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[0.14.14] Random Drops from Multiplayer Servers

Posted: Sat Oct 15, 2016 3:29 am
by ElfLeaderMike
Date Seen
Throughout the past few days or so, confirmed to also exist on 0.14.14 as of 11PM EST 10/14/2016

Computer Info
Windows 7 Pro 64-bit SP1
Factorio 0.14.14
Image

Bug Description
While playing on a vanilla client/server, a dialog appears saying "Server is not responding"
Image
Other players on the server do not see anything wrong during this time.

When the progress bar gets to the end, the player is dropped and is given the option to reconnect.
At this time other players are told the player has left the game.

Steps to Reproduce
I have been unable to reproduce the bug in a reliable fashion.

Troubleshooting/Testing Steps Attempted
Attempted to play on a fresh multiplayer server with an unmodified control.lua (Non custom scenario)
Within minutes of a fresh start server someone else hosted the bug occurred again as described earlier
Reconnected and was able to play with no issues for another hour before it occurred again.

During this time I was also running PingPlotter to make sure it wasn't a network issue.
Based on the results from that, my network connection was stable during the times drops occurred.

The factorio-current.log is attached for reference.

Thanks!

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Fri Nov 04, 2016 1:27 pm
by kovarex
Is this still happening in the latest version of the game?

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Fri Nov 04, 2016 8:15 pm
by ExplicitBananas
Yes it does seem to still be happening.

When playing with my friend I am getting moments where my character will run in place and won't respond to the controls, but I can see my friend run around and place things in real time.
This ends up in me dropping from the server and having to reconnect.
I have also had it where the "Server is not responding" message comes up with the green bar which also results in the same thing happening.

I have also attached my factorio-current.log file in hopes of shedding some light on this issue.

Thanks

*edit
We tried playing over LAN through hamachi and it seems to have eliminated the dropping issue.

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Mon Dec 12, 2016 4:55 am
by ElfLeaderMike
This is still happening in the game, completely vanilla 3 player server.

Current log spams this:

Code: Select all

1176.137 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162783) tickClosures((tick(1693235) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693236) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.153 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162784) tickClosures((tick(1693237) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693238) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.187 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162785) tickClosures((tick(1693239) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693240) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.220 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162786) tickClosures((tick(1693241) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693242) inputActions((CheckCRCHeuristic) (SelectedEntityChangedVeryClose) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.270 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162787) tickClosures((tick(1693243) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693244) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.287 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162788) tickClosures((tick(1693245) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693246) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.320 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162789) tickClosures((tick(1693247) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693248) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.370 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162790) tickClosures((tick(1693249) inputActions((CheckCRCHeuristic) (SelectedEntityCleared) (StopMovementInTheNextTick) ) ) (tick(1693250) inputActions((CheckCRCHeuristic) (SelectedEntityChangedVeryClose) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDroppingProgressUpdate) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.387 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162791) tickClosures((tick(1693251) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693252) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window
1176.420 Warning ClientSynchronizer.cpp:54: Ignoring heartbeat(type(ServerToClientHeartbeat) heartbeat(sequenceNumber(162792) tickClosures((tick(1693253) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) (tick(1693254) inputActions((CheckCRCHeuristic) (StopMovementInTheNextTick) ) ) ) synchronizerActions((PeerDisconnect) (SkippedTickClosure) (SkippedTickClosure) ) ) requestsForHeartbeats() ) behind the latency window

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Tue Dec 13, 2016 3:29 am
by ElfLeaderMike
Would really love a solution on this, Factorio multiplayer has been unplayable for months for me because of this bug. I really enjoyed this game while it lasted, but until it's fixed I can't play it anymore, hopefully it'll get resolved in a later version.

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Fri Dec 23, 2016 9:55 pm
by Rseding91
Unless someone has a way to reproduce this there's not much we can do as everything works perfectly for us and the vast majority of the players that play MP every day.

I suspect there's something wrong on your end with your router, upload speed, or the host router.

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Fri Dec 30, 2016 12:00 am
by ElfLeaderMike
Rseding91 wrote:Unless someone has a way to reproduce this there's not much we can do as everything works perfectly for us and the vast majority of the players that play MP every day.

I suspect there's something wrong on your end with your router, upload speed, or the host router.
That seems partially doubtful only because no other multiplayer game has issues like Factorio does.
If it is on my end, it's essentially saying that Factorio does networking in a way that just doesn't work for me, and I'm not really sure how that's possible.

Just on general reasoning I think it's fair to say it's likely a Factorio related issue, but you're also right in saying since most people don't seem to have an issue it may be unique to something I'm using/doing on my system.

Sadly it makes the problem too specific, and in a strange way I hope it starts affecting more people so you can solve it.

Thanks for the response.

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Fri Dec 30, 2016 12:59 am
by Articulating
If it helps I remember it showed something about ElfLeaderMike reconnecting from a different source/location, something like that. It was a while ago so I'm not 100% certain.

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Tue Feb 21, 2017 11:53 am
by Platoonsgt1
I've been having the problem recently since the router at my place was upgraded. The router seems to be better in every way, except for this issue.

Occasionally while playing, I will get the server is not responding message, and get dropped from the server. I can rejoin immediately and it goes back to normal (until it happens again some time later)

Other players on the server (including the host) can see me getting dropped form the server, but he can also see another message "'Player' was disconnected as he was reconnecting from a different source" (exact wording) This second massage pops up when I reconnect to the server. (Clarified this with the host)

Re: [0.14.14] Random Drops from Multiplayer Servers

Posted: Thu Feb 23, 2017 3:28 am
by DaveMcW
0.14.22 fixed a bug with packet failure in map downloads caused by bad routers. I wonder if there is a similar bug that affects gameplay.