be useful in endurance races.
That would be much appreciated by many endurance fans indeed, to have such feature at some point. But of course I understand it's not a high priority improvement at the moment. However, it's a thing that would make things a lot easier.
It's not related to connection speed.
These things do happen sometimes, when packets sent from you to the host or the host to you, simply do not get there. The internet is simply not perfect. Of course, there can be problems with your computer, router, network, local telecommunication services, or the same at the server. Sometimes you are browing the net and it runs a bit slow for a few seconds. Just occasionally it doesn't work for a couple of minutes. These things simply do happen, and there's nothing we can do about it. There is a difference in quality between difference internet service providers, and other problems. I am no specialist in how the routers of the internet work, but I don't need to be. There are so many computers betweem you and the host, there is plenty to go wrong, and sometimes it does!
It seems to me the services we use are getting better over time. But sometimes there are internet blockages between certain areas for some reasons. Just like there are traffic jams on roads, they can slow you down a little or a lot, and you are more susceptible to them in certain places than others.
Was it Genuine's server? I got disconnects from their server during leagues sometimes. Was to do with their server not being perfectly up to the heavy load of full grid all the time. People coming in and out, swapping cars doesn't help either.
Yeah LFS is funny with the disconnects, sometimes it will hold like crazy when on really poor connection, lagging a lot but it holds and holds no matter what, other time you have high speed connection and it kicks you in a split of a second because a few packets got lost. I don't remember other games kicking me off servers, LFS wins that category.
It's useless, the MP replay is only a consequence, tried this too, doesn't help a bit.
Helps if it's poor and loses packets.
Only helps with ping being a fraction lower, but a lot of providers run wireless anyway, just not the consumer wireless (WiFi) susceptible to connection loss more easily in rain etc.
Can help if there is no priority and the connection is maxing out. Or your neighbor is maxing it out, etc. in such a case can't do much but to complain to provider.
This is paramount.
That would be great but it often means race over anyway.
Better collisions and lagging cars as ghost cars I would find more useful along with less strict server kick due to a few lost packets on a high speed connection where as a slow lagging connection without loses holds and holds or it has loses but even pings in range over 2s don't kick.
It's really not that LFS closes the connection if there's a few lost packets.
The only reason the host will kick a guest is if it has not received a packet from that guest in 30 seconds. Or your guest will disconnect from the host if it has not received a packet from the host for 40 seconds.
The other kinds of disconnection, where the TCP closes the connection with a message like CONNRESET or CONNABORTED are not under LFS's control. They aren't due to an LFS bug and this is my point.
There is no 30s or so delay so it must be a broken TCP.
Come to think of it, why use TCP and not UDP for game state update packets?
I would not use TCP for update like packets where newest packet is the only worth having and older are thrown away.
UDP is used for car position packets, where as you say, only the most recent is relevant. But TCP is used for all the other changes to the game state, where you cannot miss any packets or you will be Out Of Sync.