jordanmw

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Posts posted by jordanmw

  1. Getting some strangeness on theforest docker- seems to show up in steam server browser, but clients can't connect- even local area.  One of the errors before the server launches is:

    0089:err:winsock:interface_bind Failed to bind to interface, receiving broadcast packets will not work on socket 05fc

    other than that, it seems to start.  Could this be causing my connection issues? It prompts for my password but never lets the client in. Removed and re-downloaded, manually dumped all the files and still no luck.

     

    noticed a few other errors on startup:

    ErrorWarningSystemArrayLogin


    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80020302.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800000c2.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x80000202.
    0009:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00155543.
    002d:fixme:d3d:context_apply_draw_state OpenGL implementation does not support framebuffers with no attachments.
    002d:fixme:d3d:context_apply_draw_state OpenGL implementation does not support framebuffers with no attachments.
    002d:fixme:d3d:context_apply_draw_state OpenGL implementation does not support framebuffers with no attachments.
    ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
    ALSA lib conf.c:4568:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
    ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
    ALSA lib conf.c:4568:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
    ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
    ALSA lib conf.c:4568:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
    ALSA lib conf.c:5047:(snd_config_expand) Evaluate error: No such file or directory
    ALSA lib pcm.c:2565:(snd_pcm_open_noupdate) Unknown PCM default
    ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
    ALSA lib conf.c:4568:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
    ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
    ALSA lib conf.c:4568:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
    ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
    ALSA lib conf.c:4568:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
    ALSA lib conf.c:5047:(snd_config_expand) Evaluate error: No such file or directory
    ALSA lib pcm.c:2565:(snd_pcm_open_noupdate) Unknown PCM default
    Begin MonoManager ReloadAssembly
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\SteamworksManaged.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\SteamworksManaged.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\AmplifyOcclusion.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\AmplifyOcclusion.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.ClipperLib.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.ClipperLib.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.Ionic.Zip.Reduced.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.Ionic.Zip.Reduced.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.JsonFx.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.JsonFx.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.Poly2Tri.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Pathfinding.Poly2Tri.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\bolt.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\bolt.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\bolt.user.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\bolt.user.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\udpkit.common.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\udpkit.common.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\udpkit.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\udpkit.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Newtonsoft.Json.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\RestSharp.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\RestSharp.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\TheForest.Commons.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\TheForest.Commons.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\TheForest.Modding.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\TheForest.Modding.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\PlayMaker.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\PlayMaker.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Rewired_Core.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Rewired_Core.dll into Unity Child Domain
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Rewired_Windows_Lib.dll (this message is harmless)
    Loading Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\Rewired_Windows_Lib.dll into Unity Child Domain
    - Completed reload, in 0.286 seconds
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\System.dll (this message is harmless)
    OnLevelWasLoaded was found on FocusLostAudio
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on RoomLoader
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on PlaneCrashAudioState
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on SwitchGrassSettings
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on MenuMain
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on PlayerInventory
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on DeathMPTut
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on PlayerPreferences
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on DebugConsole
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on JSONLevelLoader
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on PauseMenuAudio
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on LevelLoader
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    OnLevelWasLoaded was found on PlayMakerFSM
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 376)

    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 4.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 5.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 6.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 7.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0 not supported for render target 4.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0 not supported for render target 5.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0 not supported for render target 6.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0 not supported for render target 7.
    The referenced script on this Behaviour (Game Object 'VR System') is missing!

    (Filename: Line: 1744)

    UnloadTime: 3.697800 ms
    Starting dedicated server
    Dedicated server info:
    IP:10.0.0.147, steamPort:8766, gamePort:27015, queryPort:27016
    players:4, admin password:'yes', password:'yes', autosave interval:15
    Game setup: Standard Multiplayer Server, New Normal game, slot Slot1
    The referenced script on this Behaviour (Game Object 'ropeRight') is missing!

    (Filename: Line: 1744)

    The referenced script on this Behaviour (Game Object 'ropeLeft') is missing!

    (Filename: Line: 1744)

    The referenced script on this Behaviour (Game Object 'BillBoardSheen') is missing!

    (Filename: Line: 1744)

    The referenced script on this Behaviour (Game Object 'BillBoardPickUp') is missing!

    (Filename: Line: 1744)

    The referenced script on this Behaviour (Game Object 'axleRotate') is missing!

