#dedicated-servers

1 messages · Page 14 of 1

blazing halo
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Have you tried setting it up to auto-save every 3580 seconds, instead of the 3600 (1h)? That would put the last (pre-restart) auto-save at 23h 52m.

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In fact, you could try a value of 3599 - it would then auto-save 24 seconds before the scheduled restart. It might work, though I'd call that "cutting it close". Fine-tune it.

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tl;dr try to match the auto-saves to a little less than full hour, so that it will be guaranteed to save just before the restart (instead of trying to match it perfectly and risking the roll of the dice on it getting scheduled a tick after)

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It's not a perfect solution (the ideal would be to unconditionally save before auto-shutdown), but you have control over both variables, so it's not as terrible as it seems.

loud minnow
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Just upload the server log to see what wrong if the server starts up fine then is a networking issue

blazing halo
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When it comes to the timeouts helping you - you would need to increase the timeouts on your end as well, for it to work. Remember, there are two sides to this conversation.

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As for what the values represent - that's a bit more complicated, and generally useless to you to be honest. Unless these values are very different to each other, you can (and should) treat them as a single value.

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They represent the time the game spent doing various things; in general, all four values should be very close to each other, indicating that the game spent most of its time waiting for the network. If they're significantly higher (and by "significantly" I mean at least 1.5x), it would indicate that the game got delayed by the respective part of the process at no fault of its own, and it would reflect in the game having less time to actually do things. For example, if the "system" value was high, it would indicate that Windows took inordinately long to process socket change requests; if the "driver" was high, it would mean that the UE network driver took a long time doing something instead of handling networking like it should.

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In general, these should be read as "timeout minus shown value", the result of that being however much time was "wasted" in each subsystem. In most cases, that value will be 0 or slightly negative (which is a result of rounding and syscalls (which do take a moment), and of no consequence for the most part). In general, every increase beyond the timeout value indicates time wasted, and which value is high tells the developers what wasted time. Ideally, you want those values to match the timeout (the result of the calculation being 0), which basically means "all of the time allocated to waiting for the network was actually spent waiting for the network".

blazing halo
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Though it's not an "issue" per se.

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It's a case of managing expectations.

blazing halo
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Is the server you're playing on configured to pause the game when it's empty?

calm jacinth
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anyone know of an existing bug ticket where switching items in hands becomes...defective (hands are empty); have to hit F to bring up the build tool then escape and the hand stuff becomes available again until it breaks (usually on hand item switch)

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it's hard to search for :C

blazing halo
calm jacinth
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the problem is the query 🤣

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i'm not the only one with the issue, am i?

blazing halo
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No, you are most decidedly not.

viral stump
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hey are the mk2 pipes bugged? im having a hard time figuring why the water stops flowing into coal power plants after few minutes

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nvm somehow got it to work

calm jacinth
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there's a lot of derps with conveyors and pipes

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if there's a place it isn't working, just replace it and it should work (had one case where it didn't)

viral stump
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yeah replacing is what i just did but it still not flooding with the full amount of water until the end of the pipeline

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ill keep an eye anyway thanks ^^

calm jacinth
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more pressure can help with that

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alternatively, make pipes drop down into consumers rather than pump up

viral stump
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oh well that needs me rebuilding the entire coal power plant xD

calm jacinth
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ah...naw...it should be fine given enough time

viral stump
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it seems to work for now

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yeah i hope so i just added an extra water pump just to make sure

calm jacinth
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5 pumps in mk2 pipe is enough to satisfy 13.3333 coal generators 😉

viral stump
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yes i got 6 pumps for 13 coal generators running now lol

calm jacinth
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👀 one pump gonna idle

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but yeah, that .33 extra will eventually fill all the pipes

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i'd double check and make sure they're all working...one of them might have a bad pipe connection

viral stump
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maby i should try let the water flow from the middle and go left and right into the generators instead of coming from one side only

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but 13 generators water consumption is 585m³ so 5 pumps is plenty

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pressure upwards is also fine

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but yeah its prob them derping

calm jacinth
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check on it in a few hours

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see if it load balances

viral stump
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aye will do

blazing halo
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I'm torn between wanting action, and wanting other people to help out. 🤣

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Or, to put it another way: YAY people are active here, BOO I didn't get to troubleshoot. 😂

sacred kite
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have anyone made a what not to do on a server guide in terms of lag. just so i don't go make lag machines like singleplayer xD

blazing halo
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As far as I know, it's very difficult to make the game actually lag.

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The defaults are set up in such a way as to make that very difficult, because the entire point is to build a lot of shit.

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In fact, I have yet to see any sort of "lag", except when it's saving the game. The faster your CPU (single-thread), the shorter the delay will be.

bold light
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trouble with that is once you finally managed to make it lag, it's equally difficult to make it stop lagging hehe

blazing halo
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Technically, you won't be able to make it lag.

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I mean, there are two ways to make the game lag:

  • having a potato CPU running the server, and
  • building so much that the game actually lags
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The second point is the most commonly expected issue, and also kinda impossible due to how saving the game works.

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You see, you're going to run into save times in excess of 2 minutes before you manage to build enough to outright lag the game.

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You'll run into timeout issues long before you build enough to cause the engine to lag.

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Any other situation where the game lags would likely be very case-specific, and thus not a general concern.

blazing halo
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If your intent is to produce massive builds that would bring a gaming PC to its knees - single-player is the way to go.

cursive wren
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will there be a creation of a launcher for simple server launches?

sacred kite
sacred kite
cursive wren
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perfect! i was waiting for the full release before creating one and was just wondering how simple it was. and i got spoiled with some dev made launchers

sacred kite
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Well my to go for Linux game servers is Def LGSM they make scripts for many different game servers that's compatible with Linux ofc.

cursive wren
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this will be a life saver thank you!

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expecially after hard coding in Ark

sacred kite
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Yeah they got ark too hehe xD

cursive wren
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F

blazing halo
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Ugh, launchers.

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The developer provides the server. They're not in the business of providing launchers.

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If the developer only provides the server, then third-party providers (like LGSM, Pterodactyl etc.) can provide management tools as required, or you can go without.

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If the developer does provide a launcher, then if it's not compatible with your particular OS, or you want to use something else, you're fucked. At the very least you'll need to take their launcher apart and figure out the core command to launch the server. At worst, it's an integrated GUI launcher, and you can wave headless Linux bye-bye.

blazing halo
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I guess my frustration with ideas like that comes from the Satisfactory modding community, as well.

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As I understand it, they want to hold off on DS mods so that they can have some sort of a deployment/delivery method in place as well.

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And I'm thinking to myself: why delay giving the DS mod capabilities for automation of something I can do by manually unpacking ZIPs and copying files?

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Yes, I know it's not the deciding factor there, but... it bothers me.

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Like - I've been hacking game files for over 2 decades; don't fucking baby me, let's go!

blazing halo
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What's hard-coded in ARK? From my experience, it's more flexible than a number of other UE games, including Satisfactory.

cursive wren
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I just got my own servers a while back and have just gotten into linux I learned a lot from ark and navigating linux and i know they are not in the buisness of making the launchers I have just seen some devs make them recently so I wanted to know if I needed to start up my linux or windows server

blazing halo
cursive wren
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Ahhh

blazing halo
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ARK has tons of start-up parameters to use. It actually makes it very simple to manage multiple servers at once, because you can just incorporate all of the changes into the startup command, instead of having to hunt down config files and such.

cursive wren
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I did notice that. Which was super cool. Haveing characters be able to change between maps. I just started a conan server and they provided a launcher which was very simple to use. I will need to see if that blocked out linux operations because of that

blazing halo
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CONAN?

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As in, Conan: Exiles?

cursive wren
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Yup

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Yup

blazing halo
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Windows-exclusive.

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It used to work under Wine, but some of the recent patches killed compatibility.

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I had to spin up a Windows machine to move my servers.

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Also, the server doesn't come with a launcher - thank fuck.

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If I had to deal with their "Funcom" launcher on that as well, I'd probably bloody murder someone.

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Or maybe it does, but I don't know it exists, and I think we're all healthier if that's the case. I'm in no hurry to look.

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And yeah, it's difficult to daemonize a launcher.

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Scripting virtualised desktop mouse clicks is not fun.

cursive wren
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Very true

blazing halo
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But yeah, may the Nine save us from Funcom's help. I'll settle for them not fucking it up further. 😂

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Each time I see the message that I'm not allowed to build here, I scream in joy.

cursive wren
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Lol

blazing halo
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Because why would they give complete control over to the server admin, right?

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Why.

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The only game worse about it was Dark and Light, with no-build zones that extended around cities like the Exclusion Zone extends around fucking Chernobyl.

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(though I could understand... if you visited one of the official servers, what you'd immediately notice would be a veritable forest of the cheapest pillars for the immediate purpose of area denial...)

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(just never made sense to not provide a goddamn config option to turn it the fuck off)

quick moon
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Hello some problem with save, LogGame: Total Save Time took 32.979 seconds UChannel::CleanUp: ChIndex == 0. Closing connection.

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how to desable auto save?

