Closed IfgiU closed 11 months ago
Are you sure, you are creating completely fresh instance? Server does not have any cache. Only way it could let you join with false positive that you have installed modpack is to client have same modpack-content.json in /automodpack/modpacks/<
So, I think I found the problem.
The /automodpack/modpacks
folder was empty, so the problem wasn't here.
I'm also using Prism Launcher on the newest version, so the instances were clean.
It turns out that when the hostIp
in automodpack-server.json
doesn't match the actual IP,
the check for the modpack seems to get skipped. What I think was happening is that I installed the mod,
it auto-set the value to the current IP, I tried stuff, the next day the IP was resetted so it no longer matched,
so the error occured.
To reproduce, try setting HostIp
to a wrong IP-Address on a server with AutoModpack and a Modpack and join only with AutoModpack.
Alright, that makes a lot of sense. Then it's not really a bug, however i will implement some more logic to it, instead of leting player join without modpack, we will kick them and send a proper message. Thanks!
But how exactly can I keep the hostIP
up to date?
What do you mean up to date? Probably you would need to update it every time your ip changes.
Currently it works like that: At first config generation it just gets your server's ip from this api https://ip.seeip.org/json or that https://api.ipify.org/?format=json if case the first one does not work. I many cases thanks to that you just don't even need to worry about setting proper ip there. Then it doesn't change it, to let you configure that as you want to.
However if i understand correctly i think if you need, i can add config option to reset hostIp every server restart and get new one from api's above. If that would work for you?
Hi! Yeah, that would be really nice! I just don't want to login into the server and change the hostIp everytime the IP changes, so this option would be really cool!
I implemented it, it will be in final 3.4.0, if you would like to try it pre-released then go ahead! :) build-artifacts.zip
Implemented in 3.4.0
Bug description
Hi! I'm currently testing out this mod, and stumbled upon some weird behaviour: When joining for the first time, everything works fine, the modpack gets downloaded by the client. However, if I delete the instance where the mods are installed and create a new one that only runs AutoModpack, it won't download the modpack again, leading to errors. Is the server caching which players have downloaded the modpack? If so, maybe this is the cause of it? Tho I haven't found a file that could be a cache.
Steps to reproduce
Expected behavior
Not failing to join
Actual behavior
Failed to join
Relevant logs
The only logs worthy to be mentioned are these two lines from the server:
[23:02:43] [Netty Epoll Server IO #2/INFO]: MyUsername has installed AutoModpack. [23:02:46] [Netty Epoll Server IO #2/INFO]: MyUsername has installed whole modpack
The last message is definetly wrong, I had not installed the modpack.Minecraft version & Mod Loader
1.19.3 fabric
Operating system
Windows 11
AutoModpack version
3.3.6
Other information
Also,
/automodpack generate
does not seem to help.Check list