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Question Unity Netcode Dedicated Server Deferred messages were...

Discussion in 'Dedicated Server' started by unity_VngtZy77FXMDEg, May 4, 2023.

  1. unity_VngtZy77FXMDEg

    unity_VngtZy77FXMDEg

    Joined:
    Sep 1, 2021
    Posts:
    5
    So Im having trouble with netcode dedicated server. I bought lightsail aws and uploaded the dedicated server linux build into the server but it is not working properly.
    here is what the server console says after starting the server build:

    Code (CSharp):
    1. [UnityMemory] Configuration Parameters - Can be set up in boot.config
    2.     "memorysetup-bucket-allocator-granularity=16"
    3.     "memorysetup-bucket-allocator-bucket-count=8"
    4.     "memorysetup-bucket-allocator-block-size=4194304"
    5.     "memorysetup-bucket-allocator-block-count=1"
    6.     "memorysetup-main-allocator-block-size=16777216"
    7.     "memorysetup-thread-allocator-block-size=16777216"
    8.     "memorysetup-gfx-main-allocator-block-size=16777216"
    9.     "memorysetup-gfx-thread-allocator-block-size=16777216"
    10.     "memorysetup-cache-allocator-block-size=4194304"
    11.     "memorysetup-typetree-allocator-block-size=2097152"
    12.     "memorysetup-profiler-bucket-allocator-granularity=16"
    13.     "memorysetup-profiler-bucket-allocator-bucket-count=8"
    14.     "memorysetup-profiler-bucket-allocator-block-size=4194304"
    15.     "memorysetup-profiler-bucket-allocator-block-count=1"
    16.     "memorysetup-profiler-allocator-block-size=16777216"
    17.     "memorysetup-profiler-editor-allocator-block-size=1048576"
    18.     "memorysetup-temp-allocator-size-main=4194304"
    19.     "memorysetup-job-temp-allocator-block-size=2097152"
    20.     "memorysetup-job-temp-allocator-block-size-background=1048576"
    21.     "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    22.     "memorysetup-temp-allocator-size-background-worker=32768"
    23.     "memorysetup-temp-allocator-size-job-worker=262144"
    24.     "memorysetup-temp-allocator-size-preload-manager=262144"
    25.     "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    26.     "memorysetup-temp-allocator-size-audio-worker=65536"
    27.     "memorysetup-temp-allocator-size-cloud-worker=32768"
    28.     "memorysetup-temp-allocator-size-gfx=262144"
    29. Mono path[0] = '/home/ec2-user/DedSvr/server_Data/Managed'
    30. Mono config path = '/home/ec2-user/DedSvr/server_Data/MonoBleedingEdge/etc'
    31. Found 1 interfaces on host : 0) 172.26.2.205
    32. Multi-casting "[IP] 172.26.2.205 [Port] 55001 [Flags] 2 [Guid] 245226904 [EditorId] 831495183 [Version] 1048832 [Id] Unknown(43,172.26.2.205) [Debug] 0 [PackageName] Unknown [ProjectName] moba" to [225.0.0.222:54997]...
    33. Preloaded 'lib_burst_generated.so'
    34. Initialize engine version: 2021.3.23f1 (213b516bf396)
    35. [Subsystems] Discovering subsystems at path /home/ec2-user/DedSvr/server_Data/UnitySubsystems
    36. Forcing GfxDevice: Null
    37. GfxDevice: creating device client; threaded=0; jobified=0
    38. NullGfxDevice:
    39.     Version:  NULL 1.0 [1.0]
    40.     Renderer: Null Device
    41.     Vendor:   Unity Technologies
    42. Begin MonoManager ReloadAssembly
    43. - Completed reload, in  3.073 seconds
    44. ERROR: Shader Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    45. ERROR: Shader Sprites/Mask shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    46. ERROR: Shader Legacy Shaders/VertexLit shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    47. ERROR: Shader TextMeshPro/Mobile/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    48. WARNING: Shader Unsupported: 'Standard' - All subshaders removed
    49. WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    50. WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
    51. ERROR: Shader Standard shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    52. WARNING: Shader Unsupported: 'Standard' - All subshaders removed
    53. WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    54. WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
    55. WARNING: Shader Unsupported: 'Legacy Shaders/Diffuse' - All subshaders removed
    56. WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    57. WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
    58. ERROR: Shader Legacy Shaders/Diffuse shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    59. WARNING: Shader Unsupported: 'Legacy Shaders/Diffuse' - All subshaders removed
    60. WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    61. WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
    62. ERROR: Shader GUI/Text Shader shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    63. WARNING: Shader Unsupported: 'Polytope Studio/ PT_Medieval Armors Shader PBR' - All subshaders removed
    64. WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    65. WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
    66. ERROR: Shader Polytope Studio/ PT_Medieval Armors Shader PBR shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    67. WARNING: Shader Unsupported: 'Polytope Studio/ PT_Medieval Armors Shader PBR' - All subshaders removed
    68. WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    69. WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
    70. There is no texture data available to upload.
    71. UnloadTime: 0.984474 ms
    72. ERROR: Shader UI/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    73. Starting Server
    74. UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
    75. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    76. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    77. UnityEngine.Debug:Log (object)
    78. ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:29)
    79. ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)
    80.  
    81. [Netcode] StartServer
    82. UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
    83. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    84. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    85. UnityEngine.Debug:Log (object)
    86. Unity.Netcode.NetworkLog:LogInfo (string) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:22)
    87. Unity.Netcode.NetworkManager:StartServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:833)
    88. ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:32)
    89. ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)
    90.  
    91. [Netcode] Initialize
    92. UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
    93. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    94. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    95. UnityEngine.Debug:Log (object)
    96. Unity.Netcode.NetworkLog:LogInfo (string) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:22)
    97. Unity.Netcode.NetworkManager:Initialize (bool) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:713)
    98. Unity.Netcode.NetworkManager:StartServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:841)
    99. ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:32)
    100. ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)
    101.  
    102. Server started!
    103. UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
    104. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    105. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    106. UnityEngine.Debug:Log (object)
    107. ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:33)
    108. ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)
    109.  
    110. [Netcode] Syncing Time To Clients
    111. UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
    112. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    113. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    114. UnityEngine.Debug:Log (object)
    115. Unity.Netcode.NetworkLog:LogInfo (string) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:22)
    116. Unity.Netcode.NetworkManager:SyncTime () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1982)
    117. Unity.Netcode.NetworkManager:OnNetworkManagerTick () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1477)
    118. Unity.Netcode.NetworkTickSystem:UpdateTick (double,double) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Timing/NetworkTickSystem.cs:102)
    119. Unity.Netcode.NetworkManager:OnNetworkPreUpdate () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1425)
    120. Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1332)
    121. Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:185)
    122. Unity.Netcode.NetworkUpdateLoop/NetworkPreUpdate/<>c:<CreateLoopSystem>b__0_0 () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:232)

