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Optimize overhead on local, non dedicated servers

Open Mydayyy opened this issue 5 years ago • 7 comments

Mydayyy avatar Feb 27 '21 13:02 Mydayyy

Hey, I would like to add this mod to a CO-OP playthrough with my friends, is this a possibility now or has this not been fulfilled?

Liamswin01 avatar Jul 25 '23 17:07 Liamswin01

Hey!

I hope you are doing well.

In general, back when this issue was created was completely possible - this overhead which this is about is really just about optimizing the last bit out of that functionality.

But: I have not tested the mod thoroughly in local servers the last few updates, so you have to try to add it and see if it works.

Keep in mind that its best to use local saves for this mod, since the cloud save functionality did not exist back when it was developed and it has some issues, see here: https://github.com/Mydayyy/Valheim-ServerSideMap/issues/47#issuecomment-1520094450

Best Regards Mydayyy

Mydayyy avatar Jul 25 '23 17:07 Mydayyy

Hi, thanks for replying so fast!

Me and my friends have downloaded and installed this mod with all the settings being the same, it worked at first for them (my progress being shared to them) and not for me.

I then moved the world from the cloud to being saved locally and it stopped working altogether for some reason, not entirely sure why.

If you could shed some light on why this would have happened it would be perfect.

Thanks, Liam.

Liamswin01 avatar Jul 25 '23 17:07 Liamswin01

Me and my friends have downloaded and installed this mod with all the settings being the same, it worked at first for them (my progress being shared to them) and not for me.

This could very well be some changes inside the code of valheim. Especially recently they started refactoring the network related code quite a lot.

I then moved the world from the cloud to being saved locally and it stopped working altogether for some reason, not entirely sure why.

Inside the logs you can check the path of the .explored file which it is trying to access. That is the path where the data is saved into. Although this should only be relevant to persist. During an active session, progress should be relayed correctly nonetheless.

Can you check the log files for any errors?

Mydayyy avatar Jul 25 '23 17:07 Mydayyy

So, the only error I am finding in the log files is this.

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: ZNet.ListContainsId (SyncedList list, System.String id) (at <2959d3c128e64c61a08dcc9bb6744ec3>:0) PieceManager.RegisterClientRPCPatch.Postfix (ZNet __instance, ZNetPeer peer) (at <77ad6e0d5dd9498693b037952210adc1>:0) (wrapper dynamic-method) ZNet.DMDZNet::OnNewConnection(ZNet,ZNetPeer) ZNet.CheckForIncommingServerConnections () (at <2959d3c128e64c61a08dcc9bb6744ec3>:0) ZNet.Update () (at <2959d3c128e64c61a08dcc9bb6744ec3>:0)

I'm not sure whether this is to do with this mod in particular, maybe you could shed some light on it.

Liamswin01 avatar Jul 25 '23 18:07 Liamswin01

That seems to be unrelated to my mod.

One thing you could try is to run only this mod to test it. If it works it is some kind of incompatibility. If it does not it is something with the mod itself and needs to be looked at.

Mydayyy avatar Jul 25 '23 18:07 Mydayyy

So, I tried a few of the things in the thread that you linked and it did not work, we're going to try another mod to do what we're needing and see if that works first. If it doesn't work I will try the mod on it's own.

Liamswin01 avatar Jul 25 '23 18:07 Liamswin01