1. When making a thread, please tag your thread accordingly using the menu to the left of the textfield where you name your thread where applicable. Server Advertisements and Mod Releases should be contained to their respective subforums.

Tutorial Starrybound Server [1.2] - An Advanced Server Wrapper for Starbound - Spawn Protection!

Discussion in 'Multiplayer' started by Zidonuke, Dec 24, 2013.

Thread Status:
Not open for further replies.
  1. Well @supernet2 at least i'm glad to say... You're not alone with this issue. We thought we were the only ones with a randomness of server problems at certain times, let's hope things improve next Starrybound update, or Starbound iself.
     
    supernet2 likes this.
  2. Crashdoom

    Crashdoom Pangalactic Porcupine

    We've found issues on the latest development version that may be causing a lot of the problems in the previous versions as well. I'll get @Zidonuke to update once we have more information.
     
    Bacon likes this.
  3. wolvern

    wolvern Orbital Explorer

    i have found that the RAM isn't always released when the server shuts down... i've had to reboot the entire server before in order to get it back due to the process not shutting down properly....

    it's kinda the unlucky pick of the draw but usually 50% of the time... even tho i run linux it seems true for both since the server doesn't actually shut down and release RAM all the time.......... i can guess you're using windows, see if running it as admin helps at all?
     
  4. Anyone else having trouble with their users getting a "Server/client connection no longer valid" error? It seems to be consistently plaguing my servers, unfortunately.

    EDIT: Seems so.
     
    Bacon likes this.
  5. supernet2

    supernet2 Existential Complex

    Personally it seems like two consoles seem to be the most bullet proof in my tests with stability and acting as safety nets where starbound server software fails, the top is Starrybound the secondary in my experience is icer's console. Both seem to be very stable consoles. What sucks though is the memory issue.
    Im hoping running a cache/memory dump program i run does this. It clears out memory thats not in use just incase any programs not just the starbound program, but anything fails to release memory. Its a automated cache/memory cleaner. Seems to remedy that RAM issue for me, but i never see the server use more than 10-11gb of ram at a given time (assuming memory isn't released), on average i see roughly 1-5gb of ram in use on about 20 users connecting/disconnecting resulting in like say... 90+ connections from same users or seperate, it seems their residual memories left behind sometimes. Cache picks up and pushes it back down to a lower ram isue freeing that unused/locked up memory. Although... i found regardless of how much ram is available or not, the issues still occurs where to much modded client data results in server landsliding into a infinite reboot loop,

    Yeah, it seems my issue is more related to mods. When people use to many color codes or hex codes for their character name or ingame chat, this seems to generate massive lag, which the end result is major disconnect for everyone who gets the multi connection issue. Relates to lag which im assuming a error occurs during this 1-3second entire system lag/client lag and everyone whos clients dont goof up wont disconnect but those who do lose connection. Not a big deal server boots them and they reconnect all is fine and dandy but this is one of the example issues

    Suggestion;
    Put in a feature that removes or auto kicks users with modded client that mass generates errors. This should help keep modding a option for client players but also removes them if their mod errors up the server. Just server hosts need to make this obvious so their user basis doesnt flip when their mod or incorrectly configured assets cause them to be auto kicked they were made aware that their is no help for them.

    Ex: Player login generates x # of errors, then kick player with message notification for client saying "to many errors related to mod, kicked for sake of server stability"
    Or something like that that leads to the point of "server stability" or "Your client mod(s) are creating to many errors you've been auto kicked!"

    Top priority should be user stability which is based off of the server stability
    If server isn't stable user stability will most likely be unstable as well
     
    Last edited: Jan 1, 2014
  6. Yup, it's since this recent 1.2 update for us, randomly starts to disconnect and refusing new connections returning several errors, from Unknown server version, server did not respond, etc... Maybe it's a sync problem between wrapper and parent server? Hopefully it's not a perm issue, randomly happens and gets back to normal. But can make the server unplayable for over 10 minutes. (even with restarts)
     
  7. wolvern

    wolvern Orbital Explorer

    @supernet2

    Actually did notice the server error walls at points using the standard server exe, used the same filter on the log that i did with everything to parse error counts... so if over 500 errors happened in 10 seconds it'd auto reset....

