Mindustry
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Multiplayer: No units visible on client if server is connected via several network interfaces
Platform:
- Server: Linux
- Client: Tested with Mac and Android (same outcome)
Build: 140.4
Issue: Joining a game hosted by a friend of mine (@themad on Linux) does not work correctly.
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The remote server is listed with the error "Can't connect to host"
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However, when clicking on the server, the client does join the game successfully. However, no unit is visible on the client (on the server, the unit is visible) and all units moving around are invisible to the client. When units destroy or build buildings however, the change to the buildings (created building, destroyed building) is visible too.
Steps to reproduce: We actually found out what the problem was: The server is connected to the router via both wifi and ethernet. This seemed to somewhat confuse the game in this regard.
Save file: The save file is indeed irrelevant to reproduce the issue, see above. It is reproducible with a fresh campaign start. However, since I don't want my soul reaped, the zip from Settings -> Game Data -> Export Data while being connected to that server is attached. :-)
Place an X (no spaces) between the brackets to confirm that you have read the line below.
- [x] I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.
- [x] I have searched the closed and open issues to make sure that this problem has not already been reported.
AFAIK this a known problem in Linux, not a game - by default, any responses from any server service don't guarantee to use the source interface. There are several solutions to it, starting from iptables custom routing down to patching network drivers, but I guess you'll have to DYOR.
Hmm this may be the culprit behind a very similar problem that some steam lobbies have had for years
I've had this issue too, Anuke is unlikely to fix it as buying devices to try and find a workaround is expensive.
This looks like a weird issue with UDP packets, as pinging uses UDP, as does unit sync.
If even pinging doesn't work... it's probably a linux problem.