CitiesSkylinesMultiplayer / CSM

Source code for the Cities: Skylines Multiplayer mod (CSM)

Home Page:https://citiesskylinesmultiplayer.com/

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Infinite downloading save

gskolber opened this issue · comments

Infinite loading at Downloading Save
A clear and concise description of what the bug is.

Just created a server and send it to my friend.

Screenshots
If applicable, add screenshots to help explain your problem.
image

Active DLCs
No DLCS

Active mods
Just multiplayer mod

Versions
Type /version into the in-game chat and paste the version numbers here:

  • Mod version: 2008.44.0.0
  • Game version: 1.13.2-f1-e12

LOG
[17:18:13.4717] [2008.44.0.0] [Info] The server has started.
[17:18:13.5467] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:05.4007] [2008.44.0.0] [Debug] Received ConnectionRequestCommand
[17:19:05.4047] [2008.44.0.0] [Info] Received connection request.
[17:19:05.4047] [2008.44.0.0] [Debug] Sending ConnectionResultCommand to client at [IP]:50813
[17:19:07.4157] [2008.44.0.0] [Info] Player Peterzin has connected!
[17:19:07.4187] [2008.44.0.0] [Debug] Sending ClientConnectCommand to all clients
[17:19:07.4187] [2008.44.0.0] [Debug] Sending PlayerListCommand to client at [IP]:50813
[17:19:07.4187] [2008.44.0.0] [Debug] Sending FinishTransactionCommand to all clients
[17:19:10.0378] [2008.44.0.0] [Debug] Sending WorldTransferCommand to client at [IP]:50813
[17:19:15.3997] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.4187] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.4377] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.4577] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.4767] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.4947] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.5137] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.5327] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.5537] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.5727] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.5917] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.6287] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:15.7007] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:17.1317] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients
[17:19:17.1507] [2008.44.0.0] [Debug] Sending PlayerLocationCommand to all clients

Some more information on the same/a similar issue @BluePhoenixGame posted on #219:

Summary

My client, who has a rather slow computer and connection, timed out when connecting. But he continued to load...

In the end he was disconnected, and didn't sync with me and couldn't be found on the players list. But he was playing on the world, because that had loaded.

If it is to any help, it usually takes quite long to start the game and load the world. Very long.
But the game doesn't freeze, just takes quite some time to load.

To Reproduce

Steps to reproduce the behavior:

  1. Start a game and host.
  2. Have someone with perhaps not the best PC configuration join.
  3. See "... is joining..." and chat.
  4. Then see in chat how client timed out, but from their point of view game just continued to load.
  5. Client loads into the world, but no synchronization is done and they are completely disconnected from the host.
commented

log-current.txt
output_log.txt
Heperkoo#3324 has the same issue and provided me with his log files. there are quite a lot of errors regarding the Simulation although I don't knwo if that's the issue.

commented

Exactly this happend to me and my buddy as well.

  1. We both ran a clean install with 2104.134 from workshop.
  2. open game, new map, start the server.
  3. I double checked whats shown in "Manage Server"
    -- exactly this moment my buddy connected. Took an eternity, he was playing suddenly.
  4. I was stuck with that grey out buddy is connecting... screen with server manager in the background.
    -- The escape menu was the only thing that was capable to become the top view.
  5. We both endet up restarting the game.
  6. I made sure to wait in the plain mad view without any menus open.
    -- especially NOT that "Manage Server" menu when anybody is connecting.
  7. No problems connecting - We both had a great time playing CSM

I unfortunately am not sure if I was shown a timeout for him as well.

Is it posible that this changed the server in a way that it create another Instance?
Thinking process:
The change of the port would have changed the server instance. Maybe even when just looking(?). So doing this would lead to the client connecting to a session tecnically not existing anymore. Ending with a server timeout for the client pov and the client then able to play the syncmap like singleplayer. The server unfortunately is deadlocked to the JoiningUsername + " is joining..." message of the ClientJoinPanel.cs because the MultiplayerManager.cs window somehow bugged to a point where it waits on the old session but actually got a new session with the same parameters overwriting the old?
Thats just me guessing tho...
I did some quick lookup and hope this might help you fixing this. You guys have a lot more insight I just took a few Minutes. I don't now if the MultiplayerManager.Instance.CurrentServer... would work like this. Again don't take this too seriuos, that's just me scratching at the surface of the code.

regards,
Eld0r

Same issue for me and a mate;
SteamWorkshop mods,
Game: 1.13.3-f9

Issue seems to persist regardless who of us hosts, this is the only mod loaded, no DLC enabled (forcing vanilla game for both players)

Connection: Directly over the web, no firewall (open ports enabled between us as we are tech savvy computer builders)
(No VPN in use)

Mine: Windows 10 21H2
Theirs: Windows 11 21H2

no means of a work around sadly.

commented

someone fixed it by adding disabling his antivirus and adding a windows firewall rule to grant cities skylines network acces and rebooting the PC