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Multiplayer Server dumps you into Single Player when trying to join
Solved
95% of the time when i try and join the Draconis Cluster I get the screen "waiting for the server to respond" then a the normal loading screen only to find that the game has loaded me into a Single Player game. Its happened before but seemed to be much worse after the Frostbite update.
I was coming here to submit this to the forum, but since you already did, let me add some of the data I've collected in my testing:
During a client connect request -- this is what we see in their SpaceEngineers_{DATE}.log:
2020-05-03 22:36:28.300 - Thread: 1 -> Lobby join response: True, enter state: Success
2020-05-03 22:36:28.302 - Thread: 1 -> World requested
2020-05-03 22:36:28.322 - Thread: 1 -> World requested - connection alive
2020-05-03 22:36:30.875 - Thread: 1 -> GUI Stats: Update 0.406835777777777, Draw 0.231280388888889
2020-05-03 22:37:21.887 - Thread: 1 -> LoadSession() - Start
2020-05-03 22:37:21.891 - Thread: 1 -> World requested - failed, server changed
2020-05-03 22:37:22.125 - Thread: 1 -> Network readers disposed
2020-05-03 21:37:39.899 - Thread: 1 -> get
2020-05-03 21:37:39.901 - Thread: 1 -> MyConfig.Save() - START
2020-05-03 21:37:39.902 - Thread: 1 -> Path: C:\Users\Valued Customer\AppData\Roaming\SpaceEngineers\SpaceEngineers.cfg
2020-05-03 21:37:39.928 - Thread: 1 -> MyConfig.Save() - END
2020-05-03 21:37:39.929 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.930 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.930 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.932 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.932 - Thread: 1 -> Network readers disposed
2020-05-03 21:37:39.936 - Thread: 10 -> Downloading world mods - START
2020-05-03 21:37:41.281 - Thread: 1 -> Mod dependencies query successful
2020-05-03 21:37:41.281 - Thread: 10 -> Reference issue detected (circular reference or wrong order) for mod 758597413
2020-05-03 21:37:41.281 - Thread: 10 -> Reference issue detected (circular reference or wrong order) for mod 1608841667
2020-05-03 21:37:41.281 - Thread: 10 -> Reference issue detected (circular reference or wrong order) for mod 1682499145
....
And then on the server side:
22:36:25.9581 [INFO] Keen: Peer2Peer_SessionRequest 76561198058550106
22:36:27.7451 [INFO] Keen: OnConnectedClient <REMOVED>attempt
22:36:27.9780 [INFO] MultiplayerManagerDedicated: Connection attempt by <REMOVED>from <REMOVED> 22:36:27.9946 [INFO] MultiplayerManagerBase: Player <REMOVED>joined (<REMOVED>)
22:36:29.2450 [INFO] Keen: World request received: <REMOVED>
22:36:29.2450 [DEBUG] Keen: ...responding
22:36:42.6117 [DEBUG] Keen: GC Memory: 9445.192 MB 22:36:54.0175 [DEBUG] Keen: STATISTICS LEGEND,time,ReceivedPerSecond,SentPerSecond,PeakReceivedPerSecond,PeakSentPerSecond,OverallReceived,OverallSent,CPULoadSmooth,ThreadLoadSmooth,GetOnlinePlayerCount,Ping,GCMemory,ProcessMemory,PCUBuilt,PCU,GridsCount,RenderCPULoadSmooth,RenderGPULoadSmooth,HardwareCPULoad,HardwareAvailableMemory,FrameTime,LowSimQuality,FrameTimeLimit,FrameTimeCPU,FrameTimeGPU,CPULoadLimit,TrackedMemory
22:36:54.0175 [DEBUG] Keen: STATISTICS,63377.6,0.03385544,0.1838903,0.2867374,157.2405,1456.812,8616.984,74.00108,35.95031,5,0,9933.822,18902.27,1699895,-1699895,491,0,0,0.4013071,10491,0,0,16.66667,0,0,100,7832572471
22:37:12.6121 [DEBUG] Keen: GC Memory: 10745.4 MB
22:37:22.8229 [INFO] Keen: User left <REMOVED>
22:37:22.8229 [INFO] MultiplayerManagerBase: <REMOVED>(<REMOVED>) Disconnected.
I marked in bold what I believe is important to this connection request problem.
If anyone at Keen needs to see the server and client logs from the specific event, direct message me. I have multiple long time players on my server with this issue, and I can provide all the logs for client and server side during the occurrence of this bug for 2 of them off hand, and more if needed.
