Possibly the information is somewhere in the logs for the client and the server.
There could be multiple reason, but the main one is to know if the server actually detects the connection attempt and just reject it. Normally with the current moding system you need to have the exact same mods on the client and the server, at the exact same version.
The way that works is that the server compares the list of mods the client has, and if it does not match it displays a mod compatibility error while returning the list of mods that need to be updated, then the client disconnects, updates the mods, restarts and tries to join again.
It does indeed send out the messages in game… assuming you have enabled RCon.
If you do, then most of the broadcast messages are sent to the game (as well as on Discord if it is enabled)
You are using the Dedicated Server Launcher 1.0.38
When you start the server you have 40 on the player count
When the server is running and accepts players, it still shows 40 in the UI of the tool
what do you actually mean by “restart the server”? Does it only happen when you manually push the restart button or delayed restart, or does it also happen when the automatic restart happens?
when does the “reset to 30” happens? Immediately when the shutdown happens, just on startup, when SteamCMD is running, when the server starts, later, … ?
I just tried, and the same thing happened to me.
Guess the fix I had found is not working anymore, will have to check with the game team why it happens again
Could you describe your setup?
Based on your screenshots I assume you are using the default ports 7777, 7778 and 27015 for you server?
When you write “I am able to find the Server”, what do you exactly mean by that?
Bonus question: Are you just running the server on this machine, or are you also trying to run a game client or some other servers as well?
Regarding the Accessibility test, for it to work it is important that nothing uses the ports during the test, which means no other client or server running also on ports 7777, 7778 or 27015.
You may also want to do a quick test with the firewall disabled on your machine, just to see if it’s not somewhat blocking the requests.
Q: Can this tool be used to manage Xbox or PS4 servers?
A: We are unfortunately not allowed by game console publishers to release server executable to the public. (I guess they probably fear that they could be hacked and allow people to play online without having the right subscription level.)
Sorry!
It looks like your server can access out, but that it can’t be accessed from the outside (else the “Test Port” button would work).
While doing the configuration, I really really recommend turning off the firewall, you would not believe the number of time the Windows Firewall gave the impression that everything was fine despite it actually be the cause for the actual problem. [Obviously, make sure the machine is fully patched, and don’t open a web browser while the firewall is down…]
@Yipman@Sarius2009@drachenfeles
So, I’ve been digging a bit, and it looks like most of the problems are caused by the server rewriting ini files on shutdown, overwriting any change done while the server is running.
Also that at some point the default number of players on the server code changed from 30 to 40, but my tool still uses 30 as a default, which gives us something interesting: If you write 40 as a max number of player (not 39, no 41, exactly 40), then the server will notice it matches the default and rewrites it as an empty value… which my tool will detect as a missing value and it will set it back to its own default, which is 30.
Could you guys try to:
shutdown your server (not restart, really shutdown)
change the player number to 39 or 41 (not 40 :p)
start your server again
then try to restart it once or twice, and see if the value sticks.
If that works, it means I’ve two things to change:
Modify the way I handle defaults (either load the DefaultXxxx.ini values or update my own defaults)
Have some separate “queue” to store changes values and only apply them when starting the server instead of when it is running.
Have you left the karma value to zero, or have you put something there?
I have no idea how the Karma thing works, but if you look at my screenshots you’ll see that I have the value 60.
Maybe it’s a problem with the password.
Could you try with a very simple password that only uses ASCII/ANSI characters (like western A-Z/a-z letters) to see if that works?
Not sure, I did not work the RCon thing on the game side, the 19 characters, did you only use letters and numbers, or did you also used some special characters, chinese or russian characters, accentuated letters, etc… ?
There was actually a feature request for that, using some other command instead of the “broadcast” one, if you have more details (like which RCon command to use when pippi is installed) I guess I could add an alternative option.
I checked the code, there’s no hardcoded limit in the password (as far as I can see), would you mind message me the actual password (since you can’t use it!) so I can try to see what actually happens?
I vaguely remember that someone had that happening some time ago.
Which operating system are you using, what is your screen resolution, what happens if you try to minimize then maximize the window? Does the resizing vertically works?
If you resize the log output of the Dedicated Server Launcher so you can see the log very well, if you try to connect to the server, do you see anything happening on the server at all? Can you see the logging happening, and do you see any error reported by the server (mod errors, time out message, network problem, etc…).
Is it a VM on your own network, or in some hosting center somewhere else?
If it’s somewhere else, from your client machine, can you try to check the network stability by running a continuous ping for a few minutes, example:
> ping /t you.server.ip.here
Pinging 195.110.28.64 with 32 bytes of data:
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
(...)
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Ping statistics for 195.110.28.64:
Packets: Sent = 30, Received = 30, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 1ms, Maximum = 1ms, Average = 1ms
Control-C
^C
We are interested by the % loss parameter, as well as the min/max ms round trip.
We don’t really know why, but it looks like steam does not always add new servers to the list, or put them so far down the list that they never appear. Generally speaking, it seems that the more often a server appear to be running, on the same machine, with the same name, and on the same ip… the more chance it will appear in the list.
In any case, that does not impact the Direct Connect, we found out that the easiest way to deal with that was to actually have a Discord channel setup and have the server send a “ready to connect” message to the channel, in which case all you have to do is to click on the link and that automatically opens the Steam client and connect to the right server
If the ports are red, don’t even bother looking at the list or trying to connect.
Having the ports green is the single most important thing to have.
I assume you have read the Network Configuration part of the documentation on the first post?