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and how manualy save game?

mental locust
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@quick moon why does it take so long...

quick moon
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big map, and auto save crash the sessions

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setting autosave to 4h seems good

mental locust
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How big is save

quick moon
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10M

mental locust
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Oh wow

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11.6m here

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Be back at work now

vapid lichen
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Is it just me, or did the dedicated server improve big since i played about 1/2 year ago or so? No crashed when saving, tick rate seems to be fixed. Nice!

cold epoch
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Rubberbanding is a thing for us (4 Player)

rough harbor
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Hi it seems i cant update my server now, i have done it before and have change nothing, its running on my owen seperat pc

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have somthing change the last month ?

slate steeple
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hey guys, i just wanted to know if the server keeps progressing time even if no players are in the server

gentle summit
frosty gale
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hi everybody, does anybody know how to fix the Session id being = InvalidSession?

rugged lark
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Hey, does anyone has experience in hosting modded multiplayer on dedicated servers?

frosty gale
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tried restarting but still no difference

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Or how do i change my session type?

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it wont change from private

sacred citrus
blazing halo
blazing halo
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Remember that the server auto-restarts every so often, so you want auto-saves to happen.

sacred kite
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is there even a save location for linux servers so i can download a save? looked true all folders and cant find jack

blazing halo
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Yes, it's in ~/.config/Epic/FactoryGame.

sacred kite
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for the steam version?

blazing halo
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For any version.

blazing halo
sacred kite
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or im blind af

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legit doing a system wide search for an epic folder xD

blazing halo
# frosty gale ah okay

It should be noted that there's a bit of a confusion in nomenclature: "session" for listenserver (i.e. the single-player-with-friends) means a connection; "session" for dedicated server means the save game.

blazing halo
sacred kite
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yeah its not in the users home dir

blazing halo
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If the server is running and has a session (save) loaded, it must be.

sacred kite
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nvm

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its hidden from scp

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gg

blazing halo
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Well, I did mention it's in .config

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so yeah, you need to show dot-names, which tend to be hidden by default from stuff like SCP, SFTP, FTP, WWW...

sacred kite
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yeah i forgot i reinstalled my pc and didnt enable it to show hidden folders

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XD

mild cove
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hello does anyone know why on my dedicated server it goes online and allows me to join and then kicks me and shows the server is offline

blazing halo
mild cove
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8gb

blazing halo
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Too little.

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You need at least 12, and should go for 16.

mild cove
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okay ill try that

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thank you

blazing halo
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np

supple lion
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I am running 32gb ram and hosting 8+ people on same computer im playing from, we are seeing some graphical anomalies but nothing hame breaking yet. Just added 3 new people today so we will see what happens. lol

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am I missing something or is there zero administrative tools in this aside from kick?

brisk cobalt
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disregard if you were looking up my prior messages, the belt gremlins responsible have been sacked.

calm jacinth
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i've been crashed twice now (client) because another player connected to the server placed a conveyor lift 🤔

blazing halo
blazing halo
calm jacinth
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it's not affecting the other player in the server so it's definitely client side

heavy steeple
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My account is the one that created the save for the server. Is there a way to force a save since I need to force a reboot of the server?

calm jacinth
blazing halo
heavy steeple
blazing halo
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Yes, but as a separate save, which you will then need to load.

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You can alternatively configure your server to save when players quit,

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then join and quit it.

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It will then go to the auto-save.

heavy steeple
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Yeah, I don't want to have to mess with it that way. Saving and then reloading. Is there no way to force it to just save to current save like most server setups?

calm jacinth
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interger_divide_by_zero
FactoryGame_FactoryGame_Win64_Shipping!UFGUnlockMap::__DefaultConstructor+0xbdd
FactoryGame_FactoryGame_Win64_Shipping!AFGConveyorLiftHologram::OnRep_TopTransform+0xbe```

integer_divide_by_zero
FactoryGame_FactoryGame_Win64_Shipping!UFGUnlockMap::__DefaultConstructor+0xbdd
FactoryGame_FactoryGame_Win64_Shipping!AFGConveyorLiftHologram::OnRep_TopTransform+0xbe```
identical

blazing halo
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This server doesn't even have a remote console.

heavy steeple
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yeah, I hate there there is no gui to the server itself let alone the ability to adjust anything outside of the game. But I enjoy the game. So I deal with it. I was looking and not seeing much, but do we know how often the server does a save.

blazing halo
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I don't care for any GUIs for the server - in fact, I'm happy about there not being any bundled. There are third-party tools to deal with that, and I prefer no GUI to the abomination Conan: Exiles has as a "launcher".

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As for no RCON or the ability to manage the server with third-party tools... yeah, that sucks ass.

heavy steeple
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Yeah, I never used any other Server manager for Conan Exiles or Ark but ASM and CSM. What they did for those launchers is amazing and gives you complete control. But that's only cause CE and Ark give that much control.

blazing halo
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I don't use third-party managers at all, myself. There's something that speaks to me in doing it all by hand, or writing my own tools.

heavy steeple
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Unfortunately, I am coding stupid. lol Can't wrap my head around it. I'm sure if I had someone right there explaining things to me as I went, but otherwise, I go derp.

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Luckily tho, I've been learning UE and not having many issues.

blazing halo
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Well, not everyone needs to be a programmer. :)

heavy steeple
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No, but being able to understand what is happening or what's wrong with certain things would be nice.

blazing halo
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True.

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But you don't have to write code to understand code. At least to some extent. Obviously, being able to write the code will help you greatly, and understanding code will make you write it better.

heavy steeple
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That's pretty much what I mean

blazing halo
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As long as you understand the concept of programming in its expression, everything else is fluff and you can be a programmer.

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If you don't - you can't be a programmer, and you'll never get it.

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It's that simple.

calm jacinth
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so how do i report these crashes?

blazing halo
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Oh yeah, I never replied to you.

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It crashes on a lambda function triggered by static mesh building.

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It honestly looks like you have corrupt files.

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Do a file check.

calm jacinth
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it's only one someone occassionally builds a conveyor lift

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like 1 in 1000

blazing halo
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Then report it, but explain what you just told me.

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Otherwise you'll get the same reply - check your files.

calm jacinth
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how to report?

smoky halo
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Anyone else notice that servers seem to have problems with conveyor splits and mergers on lifts not updating properly if you upgrade the belts feeding them. As I seem to keep running in to it where the spliter still thinks the belt for its imput is slower then what it is and is not taking in and out putting as the new belt speed

blazing halo
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Or even write it out in the format of "What I expected would happen / what actually happens"?

smoky halo
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1 build conveyor lift
2 attach splitter to one end
3 added a feed belt and a second output belt
4 upgrade the in and out belt but not the lift
5 spliter only takes in the slower speed of the old belt
6 question?

blazing halo
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Hm, interesting. Splitters technically have infinite speed...

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If any output belts should be available, it should just feed to that.

smoky halo
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Yea that's why I I think it's an update bug since the only to fix it I have found is to destroy and replace the spliter

blazing halo
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Weird.

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But maybe.

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But still weird.

smoky halo
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It is also worth noting it's not a 100% change it bugs but is more like 40-60%

blazing halo
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Is this a DS-only thing, or can you replicate in SP?

smoky halo
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Ds only that I have seen tho it may also happen in sp would have to do some testing on it

blazing halo
calm jacinth
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i might run into johine's issue soon...gonna be upgrading Mk3 -> Mk4 soon

smoky halo
blazing halo
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And I just want to provide you with some incentive. ;]

sturdy leaf
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I'm trying to start a multiplayer server. I'm currently on ubuntu server, and installed the satisfactory server via steamcmd. When I try to boot it, it spits out errors about the STEAM API, then this ```[2022.10.16-02.48.10:285][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1
[2022.10.16-02.48.10:286][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.16-02.48.10:286][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1
[2022.10.16-02.48.10:293][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2
[2022.10.16-02.48.10:293][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.16-02.48.10:293][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2

mental locust
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@sturdy leaf need help still?>

sturdy leaf
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I do!

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@mental locust

mental locust
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strange specs of server?

sturdy leaf
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well it is running ARM64 with box64, but (and I'm probably 100% wrong here) it doesn't seem to be related to that?

mental locust
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arm cpu?

sturdy leaf
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yep

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4 core, 24 gigs of RAM

mental locust
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i dont think it can run on a arm cpu

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i may be wrong

sturdy leaf
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I'm using an emulator, but it seems like some files are missing? I honestly have no clue.

mental locust
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so game is running on a emulater?

sturdy leaf
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the server is

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which could be the problem. Like I said, absolutely no idea lol

mental locust
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give me a few min

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you here?

sturdy leaf
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yep

blazing halo
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Okay, so this is clearly a very nonstandard thing. :D

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I actually toyed with trying to run the server on emulation.

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Can you trace what the executable is doing?

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Still, could it be crashing on SSE? ARM doesn't have SSE, it has SIMD.

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@sturdy leaf

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Not sure how well that translates.

