[0.12.4][posila] Desync-prone map on headless server

Things that we don't consider worth fixing at this moment.
Post Reply
User avatar
Narc
Filter Inserter
Filter Inserter
Posts: 278
Joined: Mon Feb 11, 2013 7:25 am
Contact:

[0.12.4][posila] Desync-prone map on headless server

Post by Narc »

  • The save: [link removed]
  • The mods: [link removed]
It seems to go into an eternal desync loop whenever:
  1. The save is loaded into a headless server
  2. Only one player connects
I've apparently managed to rescue it by loading it into single-player and resaving it, then pushing that back up for the server to serve, but something's clearly wonky. I hope it's not my mod's fault.
Last edited by Narc on Tue Sep 08, 2015 4:23 pm, edited 1 time in total.

ReijMan
Burner Inserter
Burner Inserter
Posts: 19
Joined: Fri Jul 17, 2015 5:55 pm
Contact:

Re: [0.12.4 Modded] Desync-prone map when used with headless server

Post by ReijMan »

My ShadowMega server had the same desync problem.
Was fixed after I went from the 3.8 to 4.0 version of the pack.... See if you can update your mods?

User avatar
Narc
Filter Inserter
Filter Inserter
Posts: 278
Joined: Mon Feb 11, 2013 7:25 am
Contact:

Re: [0.12.4 Modded] Desync-prone map when used with headless server

Post by Narc »

I wasn't too attached to the world, and 5dim's isn't that excellent, so I settled for dropping the world. Nonetheless, it was relatively easy to work around by the process I already mentioned: load the world into a single-player game, then resave it and upload it to the server.

posila
Factorio Staff
Factorio Staff
Posts: 5202
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: [0.12.4][posila] Desync-prone map on headless server

Post by posila »

Thanks for the report and for including save and your mods. I got desync almost immediately, but I didn't experience desync loop (that may be because of our debug version detected the desync earlier that normal release does). The problem seems to be roboport wagon from 5dim-trains mod. It creates invisible entities "electric-pole-trans" and "roboport-trans" and on server those entities were duplicated (there were two copies of them) and on client side there were no duplicates. I'll investigate it some more sometime but right now this doesn't have high priority.

User avatar
Narc
Filter Inserter
Filter Inserter
Posts: 278
Joined: Mon Feb 11, 2013 7:25 am
Contact:

Re: [0.12.4][posila] Desync-prone map on headless server

Post by Narc »

posila wrote:[...]I'll investigate it some more sometime but right now this doesn't have high priority.
Fully understandable, thank you for looking into it. I'm somehow unsurprised to learn what the problem was. Either way, it's not a problem -- that world is now abandoned.

posila
Factorio Staff
Factorio Staff
Posts: 5202
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: [0.12.4][posila] Desync-prone map on headless server

Post by posila »

I investigated more and there is definitely something wrong in 5dim-trains. There is probably bug in tracking special 5dim wagons, because single roboport wagon is tracked as two wagons and that causes all sorts of problems to the mod, which eventually results to desync.
Moving the thread to "Won't fix" as it is not a bug in Factorio.

User avatar
Narc
Filter Inserter
Filter Inserter
Posts: 278
Joined: Mon Feb 11, 2013 7:25 am
Contact:

Re: [0.12.4][posila] Desync-prone map on headless server

Post by Narc »

posila wrote:Moving the thread to "Won't fix" as it is not a bug in Factorio.
Works for me, I'm gonna reclaim my disk space now.

Post Reply

Return to “Won't fix.”