    (Filename: Line: 1744)

    Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 4.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 5.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 6.
    0009:fixme:d3d11:d3d_blend_state_create Color mask 0x7 not supported for render target 7.
    UnloadTime: 5.248300 ms
    Skipping Steam initialization
    DS configurations tests: Start tests
    Fallback handler could not load library Z:/serverdata/serverfiles/TheForestDedicatedServer_Data/Mono/libc
    Fallback handler could not load library Z:/serverdata/serverfiles/TheForestDedicatedServer_Data/Mono/.\libc
    Fallback handler could not load library Z:/serverdata/serverfiles/TheForestDedicatedServer_Data/Mono/libc
    You configure ip address as 10.0.0.147 but your host IP seens to be 172.17.0.2

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\System.Configuration.dll (this message is harmless)
    Platform assembly: Z:\serverdata\serverfiles\TheForestDedicatedServer_Data\Managed\System.Xml.dll (this message is harmless)
    DS configurations tests: Host fail network configurations tests. Please check error log and your configuration.

    Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 62400.
    Total: 34.588600 ms (FindLiveObjects: 2.454600 ms CreateObjectMapping: 5.614500 ms MarkObjects: 26.246000 ms DeleteObjects: 0.266200 ms)

    Steam Manager Started.
    0009:fixme:ntdll:EtwEventRegister ({47a9201e-73b0-42ce-9821-7e134361bc6f}, 0x13f007240, 0x13f059578, 0x13f059570) stub.
    0009:fixme:ntdll:EtwEventRegister ({58a9201e-73b0-42ce-9821-7e134361bc70}, 0x13f007240, 0x13f0595b0, 0x13f0595a8) stub.
    0009:fixme:ntdll:EtwEventRegister ({3fa9201e-73b0-43fe-9821-7e145359bc6f}, 0x13f007240, 0x13f059540, 0x13f059538) stub.
    0009:fixme:ntdll:EtwEventRegister ({1432afee-73b0-42ce-9821-7e134361b433}, 0x13f007240, 0x13f0595e8, 0x13f0595e0) stub.
    0009:fixme:ntdll:EtwEventRegister ({4372afee-73b0-42ce-9821-7e134361b519}, 0x13f007240, 0x13f059620, 0x13f059618) stub.
    007b:fixme:wbemprox:wbem_locator_ConnectServer unsupported flags
    007b:fixme:wbemprox:client_security_SetBlanket 000000006775DD00, 0000000012697E20, 10, 0, (null), 3, 3, 0000000000000000, 0x00000000
    007b:fixme:wbemprox:client_security_Release 000000006775DD00
    0028:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
    0073:fixme:iphlpapi:NotifyAddrChange (Handle 0x29b50610, overlapped 0x29b50618): stub
    0028:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
    007b:fixme:wbemprox:enum_class_object_Next timeout not supported
    0028:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
    0028:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
    GameServer init success. Port: 27015
    Set a Logon
    dbus[118]: arguments to dbus_connection_send_with_reply_and_block() were incorrect, assertion "connection != NULL" failed in file ../../../dbus/dbus-connection.c line 3544.
    This is normally a bug in some application using the D-Bus library.

    D-Bus not built with -rdynamic so unable to print a backtrace
    wine: Assertion failed at address 000014B20224F7BB (thread 0028), starting debugger...
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    007f:fixme:dbghelp:elf_search_auxv can't find symbol in module
    0073:fixme:winsock:WS_setsockopt SO_SNDBUF ignoring request to disable send buffering
    0073:fixme:winsock:WS_setsockopt SO_SNDBUF ignoring request to disable send buffering
    0073:fixme:winsock:WS_setsockopt SO_SNDBUF ignoring request to disable send buffering
    0073:fixme:winsock:WS_setsockopt SO_SNDBUF ignoring request to disable send buffering
    Connected to Steam successfully
    The Forest Server is not VAC Secure!
    Game server SteamID:85568392922644123
    CoopSteamManager Initialize
    CoopLobby.LeaveActive instance=
    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    0009:fixme:winsock:WSAIoctl WS_SIO_UDP_CONNRESET stub
    CoopPlayerCallbacks::BoltStartBegin CoopVoice.VoiceChannel:[UdpChannelName Voice:1]
    0089:err:winsock:interface_bind Failed to bind to interface, receiving broadcast packets will not work on socket 05fc.
    InvalidCastException: Cannot cast from source type to destination type.
    at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)
    at UdpKit.UdpEvent.As[UdpEventStartDone] () [0x00000] in <filename unknown>:0
    at BoltCore.PollNetwork () [0x00000] in <filename unknown>:0
    at BoltCore.Poll () [0x00000] in <filename unknown>:0
    at BoltPoll.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    Got logged out of Steam
    Connected to Steam successfully
    The Forest Server is not VAC Secure!
    Game server SteamID:xxxxxxxxxxxxxx

     

    another attempt:

