[1.1.68] Waiting for server to save map

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zhh0000zhh
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[1.1.68] Waiting for server to save map

Post by zhh0000zhh »

headless-server:

Code: Select all

factorio@localhost factorio]$ bin/x64/factorio --start-server ./saves/df.zip
   0.000 2022-09-06 12:03:15; Factorio 1.1.68 (build 60023, linux64, headless)
   0.000 Operating system: Linux
   0.000 Program arguments: "bin/x64/factorio" "--start-server" "./saves/df.zip"
   0.000 Read data path: /opt/factorio/data
   0.000 Write data path: /opt/factorio [36603/40916MB]
   0.000 Binaries path: /opt/factorio/bin
   0.013 System info: [CPU:         Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, 2 cores, RAM: 5719 MB]
   0.013 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
   0.013 Running in headless mode
   0.021 Loading mod core 0.0.0 (data.lua)
   0.072 Loading mod base 1.1.68 (data.lua)
   0.383 Loading mod base 1.1.68 (data-updates.lua)
   0.508 Checksum for core: 1720724266
   0.508 Checksum of base: 3427191298
   0.719 Prototype list checksum: 3034860339
   0.762 Info PlayerData.cpp:71: Local player-data.json available, timestamp 1662436944
   0.762 Info PlayerData.cpp:78: Cloud player-data.json unavailable
   0.763 Factorio initialised
   0.763 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
   0.763 Info ServerMultiplayerManager.cpp:795: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
   0.763 Info ServerMultiplayerManager.cpp:795: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
   0.763 Loading map /opt/factorio/./saves/df.zip: 12656089 bytes.
   0.775 Loading level.dat: 32025698 bytes.
   0.782 Info Scenario.cpp:199: Map version 1.1.68-0
   1.432 Loading script.dat: 1182 bytes.
   1.434 Checksum for script /opt/factorio/temp/currently-playing/control.lua: 3795083680
   1.438 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))
   1.438 Hosting game at IP ADDR:({0.0.0.0:34197})
   1.439 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=5
   2.345 Info AuthServerConnector.cpp:79: Obtained serverPadlock for serverHash (JP8k1xeIAErEHnMxHiVjOYvKipRF1aQv) from the auth server.
   2.345 Info ServerMultiplayerManager.cpp:795: updateTick(5276014) changing state from(CreatingGame) to(InGame)
  58.062 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({192.168.1.5:55748}))
  58.062 Refusing connection for address (IP ADDR:({192.168.1.5:55748})), username (zhh0000zhh). UserVerificationMissing
  60.529 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({192.168.1.5:51041}))
  60.529 Info ServerRouter.cpp:451: Replying to connectionRequest for address(IP ADDR:({192.168.1.5:51041})).
  60.529 Info ServerSynchronizer.cpp:604: nextHeartbeatSequenceNumber(3490) adding peer(1)
  60.547 Info ServerMultiplayerManager.cpp:795: updateTick(5276014) changing state from(InGame) to(InGameSavingMap)
  60.596 Info ServerMultiplayerManager.cpp:944: updateTick(5276014) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap)
  61.510 Info ServerMultiplayerManager.cpp:1005: UpdateTick(5276014) Serving map(/opt/factorio/temp/mp-save-0.zip) for peer(1) size(12657252) auxiliary(92) crc(1079210923)
  61.510 Info ServerMultiplayerManager.cpp:795: updateTick(5276014) changing state from(InGameSavingMap) to(InGame)
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3492) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3493) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3494) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3495) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3496) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3497) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3498) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3499) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3500) that we don't have.
  80.729 Warning ServerSynchronizer.cpp:112: nextHeartbeatSequenceNumber(4702) peer(1) wants a heartbeat(3501) that we don't have.
 101.179 Info ServerMultiplayerManager.cpp:1058: Disconnect notification for peer (1)
 101.179 Info ServerSynchronizer.cpp:623: nextHeartbeatSequenceNumber(5930) removing peer(1).
client screen:waiting for server to save map

Communication failure after 30 seconds

zhh0000zhh
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Re: [1.1.68]waiting for server to save map

Post by zhh0000zhh »

Client to play using steam
And my config file:
server-settings.json
(3.51 KiB) Downloaded 50 times

zhh0000zhh
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Re: [1.1.68] Waiting for server to save map

Post by zhh0000zhh »

Additional information:
The operating system is almalinux8.6
Running on hyper-v 2.0 (host is windows 2016)

Rseding91
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Re: [1.1.68] Waiting for server to save map

Post by Rseding91 »

See if it might be the same issue as here: viewtopic.php?p=571861#p571861
If you want to get ahold of me I'm almost always on Discord.

zhh0000zhh
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Re: [1.1.68] Waiting for server to save map

Post by zhh0000zhh »

Rseding91 wrote:
Thu Sep 08, 2022 9:18 pm
See if it might be the same issue as here: viewtopic.php?p=571861#p571861
I'm using windows 2016 as a hyperv host, I didn't find this patch but indeed I switched to another ESXi and it works fine, never thought hyperv had this problem, thanks

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