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shard mode failed to start


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hey, me and my friend have been trying to host dedicated servers for playing together and we both ran into the similar issues. i HAVE been able to launch the server, even with mods, but the caves aren't working. i'm pretty sure the cave are working by itself because it generated and ran correctly, but i don't think its connecting between master and cave. here's an excerpt from the console, and also the files for servers:

 

cluster.iniserver.ini (caves) server.ini (master)StartDSTServers.bat 

 

[00:00:08]: LOADING LUA SUCCESS
[00:00:08]: Registering Server mod namespace "workshop-1207269058"
[00:00:08]: Registering Server mod namespace "showmeshint"
[00:00:08]: Registering Server mod namespace "showme"
[00:00:08]: PlayerDeaths could not load morgue
[00:00:08]: PlayerHistory could not load player_history
[00:00:08]: ServerPreferences could not load server_preferences
[00:00:08]: ConsoleScreenSettings could not load consolescreen
[00:00:08]: bloom_enabled       true
[00:00:08]: OnFilesLoaded()
[00:00:08]: OnUpdatePurchaseStateComplete
[00:00:08]: Loading world: session/0CDC569F3FC38A84/0000000012
[00:00:08]: Save file is at version 5.13
[00:00:08]: Klump load on boot started.
[00:00:08]: Klump files loaded:         0
[00:00:09]:     Unload FE
[00:00:09]:     Unload FE done
[00:00:10]: Mod: workshop-666155465 (Show Me (Origin))  Registering prefabs
[00:00:10]: Mod: workshop-666155465 (Show Me (Origin))    Registering default mod prefab
[00:00:10]: Mod: workshop-466732225 (No Thermal Stone Durability)       Registering prefabs
[00:00:10]: Mod: workshop-466732225 (No Thermal Stone Durability)         Registering default mod prefab
[00:00:10]: Mod: workshop-398858801 (AFK Detection)     Registering prefabs
[00:00:10]: Mod: workshop-398858801 (AFK Detection)       Registering default mod prefab
[00:00:10]: Mod: workshop-2902364746 (Global Positions -Remapped)       Registering prefabs
[00:00:10]: Mod: workshop-2902364746 (Global Positions -Remapped)         Registering default mod prefab
[00:00:10]: Mod: workshop-1207269058 ( Simple Health Bar DST)   Registering prefabs
[00:00:10]: Mod: workshop-1207269058 ( Simple Health Bar DST)     Registering prefab file: prefabs/dychealthbar
[00:00:10]: Mod: workshop-1207269058 ( Simple Health Bar DST)       dyc_damagedisplay
[00:00:10]: Mod: workshop-1207269058 ( Simple Health Bar DST)       dyc_healthbarchild
[00:00:10]: Mod: workshop-1207269058 ( Simple Health Bar DST)       dyc_healthbar
[00:00:10]: Mod: workshop-1207269058 ( Simple Health Bar DST)     Registering default mod prefab
[00:00:10]:     LOAD BE
[00:00:20]:     LOAD BE: done
[00:00:20]: Begin Session: 0CDC569F3FC38A84
[00:00:20]: saving to server_temp/server_save
[00:00:20]: MiniMapComponent::AddAtlas( minimap/minimap_data.xml )
[00:00:20]: Loading 19 new character(s)
[00:00:21]: Total 19 character(s) loaded
[00:00:21]: Loading Nav Grid
[00:00:21]: World generated on build 536667 with save version: 5.13, using seed: 1673561732
[00:00:21]: setting     summerlength    15
[00:00:21]: setting     cavemoonphase   new
[00:00:21]: setting     iscavefullmoon  false
[00:00:21]: setting     isnightmaredawn false
[00:00:21]: setting     elapseddaysinseason     0
[00:00:21]: setting     isfullmoon      false
[00:00:21]: setting     moisture        0.13333334028721
[00:00:21]: setting     cavephase       day
[00:00:21]: setting     iscavewaxingmoon        true
[00:00:21]: setting     isnightmarewild false
[00:00:21]: setting     nightmaretimeinphase    0
[00:00:21]: setting     precipitationrate       0
[00:00:21]: setting     iswet   false
[00:00:21]: setting     isnewmoon       false
[00:00:21]: setting     precipitation   none