    GameServer init success. Port: 27015
    Set a Logon
    0074:fixme:iphlpapi:NotifyAddrChange (Handle 0x2aa00610, overlapped 0x2aa00618): stub
    Connected to Steam successfully
    The Forest Server is VAC Secure!
    Game server SteamID:xxxxxxxxxxxxxxxxxxxxxx
    CoopSteamManager Initialize
    CoopLobby.LeaveActive instance=
    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    (Filename: Line: 371)

    0009:fixme:winsock:WSAIoctl WS_SIO_UDP_CONNRESET stub
    CoopPlayerCallbacks::BoltStartBegin CoopVoice.VoiceChannel:[UdpChannelName Voice:1]
    007d:err:winsock:interface_bind Failed to bind to interface, receiving broadcast packets will not work on socket 05a4.
    InvalidCastException: Cannot cast from source type to destination type.
    at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)
    at UdpKit.UdpEvent.As[UdpEventStartDone] () [0x00000] in <filename unknown>:0
    at BoltCore.PollNetwork () [0x00000] in <filename unknown>:0
    at BoltCore.Poll () [0x00000] in <filename unknown>:0
    at BoltPoll.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

  2. Having issues getting the latest beta on 7d2d- kinda like what happened with alpha 18.  I try to do the -beta latest_experimental game parameters and it doesn't load the new build.  I was hoping it was just something simple but even if I wipe the whole thing and redownload it- is just loads the 18.4 version that is in the main branch.  Maybe they changed something again and threw your docker off?  I can provide logs if needed.

  3. Yup, possible and not terribly hard but I will say that threadripper is certainly what I would recommend.  I initially got a 1920 and went to a 2950 after finding that the extra cores are almost a necessity if you want to run anything else- maybe a docker or two.  My wife and I built our beast to do our weekly lan party with another couple.  They don't have to bring anything over to play, and I don't spend all evening setting up their machines, getting updates, ect.  I also have 4 kids, so 4 gamers 1 cpu was a need more than a want- and boy has it come in handy after the lockdown.  You can check out my profile for build specs and challenges that I ran into.  

  4. Got 2 of the 4 vms back up by grabbing some old configs and img files, grabbing some isos and a few minutes searching the forums when I hit errors. I guess I need to refine my backup/ restore process since this is the second time I've had to perform it.  My biggest fault was not noticing one of my backup locations was assigned to the array disk that failed.  I guess it screwed me up that there were 3 different locations that had to be empty.  Rookie mistake I guess, but I thought I had some ability to recover with a new disk as long as i caught it quickly.  Even had a spare ready to drop in, and somehow i still lost a couple days of uptime. It might have been a bigger deal if these were anything but gaming machines and servers. My kids might disagree, but they're lucky to have it at all. 

  5. On 5/20/2020 at 11:44 AM, johnnie.black said:

    The problem likely resulted from this, but can't say more without diags.

    Here are a few of the last diags before the array went offline.

     

    I realize now that I am missing my iso share and and whatever else was in my /mnt/user, that means there are probably more things missing than I thought.  Any other hopeful methods to recover or rebuild- I do have the xml config backups for my vms also.

    download_2020-05-21_13-44-17.zip

  6. Ok Johnnie, I'll assume that had something to do with it.  Here is the questions I have at this point:

    1. At what point does a disk failure take all the data on that disk- with it?

    2. Should I be preventing parity from syncing if I see errors?

    3. Will a reboot or stopping/starting the array make things worse?

    4. If I did see the errors- and wanted to MAKE ABSOLUTELY sure that I could recover- what are the best practices?

    5. Is there anything else I can do to make sure I have enough redundancy to recover if I do notice errors on one of my disks?

     

    Sorry for all the questions, but I really thought I had a hold of this process until my disk failure made everything melt down.  I have backups of the really important stuff but really thought it was more resilient to a single disk failure.

     

    I guess the last question would be- is there a way to get back to just having errors on one drive- so I can go through the process from the point of those errors showing- or did replacing that drive and attempting a rebuild screw up any chance I had of getting things back to that error state?

  7. 2 minutes ago, johnnie.black said:

    Drive failure not the same as filesystem corruption, Unraid can only help with the former, though sometimes a drive failing might corrupt the filesystem.

    I guess I must be in that fun category then Jonnie!  My disk was showing errors- so I went through the recommendations on the forum/support faqs to replace the device that had errors. Should I have gone through some other process before I replaced the drive- or after?  Shouldn't unraid been able to rebuild that drive since parity and all other disks were good?  Are we saying that the file system corruption had gone on for so long that the rebuild just rebuilt garbage back onto the drive?

