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CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 4:27 pm
by tomwy04566
I set up multiplayer server in CentOS 8.0 system, I create saves like the wiki said.
when I try to star the server.it looks like stucked when server try to connect two pingpong server
I try to change server config "_comment_visibility" into false but it does not to work
its there any way to make it correct :D
Based on base version it can work properly.but I try to add some mods ,they run correctly on steam pc version

here is the server log

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0.685 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
   0.685 Info ServerMultiplayerManager.cpp:797: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
   0.685 Info ServerMultiplayerManager.cpp:797: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
   0.685 Loading map /opt/factorio/saves/test1.zip: 887029 bytes.
   0.699 Loading level.dat: 1567921 bytes.
   0.707 Info Scenario.cpp:198: Map version 1.1.53-0
   0.738 Loading script.dat: 1182 bytes.
   0.740 Checksum for script /opt/factorio/temp/currently-playing/control.lua: 3795083680
   0.749 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))
   0.749 Hosting game at IP ADDR:({0.0.0.0:34197})
   0.749 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=4
   1.391 Info AuthServerConnector.cpp:68: Obtained serverPadlock for serverHash (zkvMmIBNdc3tlOYcdAJ7CRk6kYkv04kM) from the auth server.
   1.391 Info ServerMultiplayerManager.cpp:797: updateTick(5499) changing state from(CreatingGame) to(InGame)
   2.333 Info ServerRouter.cpp:657: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address
   2.334 Info UDPSocket.cpp:39: Opening socket for broadcast
   2.334 Info CommandLineMultiplayer.cpp:293: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20
   2.601 Info ServerRouter.cpp:540: Own address is IP ADDR:({124.222.12.43:34197}) (confirmed by pingpong1)
  93.284 Error ServerMultiplayerManager.cpp:734: Matching server connection failed: Error when creating server game: Download failed (status code 401): auth error: Missing username.
here its the server config

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 "_comment_segment_sizes": "Long network messages are split into segments that are sent over multiple ticks. Their size depends on the number of peers currently connected. Increasing the segment size will increase upload bandwidth requirement for the server and download bandwidth requirement for clients. This setting only affects server outbound messages. Changing these settings can have a negative impact on connection stability for some clients.",
  "minimum_segment_size": 25,
  "minimum_segment_size_peer_count": 20,
  "maximum_segment_size": 100,
  "maximum_segment_size_peer_count": 10
}
  "_comment_visibility": ["public: Game will be published on the official Factorio matching server",
                          "lan: Game will be broadcast on LAN"],
  "visibility":
  {
    "public": false,
    "lan": false
  },

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 4:40 pm
by Loewchen
As the error message tells you, you cannot connect because you did not include your username in the server settings.

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 6:18 pm
by tomwy04566
I try to add my username password and token to the server settings,but it cannot work
"username" refers to factorio username?I used profile page information

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

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

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 6:33 pm
by Loewchen
I do not understand what you are saying. Do you have the username in the server settings yes or no?

If yes, then:
- post the complete log file after a session with the issue and
- post the complete settings file with masked password/token.

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 6:45 pm
by tomwy04566
here is severs setting

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{
  "name": "nyaanyaa",
  "description": "nyaanyaa",
  "tags": ["KS2", "SE"],

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

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

  "_comment_credentials": "Your factorio.com login credentials. Required for games with visibility public",
  "username": "tomwy04566",
  "password": "*************",

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

  "game_password": "admin123456",

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

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

  "_comment_max_upload_slots" : "optional, default value is 5. 0 means unlimited.",
  "max_upload_slots": 5,

  "_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_max_heartbeats_per_second": "Network tick rate. Maximum rate game updates packets are sent at before bundling them together. Minimum value is 6, maximum value is 240.",
  "max_heartbeats_per_second": 60,

  "_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": 10,

  "_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
  "autosave_slots": 2,

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

  "_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_non_blocking_saving": "Highly experimental feature, enable only at your own risk of losing your saves. On UNIX systems, server will fork itself to create an autosave. Autosaving on connected Windows clients will be disabled regardless of autosave_only_on_server option.",
  "non_blocking_saving": false,

