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[HELP] Caves shard reset our characters


LeofelB
  • Pending

I don't know how often players encounter this kind of issue but everytime I try to look for an answer I crash with a dead end!.

I'm renting a hosting server for 2 servers of don't starve together so my friend doesn't have to struggle with LAG issues that much. One for the overworld as a master server and the other one for a caves shard. I struggled a lot to make them able to connect between them, but at the moment of entering the caves through commands or tunnels, sometimes one player is able to migrate all their information while the other one gets their character rewinded to 0.

Sometimes it makes the game crash or resets both characters, I tried reinstalling the game in both servers, tweaking the server.ini files, and uprading the ram capacity but it's awlays the same outcome.

We are playing without mods and these are the latest lines in the log files before the character gets wiped.

Please, I need help or guidance... I don't know what I'm doing wrong, I contacted support and no one can give me an answer. Idk if my server.ini files are wrong.
 
 

Quote

[00:10:55]: [Shard] #11 -> session/9804A72C7EC4E615/A7GN20NTE2ML/0000000005
[00:10:55]: [Shard] Received migration #11 data for (KU_-Klei-ID1-)
[00:10:58]: New incoming connection USER1 IP|PORT <5443466387443640569>
[00:10:58]: Client connected from USER1 IP|PORT6 <5443466387443640569>
[00:10:58]: ValidateGameSessionToken GUID<5443466387443640569>
[00:10:58]: Client authenticated: (KU_-Klei-ID1-) Steam Username
[00:10:58]: [Steam] Authenticated host '76561198141858148'
[00:10:58]: [Shard] Completed incoming migration #11 for (KU_-Klei-ID1-)
[00:11:14]: Resuming user: session/9804A72C7EC4E615/A7GN20NTE2ML
[00:11:14]: Forwarding despawned player to master server
[00:11:14]: [Shard] Migration request: (KU_-Klei-ID1-) to Master(1)
[00:11:14]: [Shard] Migrating player back to master
[00:11:14]: CloseConnectionWithReason: ID_DST_SHARD_SILENT_DISCONNECT
[00:11:14]: [Steam] SendUserDisconnect for '76561198141858148'

 

server(Main).ini server(caves).ini


Steps to Reproduce

c_find('cave_entrance').components.worldmigrator:SetDestinationWorld("14", true)

We break the rock to enter the caves and only one of us can enter while the other gets their character wiped and sent to character selection.




User Feedback


(I've only ever ran the dedicated server in local network so I never had this happen and I'm just guessing and poking...)

Can you describe the networking a bit more - are you actually running the (DST) servers on 2 different IP addresses which are assigned on the same host? That seems unusual.

If not, why use bind_ip*? This is only required if you want to run both shards, on the same host, on the same port - which you clearly aren't.

In any case, what's in your cluster_settings.ini? If you're running servers on different hosts, or bound to different addresses on the same host, you probably need to set master_ip and master_port in the shard section, setting them to the master shard's shard/bind_ip and network/server_port values, respectively.

EDIT:

binding in this context refers to TCP/UDP socket binding. Normally, listening sockets are bound to "0.0.0.0:someport" (or [::]:someport if we ever make it to current-gen IP), meaning the process will receive requests addressed to any IP address of the host on the give port - this normally covers at least 2 different addresses, 127.0.0.1 and whatever address is used to access the wider internet. If you instead bind the TCP socket to a specific address, only requests addressed to that address are passed to the process. The typical use case is if you need to run multiple instances of some software that cannot change the port it listens on, on a single host - in the olden days, this would be your HTTP(S) server which has to run on port 80 or 443, because no one wants to force website visitors to use non-standard ports.

Edited by myxal

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