The second player on the server shows no connected message. When they connect it shows their name as Steve in game.
When they disconnect their proper name shows up but their XUID does not show up.
This is different from the other post where the online-mode was set to false.
In the BDS, server.properties, online-mode=true
I have been experiencing the same problems.
I wonder if the 200 mob count is combined between all regions, Overworld, Nether, The End.
I was trying to get my mob spawner to work and changed the tick distance to 12 but I think that has the opposite effect. Setting the tick-distance=4, I immediately started seeing more mobs.
How does having the full path help? Is there any way to automate the backup of these files?
I wonder if this is related to symptoms you see with other bug: BDS-4902. I also cannot reproduce.
Would you mind sharing your server.properties file.
I noticed that you are on build 2004 of Windows 10. Did you have this problem prior to upgrade or has it always existed? They changed some settings for UWP in 2004 and I wonder if any of the mare related.
Have you run the checkisolation fix provided in the bedrock_server_how_to.html
Other than Windows Firewall / Defender, do you run any other antivirus / firewall software?
Do you connect to the server using the Friends / LAN Games Tab or do you use the servers tab?
I think I usually use the servers tab and connect using 127.0.0.1 / port 19132 to hit the local server without problems.
I too have noticed that if I use the LAN mode it does not work 100% of the time if I'm running the dedicated server on the same host.
This is a very simple workaround if it works for you.
Which Difficulty are you set for?
I have noticed if I toggle to Hard Mode for a short time and back to Normal several enemies spawn.
This feature is needed on both Ubuntu and Windows. There is currently no safe way for an outside application to call for Save or shutdown when the server is running.
What platform are the users connected from? We are seeing a similar issue with one of our users connects via PS4. It isn't allowing them box to connect to XBOX account.
When they connect to the BDS, does their XUID show up in the log? If so you can add it to permissions.json instead of opping each time.
[
{
"permission" : "operator",
"xuid" : "123456789123456789"
}
]
So is this necessarily a bug, or just poor documentation?
@IonicEcko This is definitely still an issue. I can't speak for OP. I have been running it as a second processor on my Windows desktop because the performance night and day different to Ubuntu. I have also tried updating to the latest kernel for 18.04 just to be sure.
@Antoly Sokolov It only partially supports Multi-core. From what I have read, chunk loading uses multiple processes. I have also seen multiple threads created when I enable tickingarea, but I don't watch it close enough.
I have noticed if I start up the server and just stop it it rarely happens.
It is 100% if a user is connected which is expected.
I thought it might have something to do with ticking areas being enabled as turning that off helped reduce it but not 100%.
I
I can reproduce on Ubuntu. I have also since experienced it on Windows.
[media]but it is less common.
[media]
I still receive this error on both Windows and Linux.
1.14.30.2 — Still experiencing the issues. If no users connect to the server, it does not crash on shutdown.
If a user connects and disconnects, if the server is topped, it will crash.
Been seeing additional issues, outside of zoning in to the nether. This issue persists into 1.14.30. When running the same world on Windwos it much improved.
It has become significantly slower with several animals, bees and campfires around. Riding in a minecart is slower than expected and I was able to pass it while walking. So trying some new things.
So to do further testing, I loaded up Ubuntu 18.04 from within Windows 10.
I'm proud to say I can reproduce the problem. Don't get me wrong it is running on faster hardware and goes way faster. When I have it set for 0 threads instead of 4 threads, it takes nearly 5-6 times longer. I suspect there is something in the thread code that requires launching and returning from the thread that slows it down. On most fast computers this wouldn't be noticeable because you are going from 1-2 seconds to 6-7 seconds. However on the slower hardware, which has significantly more threads it goes from about 5-6 seconds to 40-45 seconds.
I will try to do more testing tomorrow, but I'm wondering if when in Ubuntu, it is using the actually max-thread count.
If this is the case, it explains so much. On the faster machine, the max count is 32,768 threads.
On my server machine, the max threads is 2,061,577! I'm wondering if it doesn't cap by logical processor count.
It could be something with the architecture and memory of the server. It has multiple processors and it could be that it doesn't like crossing processors.
I have tried porting the world over to windows and it does improve. There are some other issues going on as well that just started happening.
Created a new world and with new installation. Confirmed that the problem is reproducible with brand new world.
Confirmed that if I make a new server on the Ubuntu that it is not having the problems. However when I transferred the world files from the other existing world to windows, it had no problems as well.
So it seems to only happen with the world while being run on Ubuntu.
Is there some sort of repair I can do on the environment?
Just submitted support ticket.
Using family plan, was difficult to get the launcher even to recognize. Under child family account was signed into computer and signed into the microsoft store. Within the store, sign out of child profile and back in as adult. Go to Minecraft for PC and Java, should recognize parent account and install. Sign out of Microsoft store and back in as Child. Close both the store and launcher.
That much gets it to recognize the install for Minecraft, but now it won't let us create a Minecraft Java profile for the child account.
If there are specific logs that you require, please let me know.