To help diagnose the problem, could answer these short questions:
when you are testing the ports, is only the DedicatedServerLauncher running, or do you also have some other server or client running?
have you tried to temporarily disable the Windows Firewall when doing the test
what type/brand of router do you use, how is your server connected to your router (wired, wifi, …)
what are the specs of the server machine (operating system, amount of memory, type of disk drive, network card model)
I’m not sure that would bring any real perceptible difference in term of performance, but the Windows Server versions are designed to not reboot the machine at the worse possible time, so if you want a stable installation that could be a real benefit
It’s a known issue, it happens from time to time, it will eventually be fixed, but I spent so much time on the mod update part that unfortunately fixes to the Launcher will have to wait a bit (I got a huge pile of other things to do, and some of these are really critical and can’t suffer delays).
Hopefully it’s not a blocker for you, just imagine that the tool is like this guy who keep telling you things he already told you, he is a bit annoying but he’s not a bad guy
As far as I know, it’s some diagnostic message that started to appear in the server logs a few versions ago, I signaled it, but I was told that did not indicate any particular problem.
Well, the problem is mostly that the Game Server itself does not exist in Linux version, so having the launcher tool run on Linux would probably not be that useful.
I’ve heard that some people did somewhat managed to use Wine to get the server running, but there was apparently many problems, including the SteamCMD updates, etc…
Considering my tool is 100% C++/Win32, there is some probability that it also can run in Wine, but it’s not something I’m actively supporting simply because I do not the time for it.
That being said, if you give a shot at it, and it looks like it’s 99% working but you encounter some very specific issue, I may take a look at it. No promise, but that’s as good as I can do
I doubt it’s related to the versions of the launcher, basically the only differences between 1.0.35 and 1.0.38 are about 5 lines of code change related to debugging message and parsing of time stamps in the code the process mod updates.
Most probably a server side issue, I’m asking one of the guy if he has seen that, but if other among you have noticed shutdown issues recently, that would be interesting to know.
It’s a Wiki, so I guess technically you could edit the page to fix the error, or add some line/warning/message pointing to where you found the repositories to use.
Well, technically we “had” a Linux version of the server, but there was some issues that made it unfit for release, if we had to spend some time in a better linux support, we should probably try to get the Linux server to work first
I’ll be interested to know how usable the Launcher tool is through Wine. Exciting!
For video games it’s more a case of ease of development: The system/network part of Linux is pretty standardized and reliable, but the audio/video/drivers part is not, which makes developing the game client on Linux quite of a challenge, so naturally teams use Windows to develop.
Our previous tech (Dreamworld), used on Anarchy Online, Age of Conan, The Secret World, Lego Minifigures Online, … was relying on Linux servers, so it’s not that we don’t want, it’s more a case of Exiles being the first large project Funcom worked on using the Unreal Engine, and in the list of challenges to overcome, getting the Linux server out was not as high in the priority list as say “make the game fun to play”
Correct
If you have questions, I’m sure @TheLOLxd2 can help you, he regularly updates the wiki.
Ok, so after discussing with my honorable colleagues, their answer is that basically the client never received the “handshake” from the server, most probably because of a firewall issue.
They suggest you try disable the firewall on your client and try again (if it still fails, give a shot at also disabling the server side firewall), if that works, it means you need to re-enable the firewall, but with correct rules to allow both clients and server to send and receive data both on TCP and UDP protocols.
Expected sequence should have been something like that:
LogNet: NotifyAcceptingConnection accepted from:192.168.1.70:55966
LogHandshake: SendConnectChallenge. Timestamp: 291.143738, Cookie: 132175039118002170047190241005216243145174102127075143213058
LogNet: NotifyAcceptingConnection accepted from:192.168.1.70:55966
LogNet: Server accepting post-challenge connection from:192.168.1.70:55966
PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
LogNet: NotifyAcceptedConnection: Name: ConanSandbox, TimeStamp: 05/13/19 09:43:47, [UNetConnection] RemoteAddr:192.168.1.70:55966, Name: SteamNetConnection_1, Driver: GameNetDriver SteamNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL
LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr:192.168.1.70:55966, Name: SteamNetConnection_1, Driver: GameNetDriver SteamNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL
LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/ConanSandbox/ConanSandbox.ConanSandbox: Accepted
LogNet: Remote platform little endian=1
LogNet: This platform little endian=1
LogNet: Login request: /Game/Maps/Startup?SteamAuthTicket=(...)
Dreamworld:Display: PreLogin: 76561198329286938
ConanSandbox:Display: User 76561198329286938 logged in from unknown country
LogNet: Client login from 195.110.29.28, with ping 15
LogNet: Client netspeed is 15000
(And yes, it looks weird, but there’s an actual technical explanation, there’s a quick fix for it, but there’s also a proper fix that I’d like to do instead…)
Assuming no bug, the auto-update should only apply to the mod you reference using the mod id.
If you put the full path to one of your mod files, it will be added to the modlist.txt, in the order you’ve put it, but it should normally be skipped by the auto-update process.
If that does not work, then it’s a bug and I need to fix it.
Entered 880454837,D:\Downloads\server\gameserver\ConanExiles\Liveserver\DedicatedServerLauncher\ConanExilesDedicatedServer\steamapps\workshop\content\440900\880454836\Pippi.pak,1234 in the UI
Got DedicatedServerLauncherModList=880454837,D:\Downloads\server\gameserver\ConanExiles\Liveserver\DedicatedServerLauncher\ConanExilesDedicatedServer\steamapps\workshop\content\440900\880454836\Pippi.pak,1234 in the ServerSettings.ini
but indeed got 880454837,D:_Downloads_server_gameserver_ConanExiles_Liveserver_DedicatedServerLauncher_ConanExilesDedicatedServer_steamapps_workshop_content_440900_880454836_Pippi.pak,1234 a few seconds later in the UI