#dedicated-server-crash-on-join
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was too long, heres it hosted https://drive.kroltan.me/d/s/17uq5JECdlwoMUJF4VdTLwKfKNrcqX4q/Fv63YeACpXVL7tXoDEwjrQIlnpNp2qcX-qrnAl_yIIg0
I'm running the server on Linux using the indifferentbroccoli docker setup
@tough scarab i mean that I tried with DC on and off and connecting respectively
- DC off -> join through invite code -> server crash;
- DC on -> join through IP/port -> server crash
i can confirm that the crash happens on joining, if it's just idling empty, it runs fine, but isn't a very useful server ๐
you running on docker?
yes, i'm using this setup
it was working fine ~2d ago
you might have a wine issue lol
or rum in this case 
check the docker wine version
could be, but i was having success with this for a couple days prior, maybe something in the new patch
yeah with the patch and they changed the direct Ip and a few other things im guessing they borked something for linux
yeah i check and see if there is a newer docker image
Unfortunately linux isn't officially supported, and if you're running on a potato there might not be much you can do
also maybe another image could help
Others have had luck, so like nerds said, update / try other versions
looks like its using wine 11 from the changelog
well it does work on steam deck so....you could install proton manually
as for hardware its a ryzen 5 4500 with 16GB, only running windrose server, it should be fine
(and was in fact running fine previously)
yeah i have not dug through the new patch to see what changed
ok, i've updated the docker image, it doesnt crash the server but still cant connect to game, I get booted back to the menu. logs
1: '' (UR5DataKeeperForServer_Account::OnCoopAccountBLConnected): Waits 5 ticks. Added at 19673. Character nullptr, PlayerState nullptr, C>
[D:\Source\Build\work\gameRepoCheckoutDir\Source\R5DataKeepers\Private\R5DkAccountTracker.cpp:558]
[2026.04.20-12.58.50:055][264]R5LogNetBL: [025264] R5NetGrpcServerBidiReactorV2<>::Shutdown [Gc-REDACTED_3] Shutting down >
[2026.04.20-12.58.50:055][264]R5LogNet: [025264] ...rpcServerBidiReactorV2<>::Shutdown::<lambda> [0x7ff82d870340-] OutputQueue flushed >
[2026.04.20-12.58.50:076][264]R5LogNetBL: [025264] R5NetBlServerReactorV2::ProcessOnDisconnect [Gc-REDACTED_3] Finish subscription. this: '0>
[2026.04.20-12.58.50:418][264]R5LogCheck: Warning: [-1:025264]
!!! R5Ensure happens !!!
Condition: 'false'
Message: Unexpected BL disconnect. AccountId REDACTED_1. BLPlayerSessionId 'REDACTED_2'
Where: UR5DataKeeperForServer::OnAccountBLDisconnected::<lambda_10>::operator () [D:\Source\Build\work\gameRepoCheckoutDir\Source\R5DataKeepers\Private\R5DataKeeperForServer.c>
// Then a huge callstack of unknown functions with the innermost being 0x0000000146d3aae1
@gleaming patrol Is this fixed? I'm having the same issue ๐
It comes and goes, it was working the day after this post, but I had the issue again I think 2 days ago
Thanks same here buddy
gRPC's Windows IOCP endpoint asserts that bytes_transferred reported by the OS matches the buffer length we handed to the async write. On real Windows that's an invariant. On Wine, async winsock writes can report a partial transfer count where native Windows would report the full buffer, and gRPC's hard assertion doesn't tolerate it
If TCP 3478 is the one failing, that is P2P signaling, the game literally cannot connect peers without it. This is almost always an ISP security feature so that is a phone call to the ISP
Calling now thanks