[00:00:21]: setting     israining       false
[00:00:21]: setting     isnightmarewarn false
[00:00:21]: setting     iswinter        false
[00:00:21]: setting     season  autumn
[00:00:21]: setting     remainingdaysinseason   20
[00:00:21]: setting     winterlength    15
[00:00:21]: setting     iscaveday       true
[00:00:21]: setting     moistureceil    659.92059326172
[00:00:21]: setting     isday   true
[00:00:21]: setting     springlength    20
[00:00:21]: setting     wetness 0
[00:00:21]: setting     iscavedusk      false
[00:00:21]: setting     isalterawake    false
[00:00:21]: setting     isnightmarecalm false
[00:00:21]: setting     isnight false
[00:00:21]: setting     isdusk  false
[00:00:21]: setting     isspring        false
[00:00:21]: setting     isautumn        true
[00:00:21]: setting     issnowing       false
[00:00:21]: setting     iswaxingmoon    true
[00:00:21]: setting     phase   day
[00:00:21]: setting     snowlevel       0
[00:00:21]: setting     issnowcovered   false
[00:00:21]: setting     autumnlength    20
[00:00:21]: setting     pop     0.00020204452118731
[00:00:21]: setting     nightmaretime   0
[00:00:21]: setting     seasonprogress  0.5
[00:00:21]: setting     moonphase       new
[00:00:21]: setting     nightmarephase  none
[00:00:21]: setting     cycles  0
[00:00:21]: setting     timeinphase     0.0022226969401041
[00:00:21]: setting     iscavenight     false
[00:00:21]: setting     iscavenewmoon   false
[00:00:21]: setting     issummer        false
[00:00:21]: setting     temperature     30.139579253813
[00:00:21]: setting     time    0.0011113484700521
[00:00:28]: Reconstructing topology
[00:00:28]:     ...Sorting points
[00:00:28]:     ...Sorting edges
[00:00:28]:     ...Connecting nodes
[00:00:28]:     ...Validating connections
[00:00:28]:     ...Housekeeping
[00:00:28]:     ...Done!
[00:00:28]: 1 uploads added to server. From server_temp
[00:00:28]: About to start a shard with these settings:
[00:00:28]:   ShardName: [SHDMASTER]
[00:00:28]:   ShardID: 1
[00:00:28]:   ShardRole: MASTER
[00:00:28]:   MasterHost: (null)
[00:00:28]:   MasterBind: 127.0.0.1
[00:00:28]:   MasterPort: 25507
[00:00:28]: [Shard] Starting master server
[00:00:28]: Port 25507 is open in the firewall.
[00:00:28]: [Error] Shard mode failed to start!
[00:00:28]: Unhandled exception during shard mode startup: RakNet UDP startup failed: SOCKET_PORT_ALREADY_IN_USE (5)
[00:00:28]: [Shard] Stopping shard mode
[00:00:28]: Telling Client our new session identifier: 0CDC569F3FC38A84
[00:00:28]: Check for write access: TRUE
[00:00:28]: Check for read access: TRUE
[00:00:28]: Available disk space for save files: 119431 MB
[00:00:28]: ModIndex: Load sequence finished successfully.
[00:00:29]: Reset() returning
[00:00:29]: Validating portal[3] <-> <nil>[3] (inactive)
[00:00:29]: Validating portal[9] <-> <nil>[9] (inactive)
[00:00:29]: Validating portal[5] <-> <nil>[5] (inactive)
[00:00:29]: Validating portal[10] <-> <nil>[10] (inactive)
[00:00:29]: Validating portal[1] <-> <nil>[1] (inactive)
[00:00:29]: Validating portal[4] <-> <nil>[4] (inactive)
[00:00:29]: Validating portal[7] <-> <nil>[7] (inactive)
[00:00:29]: Validating portal[8] <-> <nil>[8] (inactive)
[00:00:29]: Validating portal[2] <-> <nil>[2] (inactive)
[00:00:29]: Validating portal[6] <-> <nil>[6] (inactive)
[00:00:29]: Server registered via geo DNS in US
[00:00:29]: Sim paused

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I totally missed tis part of the log the first time I looked at it:

[00:00:28]: [Error] Shard mode failed to start!
[00:00:28]: Unhandled exception during shard mode startup: RakNet UDP startup failed: SOCKET_PORT_ALREADY_IN_USE (5)
[00:00:28]: [Shard] Stopping shard mode

If a port is already in use, it usually is because it's either blocked by the firewall, or something is already running on said port.

