mojira.dev
BDS-22768

Server unusable after the update where we needed AppCertificate.pfx

Heres the output. it looks fine to me…

NO LOG FILE! - setting up server logging...
[2025-06-28 07:51:08:938 INFO] Starting Server
[2025-06-28 07:51:08:938 INFO] Version: 1.21.92.1
[2025-06-28 07:51:08:939 INFO] Session ID: 3eb4524a-d320-4347-bc97-8ad17a43e729
[2025-06-28 07:51:08:939 INFO] Build ID: 34417702
[2025-06-28 07:51:08:939 INFO] Branch: r/21_u9
[2025-06-28 07:51:08:939 INFO] Commit ID: 7473620acd458b6dc1885615e752aad5c2877b76
[2025-06-28 07:51:08:940 INFO] Configuration: Publish
[2025-06-28 07:51:08:944 INFO] Level Name: mmmma
[2025-06-28 07:51:08:952 INFO] No CDN config file found for dedicated server
[2025-06-28 07:51:08:953 INFO] Game mode: 0 Survival
[2025-06-28 07:51:08:953 INFO] Difficulty: 1 EASY
[2025-06-28 07:51:08:954 INFO] Content logging to console is enabled.
[2025-06-28 07:51:08:954 INFO] AuthHelper loading cert AppCertificate.pfx
[2025-06-28 07:51:08:955 WARN] AuthHelper could not find cert
[2025-06-28 07:51:10:730 INFO] Content logging to disk is enabled. Writing log to: ContentLog2025-06-28_07-51-10
[2025-06-28 07:51:10:732 INFO] Experiment(s) active: biom, ucft, gtst, vtra, arma, 25d2, lbar
[2025-06-28 07:51:10:732 INFO] Opening level 'worlds/mmmma/db'
[2025-06-28 07:51:10:814 INFO] [SERVER] Pack Stack - None
[2025-06-28 07:51:15:234 INFO] IPv4 supported, port: 19132: Used for gameplay and LAN discovery
[2025-06-28 07:51:15:234 INFO] IPv6 supported, port: 19133: Used for gameplay
[2025-06-28 07:51:15:469 INFO] Server started.

