Troubleshooting

Discussion in 'Multiplayer Meeting Room' started by EleonGameStudios, Nov 17, 2015.

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  1. smokified

    smokified Lieutenant

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    I tend to shy away from any documentation (official or not) that would recommend opening a telnet port to your server.

    I will open 30000-30003 and see what happens.


    -------------------
    Opening port 30000-30003 allowed my server to show up in the list. I strongly recommend against anyone following the official documentation and opening up the telnet port 30004. If you have telnet active in the config file, it creates a security hole for your server. If you change the telnet port or have telnet disabled, the port would not need to be open anyways.

    The official documentation should be updated and should also include what each port is doing.
     
    #541
    Last edited: Feb 9, 2017
  2. SilvRav

    SilvRav Moderator

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    Placing of custom POI in space

    So I have seen tutorials and how to's to place custome POI on planets, and how to spawn alien ships etc.

    However, how do you place a custom POI in space? IN the YAML file it has an extra line called type. If you check under prefab it has both edb files. I design a space station, saved the blueprint, gave it a group name (which btw make sno mention below). So how do you place one in space? Prefab name is the name of my edb file. What must I use for the type?

    - Type: AlienSatelliteBA
    Prefab: AlienSatelliteBA
    Mode: Survival
    Name: Defense Grid
    Pos: [ 50, 0, 450 ]
    Rot: [ 0, 0, 0 ]
    InitPower: True
     
    #542
  3. Brix

    Brix Lieutenant

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    My problem is, having just rented a server for me and a couple of mates, I am unable to get my dedicated.yaml file accepted.

    All I have changed is the server name (which is allowed - atm it is my real name, but I changed it to my profile name in the yaml) and put in the password.

    I have checked and rechecked the server dedicated.yaml file and it shows it exactly as I have edited it, yet when I bring up the server list it is still showing my real name as the server name and no password.

    If I change any of the difficulty settings at all, at the bottom of the file, the server crashes and stops as soon as I try to join it.

    I'll get some screenies, but I really can't see how my edits would be causing an issue.
     
    #543
  4. SilvRav

    SilvRav Moderator

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    Have you double checked every space fulls top etc. No tabs used etc?

    Also did you restart server after every change?

    From whom are you renting?

    Is the dedicated.yaml still called dedicated. Yaml or did you give it your own name?
     
    #544
  5. Brix

    Brix Lieutenant

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    Fixed! Chuffed :D

    I needed to edit the myserver_dedicated.yaml and not the dedicated.yaml
     
    #545
  6. Browar

    Browar Commander

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    I need some help with my dedicated server... I have two problems:
    1) I managed to create survival version, everything was fine. Yesterday I created "Creative" server and I tried to go PvP with my friend. SV's worked fine but CV's not. Turrets rotated towards the enemy but didn't shoot. We were in different factions. CVs too...

    2) I have game master privileges but I can't use command destroy or debugmenu on server... I get srvNoPermission... Is there a way to change it?
     
    #546
  7. Roachy1

    Roachy1 Lieutenant

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    Is there any way to connect to a server on my LAN, using my external IP? When I set up servers I prefer to connect using my external address, so that it's obvious if there's an issue for external players. However, even after customizing the server ports I always get a "ConnectionFailed" error when attempting to connect either via the server list, or via my external IP. Interal IP always works.

    What exactly is going on here? I figured at first that it was just port conflicts between my client and the server (running on a different machine on my LAN), due to the port forwarding, but I'm running the server on 26900-26904 now and get the same behavior.
     
    #547
    Last edited: Feb 16, 2017
  8. dtmullican

    dtmullican Commander

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    If you're on the same subnet as your server, you will need to use the internal address. Most routers aren't going to take a packet from a subnet and forward it back inside to that subnet.
     
    #548
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  9. Roachy1

    Roachy1 Lieutenant

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    I'm no networking guru, but unless my router is too smart for its own good, packets directed at my external IP should be leaving my router's WAN interface, hitting the next router and coming back as if it's a packet from anywhere else on the net.

    I've never had much issue with this in other servers or apps. RDP, Teamspeak, Source servers, web servers, FTP servers, etc. all work fine like this. Unless the client app is expecting a response back on the same port that's actually being forwarded to the server.

    It's not my router's decision to deny the packets to leave its WAN interface. Unless of course my networking classes have completely fallen out of my brain. Which is quite possible by now.
     
    #549
  10. dtmullican

    dtmullican Commander

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    The external IP is the IP address on the WAN interface of your router. Like I said, most routers aren't going to take a packet from your internal subnet and route it back into that subnet.

    The packets never leave your router since they're destined FOR your router.
     
    #550
  11. Roachy1

    Roachy1 Lieutenant

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    I believe you that the packets may never leave the router. Router behavior was never my strong suit. However I still don't understand why the packets wouldn't be routed back into the network. This type of communication works fine on any other server I've run. It even works for EGS' built in telnet server. If I telnet to my external IP on the game's telnet port, it connects just fine.
     
    #551
    Last edited: Feb 16, 2017
  12. Roachy1

    Roachy1 Lieutenant

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    I suppose I've fallen victim to the assumption that the behavior I've come to expect is normal for routers. Upon some brief searching, I'm guessing the expected behavior is due to the NAT Loopback/NAT Reflection/NAT Hairpinning feature of modern consumer routers.