     

    What other things should I be doing to assure a failure like this doesn't occur again?  Am I really SOL to get that disk data back? Is there some other file system I should consider that makes things more reliable or easier to recover?

  8. I went through all of those suggestions and am pretty bummed out that it errored at every attempt of reading the filesystem and all repair attempts.  I guess I expected this to be a non-issue and unraid to handle a single drive failure much better than I am seeing.  I would still really like to recover- and just noticed that my backup got overwritten last night!

    I wasn't holding much on that drive but had some unraid system files there- just not sure which ones were pointed to that disk.

    The diagnostic that was attached above was from before I lost my backup with last night's overwrite.

    Anyone have any suggestions on recovering OR rebuilding?  I still have my VM images, and system\docker and system\libvirt- not sure what else I'm missing.  Can someone help? 

     

    Also- is there any way to better prepare for a single drive failure- dual parity or some better way to configure my disks to prevent a single disk from taking down my dockers and vms? Shouldn't the contents of the disk have been emulated when the disk failed? 

  9. I'm sure there are too many of these posts to count, but I am having this issue after replacing a drive with errors.  I replaced disk2 on my array after seeing some errors and the array not starting.  I had a replacement drive ready and used the typical process here: https://wiki.unraid.net/Replacing_a_Data_Drive to do so.  After the rebuild completed, the drive was not mountable so I thought I could scan and repair the drive with the array started since it is btrfs- but the options are greyed out.  I tried from the terminal and it also threw an error.  I really didn't have a lot of data on that drive that I care about but I can't even start the array and would really like to recover if possible.  Attached diagnostics.

     

    Any suggestions to get things back to normal without loss?  My parity and other disks never ran into any issues, so I should be able to recover, no?

    tower-diagnostics-20200519-1940.zip

  10. Hmm, nice build.  Having a little RAM envy over here.  This is what I have currently:

    Asrock taichi x399 with Tr2950 (but started with a 1920x.)

    64Gb Corsair Dominator

    2x WD 1Tb nvme Passed to 2 machines

    2x Plexstor 512 Gb Passed to 2 machines

    2x Samsung 1Tb for cache array

    3x WD 3Tb array data

    2x 2070RTX EVGA

    2x 960 EVGA SSC

    Allegro pro 4x USB pcie

    U.2 port to pcie 4x adapter

    4x insignia usb hubs

     

    My use case is a bit different- using it for a 4 headed gaming machine.  Looks like with what you are planning, you'll have quite a bit of capacity sitting idle.  Should be plenty powerful to spin up a couple nice VMs in addition to your docker implementations.

  11. 1 hour ago, jchase222 said:

    AppData ---> 7D2D ---> serverconfig.xml

     

    That is the file that i changes settings in and i did not change the filename. I made the correct changes to mirror a server that I have running on a windows VM. That is the only place that i know of to change ingames settings. 

     

    I stopped the docker made the changes to the serverconfig file. Then started it back up and poof all settings reverted back to when docker was originally installed.

    If there was a version update- sometimes they will replace the config with a vanilla one.  I always just make a backup before restarting the docker and restore over the vanilla.  I do know that some options change on occasion when versions do, so you may have to recreate a new config based on the vanilla.  Definitely not a problem with the docker- we played our 28 day horde last night with my crew of 6 and they took down our entire base!  So much fun.

    • Like 1
  12. Doing exactly that- with slightly more powerful hardware:

    Asrock taichi x399 with Tr2950 (but started with a 1920x that I am looking to sell.)

    64Gb Corsair Dominator

    2x WD 1Tb nvme Passed to 2 machines

    2x Plexstor 512 Gb Passed to 2 machines

    2x Samsung 1Tb for cache array

    3x WD 3Tb array data

    2x 2070RTX EVGA

    2x 960 EVGA SSC

    Allegro pro 4x USB pcie

    U.2 port to pcie 4x adapter

    4x insignia usb hubs

     

    We play several games that have a local Docker server like 7 days to die and Ark- which run on the same physical machine with @ich777 's magnificent dockers.  We also do a lot of other AAA titles like monster hunter world, borderlands games, fortnite, ect.  Rarely encounter any stutter or real issues with my setup.  It did take quite a while to get everything dialed in perfectly, and the performance tuning is still quite the process- but I have had everything solid for months and even had to recover my machines once- so pretty confident in that process also.  Be aware that USB will be one of the larger challenges to get everyone able to use their own usb CONTROLLER.  The allegro pro I bought has been discontinued- so getting everyone their own controller on a interface that is still available when 4 GPUs are in- will be difficult.

    • Like 1