[0.13.11] Constant hearbeat disconnects

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zamp
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[0.13.11] Constant hearbeat disconnects

Post by zamp »

Code: Select all

 372.868 Info NetworkInputHandler.cpp:608: assigning playerIndex(1) to peer(1)
 372.868 Info GameActionHandler.cpp:2709: MapTick(29819054) processed PlayerJoinGame peerID(1) playerIndex(1) mode(connect)
 483.415 Info Synchronizer.cpp:465: NetworkTick(19921) peer(1) drop detection state(100/600).
 569.683 Info Synchronizer.cpp:465: NetworkTick(24925) peer(1) drop detection state(100/600).
1125.564 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(100/600).
1125.566 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(200/600).
1125.566 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(200/600).
1125.567 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(300/600).
1125.568 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(400/600).
1125.569 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(500/600).
1125.570 Info Synchronizer.cpp:465: NetworkTick(56133) peer(1) drop detection state(600/600).
1125.570 Info Synchronizer.cpp:612: NetworkTick(56133) peer(1) peerHeartbeatsEmpty(false) is not responding, dropping.
1125.570 Info MultiplayerManager.cpp:1596: Peer dropout for peer (1) by peer (0) -- removing now
I'm playing on LAN.

Full logs, save and mods in attachment.
Attachments
factorio_experimental.zip
(39.26 MiB) Downloaded 145 times

Oxyd
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Re: [0.13.11] Constant hearbeat disconnects

Post by Oxyd »

Looks like the client simply doesn't send heartbeats fast enough. What makes you think this is a bug?

zamp
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Re: [0.13.11] Constant hearbeat disconnects

Post by zamp »

I found the cause. Combat on the server causes the server to lag behind and ping shoots up to ~90ms region. When not in combat latency is 0ms. I've set the latency-ms to 60 so it probably kicks me out because of this.
Edit: by lag behind I mean it spends more time updating combat logic. Not actual network lag since bandwidth on LAN didn't go above 300kbps.

Loewchen
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Re: [0.13.11] Constant hearbeat disconnects

Post by Loewchen »

zamp wrote:I found the cause. Combat on the server causes the server to lag behind and ping shoots up to ~90ms region. When not in combat latency is 0ms. I've set the latency-ms to 60 so it probably kicks me out because of this.
Edit: by lag behind I mean it spends more time updating combat logic. Not actual network lag since bandwidth on LAN didn't go above 300kbps.
Ok, this is not a bug then.

zamp
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Re: [0.13.11] Constant hearbeat disconnects

Post by zamp »

I've set latency-ms to 500 and the server still kicks me out when it does combat calculations even though latency (I'm guessing that's what multiplayer waiting debug shows) doesn't go above 120ms.
I'm setting it to 2500 now to see if it still happens with a ridiculous number like that.

Loewchen
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Re: [0.13.11] Constant hearbeat disconnects

Post by Loewchen »

zamp wrote:I've set latency-ms to 500 and the server still kicks me out when it does combat calculations even though latency (I'm guessing that's what multiplayer waiting debug shows) doesn't go above 120ms.
I'm setting it to 2500 now to see if it still happens with a ridiculous number like that.
The latency setting is there to set the latency to a fixed minimum. No setting can compensate your server not being able to run the simulation at 60 ticks/s though.
No idea were you get the 120ms from.

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