[2.0.28] Mac downloads multiplayer map extremely slowly

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jon___
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[2.0.28] Mac downloads multiplayer map extremely slowly

Post by jon___ »

This started happening after a post-Space Age release but before 2.0.28, I'm not sure exactly what version. A Windows computer connected to the same network to the same server downloads the map in seconds. The Mac's download takes 300+ seconds. I've attached the full log. These are the most interesting parts:

Code: Select all

  61.466 Joining game IP ADDR:({10.0.0.57:34197})
  61.468 Info UDPSocket.cpp:38: Opening socket
  61.478 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Ready) to(Connecting)
  61.558 Info ClientSynchronizer.cpp:27: Initialized Synchronizer local peer(1) latency(32).
  61.560 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(ConnectedWaitingForMap)
  61.560 Info ClientRouter.cpp:228: ConnectionAccepted
  62.280 Info ClientMultiplayerManager.cpp:746: Received mapReadyForDownload
  62.280 Downloading file /Users/jon/Library/Application Support/factorio/temp/mp-download.zip (40956576 B, auxiliary 200 B, 81426 blocks)
  62.289 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)
  68.415 Info UnparsedNetworkMessage.cpp:90: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.57:34197}): heartbeat sequence number (56820693) outside latency window [56820746, 56821946)
  68.415 Info UnparsedNetworkMessage.cpp:101: Message data: 07 00 d5 03 63 03
  68.465 Info UnparsedNetworkMessage.cpp:90: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.57:34197}): heartbeat sequence number (56820696) outside latency window [56820746, 56821946)
  68.465 Info UnparsedNetworkMessage.cpp:101: Message data: 27 00 d8 03 63 03
...
 137.659 Info UnparsedNetworkMessage.cpp:90: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.57:34197}): heartbeat sequence number (56824665) outside latency window [56824990, 56826190)
 137.659 Info UnparsedNetworkMessage.cpp:101: Message data: 07 00 59 13 63 03
 137.659 Info UnparsedNetworkMessage.cpp:90: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.57:34197}): heartbeat sequence number (56824671) outside latency window [56824990, 56826190)
 137.659 Info UnparsedNetworkMessage.cpp:101: Message data: 27 00 5f 13 63 03
 137.659 Info UnparsedNetworkMessage.cpp:90: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.57:34197}): heartbeat sequence number (56824672) outside latency window [56824990, 56826190)
 137.659 Info UnparsedNetworkMessage.cpp:101: Message data: 07 00 60 13 63 03
 437.981 Finished download (375 s, 40.9 MB, 109 kB/s)
 438.079 Info ClientMultiplayerManager.cpp:726: updateTick(18446744073709551615) map download finished creating scenario
 438.088 Loading map /Users/jon/Library/Application Support/factorio/temp/mp-download.zip: 40956576 bytes.
 438.088 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap)
 438.105 Loading level.dat: 102888894 bytes.
 438.117 Info Scenario.cpp:178: Map version 2.0.28-1
 439.528 Loading blueprint storage: Local timestamp 1733967395, Cloud timestamp 1733967394
 439.553 Loading script.dat: 1222 bytes.
 439.556 Checksum for script __level__/control.lua: 2824674896
 439.588 Info ClientMultiplayerManager.cpp:607: UpdateTick(27876211) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)
 439.648 Info ClientMultiplayerManager.cpp:607: UpdateTick(27876211) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)
 439.696 Info ClientMultiplayerManager.cpp:607: UpdateTick(27876211) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)
 439.775 Info GameActionHandler.cpp:4322: UpdateTick (27876211) processed PlayerJoinGame peerID(31) playerIndex(1) mode(connect) 
On Windows none of the log lines about latency of message data are present.

The server is running in a Docker container on the local LAN. Once joined there are no connectivity problems.
Attachments
factorio-current.log
(38.36 KiB) Downloaded 10 times
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