Problem with Linux Server (also saves from steamversion)

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lordfiSh
Manual Inserter
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Posts: 4
Joined: Sun Feb 28, 2016 11:39 am
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Problem with Linux Server (also saves from steamversion)

Post by lordfiSh »

5 Problems

1) created a save on the steam version, but the non-server cant load the save game

Code: Select all

factorio@server:/opt/factorio/test/factorio$ ./bin/x64/factorio --start-server _autosave2
   0.000 2016-02-28 12:50:18; Factorio 0.12.24 (Build 17689, linux64)
   0.054 Operating system: Linux (Ubuntu 15.10)
   0.054 Program arguments: "./bin/x64/factorio" "--start-server" "_autosave2"
   0.054 Read data path: /opt/factorio/test/factorio/data
   0.054 Write data path: /opt/factorio/test/factorio
   0.054 Binaries path: /opt/factorio/test/factorio/bin
   0.063 Running in headless mode
   0.065 Loading mod core 0.0.0 (data.lua)
   0.068 Loading mod base 0.12.24 (data.lua)
   0.199 Factorio initialised
   0.200 Info Router.cpp:556: Router peerID(65535) shutting down.
   0.200 Info Router.cpp:582: Router state -> Disconnected
   0.200 Info MultiplayerManager.cpp:928: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
   0.200 Info MultiplayerManager.cpp:928: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
   0.200 Loading map /opt/factorio/test/factorio/saves/_autosave2.zip
   0.227 Info Scenario.cpp:124: Map version 0.12.24-0
   0.314 Warning Scenario.cpp:137: Map loading failed: Unknown entity basic-splitter (Maybe you loaded alpha save from demo)

Attempt to use different prototype to traverse save of already removed entity called "basic-splitter" failed.There is no other prototype of the same type (splitter) to be used to load the entity.
   0.320 Error MultiplayerManager.cpp:108: MultiplayerManager failed: "Unknown entity basic-splitter (Maybe you loaded alpha save from demo)

Attempt to use different prototype to traverse save of already removed entity called "basic-splitter" failed.There is no other prototype of the same type (splitter) to be used to load the entity."
   0.320 Info MultiplayerManager.cpp:928: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
   0.320 Error Main.cpp:294: Couldn't load the game for MP: Unknown entity basic-splitter (Maybe you loaded alpha save from demo)

Attempt to use different prototype to traverse save of already removed entity called "basic-splitter" failed.There is no other prototype of the same type (splitter) to be used to load the entity.

2) If I just create a new save on the server and try to connect to it, I always rejoin the game every second

