Bringing up a new server, got some strange messages - help

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Swampy
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Bringing up a new server, got some strange messages - help

Post by Swampy »

If you can see "The Electronic Gladiators" on the master list - this might not matter. Otherwise, read on..

Got this when I launched the server -


] Bound socket to *.*.*.*:1190.
0] Closing socket bound to *.*.*.*:1190
0] Bound socket to *.*.*.*:1190.
0] Closing socket bound to *.*.*.*:1190
0] Bound socket to *.*.*.*:1190.
0] Login failed: Timeout.
0] Logging out...
0] Done!
0] Killing user 0, ping 1.25.
0] Closing socket bound to *.*.*.*:4537
0] Bound socket to *.*.*.*:4537.
0] Setting CYCLE_RUBBER_SPEED (Group: Cheating) deviates from its default value
clients older than 0.2.7.1 will not be allowed in.
0] Ping charity changed from 100 to 100100.
0] Nobody there. Taking a nap...
0] Timestamp: 2006/11/10 17:03:39
0] Closing socket bound to *.*.*.*:4537
0] Bound socket to *.*.*.*:4537.

(4537 is set in my cfg files -that's correct. I don't think I got added to the list though.
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Post by Swampy »

ppl were playing on it later after that message, so I guess it is appearing on the list.
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Post by .:Avl:.C10ud »

That looks like a normal output. Sometimes the master servers take a while to update that a new server is on tho. idk why, but one time it took about 10 minutes to recognize mine. just thought i'd let u know ur not the only one.
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END OF LINE.
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kyle
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Re: Bringing up a new server, got some strange messages - he

Post by kyle »

I get those lines. for my server it will show up in the LAN list instead of internet game for me.
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Post by Hoax »

Kyle wrote:for my server it will show up in the LAN list instead of internet game for me.
Are you running dedicated on your own PC? If so then it will obviously show up on the LAN list; and if all goes well, the master server list too.

(To my knowledge anyways but im not an expert)
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kyle
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Post by kyle »

HoAX wrote:
Kyle wrote:for my server it will show up in the LAN list instead of internet game for me.
Are you running dedicated on your own PC? If so then it will obviously show up on the LAN list; and if all goes well, the master server list too.

(To my knowledge anyways but im not an expert)
yes but the funny thing is the first few times i ran it it was in the internet games list
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Post by Hoax »

Kyle wrote:it was in the internet games list
and NOT on the LAN list?
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Post by Swampy »

The issue that's being discussed about the server not appearing on a LAN list &/or being displayed as unreachable as been talked about before and it was determined to be a routing issue or something along those lines. That's not what I was having an issue with.

My concern was that it appeared that I wasn't able to connect to a master server and get my server added to the list. I was questioning that because the last attempt to log on to a MS timed out - so I thought it failed to get added.
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Post by wrtlprnft »

You can always check if your server is online using http://wrtlprnft.ath.cx/serverlist/serv ... tripcolors .
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kyle
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Post by kyle »

HoAX wrote:
Kyle wrote:it was in the internet games list
and NOT on the LAN list?
i think it was for this reason though

i connected through my wireless card and my game was on mt Wired card. but that got me all confused how it was on internet games the first time's and then switched. I still don't get my chat problem but that is fixed now. only thing left that weird that i have duplicated but not recently is that when the last player leaves my server crashes.
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Post by Lucifer »

Ah, I've had that same misunderstanding myself. See, your server immediately contacts all 4 master servers when it starts. It looks like it failed to contact one of them, which is not a fatal error because it succeeded in talking to 3 of them.
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Post by Z-Man »

Swampy: The log you posted is not the complete startup log, right? You snipped away the successful master server connections? If that's the case, here's what's happening: you tell master 1 to 3 about your server. Master 4 is unreachable, so contacting it takes a bit longer. Unfortunately, master 1 to 3 try to ping your server during that time and fail. Your server is then invisible until it comes up again in the rotation, which can take some minutes. The solution to that problem that I'm thinking about is that the server should only contact one master server and use the unreliable protocol the masters use for communication with each other to inform the other masters.

kyle: If your server crashes reliably, could you send a recording of it happening?
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Post by Swampy »

z-man,
That was a copy and paste of the last few lines in the startup sequence. I brought the server up again tonight and it seems to have connected to all of the master servers.