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(the developers could try including some compatibility for ARM, since from what I can find on GitHub - there are translation layers that mostly deal with SSE to NEON/SIMD... but I do believe it was said that there was no plan to include ARM support)

mental locust
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@blazing halo why run it on arm tho

blazing halo
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Why not?

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I wanted to, at some point. Just to see how bad it'd be. :D

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Besides, there's some ARM hardware you can take advantage of that's showing up on the market.

mental locust
#

Ampere® Altra® Q80-30
Single-Threading
RAM: 128 GB DDR4 ECC
Disk: 2 x 960 GB Datacenter NVMe SSD
Connection: 1 GBit/s port
Guaranteed bandwidth: 1 GBit/s
Backup space: 100 GB
Traffic: Unlimited *

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did it ever work for you?

blazing halo
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I never got qemu working right.

mental locust
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i might have to try it

blazing halo
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Which is funny, because I originally managed to get the other way going fine, when I was staging the root for the ARM board from my x64 machine...

mental locust
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@blazing halo they are using the free oricale trial

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so not the best hardware

blazing halo
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What's oricale?

mental locust
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meant this

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https ://www.oracle. com/cloud/free/

blazing halo
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Ah, Oracle.

mental locust
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ya

calm jacinth
mental locust
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specs?

blazing halo
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We already know he's seeing a client crash on mesh construction.

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It's a specific client-side crash, and we don't currently know if it's something the server sends, or if it's a bug in the client.

blazing halo
subtle sundial
mental locust
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?

blazing halo
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?

subtle sundial
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idk it sounds like the name of a vegetable

blazing halo
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🤣

mental locust
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🥒

blazing halo
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TAKE THAT BACK!

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😂

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A cucumber is better as ||a female masturbatory aid||.

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The banana kinda breaks off.

mental locust
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rofl i know lol

subtle sundial
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maybe lets not go there

blazing halo
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Agreed.

mental locust
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ya....

blazing halo
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Real mature, aren't we.

mental locust
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ok sorry

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at least it was not a giff

blazing halo
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I don't particularly mind, tho'.

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You gotta have fun sometime.

mental locust
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ya your right...

calm jacinth
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but i've never crashed him

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he's got a 6700 XT, i got a 6800 XT but if this is a driver bug...it's super weird way for it to crash the game, no?

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driver is same branch...so not that

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maybe its because WAN versus LAN?

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he gets 2-4 ms more time to get the right data compared to me

blazing halo
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It doesn't work that way.

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I still think it's something on your end, though, for whatever reason.

calm jacinth
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my latency is 0-1 ms, his is ~4 ms

blazing halo
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It doesn't matter.

calm jacinth
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netcode is coming in faster than rendering 🤣

blazing halo
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The server doesn't send out "wrong" data.

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It always sends out data it believes is right.

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That's how computers work.

calm jacinth
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but he's drawing a frame with 4ms old data where i'm drawing with 4 ms newer data

blazing halo
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But it still doesn't matter.

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Why would the ID of the belt have changed between then and now?

calm jacinth
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it's not the ID that's the problem, it's division by 0

blazing halo
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Also, 1 tick (assuming 30 ticks/second) takes a little over 33 ms, so a 4 ms discrepancy means nothing on that scale.

calm jacinth
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idk what it's dividing

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average tick rate is as low as 12

blazing halo
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Meaning it's even longer.

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At 12 ticks/sec, 1 tick takes 83 ms.

calm jacinth
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oh, right, so 30 is max

blazing halo
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Still, that's pretty goddamn low.

calm jacinth
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it's all over the place

blazing halo
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So the server's CPU is a potato?

calm jacinth
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not particularly, it's a 1230v3

blazing halo
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It's a 10yo CPU with 3.3 GHz (turbo max 3.7 GHz). It's not a potato, but it's clearly struggling.

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You should be getting 30 ticks/s. It's like FPS, but for the server.

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Hell, on my i7-3770, I'm getting 60.

calm jacinth
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got a lot of production stuff going on

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anyway, they gotta figure out what is doing division and if denominator == 0, deal with it

blazing halo
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It doesn't work like that.

calm jacinth
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it does, you can't ever divide by zero 🤣

blazing halo
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It's like trying to scoop out the mucus in your lungs when you have a cough. That's not how you fix the illness.

calm jacinth
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the problem is the something to do with the static mesh for the lift

blazing halo
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The problem isn't the division-by-zero issue. The problem is that some value becomes 0 when it shouldn't, and they need to track down what and why.

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And it's usually a chain of events.

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For instance (and I'm conjuring this example out of my ass, for the record), it could be going something like this:

  • the server sends out a "create object"
  • the server sends out an object ID
  • the client never receives the object ID for some reason
  • the client creates a new object, but uses a default template
  • the rendering queue picks up the object
  • the rendering queue determines it's a buildable, invokes buildables code
  • the buildables code tries to draw the object
  • the buildables code attempts to determine the mesh size, deploys a lambda (anonymous function) to handle mesh construction
  • the lambda attempts to get scaled dimensions
  • the object is a default object, all values are 0
  • division by 0
#

So as you can see, "division by 0" isn't the core issue in that example.

#

The code does exactly what it's told to do.

#

This concept in computing is often called "garbage in = garbage out".

#

The game crashes, but that's technically not an issue - it would've had to abort at that point anyway.

calm jacinth
#

that's exceptionally low

#

wait wait wait, what does that network quality setting technically do?

#

is it a Mbps cap?

blazing halo
#

Kinda-sorta. Eh.

#

It determines bandwidth allocation, but that actually influences more than just bandwidth.

calm jacinth
#

i have it set to default

blazing halo
#

There's no reason to have it set to anything other than the maximum setting.

#

Even then it's something like 1-2 Mbps.

#

Usually less, I'd reckon.

calm jacinth
#

this is blowing my mind

blazing halo
#

Especially if you're on the same LAN as the server.

#

But you're looking at port 22, yeah?

calm jacinth
#

and i verified those port numbers, they are right 👀

blazing halo
#

What does it mean "Port 22"?

#

Because that's normally SSH.

calm jacinth
#

on the switch, they're out of order to compact the picture

blazing halo
#

Ah, so switch hardware port. Okay.

calm jacinth
#

BY-2021 is my computer, Server has DS

#

ohhhhhhhhh DERP, it's Steam downloading

#

😐 Satisfactory is only using 0.3 Mbps with some jumps up to 3-8 Mbps

#

is there an easy way to set it to use more (always)?

blazing halo
#

No.

#

While normally you'd use .ini settings to increase the allocation, it is my understanding that these don't actually work for this game.

calm jacinth
#

👀

#

so the typed command is the only way?

blazing halo
#

?

#

What command?

calm jacinth
#

FG.NetworkQuality 3 (ultra)

#

👀 Wiki says:

Configuration changes made at the server Console (e. g. FG.AutosaveInterval) are stored to disk upon a graceful server shutdown, and do not need to be re-implemented when the server is restarted unless the configuration files are removed or reverted.

#

NetworkQuality is set to 1 (default)

#

see if he crashes me again 😂

blazing halo
#

Ah, right. But that's a setting you can set with .ini files. I think.

#

Or maybe not.

sturdy leaf
sturdy leaf
#

I've also tried 3 or 4 dockerized versions of the server, each of which runs fine on my windows laptop, but fails to find the entrypoint file on the server.

wintry stone
sturdy leaf
#

Where would the dockerfile be? I'm sorry, just fairly new to all of this

wintry stone
sturdy leaf
#

That's the one I tried. I am running on ARM with box86 on box64, so that could be the issue.

wintry stone
sturdy leaf
#

Yeah, I saw that. I'm at least attempting to use an emulator

wintry stone
#

yeah I'm probably not much help with anything that specific for arm 😆

#

if it's an arm thing and not a satisfactory thing it might be worth googling your error and seeing if anyone has workarounds

#

sounds like you may not even be getting to the satisfactory parts of the container running

sturdy leaf
#

Yeah been doing it for a while. Seems to be a sorta niche thing. The only reason I'm even on ARM is because Oracle offers a free 4 core 24 gig server.