    And this is the Script im using to start the server:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using Unity.Netcode;
    5. using Unity.Netcode.Transports.UTP;
    6. using Unity.Services.Multiplay;
    7.  
    8. public class ServerStarter : MonoBehaviour
    9. {
    10.     // Start is called before the first frame update
    11.     void Awake()
    12.     {
    13. #if UNITY_SERVER
    14.  
    15.         StartTheServer();
    16.  
    17. #endif
    18.     }
    19.  
    20.     // Update is called once per frame
    21.     void Update()
    22.     {
    23.        
    24.     }
    25.      public void StartTheServer()
    26.     {
    27.        
    28.        
    29.         Debug.Log("Starting Server");
    30.         string ipv4Address = "0.0.0.0";
    31.         NetworkManager.Singleton.GetComponent<UnityTransport>().SetConnectionData(ipv4Address, 7777,"0.0.0.0");
    32.         NetworkManager.Singleton.StartServer();
    33.         Debug.Log("Server started!");
    34.     }
    35. }
    (there is also ofc a StartClient code)
    In the editor it looks like the client is connected with the server but his playerobject doesnt spawn.

    here is the warning im getting in the editor:

    1. [Netcode] Deferred messages were received for a trigger of type OnSpawn with key 2, but that trigger was not received within within 1 second(s).
    2. UnityEngine.Debug:LogWarning (object)
    3. Unity.Netcode.NetworkLog:LogWarning (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:28)
    4. Unity.Netcode.DeferredMessageManager:purgeTrigger (Unity.Netcode.IDeferredMessageManager/TriggerType,ulong,Unity.Netcode.DeferredMessageManager/TriggerInfo) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:98)
    5. Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:83)
    6. Unity.Netcode.NetworkManager:OnNetworkPostLateUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1445)
    7. Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1335)
    8. Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:185)
    9. Unity.Netcode.NetworkUpdateLoop/NetworkPostLateUpdate/<>c:<CreateLoopSystem>b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:268)



    1. [Netcode] Deferred messages were received for a trigger of type OnSpawn with key 1, but that trigger was not received within within 1 second(s).
    2. UnityEngine.Debug:LogWarning (object)
    3. Unity.Netcode.NetworkLog:LogWarning (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:28)
    4. Unity.Netcode.DeferredMessageManager:purgeTrigger (Unity.Netcode.IDeferredMessageManager/TriggerType,ulong,Unity.Netcode.DeferredMessageManager/TriggerInfo) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:98)
    5. Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:83)
    6. Unity.Netcode.NetworkManager:OnNetworkPostLateUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1445)
    7. Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1335)
    8. Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:185)
    9. Unity.Netcode.NetworkUpdateLoop/NetworkPostLateUpdate/<>c:<CreateLoopSystem>b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:268)
     
  2. CodeNinja-

    CodeNinja-

    Unity Technologies

    Joined:
    Feb 22, 2023
    Posts:
    25
    Hi unity_VngtZy77FXMDEg,

    Sorry for the delay!
    I'm moving your question to the right channel and asking the Dedicated Server team to have a look.
     
  3. NoelStephens_Unity

    NoelStephens_Unity

    Unity Technologies

    Joined:
    Feb 12, 2022
    Posts:
    43
    unity_VngtZy77FXMDEg,

    I have a few questions to better understand your configuraiton:

    Could you share some more details on how your player's are being spawned?
    (i.e. are you using the NetworkManager.PlayerPrefab property or manually spawning the player's NetworkObject)

    Since you mentioned AWS LightSail, did you make sure to add firewall entries for the UDP ports you plan on using?
    (If so, could you share which ports you opened along with the UTP configuration?)