Since none of your shards have overlapping ports, check if you already have a DST server running on one of the ports, or try some other server_port on the failing shard, or both. There have been cases, where people weren'tt able to use some ports whatsover.

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I've also had this problem recently, I tried to find the source of problem by using elimination but it yielded no result.
However, I did find a workaround.
I have no idea why but I managed to host the server correctly by creating the configuration files for the server manually and not using the configuration files provided by the Klei website.
The files' content were identical between mine and Klei's, yet somehow the server always fails to run correctly when launched within Klei's folder. (The server keeps trying to run another Master shard despite the .bat specifying to run the Caves shard)
I'd like to know if your issues are the same as mine, please try what I did. Thank you.

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ok, after a bunch of googling and just troubleshooting i managed to run the server. apparently the .bat file was adding a single dash after -shard, making the command unrecognizable and probably launching 2 master servers, so i just added an extra space between -shard and the shard name and it worked! also apparently you can't specify the cave ID yourself, so i removed that line from the .ini. that seems to have solved my issues. thanks for helping guys

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On 1/15/2023 at 2:11 AM, fabin said:

ok, after a bunch of googling and just troubleshooting i managed to run the server. apparently the .bat file was adding a single dash after -shard, making the command unrecognizable and probably launching 2 master servers, so i just added an extra space between -shard and the shard name and it worked! also apparently you can't specify the cave ID yourself, so i removed that line from the .ini. that seems to have solved my issues. thanks for helping guys

Can you explain how exactly you fix the problem. mine still persist. 

I checked firewall, ports, everything but nothing changed. 

The only way makes the server run without any problem is when i change the comnand line from nullrenderer_x64 to nullrenderer and from bin64 folder to bin. 

But there will be a new problem and thats the server performance drops significantly and we cant even move around normally while we are 4 players in the server. And i think thats because nullrenderer launches the server on a 32 bit program. 

I even tried to upgrade the vps cpu but still the server performance is weak while we are 4 players in game. I haven't had any problem with the host performance before all this and the caves issue. 

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2 hours ago, KL_Murderer said:

And i think thats because nullrenderer launches the server on a 32 bit program. 

There's no measurable difference in performance between the 32 bit and 64 bit versions of the Server. The only big difference is in the amount of memory they can allocate. (The 32bit version can use about 4 gigabytes of RAM, the 64 bit version about 18 exabytes (18 billion gigabytes).) This is only affecting the people who use like 15000 big mods or use gigantic worlds with unholy amounts of items so they don't crash for running out of memory.

VPS server cores are infamous for having a abysmal performance on game servers, since those CPU cores are shared with other VMs/Users. On normal applications this shared usage is acceptable, but with gameservers you have to have the best real time responsiveness, which suffers if the CPU is busy doing something else in that millisecond.

The common solution is to use a root server instead, as a root server is a type of VPS that uses dedicated CPU cores, that your server doesn't share with any other machine.

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14 hours ago, Daniel86268 said:

There's no measurable difference in performance between the 32 bit and 64 bit versions of the Server. The only big difference is in the amount of memory they can allocate. (The 32bit version can use about 4 gigabytes of RAM, the 64 bit version about 18 exabytes (18 billion gigabytes).) This is only affecting the people who use like 15000 big mods or use gigantic worlds with unholy amounts of items so they don't crash for running out of memory.

VPS server cores are infamous for having a abysmal performance on game servers, since those CPU cores are shared with other VMs/Users. On normal applications this shared usage is acceptable, but with gameservers you have to have the best real time responsiveness, which suffers if the CPU is busy doing something else in that millisecond.

The common solution is to use a root server instead, as a root server is a type of VPS that uses dedicated CPU cores, that your server doesn't share with any other machine.

Yes you're right about all that cpu and ram and vps stuff and i know them. But those are in theories. But in practice i tested the server with 3 players launched with nullrenderer and the server was super lagy then i just shutdown the server and started again with nullrenderer_x64 and everything was fine with 4 players. We went to spider dens killed the bee queen and all that and no lag was experienced. I don't know what's the problem but thats that. 

Nonetheless still no solution for caves while running the server with nullrenderer_x64??? 

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