#

and I don't think it is. I also tried installing it normally, which gave a completely different error.

calm jacinth
#

i can't see DS running on ARM

#

most ARM devices don't even have enough RAM installed to run it

blazing halo
#

True enough...

blazing halo
blazing halo
#

Best GH comment that makes my day every time I see it - I guess I'll stop playing the game until the memory is reduced lol :D

#

it ran flawlessly on 6gb a few days ago oh my :D

vagrant delta
#

are the server single threaded :)]#

sturdy leaf
blazing halo
#

Should look more like this:

22:02:18 execve("/usr/bin/ls", ["ls"], 0x7ffce85fca68 /* 22 vars */) = 0
22:02:18 brk(NULL)                      = 0x56525ccdc000
22:02:18 access("/etc/ld.so.preload", R_OK) = -1 ENOENT (No such file or directory)
22:02:18 openat(AT_FDCWD, "/etc/ld.so.cache", O_RDONLY|O_CLOEXEC) = 3
22:02:18 fstat(3, {st_mode=S_IFREG|0644, st_size=58767, ...}) = 0
22:02:18 mmap(NULL, 58767, PROT_READ, MAP_PRIVATE, 3, 0) = 0x7f4293018000
22:02:18 close(3)                       = 0
22:02:18 openat(AT_FDCWD, "/lib/x86_64-linux-gnu/libselinux.so.1", O_RDONLY|O_CLOEXEC) = 3
22:02:18 read(3, "\177ELF\2\1\1\0\0\0\0\0\0\0\0\0\3\0>\0\1\0\0\0\220}\0\0\0\0\0\0"..., 832) = 832
22:02:18 fstat(3, {st_mode=S_IFREG|0644, st_size=166120, ...}) = 0
22:02:18 mmap(NULL, 8192, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f4293016000
22:02:18 mmap(NULL, 177672, PROT_READ, MAP_PRIVATE|MAP_DENYWRITE, 3, 0) = 0x7f4292fea000
22:02:18 mmap(0x7f4292ff1000, 102400, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x7000) = 0x7f4292ff1000
22:02:18 mmap(0x7f429300a000, 32768, PROT_READ, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x20000) = 0x7f429300a000
22:02:18 mmap(0x7f4293012000, 8192, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x27000) = 0x7f4293012000
22:02:18 mmap(0x7f4293014000, 5640, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_ANONYMOUS, -1, 0) = 0x7f4293014000
22:02:18 close(3)                       = 0
22:02:18 openat(AT_FDCWD, "/lib/x86_64-linux-gnu/libc.so.6", O_RDONLY|O_CLOEXEC) = 3
(...)
sturdy leaf
#

That's what was spit out when I entered the command. Lemme try again.

blazing halo
#

To clarify,

#

you should be calling the executable,

#

not the shell script.

sturdy leaf
#

that would do it then

#

sorry

blazing halo
#

So strace -tf /home/ubuntu/SatisfactoryServer/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame | tee /some/log/file.log

sturdy leaf
#

gimme 1 sec to copy the logs off the server, it's too long to copy from the ssh window

blazing halo
#

It should be several to several hundred MB, so... yeah.

#

That's why I included tee.

#

(you need to give me the /some/log/file.log whatever you set it to, it won't be in the Satisfactory log file)

sturdy leaf
#

Here's exactly what printed out when I typed exactly this: strace -tf /home/ubuntu/SatisfactoryServer/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame | tee /home/ubuntu/file.log

blazing halo
#

I need this file: /home/ubuntu/file.log

sturdy leaf
#

I just copied the contents

#

I can send the file itself if you want

blazing halo
#

That's still not it.

#

It's a Satisfactory log. I don't want a Satisfactory log.

sturdy leaf
#

I typed in the command above. Here's the actual file:

blazing halo
#

Still a Satisfactory log.

#

Do strace -tf ls and paste the first few lines.

sturdy leaf
#

k

#

It's longer than putty will display, but here's some of the text:

#

[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine/Plugins/Experimental/GeometryProcessing/Binaries/Linux/libUE4Server-GeometryAlgorithms-Linux-Shipping.so", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine/Plugins", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine/Plugins/Experimental", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine/Plugins/Experimental/GeometryProcessing", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine/Plugins/Experimental/GeometryProcessing/Binaries", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)
[pid 28919] 20:15:14 readlinkat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/Engine/Plugins/Experimental/GeometryProcessing/Binaries/Linux", 0xffffc7881950, 1023) = -1 EINVAL (Invalid argument)

blazing halo
#

Yeah, that's what I want.

#

That sort of thing.

#

Hm

sturdy leaf
#

Yeah I know, that's just not what's being saved to the log files and I have absolutely no idea why

blazing halo
#

You could try strace -tf /home/ubuntu/SatisfactoryServer/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame 2>&1 | tee /home/ubuntu/file.log

#

(notice 2>&1)

#

I'm not sure where strace pushes the output.

#

Might be stderr...

#

Yeah, it writes to stderr.

#

Apologies. Don't use it often enough to remember small details like that.

sturdy leaf
#

yeah this looks like it's correct

#

It was about 70 megabytes this time

blazing halo
#

Yeah, that's a good sign.

#

There.

#

terminating with uncaught exception of type std::bad_cast: std::bad_cast

#

Happens at [pid 29085] 20:23:13 so whatever it was, it happened just before then.

sturdy leaf
#

Any idea how I could fix that?

blazing halo
#

You? I doubt it.

blazing halo
#

It's possible this is a symptom.

#

Also, notably:

#

mkdirat(AT_FDCWD, "/home/ubuntu/SatisfactoryServer/FactoryGame/Saved/Crashes/crashinfo-FactoryGame-pid-29085-BB4CB0B68BCC46AD946FAB98EAF9F419", 0775) = -1 EACCES (Permission denied)

#

The server doesn't have sufficient write permissions to create a crash log, which might tell us more.

#

Would be good to grant write permissions to /home/ubuntu/SatisfactoryServer/FactoryGame/Saved to see what it says in the crash report.

sturdy leaf
#

k, I'll try that now

#

but if it just can't, it just can't.

blazing halo
#

No need to trace it further, we already know everything we ever will from that.

#

I'm just curious as to what it thinks caused the fatal.

sturdy leaf
#

It seems to be this: [2022.10.16-02.15.36:391][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1
[2022.10.16-02.15.36:392][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.16-02.15.36:392][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1
[2022.10.16-02.15.36:399][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2
[2022.10.16-02.15.36:399][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.16-02.15.36:399][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2
[2022.10.16-02.15.36:418][ 0]LogActor: Warning: SetReplicates called on non-initialized actor Default__FGSimulatedWheeledVehicle. Directly setting bReplicates is the correct procedure for pre-init actors.
[2022.10.16-02.15.36:858][ 0]LogNiagara: Warning: NiagaraSystem /Game/FactoryGame/VFX/Factory/Doors/NS_DoorClose_01.NS_DoorClose_01 IsReadyToRunInternal() failed due to missing SystemScript. Spawn[<none>] Update[<none>]

#

but no idea

blazing halo
#

Find the crash report, and in it - the context file. Hand that over.

blazing halo
# sturdy leaf but if it just can't, it just can't.

Yeah, bad_cast is a big one - it means that some variable type would be converted to a different variable type, but data would be lost in the process. It usually hints at the fact that the target architecture either lacks the required data types, or they're different enough that it won't work. Usually, the solution is to just recompile the program against the target architecture (here, aarch64 most likely), but that's a no-go as long as they're using the plugin that explicitly may not be executed on ARM.

sturdy leaf
#

ah well. Thanks so much for the help, I really appreciate it

blazing halo
#

I still want that context file.

sturdy leaf
#

oh sure, where would that be saved?

blazing halo
#

Saved/Crashes/some folder with the crash info

#

(as soon as you give it write permissions to write there, and re-run it until it crashes again)

sturdy leaf
#

That it?

blazing halo
#

Yeah.

#

Meh, says the same thing.

#

libUE4Server-Core-Linux-Shipping.so!FUnixPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [D:/ws/SB-220602145101-842/UE4/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp:693]

#

Weird.

#

But eh.

sturdy leaf
#

well, thanks once again, sorry for my incompetence lol.

blazing halo
#

Meh. It's fine.

#

Sucking at something is the first step towards being kinda-good at something.

#

And you didn't suck. I've had people here that sucked oceanic trenches before.

#

You were tremendously useful in comparison. :D

#

It's possible that they'll end up removing that plugin (there's a number I would recommend they remove, in fact, since they're not needed server-side and only take up RAM and CPU), and then ARM might happen.

#

Still not sure how well it'll do with the RAM and CPU speed limitations. We'll see.

#

Still, ARM machines with significant resources are starting to become a consumer-grade thing, so that might not be an idiotic idea.

calm jacinth
#

welp, friend crashed me on Ultra so...nothing i can do to stop it from happening :C

blazing halo
#

Have you tested on SP to see if it can be reproduced there?

#

Also, I never expected the network quality setting to affect the crash. Not sure why you thought it'd help.

calm jacinth
#

it can't even when i'm in DS by myself, it never happens

#

it always takes him building a conveyor lift to crash me

calm jacinth
blazing halo
#

It doesn't hurt to try tarot, either. That next on your agenda? ;]

#

(it's a damn shame divination isn't a thing, to be honest... it would be wonderful in programming)

blazing halo
calm jacinth
#

he's the only that's played on the server with me so far

#

that's a good question

blazing halo
#

I can try joining and testing with you, if you wish. Though it's possible I won't be able to, as my NAT seems to dislike Satisfactory something fierce. I'll figure it out, one day.

calm jacinth
#

you got PM and server is port forwarded/open so NAT isn't a problem

blazing halo
#

It is on my end. :D

calm jacinth
#

this makes no sense though 🤔

blazing halo
#

Yeah, it seems my NAT strikes once again.

#

I have no clue what it does differently, but it does something.

#

It looks like it subtly breaks the TLS encryption, somehow.

#

I just tried connecting. If your server log shows a number of "Ignoring handshake packet after handshake completion", it's the issue I'm thinking of.

#

I assume the ports are the default, 15777 and 15000?