[0] Command SP_TEAM_MAX_IMBALANCE_PERM unknown.
[0]
[0] Bound socket to *.*.*.*:2734.
[0] Bound socket to *.*.*.*:4537.
[0] Setting CYCLE_RUBBER_SPEED (Group: Cheating) deviates from its default value
; clients older than 0.2.7.1 will not be allowed in.
[0] Setting CYCLE_RUBBER_DELAY_BONUS (Group: Visual) deviates from its default v
alue; clients older than 0.2.8_beta1 may experience problems.
[0] Setting CYCLE_RUBBER_MINDISTANCE_RESERVOIR (Group: Annoying) deviates from i
ts default value; clients older than 0.2.8_beta2 may experience problems.
[0] Setting CYCLE_RUBBER_TIMEBASED (Group: Visual) deviates from its default val
ue; clients older than 0.2.8_beta2 may experience problems.
[0] Connecting to Master Server 1...
[0] Killing user 0, ping 1.25.
[0] Login information sent. Waiting for reply...
[0] Login Succeeded. User Nr. 2
[0] Syncing with server...
[0] Relabeling NetObjects...
[0] Syncing again...
[0] Done!
[0] Sending my server info...
[17] Killing user 17, ping 1.25.
[0] Logging out...
[0] Done!
[0] Killing user 0, ping 0.253198.
[0] Closing socket bound to *.*.*.*:4537
[0] Bound socket to *.*.*.*:4537.
[0] Setting CYCLE_RUBBER_SPEED (Group: Cheating) deviates from its default value
; clients older than 0.2.7.1 will not be allowed in.
[0] Connecting to Master Server 2...
[0] Killing user 0, ping 1.25.
[0] Login information sent. Waiting for reply...
[0] Login Succeeded. User Nr. 1
[0] Syncing with server...
[0] Relabeling NetObjects...
[0] Syncing again...
[0] Done!
[0] Sending my server info...
[17] Killing user 17, ping 1.25.
[0] Logging out...
[0] Done!
[0] Killing user 0, ping 0.0905138.
[0] Closing socket bound to *.*.*.*:4537
[0] Bound socket to *.*.*.*:4537.
[0] Setting CYCLE_RUBBER_SPEED (Group: Cheating) deviates from its default value
; clients older than 0.2.7.1 will not be allowed in.
[0] Connecting to Master Server 3...
[0] Killing user 0, ping 1.25.
[0] Login information sent. Waiting for reply...
[0] Login Succeeded. User Nr. 1
[0] Syncing with server...
[0] Relabeling NetObjects...
[0] Syncing again...
[0] Done!
[0] Sending my server info...
[17] Killing user 17, ping 1.25.
[0] Logging out...
[0] Done!
[0] Killing user 0, ping 0.140581.
[0] Closing socket bound to *.*.*.*:4537
[0] Bound socket to *.*.*.*:4537.
[0] Setting CYCLE_RUBBER_SPEED (Group: Cheating) deviates from its default value
; clients older than 0.2.7.1 will not be allowed in.
[0] Connecting to Master Server 4...
[0] Killing user 0, ping 1.25.
[0] Login information sent. Waiting for reply...
[0] Login Succeeded. User Nr. 2
[0] Syncing with server...
[0] Relabeling NetObjects...
[0] Syncing again...
[0] Done!
[0] Sending my server info...
[17] Killing user 17, ping 1.25.
[0] Logging out...
[0] Done!
[0] Killing user 0, ping 0.145481.
[0] Closing socket bound to *.*.*.*:4537
[0] Bound socket to *.*.*.*:4537.
[0] Setting CYCLE_RUBBER_SPEED (Group: Cheating) deviates from its default value
; clients older than 0.2.7.1 will not be allowed in.
[0] Ping charity changed from 100 to 100100.
[0] Nobody there. Taking a nap...
[0] Timestamp: 2006/11/11 21:22:41
[0] Closing socket bound to *.*.*.*:4537
[0] Bound socket to *.*.*.*:4537.
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kyle
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Post by kyle »

z-man wrote:kyle: If your server crashes reliably, could you send a recording of it happening?
here is what the log says when it was just me playing against 2 bots. i left and this is what it says.

as i have said before it's an 0.3.0 windows dedicated on Windows Vista 64 bit. the server is in 32 bit portion though. anything else you need just ask me.
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server_freeze.jpg
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Z-Man
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Post by Z-Man »

That's not a recording, and I don't even see a crash :)

A recording would be stating the server from the console (cd into the right directory) with

Code: Select all

.\armagetronad_dedicated.exe --record crash.aarec
, making it really crash, and sending over the crash.aarec.
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