    Why this works for certain communications and not others is beyond me. Although it seems that perhaps there's some degree of awareness that applications must have to take advantage of it.

    Normally I would use the split-DNS approach to make a server accessible from inside and outside from the same DNS name, however, I no longer keep a DNS server on my network, and I can't be bothered to manually edit a hosts file to emulate a local DNS. Besides EGS apparently doesn't allow you to connect to hostnames anyway (only IPs).
     
    #552
    Last edited: Feb 16, 2017
  13. Michlo

    Michlo Lieutenant

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    This is curious. My Clanmate (who has more experience with the game than I) noticed that Oscutune was not showing up as a destination. I looked in my sectors file and it was certainly included. I then noticed that it had temperate2 as its template. I looked in templates and there was no temperate2. I went to the server\content\playfields and there are 27 of them there as opposed to the 14 I had under the save game\templates. I have copied over the missing ones (including temperate2) in the hope that this will allow Oscutune.

    Any idea why this discrepancy?

    Cheers.

    Edit: And Oscutune is still missing.

    Edit2: I was missing one little dash right in front of the coordinates for my new planet. This caused the previous planet, Oscutune, not to appear. Sorted.
     
    #553
    Last edited: Feb 19, 2017
  14. Coolio

    Coolio Ensign

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    I'm sure people have had the Starmap issue before where all warp lines dissapear. I'm having this issue particularly often lately. It seems like every time i change the sectors.yaml now I get this bug and have to restore the server because I cant find what particularly caused it. Does anybody know why this happens? The particular parameters or prerequisites for this bug to occur?
     
    #554
  15. Coolio

    Coolio Ensign

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    The changes I've been making have been mostly to the starmap. I'm trying to remove some planets and change the coordinates of others.
     
    #555
  16. Roachy1

    Roachy1 Lieutenant

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    Is anyone successfully running multiple dedicated servers on a single machine?

    Every time I try to start a second server (on different ports), it fails with socket-in-use errors and ALSO kills the first server. I've gotten this to work in the past, but only by sheer luck apparently. I simply don't understand what the conflict is.

    I'm not sure if it's related, but when I "saveandexit 0", the EmpyrionDedicated.exe exits, but leaves the EmpyrionPlayfieldServer.exe running as an orphaned process, which I have to manually kill.

    Any insights are appreciated!

    Edit: I tried starting the second server about 2 hours after the first server successfully started and it's working now. I think the last time it worked I started the second server maybe 10 minutes after the first. So it seems either random, or it just takes a while after a server starts up to release whatever initialization ports/resources it's using which the second will need to start successfully.

    Still would love to know what's going on, so I can work around it when starting/updating/restarting the servers automatically. Plus the EmpyrionPlayfieldServer.exe hang is still an issue, which prevents me from using that automation.
     
    #556
    Last edited: Mar 2, 2017
  17. xodusprime

    xodusprime Ensign

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    Hello,

    Trying to get a dedicated server going on a clean install of Windows 10 Home x64 with a Ryzen 7 and 64G of RAM. Can access the server via the loopback port and through the public IP; however, when someone tries to load a playfield the Telnet sessions throws the message "No server with playfield Akua available at the moment, will try loading soon..."

    I tried changing the Srv_reservePlayfields setting in the server.yaml file, and I can see the EmpyrionPlayfieldServer.exe processes start up; however, they don't seem to be communicating with the EmpyrionDedicated.exe process. I've expanded the forwarded port range, disabled the firewall, but to no avail. When I run the 'servers svs' command in telnet, it shows me that there are 0 available and 4 requested.

    The only thing I've been able to find online is one person saying they saw errors with sockets being opened; however, I'm not sure where they found this and I'm not seeing it. I changed the LogFlags to 2, but I'm still not seeing any socket errors in any of the log files.

    I confirmed that the sectors.yaml in the game folder does, in fact, specify Akua, and even changed back to the default name of NewGame_0. No Joy. It looks to me like this is a communication issue between the processes, but I can't figure out what exactly that problem is. I've also set both the EmpyrionDedicated and EmpyrionPlayfieldServer exes to run as administrator, in case that's the issue... still nothing.

    If anyone has any other ideas on what I can try, please let me know. I'd greatly appreciate it.
     
    #557
  18. OmniTitan

    OmniTitan Ensign

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    Hi,

    What is the structure limit actually related to? Is it exactly 100 Structures (ie cores of any kind) in a playfield?
    As we keep having the issue that we run out of structures we can build, despite having only 8 people play and about 20 structures in total ourselves.

    Note: We have the structure limit at 100.

    Thanks
    The Titan
     
    #558
  19. oah

    oah Lieutenant

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    Yup, everyone keep in mind that if you are in the same house as the server, computers don't like to 'go out on the net and come back in the house to the internet name'.
    If you are sitting next to the machine, and you don't wanna search the server list, then you'll wanna do 10.0.0.101 or whatever it's ip locally is.
    IF, you are on the SAME machine with the server, it's best to do 127.0.0.1, because that's the 'true name' of 'what computer you're using'.


     
    #559
  20. smokified

    smokified Lieutenant

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    I have several servers running on 1 VM without issue. Make sure you are giving the appropriate range for ports. By default, ports 30000-30004 are used for some unexplainable reasons (30004 being telnet). The next server you run should be on port 30005 or higher. If you are trying to go lower than that range, you have to use 29995 or lower to account for the range of ports being used.
     
    #560
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