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Ping Heatmap User List


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I did not enter them manually. I'm talking about IP addresses that I have already added to the custom list. Then I later want to remove it due to high ping. After I removed it from the list using the delete in edit mode and save the list in the edit mode I have this problem.

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10 hours ago, rogerb45365 said:

I did not enter them manually. I'm talking about IP addresses that I have already added to the custom list. Then I later want to remove it due to high ping. After I removed it from the list using the delete in edit mode and save the list in the edit mode I have this problem.

So just to confirm, you have a list which you can ping, you then edit it and remove an IP from the list, then click Save. After this, you are unable to ping the list?

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That is correct. I was able to get the ping list to show up again by going in to scheduling not changing anything then click save. I have scheduling set to off. The list then returned and showed a ping. But that only worked on the list that disappeared. The list showing ping addresses as N/A it did not change. 

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1 hour ago, rogerb45365 said:

That is correct. I was able to get the ping list to show up again by going in to scheduling not changing anything then click save. I have scheduling set to off. The list then returned and showed a ping. But that only worked on the list that disappeared. The list showing ping addresses as N/A it did not change. 

OK, if you select the standard Warzone list and let that ping, then go back to your custom one, does it work then?

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No that is is first thing I tried. I have completely deleted a list before. Rebuilt the list only to have the same problem.  Could it be a problem with the code not deleting the entry properly from the object in the code? I’m very green to coding. But seems like a data structure issue?

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I've managed to reproduce it, I think it's because once you edit the list and then save it then it doesn't realize the IP is a gaming one that we have to do something special for in order for a ping response. I'll mark it as a bug and get the team to take a look, there may be no way around it but we'll see.

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