#

Looks like they are - 15000 and 7777 both respond to me.

#

Damn.

calm jacinth
#

yeah

#

i've had a problem with MTU being set to anything other than 1500 bytes in the past

#

it caused weird stuff, especially in Unity games

blazing halo
#

Yes, well, if it's something like that, then I'm certainly not about to switch settings just because a game is broken.

calm jacinth
#

but game not broken, it's some router/net config issue

blazing halo
#

How would setting a different MTU, which is a legit setting, and a particular game/engine not working with it, be a router issue?

calm jacinth
#

in my case, it's bad net code in Unity 🤣

blazing halo
#
  • which is literally "game/engine broken"
calm jacinth
#

something easy to test tho

blazing halo
#

Not exactly.

calm jacinth
#

is for me ¯_(ツ)_/¯

#

just one value in the router...i think the reason why i discovered that was it was because i was trying to play around with jumbo frames

blazing halo
#

Is for you, but I doubt you have 5 different networks being routed.

#

Alas, it seems I never messed with MTU this iteration, it's at 1500.

calm jacinth
#

aw

#

shucks, would have been an easy fix

blazing halo
calm jacinth
#

i know 😦 why i had to disable it

#

i think the problem is Windows...kind of...doesn't really...like it...

blazing halo
#

And considering that half of the Internet doesn't support jumbo frames... it's actually kinda impossible to use.

calm jacinth
#

networks always chop up packets to MTU rule when it bridges

blazing halo
calm jacinth
#

so LAN can be 9KB, but router bridge to WAN chops it up into 1.5 KB packets

blazing halo
#

If you're lucky.

#

Like I said, it takes just one link.

#

And you can't mix them.

calm jacinth
#

yeah, i should try it again

blazing halo
#

Again, if you enable jumbo frames, you're willingly cutting yourself off from part of the Internet.

#

Which sucks.

#

Your network can support them perfectly fine and it still won't work correctly.

calm jacinth
#

i have different ISP and no more unmanaged switches since last time i tried, so might work now

blazing halo
#

Yeah, it won't help if the remote side doesn't support them correctly.

#

Many don't.

calm jacinth
#

that's the question 😄

#

won't know til i try 😄

blazing halo
#

Many don't, as I've come to find.

#

I'm telling you, there's only pain & tears down that road.

calm jacinth
#

it's kind of stupid that they don't because jumbo frames cut down on router overhead

blazing halo
#

They do. Alas.

#

I personally wanted higher throughput.

calm jacinth
#

ditto

blazing halo
#

(I was gearing up for 10 Gbit)

blazing halo
#

It doesn't work on Windows, for a number of reasons, but otherwise...

calm jacinth
#

yeah...which is why i lean towards it's Windows 🤣

blazing halo
#

No, Windows supports Jumbo frames perfectly well.

#

That I know for a fact.

#

It even plays nice with Linux.

#

I wouldn't be surprised if my issue came from the macOS side of things, actually. I mean... Apple.

#

But I'm told Apple supports jumbo frames as well. At least in theory.

calm jacinth
#

assuming TLS handshake is the cause...that's like networking 101

blazing halo
#

I'm sorry, what?

calm jacinth
#

why you can't join

blazing halo
#

I know it's the TLS handshake. I don't know why it's the TLS handshake.

calm jacinth
#

i'd do wireshark

blazing halo
#

Satisfactory is the only thing (game, app, server, whatever) that is giving me trouble.

blazing halo
calm jacinth
#

SYN, ACK, ClientHello, ClientKeyExchange, etc. packets

#

once you figure out where in the chain the break is, should at least pinpoint the problem

blazing halo
#

The break happens on the returning ACK from the server to the client.

#

That I know well enough from logs on both ends.

calm jacinth
#

oooo i think i had a similar problem when software switching

blazing halo
#

The client ignores the ACK, and re-sends the handshake. The server ignores the resend because it already completed the handshake.

calm jacinth
#

the router (pretending to also be a switch) wouldn't relay certain types of packets to the ports

blazing halo
#

What was the solution?

calm jacinth
#

hardware switch 🤣

blazing halo
#

Right. That's unhelpful, unfortunately.

calm jacinth
#

8-port router -> 3-port router
added 24-port managed switch under the router

blazing halo
#

Still unhelpful.

calm jacinth
#

what is your topography between WAN and your system?

blazing halo
#

Technically a star around an unmanaged switch.

#

WAN -> router -> switch -> PC

calm jacinth
#

can you try circumventing the switch?

blazing halo
#

The switch is not the issue. I can connect to my LAN server just fine.

calm jacinth
#

no no, i mean to connect to my DS

#

try w/o switch, then try w/o router

#

might expose the problem

blazing halo
#

I know that if I connect to a tethered GSM, I can connect to other servers no problem. So I know it's my router.

calm jacinth
#

good good, so something in the router is FUBAR 🤣

#

🤔

blazing halo
#

Yes. Except it's FUBAR specifically for Satisfactory.

#

No other service is affected, either outgoing or incoming.

#

(that I know of)

calm jacinth
#

bad firewall rule?

blazing halo
#

Tried with an empty ruleset. No change.

calm jacinth
#

oooo maybe it's TLS version? router super old?

blazing halo
#

Router is a Debian machine, running latest stable.

#

Besides, router should not touch TLS.

calm jacinth
#

👀 pretty sure it's a config issue but i can't really help with that

blazing halo
#

It should all look like garbage to it. And it does.

#

Packet filtering doesn't touch packet contents.

calm jacinth
#

the handshake isn't garbage, that only comes after it's changed from TCP to TLS

blazing halo
#

The game doesn't use TCP.

#

It uses UDP, and DTLS.

calm jacinth
#

the handshake is not encrypted

blazing halo
#

Regardless, it's a binary protocol.

#

And it's a protocol the developers are in full control over, in theory.

#

So it's not like I can rely on knowing anything about it.

calm jacinth
#

pretty sure they're just using standard UE4 stuff

blazing halo
#

And to make matters more difficult, it uses mixed endianness.

calm jacinth
#

👀 that's kind of silly

blazing halo
#

You see, I already did a sniff with Wireshark.

#

Several, in fact.

#

Came out no wiser for it.

blazing halo
#

It uses mixed endianness all over the place.

calm jacinth
#

bizarre

blazing halo
#

Unreal Engine.

calm jacinth
#

unreal

blazing halo
#

I've written enough rants on some of the more questionable choices UE devs have taken.

calm jacinth
#

well...multiplatform support has it's price

blazing halo
#

CSS aren't blameless in this, either.

#

I still don't fully understand why they decided to go with DTLS.

#

What's the point?

calm jacinth
#

low latency

blazing halo
#

What does encryption have to do with latency?

#

(and since it's more complex than plain packets, all it can do is increase latency, if it affects it at all)

calm jacinth
#

it doesn't really, but TLS uses TCP which is high latency because it assumes all packets are bad until confirmed

blazing halo
#

But why use encryption at all?

calm jacinth
#

DTLS piggybacks on UDP which doesn't care whether or not the packets arrive

blazing halo
#

(and if you need ordered shit, why not just use TCP?)

calm jacinth
#

because 21st century :C

blazing halo
#

Bullshit.

#

This did not need encryption.

calm jacinth
#

the internet is f-i-l-t-h-y 🎵

blazing halo
#

Doesn't change the fact that this did not need encryption. At all.

calm jacinth
#

i would support a suggestion to enable an option to disable it

blazing halo
#

ARK gets by fine. Conan gets by fine. DnL gets by fine. ATLAS gets by fine.

#

Why does Satisfactory need encryption?

calm jacinth
#

my guess is that's the UE4 default/recommended protocol

#

because then developers don't have to care about sensitive data/hacking

blazing halo
#
  • unless you can get in the middle of it during the sensitive setup phase
#

And since that's also the only time when whatever sensitive information is transmitted,

#

I still don't see the benefit.

#

I can see several drawbacks, however.

calm jacinth
#

i kinda do, privacy is super important these days

blazing halo
#

PRIVACY FOR WHAT?

#

LEFT LEFT LEFT LEFT LEFT JUMP?!

calm jacinth
#

so firewalls can't block it

#

or not easily anyway

blazing halo
#

... when was the last time you've seen a firewall that inspects packets?

calm jacinth
#

mine?

blazing halo
#

What's the name of your firewall?

calm jacinth
#

has deep packet inspection

#

Ubiquiti

#

i'm thinking more like "the great firewall of China"...but anywho, getting off topic

#

obviously there's something wrong in your setup with DTLS support

#

instead of letting the data flow, it drops it

blazing halo
#

From everything I can tell, Ubiquiti uses a packet filter.

#

(like iptables, but not iptables specifically)

#

It's a stateful setup, but it's not a firewall.

calm jacinth
#

DPI can work in conjunction with firewall and QoS policies configured on the EdgeRouter.

blazing halo
#

That says nothing.