  "_comment_segment_sizes": "Long network messages are split into segments that are sent over multiple ticks. Their size depends on the number of peers currently connected. Increasing the segment size will increase upload bandwidth requirement for the server and download bandwidth requirement for clients. This setting only affects server outbound messages. Changing these settings can have a negative impact on connection stability for some clients.",
  "minimum_segment_size": 25,
  "minimum_segment_size_peer_count": 20,
  "maximum_segment_size": 100,
  "maximum_segment_size_peer_count": 10
}
here is log

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[root@VM-12-15-centos ~]# /opt/factorio/bin/x64/factorio --port 34197 --start-server /opt/factorio/saves/tst1.zip --server-settings /opt/factorio/data/server-settings.jsonn
   0.000 2022-02-28 02:39:38; Factorio 1.1.53 (build 59373, linux64, headless)
   0.000 Operating system: Linux
   0.000 Program arguments: "/opt/factorio/bin/x64/factorio" "--port" "34197" "--start-server" "/opt/factorio/saves/test1.zip" "--server-settings" "/opt/factorio/data/server-settings.json" 
   0.000 Read data path: /opt/factorio/data
   0.000 Write data path: /opt/factorio [69840/80569MB]
   0.000 Binaries path: /opt/factorio/bin
   0.005 System info: [CPU: Intel(R) Xeon(R) Gold 6148 CPU @ 2.40GHz, 2 cores, RAM: 3736 MB]
   0.005 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>
   0.005 Running in headless mode
   0.008 Loading mod core 0.0.0 (data.lua)
   0.048 Loading mod base 1.1.53 (data.lua)
   0.297 Loading mod base 1.1.53 (data-updates.lua)
   0.405 Checksum for core: 1625176034
   0.405 Checksum of base: 98178652
   0.670 Prototype list checksum: 3034860339
   0.727 Info PlayerData.cpp:71: Local player-data.json available, timestamp 1645983830
   0.727 Info PlayerData.cpp:78: Cloud player-data.json unavailable
   0.729 Factorio initialised
   0.729 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
   0.729 Info ServerMultiplayerManager.cpp:797: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
   0.729 Info ServerMultiplayerManager.cpp:797: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
   0.729 Loading map /opt/factorio/saves/test1.zip: 887029 bytes.
   0.742 Loading level.dat: 1567921 bytes.
   0.748 Info Scenario.cpp:198: Map version 1.1.53-0
   0.778 Loading script.dat: 1182 bytes.
   0.781 Checksum for script /opt/factorio/temp/currently-playing/control.lua: 3795083680
   0.784 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))
   0.784 Hosting game at IP ADDR:({0.0.0.0:34197})
   0.784 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=4
   1.425 Info AuthServerConnector.cpp:68: Obtained serverPadlock for serverHash (fdTKg68kT2vnEpQz5rVqByT4WV3Uz3Mr) from the auth server.
   1.425 Info ServerMultiplayerManager.cpp:797: updateTick(5499) changing state from(CreatingGame) to(InGame)
   2.274 Info ServerRouter.cpp:657: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address
   2.274 Info UDPSocket.cpp:39: Opening socket for broadcast
   2.274 Info CommandLineMultiplayer.cpp:293: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20
   2.508 Info ServerRouter.cpp:540: Own address is IP ADDR:({124.222.12.43:34197}) (confirmed by pingpong2)
   2.508 Info ServerRouter.cpp:540: Own address is IP ADDR:({124.222.12.43:34197}) (confirmed by pingpong3)
   2.541 Info ServerRouter.cpp:540: Own address is IP ADDR:({124.222.12.43:34197}) (confirmed by pingpong1)
  93.458 Error ServerMultiplayerManager.cpp:734: Matching server connection failed: Error when creating server game: Download failed (status code 401): auth error: Missing username.

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 6:56 pm
by Loewchen
And you can log in on factorio.com with the username "tomwy04566" and your password?

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 6:57 pm
by tomwy04566
yes sure :D

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 7:00 pm
by tomwy04566

Re: CentOS 8.0 connect error

Posted: Sun Feb 27, 2022 7:02 pm
by Loewchen
You have token and password set, try removing the token so you only have username and password.