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[0.15.1][Solved] Server not showing up in Public Browser

Posted: Tue Apr 25, 2017 4:24 am
by Phantom329
HI.
I am trying to run a vanilla dedicated server on Linux and I don't know why it doesn't show up in the public browser. I think the port forwarding is still good from when I last ran the server but I can't check since the server is at my parents house. Does everything look normal or did I do something wrong? I haven't run the server in a long time. Any help is appreciated, thanks.

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   0.066 Write data path: /home/factorio/QC_Public
   0.066 Binaries path: /home/factorio/QC_Public/bin
   0.077 System info: [CPU:         Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz, 4 cores, RAM: 3863MB]
   0.077 Running in headless mode
   0.084 Loading mod core 0.0.0 (data.lua)
   0.090 Loading mod base 0.15.1 (data.lua)
   0.200 Loading mod base 0.15.1 (data-updates.lua)
   0.278 Checksum for core: 530912544
   0.278 Checksum of base: 2731413614
   0.405 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1493092937
   0.405 Info PlayerData.cpp:62: Cloud player-data.json unavailable
   0.406 Custom inputs active: 0
   0.406 Factorio initialised
   0.406 Info ServerSynchronizer.cpp:27: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
   0.406 Info ServerMultiplayerManager.cpp:663: mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
   0.406 Info ServerMultiplayerManager.cpp:663: mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
   0.407 Loading map /home/factorio/QC_Public/saves/QC_Public.zip: 806002 bytes.
   0.407 Error FileUtil.cpp:291: Can't remove /home/factorio/QC_Public/temp/currently-playing: No such file or directory
   0.416 Loading Level.dat: 1156977 bytes.
   0.422 Info Scenario.cpp:133: Map version 0.15.1-0
   0.453 Loading script.dat: 190 bytes.
   0.455 Checksum for script /home/factorio/QC_Public/temp/currently-playing/control.lua: 1622069129
   0.456 Info UDPSocket.cpp:27: Opening socket at (0.0.0.0:34197)
   0.456 Hosting game at 0.0.0.0:34197
   0.456 Info HttpSharedState.cpp:44: Downloading https://auth.factorio.com/generate-server-padlock
   0.612 Info HttpSharedState.cpp:111: Status code: 200
   0.612 Info AuthServerConnector.cpp:106: Obtained serverPadlock for serverHash (por3X1Uyt6pGM8K4Zb5oTSwWmlK3Gwib) from the auth server.
   0.612 Info ServerMultiplayerManager.cpp:663: mapTick(22) changing state from(CreatingGame) to(InGame)

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{
  "name": "QC Public",
  "description": "A public server for Quack Cocaine and friends!",
  "tags": [],

  "_comment_max_players": "Maximum number of players allowed, admins can join even a full server. 0 means unlimited.",
  "max_players": 8,

  "_comment_visibility": ["public: Game will be published on the official Factorio matching server",
                          "lan: Game will be broadcast on LAN"],
  "visibility":
  {
    "public": true,
    "lan": true
  },

  "_comment_credentials": "Your factorio.com login credentials. Required for games with visibility public",
  "username": "[REDACTED]",
  "password": "[REDACTED]",

  "_comment_token": "Authentication token. May be used instead of 'password' above.",
  "token": "",

  "game_password": "[REDACTED]",

  "_comment_require_user_verification": "When set to true, the server will only allow clients that have a valid Factorio.com account",
  "require_user_verification": true,

  "_comment_max_upload_in_kilobytes_per_second" : "optional, default value is 0. 0 means unlimited.",
  "max_upload_in_kilobytes_per_second": 0,

  "_comment_minimum_latency_in_ticks": "optional one tick is 16ms in default speed, default value is 0. 0 means no minimum.",
  "minimum_latency_in_ticks": 0,

  "_comment_ignore_player_limit_for_returning_players": "Players that played on this map already can join even when the max player limit was reached.",
  "ignore_player_limit_for_returning_players": false,

  "_comment_allow_commands": "possible values are, true, false and admins-only",
  "allow_commands": "admins-only",

