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Found 9 results

  1. Hi, I'm having issues hosting more than one dedicated reforger server on the same system, behind the same public IP. I can run a single server without problems, but if I try to launch a 2nd instance, with different configs, that 2nd one will cause the 1st one to shut down. The last log messages left behind by the server getting shutdown are the following, verbatim: BACKEND (W): DS Room/ Server not exist anymore, shutting down... BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_LOBBY_DSHeartbeatS2S] Error Code:404 - Not Found, apiCode="DedicatedServerNotFound", message"Dedicated server not found" RPL : IReplication:: Finishing... RPL : rpl::PiP::ProcessNetToGame RPL : IReplication: Finished RPL : Pip::Destroy ENGINE : Game Destroyed. RPL : Pip::Destroy This is not a port binding/conflict/forwarding issue. I can run, join, and play in each instance independently, as long as it's the only one running. (Group members outside the LAN can also join and play just fine.) For example, here's relevant info from each instance's .json config file: Server 1 { "bindAddress": "0.0.0.0", "bindPort": 1989, "publicAddress": "", "publicPort": 1989, "a2s": { "address": "0.0.0.0", "port": 17777 }, // ... } Server 2 { "bindAddress": "0.0.0.0", "bindPort": 2001, "publicAddress": "", "publicPort": 2001, "a2s": { "address": "0.0.0.0", "port": 17778 }, // ... } I'm speculating, but based on log messages each server has about successfully registering with the backend, using <ip>:<port>, it seems as if the instance that registers itself last with the BI backend causes the 1st one to be removed from the backend, which then causes the 1st server's attempt to find/keep itself in the backend on an interval (i.e. the "heartbeat") to fail and shut down. Regardless of whether my speculative root-cause is correct or not, is there a way around this so I can host both instances simultaneously? I'm just trying to host 2 (password-protected) dedicated servers/instances for my group, on the same physical system, with different mod sets, b/c it would be easier than having to SSH and modify JSON config files every single time before playing (e.g. changing mods, etc). The physical system is in my home, and thus behind the same public IP (which may be relevant); this is not through a 3rd party provider. This cannot be changed. Help is appreciated. PS: If not currently possible, BI taking note of this need and/or requirement would be nice.
  2. Sup all! Do you know if there's a event handler that fires from the client side when the player disconnects? I'm working on a survival mod wich persists player info into a database, and need to force an update when the client disconnects. If I use the serverside events (HandleDisconnect, onPlayerDisconnected, and so on), some player data is not available because the client is no more online, and cannot query for it. Thanks in advance.
  3. So we have been experiencing a weird issue on our Arma 3 dedicated server for half a year. Every time when we have a mission with 6 or more players attendance, they will receive the "No Message Received" error and get disconnected after an hour of gaming in the server. The strangest thing is that sometimes we will have one exceptional player remain in the server, while those out there would not be able to reconnect or find the server on server browser. Even trying to connect through stream friends is no use. Looking at the server connection, the bandwidth usage will drop to 0 Mbps even there's still active player inside. In the ranking site our server listed on, it will also show it as offline. After 5 or 10 minutes the server will resolve itself, but it may repeat the same process after 5 minutes of gaming. We used to run 58 mods on a private dedicated server, now we are running it on a rented server. However, the issue seems to stick with us along the way. I recently talked to the hosting company, they said all the connection was normal on their end. We also tried reducing the number of mods to 31, but it is still the same. Did anyone encounter a similar issue before? Please help us I am happy to chat on discord or any platforms to send more details and rpt files.
  4. ShrapnelbobBloodpants

    Disconnect When Join Friend

    Hello, I have an answer to a very frustrating problem, so I made an account to post the info in case it helps someone. I play Arma 3 multiplayer with a friend. Usually we play something like Escape 10 Malden, just him and I against the AI. I would host and set up the game, but when he tried to join, he would be instantly disconnected. I'd see a message like "Friend's Name joining", followed by "Friend's Name disconnected" a few seconds later. We tried a million things like port forwarding etc, without success. Through trial, error and luck, we got around the issue. 1. I host the game as normal, and wait at the player type selection screen. 2. I select my player name, and drag it over the player type (e.g. autorifleman) I want to be (DO NOT let go of mouse button). 3. I tell him to join my game. 4. When I see "Friend's Name connecting", I release the mouse button over my desired player type. 5. My friend should now appear in the player list with no problems. edit: You need to time the mouse button release between "Player connecting" and "Player connected" Hope this helps!
  5. Hi, bought the game yesterday, played for about 2 hours in the singleplayer and then moved to multiplayer. On every server, I try to play I get disconnected after 5 minutes with the message "No message received for x seconds". It's like something in my pc blocks the multiplayer for this game because my internet is fine. Please help me find a solution.
  6. I have a massage on link plz help massage is No massage reicived for xx second https://www.img.in.th/image/NE17
  7. When I start Arma 3 without any mods and try to join a King of the kill server I get a message after a while that says: Connection failed. I then looked at the server browser and Koth servers have a red cross to the left of them, saying I have the wrong version. I then went back to Main menu and there is a message down to the right from "Spotrep" which linkgs to the Devblog about patch 1.7. My game version is apparently: Launcher version: 1.5.141155 Game version: 1.68.141559 Branch: profiling Why can't I download 1.7? Is that the problem? Best regards
  8. Hello, we are running an Altis Life server with @extDB2 and @asm. Since the last update 1.56 we've got some problems with our server performance. Sometimes if one player gets back to the lobby, our rpt log outputs the following message: 2016/04/14, 14:10:37 Client: Remote object 5:0 not found After this message the rpt log gets spammed with the following message multiple times per second: 2016/04/14, 14:10:37 Update of nonlocal object 2:4527 called We have tried to run the newest performance build but the same issue occured. It does not happen every server session (6 hours). Our server FPS are affected from the log spamming. Sometimes the log file is larger than 20 MB per session. Is someone else also experiencing this issue?
  9. Hello guys, in arma 3 there is an already opened issue. The issue is that a linux headless client (HC) which is connected to a linux game server gets kicked for signature timeout after some time. The command line parameter -cpucount=1 passed at HC start can extend the time until it gets kicked from some minutes (without cpucount=1) to some hours. In my case the HC gets kicked after nearly exact 3 1/2 hours. I wrote a script at my linux machine which reconnects the HC after it was kicked within a minute. Now the problem. I m editing a domination map created by Xeno to implement some minor features. I want that features executed at HC if it is connected. I know that I can detect HC with if (!isNil "HC_D_UNIT") then { _hc_present = true; }; Where HC_D_UNIT is the name of the HCs game logic. What Xeno did in his d_init.sqf is something like that: if (isNil "HC_D_UNIT") then { HC_D_UNIT = _this; }; _this represents the server which means if I try to detect the HC as mentioned above then _hc_present is always true because it points to the server now. I think Xeno did that to ensure that all work which is thought to be done by HC should be done by server if HC is not connected until a timout. I wont change Xenos code cause i dont know what depends on it. What I need now is another method to detect if the HC is present or not. Thank you for any advise.
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