[0.15.30] Multiplayer disconnect directly after joining

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xschlef
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[0.15.30] Multiplayer disconnect directly after joining

Post by xschlef »

No matter which server I try to join (my own or something off the public list) I get disconnected after a few seconds.
Running Factorio on arch linux.
I can not move at all, but I can see trains driving + chat. Disconnect will hit me after a few seconds.

Client log:
1256.076 Info ClientMultiplayerManager.cpp:542: MapTick(13165657) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)
1256.956 Info ClientMultiplayerManager.cpp:542: MapTick(13165719) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)
1257.092 Info ClientMultiplayerManager.cpp:542: MapTick(13165719) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)
1257.159 Info GameActionHandler.cpp:3321: MapTick (13165723) processed PlayerJoinGame peerID(6) playerIndex(0) mode(connect )
1277.259 Warning ClientSynchronizer.cpp:83: nextHeartbeatSequenceNumber(2012495744) server wants a heartbeat(2012495141) that we don't have.
1277.792 Error ClientMultiplayerManager.cpp:92: MultiplayerManager failed: "You have been dropped from the game."
Server log:
factorio[407]: 18206.881 Info ServerMultiplayerManager.cpp:755: mapTick(13156463) received stateChanged peerID(2) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClos
factorio[407]: 18206.884 Info GameActionHandler.cpp:3321: MapTick (13156463) processed PlayerJoinGame peerID(2) playerIndex(0) mode(connect )
factorio[407]: 18206.976 Info ServerMultiplayerManager.cpp:755: mapTick(13156467) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)
factorio[407]: 2017-07-17 16:55:05 [JOIN] xschlef joined the game
factorio[407]: 18227.023 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from ...:55419: heartbeat outside latency window
factorio[407]: 18227.025 Info UnparsedNetworkMessage.cpp:98: Message data: 26 10 41 08 34 22 b4 c3 c8 00 02 11 d4 c3 c8 00 11 d5 c3 c8 00
factorio[407]: 18227.052 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from ...:55419: heartbeat outside latency window
factorio[407]: 18227.052 Info UnparsedNetworkMessage.cpp:98: Message data: 26 10 42 08 34 22 b6 c3 c8 00 02 11 d6 c3 c8 00 11 d7 c3 c8 00


xschlef
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by xschlef »

here are the full logs of a single connection for a freshly started server and client

edit:

after debugging a little further it seems to be a problem with my internet connection.
connecting to servers inside my LAN works flawlessly.
Attachments
factorio-current.log
client.log
(53.81 KiB) Downloaded 101 times
factorio-current.log
server.log
(101.64 KiB) Downloaded 91 times

posila
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by posila »

I suspect it is caused by the same problem as this: 50839

xschlef
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by xschlef »

I was able to play multiplayer a few releases ago, as I finished a 0.15 map already (I don't have the save anymore, but it should be < 0.15.14)

I will try to find out if I have any MTU related problems.

posila
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by posila »

It turned out not to be MTU problem, but problem with dropping fragments of big messages. I assume wheny it tries to send list of blueprints you have in your library, some fragments are lost and the messege never goes through. Temporary solution for you might be to reduce size of your blueprint library.

xschlef
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by xschlef »

actually I tried that already. I decreased the size of my blueprint library, but still had the same problem.

It seemed to be a MTU problem. With 0.15.31 and properly set MTU at my side (1500 instead of 1492 -_-) I can play.

Rseding91
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by Rseding91 »

xschlef wrote:actually I tried that already. I decreased the size of my blueprint library, but still had the same problem.

It seemed to be a MTU problem. With 0.15.31 and properly set MTU at my side (1500 instead of 1492 -_-) I can play.
Strange. As far as I know we don't send packets over 550~ bytes.
If you want to get ahold of me I'm almost always on Discord.

xschlef
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by xschlef »

yep and I completly revoke my previous statement.

I did not realize that I booted into windows...

So the problem seems to be linux related as the problem still persists there.

Sorry for the confusion

kovarex
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by kovarex »

This should be fixed in the next version, let us know if it isn't the case.

jkkopp
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Re: [0.15.30] Multiplayer disconnect directly after joining

Post by jkkopp »

Hi, i think so have this problem too, (V0.16.4)

What i am doing wrong?
factorio-current.log
(31.47 KiB) Downloaded 100 times

Code: Select all

Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from 84.140.98.21:52351: heartbeat outside latency window
  82.613 Info UnparsedNetworkMessage.cpp:98: Message data: 26 0a 06 eb 63 5e 02 4f 55 20 00 50 55 20 00 3e 55 20 00
  84.704 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type ClientToServerHeartbeat) received from 84.140.98.21:52351: heartbeat outside latency window
 
regards

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