Code: Select all

((peerID(1) state(DesyncedAligning) mapAlignTick(3370))
)
  89.777 Info MultiplayerManager.cpp:1726: maptick(3376) crc before applying all ticks: -1488960697
  89.777 Info NetworkInputHandler.cpp:632: applyAllTickClosures: expectedMapTick(3376) lastTickApplied(3367) referenceMapTick(3376) networkTick(5358)
  89.777 Info MultiplayerManager.cpp:1734: maptick(3376) crc after applying all ticks: -1488960697
  89.777 Info MultiplayerManager.cpp:928: networkTick(5358) mapTick(3376) changing state from(InGameAligning) to(InGameAligned)
  89.893 Info MultiplayerManager.cpp:1065: networkTick(5364) mapTick(3376) received stateChanged peerID(0) oldState(InGameAligning) newState(InGameAligned)
  89.893 Info MultiplayerManager.cpp:1065: networkTick(5364) mapTick(3376) received stateChanged peerID(1) oldState(DesyncedAligning) newState(DesyncedAligned)
  89.993 Info MultiplayerManager.cpp:1318: networkTick(5370) mapTick(3376) received playerReconnect
  89.993 Info MultiplayerManager.cpp:2068: NetworkTick(5370) MapTick(3376) disconnecting player(0) from the user.
  89.994 Info NetworkInputHandler.cpp:515: expectedMapTick(3376) removing peer(1) success(true).
  89.994 Info NetworkInputHandler.cpp:491: expectedMapTick(3376) adding peer(1).
  89.994 Info MultiplayerManager.cpp:1065: networkTick(5370) mapTick(3376) received stateChanged peerID(1) oldState(DesyncedAligned) newState(DesyncedCreatingReport)
  90.077 Info MultiplayerManager.cpp:1065: networkTick(5375) mapTick(3376) received stateChanged peerID(1) oldState(DesyncedCreatingReport) newState(DesyncedWaitingForMap)
  90.077 Info MultiplayerManager.cpp:928: networkTick(5375) mapTick(3376) changing state from(InGameAligned) to(InGameSavingMap)
  90.127 Info MultiplayerManager.cpp:928: networkTick(5379) mapTick(3376) changing state from(InGameSavingMap) to(InGameSendingMap)
  90.128 Info MultiplayerManager.cpp:1182: MapTick(3376) Serving map(/opt/factorio/test/factorio/temp/mp-download.zip) for peer(1) size(259363) crc(132107749)
  90.177 Info MultiplayerManager.cpp:1065: networkTick(5381) mapTick(3376) received stateChanged peerID(0) oldState(InGameAligned) newState(InGameSavingMap)
  90.243 Info MultiplayerManager.cpp:1065: networkTick(5385) mapTick(3376) received stateChanged peerID(0) oldState(InGameSavingMap) newState(InGameSendingMap)
  90.343 Info MultiplayerManager.cpp:1065: networkTick(5391) mapTick(3376) received stateChanged peerID(1) oldState(DesyncedWaitingForMap) newState(DesyncedDownloadingMap)
  90.543 Info MultiplayerManager.cpp:1065: networkTick(5403) mapTick(3376) received stateChanged peerID(1) oldState(DesyncedDownloadingMap) newState(DesyncedLoadingMap)
  90.543 Canceling serving for peer 1
  90.544 Info MultiplayerManager.cpp:928: networkTick(5403) mapTick(3376) changing state from(InGameSendingMap) to(InGameWaitingForOthers)
  90.610 Info MultiplayerManager.cpp:1065: networkTick(5407) mapTick(3376) received stateChanged peerID(1) oldState(DesyncedLoadingMap) newState(InGameWaitingForOthers)
  90.643 Info MultiplayerManager.cpp:1065: networkTick(5409) mapTick(3376) received stateChanged peerID(0) oldState(InGameSendingMap) newState(InGameWaitingForOthers)
  90.643 Info MultiplayerManager.cpp:1253: networkTick(5409) mapTick(3376) stopping mapAlign
  90.643 Info MultiplayerManager.cpp:928: networkTick(5409) mapTick(3376) changing state from(InGameWaitingForOthers) to(InGame)
  90.643 Info MultiplayerManager.cpp:1579: networkTick(5409) mapTick(3376) peerID(0) fullStateLog: local state(InGame) local peers(((peerID(0) state(InGameWaitingForOthers) mapAlignTick(-1))
((peerID(1) state(InGameWaitingForOthers) mapAlignTick(-1))
)
  90.743 Info MultiplayerManager.cpp:1065: networkTick(5415) mapTick(3382) received stateChanged peerID(0) oldState(InGameWaitingForOthers) newState(InGame)
  90.743 Info MultiplayerManager.cpp:1065: networkTick(5415) mapTick(3382) received stateChanged peerID(1) oldState(InGameWaitingForOthers) newState(InGame)
  90.777 Info NetworkInputHandler.cpp:570: assigning playerIndex(0) to peer(1)
  90.777 Info GameActionHandler.cpp:1940: MapTick(3385) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect)
  91.543 Error NetworkInputHandler.cpp:343: Multiplayer desynchronisation: crc test(CheckCRCHeuristic) failed for mapTick(3420) peer(1) testCrc(557721861) testCrcPeerID(0) currentCrc(-771749427)
  91.544 Info NetworkInputHandler.cpp:419: Desync specification: Reference CRC = 557721861, reference peers = {0}; desynced CRC = 3523217869, desynced peers = {1 (lordfiSh)}
  91.660 Info MultiplayerManager.cpp:1065: networkTick(5470) mapTick(3435) received stateChanged peerID(1) oldState(InGame) newState(Desynced)
  91.660 Info MultiplayerManager.cpp:928: networkTick(5470) mapTick(3435) changing state from(InGame) to(InGameAligning)
  91.660 Info MultiplayerManager.cpp:1691: networkTick(5470) mapTick(3435) starting mapAlign
  91.760 Info MultiplayerManager.cpp:1065: networkTick(5476) mapTick(3435) received stateChanged peerID(0) oldState(InGame) newState(InGameAligning)
  91.760 Info MultiplayerManager.cpp:1065: networkTick(5476) mapTick(3435) received stateChanged peerID(1) oldState(Desynced) newState(DesyncedAligning)
  91.760 Info MultiplayerManager.cpp:1625: networkTick(5476) mapTick(3435) sending mapAlignAction
  91.860 Info MultiplayerManager.cpp:1301: networkTick(5482) mapTick(3435) received MapAlignAction from peer(0), mapAlignTick(3436) appliedTickClosuresCount(0)
  91.860 Info MultiplayerManager.cpp:1301: networkTick(5482) mapTick(3435) received MapAlignAction from peer(1), mapAlignTick(3430) appliedTickClosuresCount(23)
  91.860 Info MultiplayerManager.cpp:1707: networkTick(5483) mapTick(3435) mapAlign finished targetTick(3436) updating map and running the tasks ...
  91.860 Info MultiplayerManager.cpp:1579: networkTick(5483) mapTick(3435) peerID(0) fullStateLog: local state(InGameAligning) local peers(((peerID(0) state(InGameAligning) mapAlignTick(3436))
((peerID(1) state(DesyncedAligning) mapAlignTick(3430))
)
3) Make the Serverfiles avalible on steam without the need to sign in. I want to use the Steamversion, so the Server and the CLient are always the same and I can use steamcmd to update the Game.
If I use the non-steam server files i cant update the game, since I have no api key.

4) fix your ssl cert, wget and chrome on android don't like your cert: http://imgur.com/0wh1LJL
WARNING: cannot verify eu2.factorio.com's certificate, issued by ‘CN=COMODO RSA Domain Validation Secure Server CA,O=COMODO CA Limited,L=Salford,ST=Greater Manchester,C=GB’

5) no option to protect my server with a password?

can someone help?

slpwnd
Factorio Staff
Factorio Staff
Posts: 1835
Joined: Sun Feb 03, 2013 2:51 pm
Contact:

Re: Problem with Linux Server (also saves from steamversion)

Post by slpwnd »

Thanks for the report. So the issue here is that the server is actually demo. That is a mistake on our side that the demo can be run in the server mode. This will be fixed in the 0.12.25. If you download the real headless server (http://factorio.com/download-headless) that should work just fine.

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