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[0.14.21] Headless Server Desync
Posted: Mon Jan 23, 2017 11:42 pm
by ChurchOrganist
My multiplayer game running on a Virtual Box Ubuntu Headless Server Desynced at around 11pm tonight.
I'm attaching the log file, and I have copied the entire desync report in case you need it.
It is a 417MB upload though!
Running Mods
Double Reach
Foreman
Foreman - Auto Importer
Omnibarrels
Orbital Ion Cannon
Rail Tanker
Reinforced Walls
Let me know if you need the entire report.
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 1:06 am
by Loewchen
There is not much use in reporting a desync while using mods in the first place, but there is no use at all when not uploading the report.
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 1:09 am
by Rseding91
The entire report would be useful to know if it was a mod that caused it or not.
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 8:27 am
by ChurchOrganist
Here is a link to the entire desyc report at my Google Drive.
https://drive.google.com/file/d/0B7cZM0 ... sp=sharing
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 12:55 pm
by Rseding91
It looks like the desync is around a blueprint book being different between the server and you. It may have been one of the blueprint related mods you've got.
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 12:58 pm
by ChurchOrganist
Thanks.
I'll report it to the Foreman developer.
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 5:24 pm
by DRY411S
Rseding91 wrote:It looks like the desync is around a blueprint book being different between the server and you. It may have been one of the blueprint related mods you've got.
Which file are you looking in to make that conclusion please?
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 24, 2017 6:36 pm
by Rseding91
DRY411S wrote:Rseding91 wrote:It looks like the desync is around a blueprint book being different between the server and you. It may have been one of the blueprint related mods you've got.
Which file are you looking in to make that conclusion please?
The desync report. It contains the client and the server save file at the point it desynced tagged with human-readable tags.
Re: [0.14.21] Headless Server Desync
Posted: Wed Jan 25, 2017 5:34 pm
by DRY411S
We have disabled all mods and restarted the server. Whenever I click on anything on my inventory or toolbelt, or try to deconstruct anyhting by 'axing' it, I cause a desync. Only me it seems.
I was using factorio on STEAM, so I unisntalled it, downloaded the standalone version and started with a complete vanilla version on my client, but still I cause a desync.
Is there any way we can recover from this without winding back a few days please?
Re: [0.14.21] Headless Server Desync
Posted: Wed Jan 25, 2017 9:50 pm
by Rseding91
DRY411S wrote:We have disabled all mods and restarted the server. Whenever I click on anything on my inventory or toolbelt, or try to deconstruct anyhting by 'axing' it, I cause a desync. Only me it seems.
I was using factorio on STEAM, so I unisntalled it, downloaded the standalone version and started with a complete vanilla version on my client, but still I cause a desync.
Is there any way we can recover from this without winding back a few days please?
Can you upload the desync report(s)?
Re: [0.14.21] Headless Server Desync
Posted: Thu Jan 26, 2017 10:31 am
by DRY411S
Rseding91 wrote:DRY411S wrote:We have disabled all mods and restarted the server. Whenever I click on anything on my inventory or toolbelt, or try to deconstruct anyhting by 'axing' it, I cause a desync. Only me it seems.
I was using factorio on STEAM, so I unisntalled it, downloaded the standalone version and started with a complete vanilla version on my client, but still I cause a desync.
Is there any way we can recover from this without winding back a few days please?
Can you upload the desync report(s)?
Trying to upload am getting a '413 Request Entity Too Large' error from your server. Here's a google drive link:
https://drive.google.com/file/d/0B_b1va ... sp=sharing
We do though seem to have got rid of the problem.
Thinking that ONLY my character was causing desyncs EVERY time I tried to change my inventory, I asked one of the other players to kill me so I could respawn with empty 'pockets'.
After my respawn, the desync problem seems to have disappeared. Certainly I am able to modify my inventory, build, deconstruct, etc.
If you asked me to speculate what was wrong with my character, I would say it was because it was still carrying a (corrupt?) blueprint that had been imported using Foreman 1.1.5, which you flagged above as being the original cause of our issues.
Re: [0.14.21] Headless Server Desync
Posted: Thu Jan 26, 2017 12:34 pm
by Rseding91
The desync is around the blueprint book but normally that kind of thing is fixed by reconnecting (it syncs the server and you). It's strange that it persisted through multiple desyncs/reconnects...
Re: [0.14.21] Headless Server Desync
Posted: Tue Jan 31, 2017 7:48 am
by DRY411S
Rseding91 wrote:The desync is around the blueprint book but normally that kind of thing is fixed by reconnecting (it syncs the server and you). It's strange that it persisted through multiple desyncs/reconnects...
What I am speculating is that server map had got 'bad' data about my character. This wasn't a problem when my character wasn't active, but as soon as I joined the others, we'd get the errors.
Re: [0.14.21] Headless Server Desync
Posted: Fri Feb 03, 2017 12:15 am
by Rseding91
Do any of you have a blueprint book that's setup to have more than 255 inventory slots?
Re: [0.14.21] Headless Server Desync
Posted: Fri Feb 03, 2017 12:25 am
by DRY411S
Rseding91 wrote:Do any of you have a blueprint book that's setup to have more than 255 inventory slots?
Not sure how to assess that. But it's clear that my character was the cause of any desync problems. Perhaps you can derive an answer to your question by looking at my character?