WaveFunction Posted January 24, 2016 Share Posted January 24, 2016 I'm trying to set up a dedicated server for myself and some friends but I'm having problems getting the shard to connect to the overworld. I've tried googling and searching through the forums here for a solution, but I haven't been able to find anything yet. I thought I had everything setup correctly, but when I went to check the sinkholes in the server they were all plugged. I've checked the logs and this is what I found on the log for the Caves shard. Spoiler ClanID: false ClanOnly: false ClanAdmin: false LanOnly: false EnablePunchthrough: false EnableAutosaver: true PVP: false MaxPlayers: 10 GameMode: endless OverridenDNS: PauseWhenEmpty: true InternetBroadcasting: true Intent: social Online Server Started on port: 11001 Collecting garbage... lua_gc took 0.02 seconds ~ShardLuaProxy() ~ItemServerLuaProxy() ~InventoryLuaProxy() ~NetworkLuaProxy() ~SimLuaProxy() lua_close took 0.04 seconds ReleaseAll ReleaseAll Finished cGame::StartPlaying LOADING LUA DoLuaFile scripts/main.lua DoLuaFile loading buffer scripts/main.lua scripts/main.lua(166,1) running main.lua loaded modindex ModIndex: Beginning normal load sequence for dedicated server. LOADING LUA SUCCESS PlayerDeaths could not load morgue PlayerHistory could not load player_history bloom_enabled false loaded saveindex OnFilesLoaded() OnUpdatePurchaseStateComplete Unload FE Unload FE done LOAD BE LOAD BE: done Loading world: session/C1A4EAC1465FCA05/0000000002 Save file is at version 1 Begin Session: C1A4EAC1465FCA05 saving to server_temp/server_save MiniMapComponent::AddAtlas( minimap/minimap_data.xml ) Could not preload undefined prefab 0x1872ccf0 (FROMNUM) Loading Nav Grid OVERRIDE: setting waves to off Can't find prefab mushtree SpawnSaveRecord [nil, mushtree] FAILED Can't find prefab mushtree SpawnSaveRecord [nil, mushtree] FAILED Can't find prefab mushtree SpawnSaveRecord [nil, mushtree] FAILED Can't find prefab mushtree SpawnSaveRecord [nil, mushtree] FAILED Reconstructing topology ...Sorting points ...Sorting edges ...Connecting nodes ...Validating connections ...Housekeeping ...Done! 1 uploads added to server. From server_temp About to start a shard with these settings: ShardName: caves ShardID: -285575125 ShardRole: SLAVE MasterHost: 127.0.0.1 MasterBind: (null) MasterPort: 11200 [Shard] Connecting to master... Telling Client our new session identifier: C1A4EAC1465FCA05 ModIndex: Load sequence finished successfully. Reset() returning [Steam] SteamGameServer_Init(12348, 11001, 12349) [Steam] SteamGameServer_Init success Validating portal[1] <-> <nil>[1] (inactive) Validating portal[2] <-> <nil>[2] (inactive) Validating portal[3] <-> <nil>[3] (inactive) Validating portal[4] <-> <nil>[4] (inactive) Validating portal[5] <-> <nil>[5] (inactive) Validating portal[6] <-> <nil>[6] (inactive) Validating portal[7] <-> <nil>[7] (inactive) Validating portal[8] <-> <nil>[8] (inactive) Validating portal[9] <-> <nil>[9] (inactive) Validating portal[10] <-> <nil>[10] (inactive) Sim paused [Shard] Connection to master failed. Waiting to reconnect... About to start a shard with these settings: ShardName: caves ShardID: -285575125 ShardRole: SLAVE MasterHost: 127.0.0.1 MasterBind: (null) MasterPort: 11200 [Shard] Connecting to master... [Shard] Connection to master failed. Waiting to reconnect... About to start a shard with these settings: ShardName: caves ShardID: -285575125 ShardRole: SLAVE MasterHost: 127.0.0.1 MasterBind: (null) MasterPort: 11200 [Shard] Connecting to master... [Shard] Connection to master failed. Waiting to reconnect... About to start a shard with these settings: ShardName: caves ShardID: -285575125 ShardRole: SLAVE MasterHost: 127.0.0.1 MasterBind: (null) MasterPort: 11200 The last bit about "Connecting to master" keeps repeating until I shut down the server. The main shard log doesn't look like it has any problems, but here it is anyways. Spoiler Starting Up Version: 163306 Current time: Thu Jan 21 23:49:26 2016 System Name: