[0.14.14] Random Drops from Multiplayer Servers
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- Burner Inserter
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[0.14.14] Random Drops from Multiplayer Servers
Date Seen
Throughout the past few days or so, confirmed to also exist on 0.14.14 as of 11PM EST 10/14/2016
Computer Info
Windows 7 Pro 64-bit SP1
Factorio 0.14.14
Bug Description
While playing on a vanilla client/server, a dialog appears saying "Server is not responding"
Other players on the server do not see anything wrong during this time.
When the progress bar gets to the end, the player is dropped and is given the option to reconnect.
At this time other players are told the player has left the game.
Steps to Reproduce
I have been unable to reproduce the bug in a reliable fashion.
Troubleshooting/Testing Steps Attempted
Attempted to play on a fresh multiplayer server with an unmodified control.lua (Non custom scenario)
Within minutes of a fresh start server someone else hosted the bug occurred again as described earlier
Reconnected and was able to play with no issues for another hour before it occurred again.
During this time I was also running PingPlotter to make sure it wasn't a network issue.
Based on the results from that, my network connection was stable during the times drops occurred.
The factorio-current.log is attached for reference.
Thanks!
Throughout the past few days or so, confirmed to also exist on 0.14.14 as of 11PM EST 10/14/2016
Computer Info
Windows 7 Pro 64-bit SP1
Factorio 0.14.14
Bug Description
While playing on a vanilla client/server, a dialog appears saying "Server is not responding"
Other players on the server do not see anything wrong during this time.
When the progress bar gets to the end, the player is dropped and is given the option to reconnect.
At this time other players are told the player has left the game.
Steps to Reproduce
I have been unable to reproduce the bug in a reliable fashion.
Troubleshooting/Testing Steps Attempted
Attempted to play on a fresh multiplayer server with an unmodified control.lua (Non custom scenario)
Within minutes of a fresh start server someone else hosted the bug occurred again as described earlier
Reconnected and was able to play with no issues for another hour before it occurred again.
During this time I was also running PingPlotter to make sure it wasn't a network issue.
Based on the results from that, my network connection was stable during the times drops occurred.
The factorio-current.log is attached for reference.
Thanks!
- Attachments
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- factorio-current.log
- (219.67 KiB) Downloaded 109 times
Re: [0.14.14] Random Drops from Multiplayer Servers
Is this still happening in the latest version of the game?
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- Manual Inserter
- Posts: 1
- Joined: Fri Nov 04, 2016 8:07 pm
- Contact:
Re: [0.14.14] Random Drops from Multiplayer Servers
Yes it does seem to still be happening.
When playing with my friend I am getting moments where my character will run in place and won't respond to the controls, but I can see my friend run around and place things in real time.
This ends up in me dropping from the server and having to reconnect.
I have also had it where the "Server is not responding" message comes up with the green bar which also results in the same thing happening.
I have also attached my factorio-current.log file in hopes of shedding some light on this issue.
Thanks
*edit
We tried playing over LAN through hamachi and it seems to have eliminated the dropping issue.
When playing with my friend I am getting moments where my character will run in place and won't respond to the controls, but I can see my friend run around and place things in real time.
This ends up in me dropping from the server and having to reconnect.
I have also had it where the "Server is not responding" message comes up with the green bar which also results in the same thing happening.
I have also attached my factorio-current.log file in hopes of shedding some light on this issue.
Thanks
*edit
We tried playing over LAN through hamachi and it seems to have eliminated the dropping issue.
- Attachments
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- factorio-current.log
- (25.96 KiB) Downloaded 96 times
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- Burner Inserter
- Posts: 8
- Joined: Sat Oct 15, 2016 3:05 am
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Re: [0.14.14] Random Drops from Multiplayer Servers
This is still happening in the game, completely vanilla 3 player server.
Current log spams this:
Current log spams this:
Code: Select all
1176.137 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162783) tickClosures((tick(1693235) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693236) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.153 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162784) tickClosures((tick(1693237) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693238) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.187 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162785) tickClosures((tick(1693239) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693240) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.220 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162786) tickClosures((tick(1693241) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693242) inputActions((CheckCRCHeuristic) (SelectedEntityChangedVeryClose) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.270 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162787) tickClosures((tick(1693243) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693244) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.287 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162788) tickClosures((tick(1693245) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693246) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.320 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162789) tickClosures((tick(1693247) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693248) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.370 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162790) tickClosures((tick(1693249) inputActions((CheckCRCHeuristic) (SelectedEntityCleared) (StopMovementInTheNextTick) ) ) (tick(1693250) inputActions((CheckCRCHeuristic) (SelectedEntityChangedVeryClose) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.387 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162791) tickClosures((tick(1693251) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693252) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.420 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162792) tickClosures((tick(1693253) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693254) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDisconnect) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
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- Burner Inserter
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Re: [0.14.14] Random Drops from Multiplayer Servers
Would really love a solution on this, Factorio multiplayer has been unplayable for months for me because of this bug. I really enjoyed this game while it lasted, but until it's fixed I can't play it anymore, hopefully it'll get resolved in a later version.
Re: [0.14.14] Random Drops from Multiplayer Servers
Unless someone has a way to reproduce this there's not much we can do as everything works perfectly for us and the vast majority of the players that play MP every day.
I suspect there's something wrong on your end with your router, upload speed, or the host router.
I suspect there's something wrong on your end with your router, upload speed, or the host router.
If you want to get ahold of me I'm almost always on Discord.
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- Burner Inserter
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Re: [0.14.14] Random Drops from Multiplayer Servers
That seems partially doubtful only because no other multiplayer game has issues like Factorio does.Rseding91 wrote:Unless someone has a way to reproduce this there's not much we can do as everything works perfectly for us and the vast majority of the players that play MP every day.
I suspect there's something wrong on your end with your router, upload speed, or the host router.
If it is on my end, it's essentially saying that Factorio does networking in a way that just doesn't work for me, and I'm not really sure how that's possible.
Just on general reasoning I think it's fair to say it's likely a Factorio related issue, but you're also right in saying since most people don't seem to have an issue it may be unique to something I'm using/doing on my system.
Sadly it makes the problem too specific, and in a strange way I hope it starts affecting more people so you can solve it.
Thanks for the response.
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- Long Handed Inserter
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Re: [0.14.14] Random Drops from Multiplayer Servers
If it helps I remember it showed something about ElfLeaderMike reconnecting from a different source/location, something like that. It was a while ago so I'm not 100% certain.
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- Manual Inserter
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Re: [0.14.14] Random Drops from Multiplayer Servers
I've been having the problem recently since the router at my place was upgraded. The router seems to be better in every way, except for this issue.
Occasionally while playing, I will get the server is not responding message, and get dropped from the server. I can rejoin immediately and it goes back to normal (until it happens again some time later)
Other players on the server (including the host) can see me getting dropped form the server, but he can also see another message "'Player' was disconnected as he was reconnecting from a different source" (exact wording) This second massage pops up when I reconnect to the server. (Clarified this with the host)
Occasionally while playing, I will get the server is not responding message, and get dropped from the server. I can rejoin immediately and it goes back to normal (until it happens again some time later)
Other players on the server (including the host) can see me getting dropped form the server, but he can also see another message "'Player' was disconnected as he was reconnecting from a different source" (exact wording) This second massage pops up when I reconnect to the server. (Clarified this with the host)
Re: [0.14.14] Random Drops from Multiplayer Servers
0.14.22 fixed a bug with packet failure in map downloads caused by bad routers. I wonder if there is a similar bug that affects gameplay.