Failed to sendHeartbeat to the multiplayer matching server

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Kalixt
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Joined: Tue May 12, 2020 1:59 pm
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Failed to sendHeartbeat to the multiplayer matching server

Post by Kalixt »

Hello, I started to having this issue after upgrading from 0.18.32, although it might not be related.

Code: Select all

Info MatchingServer.cpp:171: Failed to sendHeartbeat to the multiplayer matching server: Download failed (status code 520): failed to parse JSON response: Unexpected character (S) at ?:1
JSON: Send failure: Connection was reset
137588.920 Error HttpSharedState.cpp:136: CURL failed: code:7, 7; Failed to connect to multiplayer.factorio.com port 443: Timed out
I didn't change anything, it just stopped working one day and also if I run the server from another PC on the same network it runs without this issue.
I am able to connect to server, its just invisible for factorio game browser.

Also I noticed that if you are running server on windows machine with enabled "Controlled folder access" which is part of the windows defender antivirus protection, factorio gets blocked but again it might not be related to this issue.

Here is my server-config.

Code: Select all

{
  "name": "Bešeňovský pajzel",
  "description": "Slovakia server hosted by Kalixt#6100. Server running on i5-4460, 16GB ram, 4GB ramdisk.",
  "tags": [ "game", "tags" ],

  "_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": true,
    "lan": true
  },

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

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

  "game_password": "passwordwashere",

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

  "_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_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": 60,

  "_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
  "autosave_slots": 3,

  "_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": false,

  "only_admins_can_pause_the_game": false,

  "_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
}
Kalixt
Inserter
Inserter
Posts: 43
Joined: Tue May 12, 2020 1:59 pm
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Re: Failed to sendHeartbeat to the multiplayer matching server

Post by Kalixt »

I found out that it was caused by connection issue on my side. I wasn't disconnected from network, just got huge packet loss from time to time so it wasn't so obvious.
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