The "connection reset by peer" message means just what it says, i.e.,
the client on the other side is disconnecting from the socket - rather than
a player typing "quit" and having the MUD process disconnect them and clean
up gracefully.
The normal reason behind this is a) someone exited out of their
telnet/mud client without typing "quit", b) a crashed OS or client on the
player's side, etc. To duplicate this as you've asked, simply telnet to
your mud and cut the connection by exiting out of the application ( ^]quit
from a un*x prompt).
Stock ROM should be able to handle this phenomenom, and various other
socket exceptions, without a problem. If this is indeed causing your MUD to
crash or exit, my guess would be some new code introducing a bug but that as
I said would only be a guess. If you're not getting a core file, your best
bet is to run the MUD with gdb and try to follow what it's doing when it
"exits" like you're describing.
----- Original Message -----
From: "Jason Gauthier" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, June 02, 2003 5:15 PM
Subject: The mysterious of 'connection reset by peer'
> So, why I've come here.
> I'm trying to reproduce this "connection reset by peer" message I get.
> I've spoken with one of the players who indicated to me that his system
> crashed.
> I then proceeded to set up another system, connect, and crash.
>
> Nothing. I cannot reproduce it at all.
> So, if anyone know a utility, or process, or even theory (something I
could
> code myself?) on how
> to reproduce this type of disconnect, I would be quite pleased.
>