And heres the properties…

server-name=My amazing server!
# Used as the server name
# Allowed values: Any string without semicolon symbol.
gamemode=survival
# Sets the game mode for new players.
# Allowed values: "survival", "creative", or "adventure"
force-gamemode=false
# force-gamemode=false (or force-gamemode is not defined in the server.properties)
# prevents the server from sending to the client gamemode values other
# than the gamemode value saved by the server during world creation
# even if those values are set in server.properties after world creation.
# 
# force-gamemode=true forces the server to send to the client gamemode values
# other than the gamemode value saved by the server during world creation
# if those values are set in server.properties after world creation.
difficulty=easy
# Sets the difficulty of the world.
# Allowed values: "peaceful", "easy", "normal", or "hard"
allow-cheats=false
# If true then cheats like commands can be used.
# Allowed values: "true" or "false"
max-players=5
# The maximum number of players that can play on the server.
# Allowed values: Any positive integer
online-mode=false
# If true then all connected players must be authenticated to Xbox Live.
# Clients connecting to remote (non-LAN) servers will always require Xbox Live authentication regardless of this setting.
# If the server accepts connections from the Internet, then it's highly recommended to enable online-mode.
# Allowed values: "true" or "false"
allow-list=false
# If true then all connected players must be listed in the separate allowlist.json file.
# Allowed values: "true" or "false"
server-port=19132
# Which IPv4 port the server should listen to.
# Allowed values: Integers in the range [1, 65535]
server-portv6=19133
# Which IPv6 port the server should listen to.
# Allowed values: Integers in the range [1, 65535]
enable-lan-visibility=true
# Listen and respond to clients that are looking for servers on the LAN. This will cause the server
# to bind to the default ports (19132, 19133) even when `server-port` and `server-portv6`
# have non-default values. Consider turning this off if LAN discovery is not desirable, or when
# running multiple servers on the same host may lead to port conflicts.
# Allowed values: "true" or "false"
view-distance=9999999999999999999999999
# The maximum allowed view distance in number of chunks.
# Allowed values: Positive integer equal to 5 or greater.
tick-distance=12
# The world will be ticked this many chunks away from any player.
# Allowed values: Integers in the range [4, 12]
player-idle-timeout=0
# After a player has idled for this many minutes they will be kicked. If set to 0 then players can idle indefinitely.
# Allowed values: Any non-negative integer.
max-threads=0
# Maximum number of threads the server will try to use. If set to 0 or removed then it will use as many as possible.
# Allowed values: Any positive integer.
level-name=mmmma
motd=You are playing in this server. Happy Happy Happy.
# Allowed values: Any string without semicolon symbol or symbols illegal for file name: /\n\r\t\f`?*\\<>|\":
level-seed=
# Use to randomize the world
# Allowed values: Any string
default-player-permission-level=member
# Permission level for new players joining for the first time.
# Allowed values: "visitor", "member", "operator"
texturepack-required=false
# Force clients to use texture packs in the current world
# Allowed values: "true" or "false"
content-log-file-enabled=true
# Enables logging content errors to a file
# Allowed values: "true" or "false"
compression-threshold=1
# Determines the smallest size of raw network payload to compress
# Allowed values: 0-65535
compression-algorithm=zlib
# Determines the compression algorithm to use for networking
# Allowed values: "zlib", "snappy"
server-authoritative-movement=server-auth
# "client-auth": Server has no authority and accepts all positions from the client.
# Changes the server authority on movement:
# "server-auth-with-rewind": The server will replay local user input and will push it to the Client so it can correct the position if it does not match.
# "server-auth": Server takes user input and simulates the Player movement but accepts the Client version if there is disagreement.
player-position-acceptance-threshold=0.5
#       The clients will rewind time back to the correction time, apply the correction, then replay all the player's inputs since then. This results in smoother and more frequent corrections.
# This is the tolerance of discrepancies between the Client and Server Player position. This helps prevent sending corrections too frequently
# Only used with "server-auth-with-rewind".
# for non-cheating players in cases where the server and client have different perceptions about when a motion started. For example damage knockback or being pushed by pistons.
# The higher the number, the more tolerant the server will be before asking for a correction. Values beyond 1.0 have increased chances of allowing cheating.
# The amount that the player's attack direction and look direction can differ.
player-movement-action-direction-threshold=0.85
# direction of the players view and the direction the player is attacking
# Allowed values: Any value in the range of [0, 1] where 1 means that the
# must match exactly and a value of 0 means that the two directions can
# differ by up to and including 90 degrees.
server-authoritative-block-breaking-pick-range-scalar=1.5
# If true, the server will compute block mining operations in sync with the client so it can verify that the client should be able to break blocks when it thinks it can.
# Allowed values: "None", "Dropped", "Disabled"
chat-restriction=None
# "None" is the default and represents regular free chat.
# This represents the level of restriction applied to the chat for each player that joins the server.
# "Dropped" means the chat messages are dropped and never sent to any client. Players receive a message to let them know the feature is disabled.
# "Disabled" means that unless the player is an operator, the chat UI does not even appear. No information is displayed to the player.
disable-player-interaction=false
# If true, the server will inform clients that they should ignore other players when interacting with the world. This is not server authoritative.
client-side-chunk-generation-enabled=true
# If true, the server will inform clients that they have the ability to generate visual level chunks outside of player interaction distances.
block-network-ids-are-hashes=true
# If true, the server will send hashed block network ID's instead of id's that start from 0 and go up.  These id's are stable and won't change regardless of other block changes.
disable-persona=false
# Internal Use Only
disable-custom-skins=false
# If true, disable players customized skins that were customized outside of the Minecraft store assets or in game assets.  This is used to disable possibly offensive custom skins players make.server-build-radius-ratio=0.0
# If "Disabled" the server will dynamically calculate how much of the player's view it will generate, assigning the rest to the client to build.
# Allowed values: "Disabled" or any value in range [0.0, 1.0]
# Otherwise from the overridden ratio tell the server how much of the player's view to generate, disregarding client hardware capability.
# Only valid if client-side-chunk-generation-enabled is enabled
allow-outbound-script-debugging=false
# Allows script debugger 'connect' command and script-debugger-auto-attach=connect mode.
allow-inbound-script-debugging=false
# Allows script debugger 'listen' command and script-debugger-auto-attach=listen mode.
#force-inbound-debug-port=19144
# Locks the inbound (listen) debugger port, if not set then default 19144 will be used. Required when using script-debugger-auto-attach=listen mode.script-debugger-auto-attach=disabled
# "disabled" will not auto attach.
# Attempt to attach script debugger at level load, requires that either inbound port or connect address is set and that inbound or outbound connections are enabled.
# "connect" server will attempt to connect to debugger in listening mode on the specified port.
# "listen" server will listen to inbound connect attempts from debugger using connect mode on the specified port.
script-debugger-auto-attach-connect-address=localhost:19144
# When auto attach mode is set to 'connect', use this address in the form host:port. Required for script-debugger-auto-attach=connect mode.
#script-watchdog-enable=true
# Enables the watchdog (default = true).
#script-watchdog-enable-exception-handling=true
# Enables watchdog exception handling via the events.beforeWatchdogTerminate event (default = true).
#script-watchdog-enable-shutdown=true
# Enables server shutdown in the case of an unhandled watchdog exception (default = true).
#script-watchdog-hang-exception=true
# Throws a critical exception when a hang occurs, interrupting script execution (default = true).
#script-watchdog-hang-threshold=10000
# Sets the watchdog threshold for single tick hangs (default = 10000 ms).#script-watchdog-spike-threshold=100
# Sets the watchdog threshold for single tick spikes.
# Warning is disabled if property left unset.#script-watchdog-slow-threshold=10
# Warning is disabled if property left unset.
# Sets the wachdog threshold for slow scripts over multiple ticks.
#script-watchdog-memory-warning=100
# Produces a content log warning when the combined memory usage exceeds the given threshold (in megabytes).
# Setting this value to 0 disables the warning. (default = 100, max = 2000)
#script-watchdog-memory-limit=250
# Saves and shuts down the world when the combined script memory usage exceeds the given threshold (in megabytes).
# Setting this value to 0 disables the limit. (default = 250, max = 2000)

emit-server-telemetry=true
# Enabling this telemetry helps us improve the game.
# Allowed values: booleans (true, false)

from mcrcon import MCRcon

enable-rcon=true
rcon.port=25575
rcon.password=ohnopassword

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Same issue. When server starts, the following is displayed:

[2025-06-30 16:05:18:283 INFO] AuthHelper loading cert AppCertificate.pfx
[2025-06-30 16:05:18:284 WARN] AuthHelper could not find cert

The server shows as if running at this point, but cannot be reached by clients.

I just start the sever and the error accoured

I thought that I could just join using ip and port but it's not coming. The server says that it is on but clients can't connect.

s300mehran

(Unassigned)

Unconfirmed

Retrieved