My old 1.0 server and client work perfectly together, even after a fresh install of Linux on the server and upgrading my router to a Unifi system. I have never been able to connect my 1.1 client to my 1.1 server, running on the same two machines (after shutting down the 1.0 server, of course). I first tried back on 1.1.43 or so in December 2021, and the problem still exists in 1.1.53.
The server starts and appears in the client's Browse LAN list, but joining the game always times out before the server even seems to acknowledge anything. The fact that older versions still work makes me think it can't be a hardware or firewall issue, but I haven't seen anyone else with the same problem on 1.1.X so it has to be something unique. I'm at my wit's end and found only one other post with a similar problem (from 2017) and no posted resolution. I'm not new to the amateur network and sysadmin game, but I sincerely don't know how to continue debugging this. Any suggestions are eagerly awaited!
Steps to reproduce on my setup:
- Load existing save on Client 1. Sync mods to new install directory.
- Copy mods, mod settings, and save file to new headless server on Server.
- Start factorio server inside a Screen session.
Code: Select all
./bin/x64/factorio --start-server-load-latest --server-settings ./server-settings.json
- See game listed in "Browse LAN" on Client 1 and Client 2.
- Attempt to connect, get "Could not communicate with server" error every single time.
- No entry whatsoever in "factorio-current.log", except for once when it said "connection rejected due to mod mismatch" when I had intentionally changed the client's mods.
Code: Select all
213.898 Joining game IP ADDR:({192.168.1.124:34197})
213.898 Info UDPSocket.cpp:33: Opening socket
213.900 Info ClientMultiplayerManager.cpp:610: UpdateTick(4294967295) changing state from(Ready) to(Connecting)
223.945 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply
223.946 Info ClientMultiplayerManager.cpp:610: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed)
248.231 Info ClientMultiplayerManager.cpp:210: Quitting multiplayer connection.
248.231 Info ClientMultiplayerManager.cpp:610: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected)
248.315 Info UDPSocket.cpp:218: Closing socket
248.315 Info UDPSocket.cpp:248: Socket closed
Code: Select all
46.732 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))
46.732 Hosting game at IP ADDR:({0.0.0.0:34197})
46.732 Info ServerMultiplayerManager.cpp:797: updateTick(3023888) changing state from(CreatingGame) to(InGame)
46.733 Info UDPSocket.cpp:39: Opening socket for broadcast
- Client sends 12 bytes from port 61323 to server port 34197.
- Server responds with 22 bytes.
- 12ms later, Client sends a series of 19 packets containing the client modlist, which takes one millisecond total to send.
- 4ms later, Server responds with three 25-byte packets and one 21-byte packet, each 100ms apart, like it is waiting for a response.
- There is no further response from the client, and the client times out after 30 seconds.
Server:
- Debian 11 (recently upgraded from Debian 8)
- Intel Core i3-4370
- 16GB RAM
- Factorio stored on 9TB Raid Z
- Minecraft and InfluxDB servers running flawlessly
- No firewall running
- Fixed IP assigned by DHCP
- Windows 10 (Desktop)
- Intel Core i5-3570K
- 24GB RAM
- Nvidia GTX950
- 256GB SSD
- Gigabit Ethernet connection to LAN
- Fresh zip download of Factorio 1.1.53
- Eset firewall installed, disabled
- Can connect to public online games
- Windows 10 (Laptop)
- i5-10210U
- 20GB RAM
- 256GB SSD
- WiFi 5GHz connection to LAN
- Updated zip download of Factorio 1.1.53
- Windows firewall installed, running with exceptions, or disabled
- Can connect to public online games
- Unifi Dream Machine Pro router and Unifi switch, fully updated
- Clients and server on same VLAN
- Port forwarding configured (not needed for LAN play), but works for Minecraft as well