Linux Host Name: AYBDST Release(Kernel) Version: 3.16.0-4-amd64 Kernel Build Timestamp: #1 SMP Debian 3.16.7-ckt11-1+deb8u5 (2015-10-09) Machine Arch: x86_64 Don't Starve Together: 163306 LINUX NNN Build Date: 2016-01-21_17-05-47 Parsing command line Command Line Arguments: -console THREAD - started 'GAClient' (4136356672) CurlRequestManager::ClientThread::Main() ProfileIndex:10.71 [Connect] PendingConnection::Reset(true) Network tick rate: U=15(2), D=0 Network tick rate: U=30(1), D=0 OnLoadPermissionList: /home/dsttest/.klei/DoNotStarveTogether/save/blocklist.txt (Failure) OnLoadPermissionList: /home/dsttest/.klei/DoNotStarveTogether/save/adminlist.txt (Failure) OnLoadUserIdList: /home/dsttest/.klei/DoNotStarveTogether/save/whitelist.txt (Failure) THREAD - started 'ConsoleInput' (4129291072) Server token retrieved from: server_token.txt cGame::InitializeOnMainThread Renderer initialize: Okay AnimManager initialize: Okay Buffers initialize: Okay cDontStarveGame::DoGameSpecificInitialize() FMOD Error: An invalid object handle was used. GameSpecific initialize: Okay cGame::StartPlaying LOADING LUA DoLuaFile scripts/main.lua DoLuaFile loading buffer scripts/main.lua scripts/main.lua(166,1) running main.lua loaded modindex ModIndex: Beginning normal load sequence for dedicated server. DownloadMods(0) FMOD Error: An invalid object handle was used. LOADING LUA SUCCESS PlayerDeaths could not load morgue PlayerHistory could not load player_history bloom_enabled false loaded saveindex OnFilesLoaded() OnUpdatePurchaseStateComplete Load FE Load FE: done ModIndex: Load sequence finished successfully. Reset() returning [200] Account Communication Success (6) Received (KU_ZCznrEOk) from TokenPurpose Starting Dedicated Server Game Network tick rate: U=30(1), D=0 About to start a server with the following settings: Dedicated: true Online: true Passworded: true ServerPort: 10999 SteamAuthPort: 8766 SteamMasterServerPort: 27016 ClanID: false ClanOnly: false ClanAdmin: false LanOnly: false EnablePunchthrough: false EnableAutosaver: true PVP: false MaxPlayers: 10 GameMode: endless OverridenDNS: PauseWhenEmpty: true InternetBroadcasting: true Intent: social Online Server Started on port: 10999 Collecting garbage... lua_gc took 0.01 seconds ~ShardLuaProxy() ~ItemServerLuaProxy() ~InventoryLuaProxy() ~NetworkLuaProxy() ~SimLuaProxy() lua_close took 0.02 seconds ReleaseAll ReleaseAll Finished cGame::StartPlaying LOADING LUA DoLuaFile scripts/main.lua DoLuaFile loading buffer scripts/main.lua scripts/main.lua(166,1) running main.lua loaded modindex ModIndex: Beginning normal load sequence for dedicated server. LOADING LUA SUCCESS PlayerDeaths could not load morgue PlayerHistory could not load player_history bloom_enabled false loaded saveindex OnFilesLoaded() OnUpdatePurchaseStateComplete Unload FE Unload FE done LOAD BE LOAD BE: done Loading world: session/7F19195046342C0B/0000000002 Save file is at version 1 Begin Session: 7F19195046342C0B saving to server_temp/server_save MiniMapComponent::AddAtlas( minimap/minimap_data.xml ) Could not preload undefined prefab 0x1872ccf0 (FROMNUM) Loading Nav Grid Can't find prefab spawnpoint SpawnSaveRecord [nil, spawnpoint] FAILED Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Zillvr Posted January 25, 2016 Share Posted January 25, 2016 Hey @WaveFunction welcome to the forums, I think your issue lies with the port settings in the settings.ini in both your master and slave servers. In this example, you'll see how they should at least look like. So try and compare your settings.ini with the one I wrote in the link I just mentioned and see if anything is amiss. Report back with the log.txt's again and if the issue is still the same. Cheers. Link to comment Share on other sites More sharing options...
WaveFunction Posted January 29, 2016 Author Share Posted January 29, 2016 Sorry it's taken so long to respond, I've been busy with work. I was finally able to try your suggestion and that fixed it. Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.