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Heya, this issue started around a day ago. Two of the Minecraft Servers I host for different communities (seperate bare-metal hardware units) have been working fine (self-hosting and using
playit.gg as the proxy service) and I've been able to connect to them from my main workstation without issue when looking over things in-game. However, I've started to get "Connection refused: no further information" upon trying to join either of them. Also trying to connect to a few other public servers ran by others, the exact same issue occurs. None of my players are having this issue, which suggests something is going on from my end. I've also managed to successfully connect to it from another laptop without MBAM on it, which instantly raised my suspicion about what might be going on.
I've ran through the following steps already:
- Reinstalled Minecraft and Java, alongside ensuring there's application and folder exceptions setup for Minecraft + it's Launcher in MBAM alongside checking the Windows Firewall allow-lists for them
- Trying this inside Minecraft from different loaders (not just Vanilla, but also Forge and Paper)
- Ensured Malwarebytes is up-to-date (MBAM Version 4.6.11.329, Update version 1.0.82748, Component Version 1.0.2302)
- Gone through MBAM's advanced setting and turn OFF all Java Protection options
- Making sure TCP 25565 and UDP 19132 and not blocked for whatever reasons
I was able to finally connect after turning off all MBAM Real-Time Protection Features as the next step. Turning them slowly back on one-at-a-time, I eventually discovered that it was Web Protection which was the culprit. Having it turned on = not being able to connect to any MC Servers at all. Turning it off instantly resolves the issue.
While I can work around this by having Web Protection turned off while trying to connect to a Minecraft Server (albeit not an ideal workaround), I want to know why this is suddenly an issue? I've been a MBAM Premium user for several years, and I've never experienced this particular issue until yesterday?
'_minecraft' is just a symbolic name, 'sub' is the name of your subdomain, for example it could be '_
tcp.dev' if your subdomain was
dev.example.com. Once the subdomain and the SRV are linked, it should work, providing you have the correct port entered and forwarded.
And then two CNAME records naming your first and second instance. The CNAME's need to point to the name in the above A record. Your CNAMEs need to end in the same domain as the respective server, I believe.
All this needs to be done on your provider's DNS server, or through their configuration utility they may provide. Never configured a SRV record before on a publicly accessible DNS but that's what I take after reading the forum posts you provided.
The first packet that is send to a Minecraft Server includes the requested hostname. This application will inspect that packet and redirect all trafic to the user configured Minecraft Server by the requested hostname.
Unknown things:
How do I generate load? What type of load - Chunk Generation, Redstone, Lighting, Entities? What server software - Vanilla, PaperMC, Modded? Any specific things the community would like to see tested?
this is on an sp3r2 system, and im sure my setup isnt completley optimal, but its gotta be close to the best it can be. i know i could significantly reduce the impact of chunk generation if i disabled the world data compression entirely. unfortunately a significant number of my users just dont have the bandwith for uncompressed minecraft, even when trying to crank up the timeout, the TCP transmission just times out before most of my players can download the world. wish there was some way my clients can precache the world based on the seed, and would only need the uncompressed differences. or even save the world to cache based on the last time they rendered whatever chunk theyre visiting.
I remember running a MC server something like 10 years ago now back in alpha and beta and those are a lot of the same options I used. Looks like there are a couple new options available in java now too that would have been useful back then. The latest version of java back then was V6. lol
Changes for the tests run:
I realized that using 10000x10000 for the area in the tests will very quickly blow out storage space. Therefore I am reducing the world size in the world generation test and the web map rendering test to 2000x2000.
For the web map rendering test, I will be using the world files from the first world generation test run, instead of using a new one every time. This is mainly to save trouble but it should also in theory generate more consistent results (?)
Lately I am getting very bad lag on every server (e.g Skyrealms Hypixel Mineplex and every other multiplayer server that I like to play). I have tried reinstalling Minecraft, logging out and logging in, Optifine, watched Youtube and changed my Minecraft Settings.
Whenever I join a server it says I have 200-100 fps and low ping but the chat does load, can't break any blocks. My internet should be okay because my phone works with the same internet with my PC (Windows 10). I am having a bad time playing with lag, it happened suddenly.
The distance between you and the server locations are causing the lags. If you press TAB in Minecraft you can see the ping (latency) right next to your name. Five green bars would be great, the less you have the more lags appear. The ping is extremely important for lag-free playing. As you said, if the ping is too high you even won't be able to place or remove blocks. That's because you run into timeout on serverside with your requests to place/remove blocks. The lower the ping the better.
Having lots of FPS doesn't help you out in this situation. The frames per second is the amount of single frames (images) your graphics card can produce and send to your monitor in one second. Ping instead measures the round-trip time for messages sent from the originating host (you) to a destination computer (your minecraft server in the US) that are echoed back to the source (you again). If that takes too long you are getting asynchronous with the servers and the other players and you get lags. See this Wikipedia Article for more information about ping.
I launch the servers using a bat file and have been able to get subprocess to do that no problem, but I am unsure how to go about adding the functionality of issuing commands to the server via the console.
I've thought of using stdin.write() and in the interactive console it works great. The issue is that when I add it to the code it executes the stop command before the server has even started therefore the server never stops. I have tried doing it in a separate function but that didn't work either.
I just created a minecraft server and wanted to play with friends so i was going to host it with zrok but the problem is that the tutorial given to host minecraft server is through private share and i dont want all my friends to have complicated tools and access the server through commands to join i just want to do a public share soo how do i publicly share my minecraft server?
Hi @Proximity. At this point, public tcp ports are not offered by zrok. The easiest thing to do is to use your own virtual private server (vps) and run zrok on your home and on the vps. Then you expose the port from the vps.
No, you'll have to go port based. Each entrypoint = 1 route to a minecraft server. To attach a hostname to it, you want to look into SRV records (DNS); SRV records can have pointers that if you visit
my.domain.fr it will look up not just the IP, but also the port for Minecraft.
No matter what version of Java (openjdk version "11.0.11") I manage to get running it's never enough for the latest Minecraft server version (currently 1.17). I've run a Minecraft server on my Lubuntu machine before, but this time it's all fallen flat as no java version is good enough for it.
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