I was coming here to submit this to the forum, but since you already did, let me add some of the data I've collected in my testing:
During a client connect request -- this is what we see in their SpaceEngineers_{DATE}.log:
2020-05-03 22:36:28.300 - Thread: 1 -> Lobby join response: True, enter state: Success
2020-05-03 22:36:28.302 - Thread: 1 -> World requested
2020-05-03 22:36:28.322 - Thread: 1 -> World requested - connection alive
2020-05-03 22:36:30.875 - Thread: 1 -> GUI Stats: Update 0.406835777777777, Draw 0.231280388888889
2020-05-03 22:37:21.887 - Thread: 1 -> LoadSession() - Start
2020-05-03 22:37:21.891 - Thread: 1 -> World requested - failed, server changed
2020-05-03 22:37:22.125 - Thread: 1 -> Network readers disposed
2020-05-03 21:37:39.899 - Thread: 1 -> get
2020-05-03 21:37:39.901 - Thread: 1 -> MyConfig.Save() - START
2020-05-03 21:37:39.902 - Thread: 1 -> Path: C:\Users\Valued Customer\AppData\Roaming\SpaceEngineers\SpaceEngineers.cfg
2020-05-03 21:37:39.928 - Thread: 1 -> MyConfig.Save() - END
2020-05-03 21:37:39.929 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.930 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.930 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.931 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2020-05-03 21:37:39.932 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2020-05-03 21:37:39.932 - Thread: 1 -> Network readers disposed
2020-05-03 21:37:39.936 - Thread: 10 -> Downloading world mods - START
2020-05-03 21:37:41.281 - Thread: 1 -> Mod dependencies query successful
2020-05-03 21:37:41.281 - Thread: 10 -> Reference issue detected (circular reference or wrong order) for mod 758597413
2020-05-03 21:37:41.281 - Thread: 10 -> Reference issue detected (circular reference or wrong order) for mod 1608841667
2020-05-03 21:37:41.281 - Thread: 10 -> Reference issue detected (circular reference or wrong order) for mod 1682499145
....
And then on the server side:
22:36:25.9581 [INFO] Keen: Peer2Peer_SessionRequest 76561198058550106
22:36:27.7451 [INFO] Keen: OnConnectedClient <REMOVED>attempt
22:36:27.9780 [INFO] MultiplayerManagerDedicated: Connection attempt by <REMOVED>from <REMOVED> 22:36:27.9946 [INFO] MultiplayerManagerBase: Player <REMOVED>joined (<REMOVED>)
22:36:29.2450 [INFO] Keen: World request received: <REMOVED>
22:36:29.2450 [DEBUG] Keen: ...responding
22:36:42.6117 [DEBUG] Keen: GC Memory: 9445.192 MB 22:36:54.0175 [DEBUG] Keen: STATISTICS LEGEND,time,ReceivedPerSecond,SentPerSecond,PeakReceivedPerSecond,PeakSentPerSecond,OverallReceived,OverallSent,CPULoadSmooth,ThreadLoadSmooth,GetOnlinePlayerCount,Ping,GCMemory,ProcessMemory,PCUBuilt,PCU,GridsCount,RenderCPULoadSmooth,RenderGPULoadSmooth,HardwareCPULoad,HardwareAvailableMemory,FrameTime,LowSimQuality,FrameTimeLimit,FrameTimeCPU,FrameTimeGPU,CPULoadLimit,TrackedMemory
22:36:54.0175 [DEBUG] Keen: STATISTICS,63377.6,0.03385544,0.1838903,0.2867374,157.2405,1456.812,8616.984,74.00108,35.95031,5,0,9933.822,18902.27,1699895,-1699895,491,0,0,0.4013071,10491,0,0,16.66667,0,0,100,7832572471
22:37:12.6121 [DEBUG] Keen: GC Memory: 10745.4 MB
22:37:22.8229 [INFO] Keen: User left <REMOVED>
22:37:22.8229 [INFO] MultiplayerManagerBase: <REMOVED>(<REMOVED>) Disconnected.
I marked in bold what I believe is important to this connection request problem.
If anyone at Keen needs to see the server and client logs from the specific event, direct message me. I have multiple long time players on my server with this issue, and I can provide all the logs for client and server side during the occurrence of this bug for 2 of them off hand, and more if needed.
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
I also have several player logs and can provide server logs (which those show nothing out of the ordinary) that I can provide for this issue.
I also have several player logs and can provide server logs (which those show nothing out of the ordinary) that I can provide for this issue.