#

> in some cases even encrypted traffic
This is an instant red flag. Does it unravel encryption?

calm jacinth
#

maybe? dunno

blazing halo
#

If it does, it needs to die.

calm jacinth
#

probably just taking handshake header data (if it's not encrypted)

blazing halo
#

If it does, it needs to die.

calm jacinth
#

i keep it off because it's intensive ¯_(ツ)_/¯

blazing halo
#

The entire point of encryption is that nobody can see what's being sent.

calm jacinth
#

it's not a supercomputer, it can't break secure encryption

#

only the flimsy potato stuff 🤣

blazing halo
#

Which means it can't inspect packets.

#

You can have one or the other.

calm jacinth
#

it can, especially unencrypted stuff

blazing halo
#

Unencrypted, sure.

#

For whatever good that does.

calm jacinth
#

it recognizes patterns in some applications even if they're encrypted

#

i forget what, had it disabled for over a year now

blazing halo
#

If they're encrypted properly, it can only guess.

calm jacinth
#

my guess is you could fix your problem with a proper router ¯_(ツ)_/¯

blazing halo
#

And by "properly encrypted" I mean set up such that even identical messages are completely scrambled and can't be compared with each other.

#
DPI is more advanced than conventional Stateful Packet Inspection (SPI) filtering. Ubiquiti’s advanced, proprietary DPI engine includes the latest application identification signatures to track which applications (and IP addresses) are using the most bandwidth.

The traffic analysis feature provides monitoring and reporting functionality. There are no licensing fees for DPI or signature updates, which are automatically updated on a periodic basis to maintain the accuracy of application identification.

So they're guessing.

calm jacinth
#

educated guessing, yes

blazing halo
#

And it's more of a statistics analysis tool than anything else.

#

So, not a proper firewall.

#

Okay. That clears things up.

calm jacinth
#

DPI feeds the firewall

blazing halo
#

And bringing up China's Great Firewall... is kinda lame. I mean, yes - it's a proper firewall, actually. Possibly one of the few left in existence. It uses various methods to unravel and inspect traffic invasively, and it's used as a tool of oppression.

calm jacinth
#

what they do is prohibit everything that doesn't have unencrypted headers

#

in other words, if they can't spy, they won't let it through

#

i suspect DPI uses similar methods + pattern recognition on top

blazing halo
#

Which is nice for statistics, but crap for actual packet inspection.

#

It wouldn't touch modern HTTPS, for instance.

calm jacinth
#

not really...it's effectively a corporate firewall so, for example, you can tell it to firewall Steam and Steam will have a hell of time getting in

#

pretty sure i remember Steam being one of the things it found

blazing halo
#

But it's still a guessing game.

#

If something looks "like STEAM" it also won't get through.

calm jacinth
#

Steam tends to use certain port numbers, and then DPI compares that to a typical Steam download pattern, and between the two, get high degree of certainty that it's Steam

blazing halo
#

Port numbers can be blocked vanilla.

calm jacinth
#

have you checked your router config stuff for DTLS support?

blazing halo
#

It's a Debian machine.

calm jacinth
#

well yes, but some types of traffic you want to block on it but not all

blazing halo
#

I don't understand your question.

calm jacinth
#

there's gotta be some config issue with that machine/software it is running

#

has anyone else ran into the issue with DTLS failing handshake on it?

blazing halo
#

It's running iptables. It's on layers 2 and 3. DTLS is, arguably, layers 5/6.

#

It's data, as far as iptables is concerned.

blazing halo
calm jacinth
#

you're not running any router software on it? just an iptable?

blazing halo
#

No.

#

It's an ARM computer running Debian.

calm jacinth
#

👀

#

try Tomato or DD-WRT?

blazing halo
#

Why would I?

#

I'd be killing 99.9% of the potential of this machine.

#

It's a quad-core 1.7 GHz 4 GB DDR3 machine with 4 physical GbE.

calm jacinth
#

because it's obviously failing properly route DTSL

blazing halo
#

Like I said, I have no issue with literally anything else.

#

Other UE games - fine. Web services - fine. VPN - fine. Torrents? Fine. Web traffic? A-OK.

calm jacinth
#

do any of those use DTSL tho?

blazing halo
#

I have no idea.

#

Hoofbeats, horses.

calm jacinth
#

i don't think so... DTSL is low latency...none of those things require low latency

blazing halo
#

If only Satisfactory has an issue, the issue is more likely with Satisfactory.

calm jacinth
#

but only you're having problems 🤣

blazing halo
#

If I could get my hands on some sort of a test setup, where I could just launch CLI stuff to test DTLS specifically, I could tell you more.

calm jacinth
#

i was hoping there was a free DTSL test website but...nope 😦

#

My router is a Debian box.

#

the problem is Debian

#

thousands of routers out there without any problems...so i doubt it's the game

blazing halo
#

I'm pretty sure AWS isn't Debian. :D

calm jacinth
#

it's some custom OS

blazing halo
#

Though hell knows.

calm jacinth
#

why AWS?

#

they're not hosting Satisfactory?

blazing halo
#

Because, like explained in the link I linked, someone tried setting the server up on AWS, and got the exact same issue.

calm jacinth
#

🤣 maybe

#

AWS servers for rent could be running Debian

blazing halo
#

I'm fully aware that the issue is, more than likely, a specific interaction between Satisfactory and my router setup.

#

And I assume AWS has the same issue, because they likely went about it the same way.

#

The question is what's the core of the issue?

#

Saying "it's Debian" is a non-answer.

calm jacinth
#

is clueless about Debian :C

#

all i can tell you is that i use Ubiquiti equipment here and ❤️ it

blazing halo
#

Good for you.

calm jacinth
#

the "free" solution would be to try Tomato or DD-WRT on it

#

(assuming they support the hardware, of course)

#

and if they do work, then you know it's an errata in Debian

blazing halo
#

It can still be a specific (mis)configuration.

calm jacinth
#

sure sure, but...i can't help there 😦

blazing halo
#

Yeah, seems like nobody can.

#

:)

#

Not sure if dd-wrt supports the hardware,

#

and to be honest? I wouldn't go back even if it did.

#

(I ran dd-wrt for years, I'm even still in the support IRC channel for it)

calm jacinth
#

i have no idea what the best is available on Linux these days

blazing halo
#

I graduated to a proper setup about 3 years ago, and haven't looked back since.

#

Even managed to get an NVMe disk working, believe it or not. It was a pain and a half, but it works.

#

Had to get extension ribbons from China. :D

calm jacinth
#

fyi UnifiOS uses linux of some kind at its core but it's not available for anything outside of Unifi hardware

blazing halo
#

Which is why I prefer my setup.

#

I like having access to the OS.

calm jacinth
#

it's got console support

blazing halo
#

Oh, you mean - outside of Ubiquiti hardware.

#

Tbh it's limiting.

#

A full-fledged OS is much better, at least for me.

#

I can live with Satisfactory not working, believe it or not. :D

calm jacinth
#

blasphemy! Satisfactory is love! Satisfactory is life!

blazing halo
#

And I'm sure it's either the NAT, or the bridge. Why? Because I set up a VPN, and it works like a charm over VPN.

calm jacinth
#

my money is on bridge

blazing halo
#

Yeah, except good luck debugging that piece of shit.

calm jacinth
#

like i said, i had to switch to hardware switch because software bridging blocked packets

blazing halo
#

Yeah, but I don't have an alternative. Those 4 ports are on the PCB.

calm jacinth
#

you're using all 4?

blazing halo
#

2 right now.

#

(for two network segments)

calm jacinth
#

welp, for some reason, it's not copy-pasta'ing all packet types between the two

#

exactly the same problem i had

blazing halo
#

I can test that, actually. Just not now, at nearly 3 AM.

#

I'll note it down.

calm jacinth
#

oh no, almost time to get in the coffin because the sun's coming up 🧛

#

i think it was ICMP that i had problems with

blazing halo
#

Nah, I just don't want to fuck with a broken network when I have to be at work in 6 hours. :D

#

Nah, ICMP is fine on this end.

calm jacinth
#

multicasting

blazing halo
#

(and thanks to switching over from dd-wrt, I can now get traceroutes going too)

#

Multicast is fine too, from what I can tell.

calm jacinth
#

BGMP

blazing halo
#

Then again, I'm not multicasting over network boundaries (because why), so it goes through the switch.

calm jacinth
#

i specifically had problems with discoverability

blazing halo
#

Why would I use BGMP inside my network? xD

#

I have no issues with routing. Everything except Satisfactory works fine.

calm jacinth
#

wifi was bridged and couldn't discover anything on the LAN

blazing halo
#

Not an issue here.

calm jacinth
#

specifically, laptops couldn't discover my server

blazing halo
#

Like I said, not an issue here.

calm jacinth
#

well...WAN/LAN that's never an issue 🤣

blazing halo
#

I don't use discovery (of any sort) much, because I much prefer specifying things otherwise (either manually or in fixed advertisements).

calm jacinth
#

it's LAN/LAN which isn't how you're set up

#

exactly

blazing halo
#

I'm sorry, what?

calm jacinth
#

you're bridging between WAN and LAN and you don't want to BGMP between that gap

blazing halo
calm jacinth
#

i had two physical NICs bridged into the same LAN and BGMP failed to transit that bridge

blazing halo
#

But eh.

calm jacinth
#

your router is only using WAN and LAN though, no?

blazing halo
calm jacinth
#

BGMP is

#

well, multicast more than BGMP, i forget the specific protocol

#

software bridging just sucks in general

#

ASIC hardware switching is much better

candid flare
#

Good Morning, is it normal, that i got so many errors on my dedicated server?