    Error walling is VERY easy to allow a program to reset because it generates over 100 errors a second.... What ram dumping program do you use... cause most if nearly all i've known are viruses...
     
  8. wolvern

    wolvern Orbital Explorer


    12.6667 seems somewhat clean of this error... what version are you using?
     
  9. supernet2

    supernet2 Existential Complex

    Try this out it works fine for me, although i bought it, just to support the developers. If your using a 64bit machine use the 64bit installer. CleanMem Free/Pro also try out RAMMap by Sysinternals Its for microsoft only but it works fine for me and gives me a better idea of what memory is being used for what, i use resource monitor, RAMMap, tuneup utilities built in system/task manager, and a few other programs. The one's i mentioned though are worth looking into, gives you a better idea of what the memory is doing, where its going, and if its just.. sitting their being useless.
     
  10. It's the last release, 6667 indeed. We just had another issue, different this time...
    People tried to join the server, it accepts the connection in the moment without a error, the moment you see your ship, you are Disconnected with a "client-server connection no longer valid". It's one error we had before, but a different behavior. D:
     
  11. Underbalanced

    Underbalanced Phantasmal Quasar


    For those using windows the program is 32 bit hence wont use more than 3 GB of ram. However you can use Large Address Aware
     
    supernet2 likes this.
  12. supernet2

    supernet2 Existential Complex

    I'll be giving that a go.. Thank you.

    And as for my error this is the 2nd error that users on the server encounter
    This issue seems to be what drop kicks people out of the server often even though they dont have multi usernames, some users have it some do not. I've seen 15+ users mass disconnection due to this.
    USERNAME is being kicked for Dropped by parent server for An existing connection was forcibly closed by the remote host

    [​IMG]

    The error is
     
  13. Lila

    Lila Phantasmal Quasar

    This is all I get when I try to run starrybound:

    Code:
    Error: ConfigurationException: Could not convert config entry 'bind' to string
      00421D69 (E:/Steamworks/Starbound/git/starbound/source/game/StarConfiguration.hpp:10)
      ... (2)
      00401413 (e:\p\giaw\src\pkg\mingwrt-4.0.3-1-mingw32-src\bld/../mingwrt-4.0.3-1-mingw32-src/src/libcrt/crt/crt1.c:254)
      00401585
      7771BF39
      7771BF0C
     
  14. Cathrax

    Cathrax Seal Broken

    the server i run has about 7-12 players on it and has been running for a total of 15 hours (from the last restart) seems some what stable here getting a lot of errors and stuff like that but nothing leading to a break down or restart
     
    supernet2 likes this.
  15. Devalinor

    Devalinor Void-Bound Voyager

    Oh man, i hate it to have a Managed server now.. all this cool stuff here, i hope something like this becomes stock.
     
  16. According to the feedback I'm seeing from the players, the issue with the Server/client bug has something to do with it either not properly assigning a login connection to a clientcontext file or not properly disconnecting. Players say that if you connect with two clients at the same time, one will fail, but the other will succeed.
     
  17. We also notice a chat message on some disconnects "you have been dropped by parent server" (extra to the client-server disconnect while in-game error). I believe when things don't sync between the Proxy and Parent Server, then client gets the errors.

    There is other WEIRD MAD ISSUE, when i do a command like /restart and /shutdown the server like "freezes me".
    I see the chat log, the players moving, but i can't chat or interact with nothing.

    And, the command i made did no effect.
     
  18. Katorone

    Katorone Giant Laser Beams

    @ devs: If you care for our logs, please PM me an email address where I can mail them to.
     
  19. Yup. Just did /restart or /shutdown on server, and since this 1.2 update it returns me this:
    [​IMG]

    I did stop being able to chat (but i saw the chat going) soon i made the command, after 1 minute, i got the message. But funny enough it did not fully disconnect me, i'm still inside the server, like offline mode hehe. :p
    Ah, and the server did not restart or shutdown at all, it's like i never did the command (but i saw the start chat message saying it was going to restart, shutdown).
     
  20. supernet2

    supernet2 Existential Complex

    Looked at modifying memory. In my case the win32bit version seems to work above 2gb+ of memory. Checked the flags and it uses over 2gb which explains why i always see private sector memory eating up to 10gb sometimes. Perhaps this is for poorly made or unflagged 32bit programs?
     
Thread Status:
Not open for further replies.

Share This Page