Actually, here are some of the player logs -
https://mega.nz/file/sR52mSoI#YwV44-dl8Yu0r9AElILDHUTIxbBT8Tb-kgHDGOnibC4
Actually, here are some of the player logs -
https://mega.nz/file/sR52mSoI#YwV44-dl8Yu0r9AElILDHUTIxbBT8Tb-kgHDGOnibC4
To follow up on some testing I did over the weekend.
I stood up a second server instance on port 27017 of the same physical machine. Same Mods, same settings. The only difference is that the 27017 server had no existing grids, and no existing voxels to download and parse.
For all my players that have had this connection problem, I asked them to attempt to connect to the secondary server. They were all able to connect and reconnect to the 27017 server with no observed issues. They then attempted to connect to the main server (27016) and had the same connection issues -- either a server timeout, or this edge case where they get dropped into an offline world.
To follow up on some testing I did over the weekend.
I stood up a second server instance on port 27017 of the same physical machine. Same Mods, same settings. The only difference is that the 27017 server had no existing grids, and no existing voxels to download and parse.
For all my players that have had this connection problem, I asked them to attempt to connect to the secondary server. They were all able to connect and reconnect to the 27017 server with no observed issues. They then attempted to connect to the main server (27016) and had the same connection issues -- either a server timeout, or this edge case where they get dropped into an offline world.
This is the kind of bug that makes me realize that Keen did now know what they were doing when they coded this game...
This is the kind of bug that makes me realize that Keen did now know what they were doing when they coded this game...
For anyone fighting this, here's a fix we got from Rexxar (client side plugin).
We keep our writeup and link here -- https://wiki.sigmadraconis.games/doku.php?id=introduction:connection_issues#known_connection_bugs
This is an *updated version* of the one he posted on Reddit a while ago for a different join issue, so don't confuse the two. This will report "Rexxars Code v2.1" when loading the world and have v2.1 in the client logs.
We've had >100 players successfully fixed with this dll.
For anyone fighting this, here's a fix we got from Rexxar (client side plugin).
We keep our writeup and link here -- https://wiki.sigmadraconis.games/doku.php?id=introduction:connection_issues#known_connection_bugs
This is an *updated version* of the one he posted on Reddit a while ago for a different join issue, so don't confuse the two. This will report "Rexxars Code v2.1" when loading the world and have v2.1 in the client logs.
We've had >100 players successfully fixed with this dll.
Still reproducable / an issue in version 1.198.027
Still reproducable / an issue in version 1.198.027
Still reproduceable as of last week. Easiest way to reproduce is use very poor internet. We have a player who is on very slow DSL and without the fix listed above they are constantly dropped to a single player copy of the world.
Still reproduceable as of last week. Easiest way to reproduce is use very poor internet. We have a player who is on very slow DSL and without the fix listed above they are constantly dropped to a single player copy of the world.
Just to say, i've had this one happen to me too, it's nice because it gave me a sandbox copy of the server's world to do creative builds in, but it's a pretty strange bug.
Just to say, i've had this one happen to me too, it's nice because it gave me a sandbox copy of the server's world to do creative builds in, but it's a pretty strange bug.
This is still occurring. Playing with a friend, and we've been playing for a few weeks, no problem. Now I try and connect, and I'm just stuck waiting for server to respond, and then "Server is not responding", while the server says I've joined. A few times it dumps me into SP, but usually back to the main menu.
Attempted to fix it by uninstalling all my mods, did not help. Will try the DLL tomorrow, if the host is up for it.
Logs show the same errors as above - connecting fine, when it says "World requested - failed, server changed", and then disconnects.
This is still occurring. Playing with a friend, and we've been playing for a few weeks, no problem. Now I try and connect, and I'm just stuck waiting for server to respond, and then "Server is not responding", while the server says I've joined. A few times it dumps me into SP, but usually back to the main menu.
Attempted to fix it by uninstalling all my mods, did not help. Will try the DLL tomorrow, if the host is up for it.
Logs show the same errors as above - connecting fine, when it says "World requested - failed, server changed", and then disconnects.
Hello, Engineers!
It´s already quite long time from when this issue was originally posted as well as from the last comment.
Are you still experiencing it? Or was it fixed in the meantime.
Thanks in advance for confirming me current situation.
Kind Regards
Keen Software House: QA Department
Hello, Engineers!
It´s already quite long time from when this issue was originally posted as well as from the last comment.
Are you still experiencing it? Or was it fixed in the meantime.
Thanks in advance for confirming me current situation.
Kind Regards
Keen Software House: QA Department
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