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[0.13.1] Headless Server - Wrong port numbers!

Posted: Tue Jun 28, 2016 5:40 pm
by Bluelight
This is the logfile:

Code: Select all

   0.001 2016-06-28 19:32:04; Factorio 0.13.0 (Build 22782, win64, alpha)
   0.002 Operating system: Windows 7 Service Pack 1
   0.002 Program arguments: "factorio.exe" "--server-settings" "F:/user's Mappe/Factorio_0.13.0/data/server-settings.json" "--rcon-port" "4444" "--rcon-password" "pass" "--port" "34197" "--start-server-load-latest" "--latency-ms" "200" "--autosave-interval" "10" "--autosave-slots" "20" "--allow-commands" "admins-only" 
   0.003 Read data path: F:/user's Mappe/Factorio_0.13.0/data
   0.003 Write data path: F:/user's Mappe/Factorio_0.13.0
   0.003 Binaries path: F:/user's Mappe/Factorio_0.13.0/bin
   0.278 Running in headless mode
   0.335 Loading mod core 0.0.0 (data.lua)
   0.356 Loading mod base 0.13.0 (data.lua)
   0.987 Checksum for core: 1399339455
   0.987 Checksum for mod base: 2039900801
   2.051 Custom inputs active: 0
   2.073 Factorio initialised
   2.110 Info HttpSharedState.cpp:42: Downloading https://auth.factorio.com/api-login
   3.029 Info HttpSharedState.cpp:90: Status code: 200
   3.030 Info AuthServerConnector.cpp:161: Got token from auth server for username(Bluelight82).
   3.057 Info Router.cpp:563: Router peerID(65535) shutting down.
   3.057 Info Router.cpp:594: Router state -> Disconnected
   3.135 Info MultiplayerManager.cpp:999: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
   3.137 Info MultiplayerManager.cpp:999: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
   3.138 Loading map F:/user's Mappe\Factorio_0.13.0\saves\MPworld_01.zip
   3.514 Info Scenario.cpp:129: Map version 0.13.0-93
   3.702 Checksum for script F:/user's Mappe/Factorio_0.13.0/temp/currently-playing/control.lua: 900459546
   3.732 Info WindowsUDPSocket.cpp:59: Opening socket at port (34197)
   3.734 Info Router.cpp:594: Router state -> Connected
   3.734 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local peer(0) latency(12).
   3.735 Hosting game at port 34197, peerID 0, session magic 3575
   3.735 Info MultiplayerManager.cpp:999: networkTick(0) mapTick(1) changing state from(CreatingGame) to(InGame)
   3.736 Info NetworkInputHandler.cpp:45: mapTick(1) networkTick(0) initialized NetworkInputHandler local peer(0).
   3.737 Info Router.cpp:992: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197) for own address
   3.738 Info RemoteCommandProcessor.cpp:94: Starting RCON interface at port 4444
   3.789 Warning Router.cpp:847: Received own adddress message reply with conflicting address (got 72.149.72.164:55427, expected 72.149.72.164:64747)
   3.865 Error Util.cpp:57: Attempting to create notice box in headless mode. Message: 'Failed to determine external IP address. Other players might not be able to connect.'
   5.316 Warning NetworkInputHandler.cpp:765: mapTick(1) networkTick(3) disconnecting from player but already disconnected.


I changed the IP slightly but it's the same on both pingpong1 and 2, but the port is not the same, how is this possible and how do I solve it?

Re: Headless Server - Wrong port numbers!

Posted: Wed Jun 29, 2016 8:40 pm
by Bluelight
I appears they fixed this issue in the 0.13.1 version! Thank you to Factorio development team!

I would rather see my post replied to when I post things like this, but now that it works, I'm pretty happy!
And this mistake is kind of n00b'ish to say the least.. And I have played and hosted many games, and pingpong servers have never been existent or necessary for other games..
Even the big ones doesn't use this system.. Also the server and multiplayer code for this game is n00b'ish too.. No other game waits for the clients before moving on..
In this game one client can freeze the whole game.. But other game servers run and only conforms to clients after receiving traffic from clients where stuff is and stuff..
Furnaces and other processes can be totally server dependent and player locations can be added and simulating likeliness of movement and velocity if the player moves all the time and then stopped if the player stop.. This is the how multiplayer functions in Minecraft even, and Minecraft is hardcoded in Java for crying out loud!
Think about Diablo III! The whole game stops if someone lags? No the game is one server, and the authentication is another server..
The game works without a flaw.. And players can lag and quit or join without any issue..
Also world data can be transferred without stopping the server.. And you only need a update of what has changed after start of upload until the player joins..
You can also simulate everything on the server and have players only load a small area of the map, so that it reduces lag and load on the server and players bandwidth..
This is common sense and is extremely easy to implement!

Re: Headless Server - Wrong port numbers!

Posted: Wed Jun 29, 2016 8:47 pm
by Bluelight
Nope it's still an issue.. I get two different port numbers and it uses the last one to connect? Why is this when I have stated that the server should use default port=34197 I have specified this in both the config and the command line arguments.. Damn you! Use port=34197, is it really that hard? Why is it using a random and not working port number every time?

Edit: It seems to be working on Linux but not Windows for some weird reason!

Re: Headless Server - Wrong port numbers!

Posted: Thu Jun 30, 2016 2:58 am
by Bluelight
I copied the whole server dir onto my other network and it worked fine.. So either the ports need to be open for both machines or the port is somehow blocked on the other network.. It is possible that the ISP is blocking.. More testing will follow!

Thanks for all the feedback, though I was in despair for a moment there after a full 6 hours of trying to get this up and running..

Re: Headless Server - Wrong port numbers!

Posted: Thu Jun 30, 2016 4:14 am
by Bluelight
The server with identical settings and identical files worked on my home computer.. On the server on another connection the server is working and is listed but the pingpong servers get the wrong IP port numbers and it seems random all the time.. Both networks have the default port open but the server router has a intrusion prevention that goes to the scanning of ports, but the default port number did not show up in the list of blocked port scans.. So I honestly have no idea what is happening, I can still connect to the server with the Direct Connect! You should be able to connect to 90.149.84.164:34197 -- This is the default port and the IP is working too.. So there must be some sort of flaw in this system and there is nothing more I can do! Please fix this!