"[2022.10.17-05.11.25:481][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (112464) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Elite"

calm jacinth
#

i think i see that one too

#

this is new:

marsh dawn
#

Gotta love tmp.

calm jacinth
#

seen it before?

subtle sundial
#

i love it when i make NaN bauxite/min

blazing halo
#

And that way is: if the server makes an error, it'll shut down.

#

;]

#

Otherwise treat it as game logic errors.

#

(and if I'm honest, most of the "errors" should've been warnings, and most of the warnings should've been notices if at all present)

candid flare
#

thank you for this information :)

lilac juniper
#

Any suggestions on resources for optimizing the server? INI files, others?

crude oracle
#

We are trying to create a dedicated server, but the session setting of the server stucking on private and does not change. We tried everything we see on the internet. Is someone know the solution?

gentle summit
# crude oracle We are trying to create a dedicated server, but the session setting of the serve...

Since it can take awhile to get a response here, I searched the history to see if anyone with similar problems had resolved them.
Here's some similar issues. maybe similar solutions
#dedicated-servers message
#dedicated-servers message

Sounds like 'private' doesn't mean anything on dedicated server, so if your friends can't join, there's another issue preventing it. Reading those conversations might help you fix it.

And if you want to search the channel for more, try this in the search field:
session private in: dedicated-servers-experimental

crude oracle
#

We can join with local ip but our other friends cant join with public ip, maybe we cant find correct port for public. There is no problem with joining LAN. Continuing step by step, last step public join 😄

muted burrow
#

One question I've not been able to find the answer to, does the DS require a steam account which has purchased the game? Or more simply - Do I need to own the game specifically for the dedicated server?

blazing halo
blazing halo
muted burrow
#

I was planning steamcmd anyways, so that's awesome! Thank you very much for that @blazing halo :D

blazing halo
#

Sure thing.

muted burrow
#

also, are the really ISPs out there that don't give the customer a routable IP still?

blazing halo
#

I would wager that most of them don't, actually.

#

IPv4 ran out in something like 2019, and IPv6 is not reaching widespread ISP support.

#

Since then, a new pool was allocated specifically for CGNAT - 100.64/10 I believe.

#

My ISP requires a request, and you have to actually explain to them why you need it. I know of ISPs that outright refuse.

muted burrow
#

eh. ipv4 runout is overblown. I've been in IT for 20+ years, it's no where near the issue they made it seem. Every ISP I've had has given me a routable IP. But, I'm also in the US - no expeirence with anything outside of my little bubble.

blazing halo
#

It's not really overblown. Yes, there are pools that could still be used, but they're in private (or, more commonly, business) hands, and can reach exorbitant prices.

#

Not sure why a bullshit company in Cincinnati or Alabama needs a /16 pool, but meh.

muted burrow
#

of course, I'm also paying for a dedicated IP, but had a routable before I moved to business class service. ToS required I do to host game servers from home :)

#

anyways, probably off topic and we'll get yelled at >_>

blazing halo
#

When did you switch? My ISP (Poland) is still offering them if you ask, but they only offer dynamic IPs.

#

If you go business, you probably can pay for a static assignment, but the prices are... consumer-unfriendly. :D

#

(to the tune of $150/mo)

#

But for the most part, no, it doesn't affect the regular consumer.

#

But you know how it is. Everyone's running around like headless chickens.

muted burrow
glad osprey
#

Hi guys, I'm trying to spin up a dedicated server and it went fairly well... until the last step.
I can't seem to be able to connect to the server, even though both client & server agree that I am trying
Claiming the server worked OK, I uploaded a local save I had, loaded that, but just the joining part does not work.

From server logs I can see that on-join autosave completes, and then I get spam of "connection accepted" till it timeouts 30 seconds later...

[2022.10.17-20.55.39:959][930]LogGame: Write Backup to Disk and Cleanup time: 0.001 seconds
[2022.10.17-20.55.39:959][930]LogGame: Total Save Time took 0.466 seconds
[2022.10.17-20.55.40:397][983]LogNet: NotifyAcceptingConnection accepted from: 192.168.31.109:62138
[2022.10.17-20.55.40:532][999]LogNet: NotifyAcceptingConnection accepted from: 192.168.31.109:62138
[2022.10.17-20.55.40:910][ 44]LogNet: NotifyAcceptingConnection accepted from: 192.168.31.109:62138
[2022.10.17-20.55.41:111][ 68]LogNet: NotifyAcceptingConnection accepted from: 192.168.31.109:62138
[2022.10.17-20.55.41:313][ 92]LogNet: NotifyAcceptingConnection accepted from: 192.168.31.109:62138
[2022.10.17-20.55.41:515][116]LogNet: NotifyAcceptingConnection accepted from: 192.168.31.109:62138

TL;DR of setup is:
another machine on local network is running k3s kubernetes,
installed the server via helm chart https://artifacthub.io/packages/helm/samipsolutions/satisfactory (and that's using docker image https://github.com/wolveix/satisfactory-server)
and exposed ports 7777, 15000, 15777 via metallb on new IP (for now)

Anybody can point me where to search for the issue?

Edit: Okay, it looks something just broke in save somewhere, and creating new game, or reloading original save fixed it.

obtuse trellis
#

question.

#

how do I determine client ID and like back that up somehow and is there a way to set that

#

I guess what I'm asking is, several times now I've connected to server, and it treats me as a new player, something client side breaking

#

I guess what I'm asking is, several times now I've connected to server, and it treats me as a new player, something client side breaking

#

I would like to know more detail on why that breaks but I need an understanding of what exactly is the server looking for to determine who is who

#

I tried googling and looking at wiki but didn't see much on it, i will keep looking

mental locust
#

Strange

#

@obtuse trellis where is it hosted

#

@glad osprey need help?

glad osprey
#

Nah it's working now, when I reloaded the server to uploaded save it started working 👍

blazing halo
crisp wigeon
#

Hey Builders!
Can somebody enlighten me and tell me, If I run a dedicated server on my PC with no players connected, how much RAM would it use?

wintry stone
wintry stone
#

yep, a fresh world was around 9 if I recall

crisp wigeon
crisp wigeon
#

Does dedicater servers work on both early access and experimental?

wintry stone
#

yeah it should, mine was on experimental before U6 was officially released

ruby bridge
#

(also system requirement is 12)

earnest willow
#

is there any way to have the server not eat up all the RAM on startup or have it only use as much as needed? i have factorio & satisfactory on same box only with 16GB but only one game would be played at a time but i cba to turn off and on each server manually

obtuse trellis
# mental locust <@905664845343502396> where is it hosted

I pay for host, I could download the files from it if needed but it seems certainly some kind client problem because the times this happens restarting steam seems to be a fix. I just want to be able to know what’s actually broken when restarting steam doesn’t fix it ya know

tight sonnet
#

i keep getting this error with my satisfactory server
i opened the ports and still not working

mental locust
#

Ram?

vagrant delta
#

IS THE Rhino meant to have a jetpack

#

as its OP

snow swallow
vagrant delta
#

ah thought it was a bug

subtle sundial
#

@jovial oxide johnny strikes again

blazing halo
blazing halo
tight sonnet
blazing halo
# vagrant delta IS THE Rhino meant to have a jetpack

That's not a rhino, it's a hog. Specifically, a "fluffy-tailed hog". And there's a chance of one spawning with a jetpack. It's called Johnny. ;) Fun fact: if you manage to kill it before it splatters itself (and most likely you), you get to keep the jetpack.

Much like with how the chances of a server going down increase with the admin's distance to the server room, the chances of spawning a Johnny increase the farther you are from base and/or the rarer the resources you're carrying. :D

blazing halo
tight sonnet
blazing halo
#

And how much of that is free for the server to use?

tight sonnet
blazing halo
#

Okay, I'm going to need a server log.

tight sonnet
#

ill send it in a sec

jovial oxide
blazing halo
tight sonnet
blazing halo
tight sonnet
blazing halo
#

Ah, I see.

calm jacinth
#

well that's a new crash:


Assertion failed: InAllocatorIndex < (1<<ALLOCATOR_INDEX_BITS) [File:D:/ws/SB-220602145101-842/UE4/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 3721]

FactoryGame_Core_Win64_Shipping!AssertFailedImplV() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
FactoryGame_Core_Win64_Shipping!FDebug::CheckVerifyFailedImpl() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]```
#

graphics?

#

only thing new is that i got flung by an Mk. 5 conveyor and was hopping back towards where it was

marsh dawn
#

Out of allocation memory or memory alignment corruption.

blazing halo
#

But you know @calm jacinth - this is a second seemingly-GPU-related crash, and it's a different one.