  "_comment_autosave_interval": "Autosave interval in minutes",
  "autosave_interval": 30,

  "_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
  "autosave_slots": 6,

  "_comment_afk_autokick_interval": "How many minutes until someone is kicked when doing nothing, 0 for never.",
  "afk_autokick_interval": 15,

  "_comment_auto_pause": "Whether should the server be paused when no players are present.",
  "auto_pause": true,

  "only_admins_can_pause_the_game": true,

  "_comment_autosave_only_on_server": "Whether autosaves should be saved only on server or also on all connected clients. Default is true.",
  "autosave_only_on_server": true,

  "_comment_admins": "List of case insensitive usernames, that will be promoted immediately",
  "admins": []
}
Valrandir wrote:I resolved the problem.

The path to the server setting file must be manually specified. It wasn't.

For example, start the server with:
bin/x64/factorio --server-settings ~/factorio/data/server-settings.json --start-server path_to_savefile.zip

Re: [0.15.1] Server not showing up in Public Browser

Posted: Tue Apr 25, 2017 8:00 pm
by MaZy
I can confirm it. Have some problem.

Re: [0.15.1] Server not showing up in Public Browser

Posted: Wed Apr 26, 2017 12:56 pm
by CyricV
Same problem here as well. Server runs just fine, but it wont show up in the public listings and gives no feedback as to why. Or it probably does, I just don't know where to look for it yet. I get the same error that you have here as well:

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0.407 Error FileUtil.cpp:291: Can't remove /home/factorio/QC_Public/temp/currently-playing: No such file or directory
...but I don't think that has any thing to do with the visibility problem.

Re: [0.15.1] Server not showing up in Public Browser

Posted: Wed Apr 26, 2017 4:25 pm
by Valrandir
Same issue here with 0.15.02, headless server on linux debian.

Re: [0.15.1] Server not showing up in Public Browser

Posted: Wed Apr 26, 2017 11:27 pm
by CyricV
Updated to 0.15.2, still have the problem. I'm on Debian as well.

Re: [0.15.1] Server not showing up in Public Browser

Posted: Wed Apr 26, 2017 11:42 pm
by Valrandir
I resolved the problem.

The path to the server setting file must be manually specified. It wasn't.

For example, start the server with:
bin/x64/factorio --server-settings ~/factorio/data/server-settings.json --start-server path_to_savefile.zip

Re: [0.15.1] Server not showing up in Public Browser

Posted: Thu Apr 27, 2017 12:56 am
by CyricV
Valrandir wrote:...For example, start the server with:
bin/x64/factorio --server-settings ~/factorio/data/server-settings.json --start-server path_to_savefile.zip
Thank you! This did the trick! But fixing that exposed a new problem. Players can still connect directly by IP but get "Couldn't establish network communication with server" when trying to join through the public game browser.

Re: [0.15.1] Server not showing up in Public Browser

Posted: Thu Apr 27, 2017 7:28 am
by Phantom329
Valrandir wrote:I resolved the problem.

The path to the server setting file must be manually specified. It wasn't.

For example, start the server with:
bin/x64/factorio --server-settings ~/factorio/data/server-settings.json --start-server path_to_savefile.zip
That worked, thanks.

Re: [0.15.1][Solved] Server not showing up in Public Browser

Posted: Thu Apr 27, 2017 10:36 am
by CyricV
I left the server running for about 8 hours and I got a few of this error:

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14323.189 code:28, 1c; Operation too slow. Less than 1 bytes/sec transferred the last 20 seconds
14323.189 Info HttpSharedState.cpp:109: Downloading https://multiplayer.factorio.com/post-game-heartbeat/1669779
14323.189 Info HttpSharedState.cpp:111: Status code: 0
14323.189 Info MatchingServer.cpp:142: Failed to sendHeartbeat to the multiplayer matching server: Operation too slow. Less than 1 bytes/sec transferred the last 20 seconds
14328.693 Info ServerMultiplayerManager.cpp:592: Matching server connection resumed
So it seems like my server is having difficulties talking to the matchmaking server for some reason.

Should I make my own thread as this one is now listed as solved? Probably yeah.