#Can't connect to dedicated server

1 messages · Page 1 of 1 (latest)

versed frigate
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Received a ghost - PlayerA - from the server which has a different hash on the client (got 7377312902968131168 but expected 3040417284791887100)

Getting a bunch of those errors for ghosts I use. Tried to build multiple times both: client and server. But getting this error for some reason.
Any idea what to look into?

versed frigate
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seems like library nuke was required and it solved it

versed frigate
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curious enough, it works after library nuke in editor (running 2 editors on same repo)

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🤔

dire bridge
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Somehow it's building different for server?

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Is this Windows or Linux dedicated server?

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Or just a regular Windows build with only server built

versed frigate
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even when I launch Windows Client with Server mode - it still throws same errors

dire bridge
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I'm assuming nothing stupid like something wrapped in unity_server

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I've seen this reported once or twice but I don't recall solutions

versed frigate
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only built in

dire bridge
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So this is related to subscene ghost loading right?

versed frigate
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there is only one subscene, which is automatically loaded

dire bridge
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It has prespawned ghosts?

versed frigate
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no

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🤔

dire bridge
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Hmm.... So no prespawned ghosts

Is it at loaded before marking yourself as in game

versed frigate
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I have 2 physics objects, non ghosts

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static ones

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can it be related?

dire bridge
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Because I'm out of ideas

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Not sure how if they don't have a ghost component?

versed frigate
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added RequireForUpdate for GoInGameClientSystem, let's test

dire bridge
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Because if its not loaded before you get ghosts it's going to have issues

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Though I thought the error was different

versed frigate
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yeah, I know the error if client loads before subscenes are loaded

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ok

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maybe that was the thing

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so let's see

versed frigate
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now building dedicated to test for sure (this is where problem first occured)

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nnnope

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same error

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There's definitely something wrong with dedicated server build

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I'll try something else: not connecting at all until all resources are loaded

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nope, same thing

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at least client based server only works...

magic wave
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does nuking the library also clear the entities cache? (i would assume so but not sure) are you spawning any ghosts during connection and what version of netcode + entities are you using,i remember having the same problem in pre release but cant remember how i fixed it :/

versed frigate
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versions all latest.
nuking library clears everything afaik.
I don't spawn anything until it's connected. Bootstrap code is practically NetworkedCube one, except connection process happens exactly after subscene is loaded on client.

magic wave
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can't find old backup for the fix, im pretty sure i had to package everything to a new project though, if its just netcube bootstrap and instantiating the player on the server then i have no idea, can you paste bootstrap and player spawn code (your way better than me with dots/ecs so if you havent found any problems i doubt i will lol)

bleak anchor
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I had this issue once when I made two different builds and tried to make them connect to each other. I didn't really look much into it because our game, for now, just has a listen server functionality built into the client, so only one build is made.

oak merlin
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Hi @versed frigate apologies for the ping and thread necro but did you ever end up finding out what was throwing the "different hash on the client" errors? I'm doing a build with linux server + web client and it is throwing this error for just about every ghost prefab I've got.

prime bane
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I am getting the same issue when attempting to connect from android to linux server. Did anyone find a solution for this?