#

It's starting to look like either a GPU driver issue, or a hardware issue.

obtuse trellis
#

any recommended host provider that coffee stain has worked with?

#

i was using one but they only allocate 10g of ram and runs at 9.5g with 3 player so looking for a new host

blazing halo
#

I'm not sure if there's a recommendation from CSS. From what I've seen, they don't recommend any particular host.

obtuse trellis
#

oh okay understood hmm, i tried pebblehost, busted, didn't work at all, then try bisect but they the ones running 9.5g/10 with 3 player i figure there's gotta be one out there that will give the 12g

blazing halo
#

That seems to be rather common, actually - it seems that the hosts have deployed their servers, and haven't cared to keep up with how the specification is evolving over time.

#

People forget that the game is still in Early Access, and thus subject to change significantly and without notice.

#

As such, we've seen hosts offering as little as 6 or 8 GiB still.

obtuse trellis
#

XD that seems p weak

#

wonder if it works

blazing halo
#

8 GiB was technically valid up to Update 6.

#

Worse, I've seen people throw a temper tantrum when finding out that the server requires even more RAM now. Seeing "well I guess I'm done with the game until RAM requirement goes back down" makes my day. xD Because that's likely. xD

obtuse trellis
#

i will see if i can get the host to change things

blazing halo
#

You can always make the argument that offering anything less than 12 GiB could be technically considered "not up to specification" and thus false advertising - since they can't guarantee the entire game at its full supported capacity (4 players) can be enjoyed at below that value.

#

The higher-tier hosting plans (that cost more) should have added value - like more player slots.

#

It's possible server hosts don't see it that way, but for me the base offering should be functionally-equivalent to self-hosting.

obtuse trellis
#

wonder how much it would cost me to run it on aws

#

definitely more right ugh

blazing halo
#

We've seen issues with AWS, not sure I can recommend that.

#

But you can try.

obtuse trellis
#

hmm ty for being here to bounce ideas off of

blazing halo
#

Mhm.

drowsy kite
#

Hi there, I'm wondering if someone could help me or give me a rough idea as to how much internet bandwidth hosting a dedicated server might use? I have the PC resources to spare, but want to know if having 3 other players connected to me will use a lot of my bandwidth (cause it's heavily taxed as is). Any help would be greatly appreciated.

calm jacinth
#

we'll see if that one becomes common with Mk.5 conveyors

blazing halo
#

I think that you will not be able to consistently reproduce it. It's clearly an intermittent issue.

tight sonnet
#

alright @blazing halo

#

i can give you the logs now

#

im running my server using lgsm

#

heres my log

calm jacinth
blazing halo
blazing halo
# tight sonnet https://pastebin.com/sE03Z6df

Okay, so that looks like a perfectly normal startup, up until the very end. Now, we have two options: it either produces a crash dump (in which case it's a check or fatal), or it doesn't (in which case it's running out of RAM).

tight sonnet
#

how do we know which one is it?

calm jacinth
blazing halo
#

You can't diagnose C. Diagnosing B deals with replacing drivers with different versions.

#

To diagnose A, you'd want to run software that would put it through its paces until it craps out.

#

But one other thing you can do against A, is clean and reseat all hardware, to exclude loose/intermittent connections.

#

It also takes the least amount of time, and is non-destructive.

calm jacinth
#

actually, i bet it is because i'm using Vulkan renderer 🤣

#

would explain why i'm the only one seeing it

blazing halo
#

You can try DX12, but I assumed you were using Vulcan for a specific reason (seeing as DX12 is the default renderer).

calm jacinth
#

Vulkan is mo bester 😄 (except some apparent instability)

blazing halo
#

... how is it better?

#

And, arguably, if it's unstable - I'm not sure "better" is the word I'd use... ;]

blazing halo
#

I would also inspect the output from the console, if at all possible, to see what it says when it crashes.

tight sonnet
#

Whats the path to see the crash dump?

blazing halo
#

Should be somewhere near the log files.

tight sonnet
#

I can only find clientcrashreports

blazing halo
#

Try that.

#

Wait, client.

#

Ugh.

#

Should be in FactoryGame/Saved/Crashes/

tight sonnet
#

no crashes directory

blazing halo
#

Which would indicate it gets killed instead of crashing.

#

And there's only one condition I know that causes that with Satisfactory DS.

#

Out of memory.

tight sonnet
#

fuck, so i need to upgrade my server?

blazing halo
#

You said you had enough RAM.

#

How much RAM do you have?

#

I think you mentioned either 16 or 24 GB.

#

You also said nothing else is running on that machine.

#

Do I recall that correctly?

tight sonnet
#

yeah, 16 gigs

blazing halo
#

Okay. What about LGSM configuration? I think that comes with a RAM limit?

tight sonnet
#

let me check that

blazing halo
#

In order to corretly start up, the server needs some 10 GiB. That's just for startup, mind - it will go up depending on save size, number of players, the works.

#

The typical recommendation on this channel is 12 GiB, with the recommended Wiki spec being 16 GiB.

tight sonnet
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yeah

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dont see any ram setting in the files

blazing halo
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Then I don't really know.

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You can try running the game plain and seeing what happens.

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(assuming that whatever happens under LGSM, will also happen when running it plainly)

merry oracle
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Hi guys... I want to ask the game has 3 ports (15777, 1500, 7777) the first port always works, but what are the other two for?

simple fable
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How can I host a dedicated server?

blazing halo
# simple fable How can I host a dedicated server?
  1. Choose a PC to run your server (make sure it has at least 12 GiB of RAM for Linux, or 16 GiB for Windows)
  2. Download and install the server from STEAM, EPIC or steamcmd
  3. Configure and launch the server
  4. ???
  5. PROFIT
blazing halo
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I actually find this indecision a bit funny. They came up with the internal router, and went as far as making it the default. So... why the option to run without it? Did they not believe in their ability to write it correctly?

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I mean, judging by the results - they were right about that. 😂 But then... why keep it both in, and default?

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If that's what you want to have - make it the only connectivity option. If it doesn't work, remove it until such time when it does.

calm jacinth
blazing halo
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Um... smoother?

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What sort of GPU are you running that you need to use Vulkan to get smooth FPS in this game?

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Or, what sort of graphics settings did you configure? That might be a better question...

blazing halo
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(I'm asking because I'm on a GTX 1080, which is by no means a fresh GPU, and I get anywhere between 70 and 120 fps at maximum settings on DX12)

calm jacinth
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6800 XT running Ultra 4K

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hitches like 400% more frequently on DX12 compared to Vulkan

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which reminds me, i need to report that InAlloc error

merry oracle
calm jacinth
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wouldn't recommend it: server is meant to run on one machine with one world state that players connect to

tame solar
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how does starting a new game on dedicated servers work? does the first player joining get the planetfall sequence or just HUB parts in their inventory? (please ping when responding)

shell adder
tame solar
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thanks!

crisp wigeon
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How much bandwith does the dedicated server require?

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Please, anybody

woven geyser
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not much prolly wont work on a 3mbps connection though

steep bluff
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Does anyone get network crashes maybe twice a hour?? The server doesn't shut down. It just disconnects everyone. I'm thinking it's maybe a host issue

blazing halo
# crisp wigeon Please, anybody

While it's difficult to find any info on the Internet (the issue is not a lack of information, but rather the huge amount of conflicting information), I looked into the game files. The game uses 4 different "network quality" settings, and they range from 234.4 KiB/s (1.84 Mbps) at FG.NetworkQuality 0, to 1.15 MiB/s (about 9.15 Mbps) at FG.NetworkQuality 3. This is a maximum shared bandwidth allocation, and is shared between all connected game clients (4 by default).

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These values were taken from the default files in EA Update 5, so they may have been tweaked since - but it should give you some idea on how much bandwidth you'll need. Note that, should you choose to edit these values, there's a number of network speed settings that define "sliding windows" for the clients, and they need to be coordinated for it to work well. Also note that changing these will likely require edits to the Scalability config, as CSS have mentioned that changing network speed settings in other configuration files may be ignored in favour of FG.NetworkQuality.

Take the minimum setting (quality 0) as the absolute bare minimum the game requires to function correctly - don't go below those; if your networking doesn't meet these minimums, upgrade your network instead. Going below minimums will likely result in unexpected (and usually just plain weird) issues that may or may not break playability.

Keep in mind that all settings are calculated for 4 players (so a max dynamic allocation of 60 000 matches a maximum pool allocation of 240 000, since 60 000 × 4 = 240 000). If you need to host more players, you must take that into account. But this also means that if you need to host less players, you can lower these values - or assign more of the pool per connection - without affecting gameplay.

Please consider your latency as well. It doesn't matter how much data you can push, if all of it is out-of-date when it finally arrives. Unfortunately, your latency is often tied to the networking technology you're working with, so if you need to improve it - you may need to switch ISPs and/or upgrade networking hardware. It may also be impossible for you due to geographical constraints (I wouldn't host the server on a satellite uplink, for instance, but there may be areas where that sort of Internet connectivity is the only available option). In those cases, renting a server is likely a more viable option.

blazing halo
blazing halo