View Full Version : Players disconnected while authorizing – is my PC too weak?
Roach
October 29th, 2021, 20:14
Today was the second Friday in a row that I had to cancel a campaign session.
What happens is: I start the table, after about 15 minutes, the first player connects, a few minutes later, the second player comes in – and then suddenly they both get disconnected and I get swamped with error messages in the console regarding "Unauthorized User". I have attached the log files from today, and have to comment: after the session was canceled, I started a completely blank new table, without any extensions and any mods, then one player connected and I started loading the PHB and a few other Player Modules (i.e., 5E molules from WOTC with the word player in the name) , and when the player started loading modules, I got the white out, and I pretty soon got a new "disconnected" message, though without any unauthorized user messages.
I am afraid my computer simply is not strong enough, and cannot handle the load when more than one player connects. Though my system may be old, I do not think it is that weak – AMD A10, R7 video card, 8 GB memory should be workable, as far as I know. OS is Windows 10, both my Fantasy Grounds Unity Ultimate license and Windows are up to date
If someone from SmiteWorks could confirm or deny?
Zacchaeus
October 29th, 2021, 20:39
Which of the log files comes from the campaign without extensions. All the ones you've posted seem to have a million and one extensions loading. And that can't be good.
Roach
October 29th, 2021, 20:59
Unfortunately, I don't have a log from that one more or less successful session. After the disconnect in the clean campaign, and while I typed the original msg up, the player managed to reconnect and finish loading the modules I had offered.
What's really odd is: the players in this problem campaign all are located in Germany/Switzerland, just as I am - and I do DM two other campaigns, one with players in UK, Norway and other European countries - and the second one with several players in the US. All three campaigns use the same set of extensions, and the all–German campaign is the only one that has problems, the US – German campaign even uses the same modules as the all-German one, and does not run into similar problems at all. The only difference is: the German campaign with the disconnects starts Friday evenings at 8 PM local time (2 PM ET), the EU – DE campaign starts Thursdays at the very same time, the transatlantic campaign starts Wednesday evenings around midnight CET (6 PM ET). Maybe my Internet connection gets overloaded on Friday evenings? Could even be that the EU-DE one is less affected because I am running another, smaller campaign with less need to synchronize files at session start.
Roach
October 29th, 2021, 21:58
What the...? I was just going through my activations, weeding out extensions that might be unnecessary for this one campaign [I did have a standard set of extensions that I used for all campaigns – Automatic Halfling Luck for example might not be needed in all of them of course] and then went to look at the modules... And most of my 1K or so modules were marked as shared, even adventures. I remember that a while ago, the Better Module Window would change the shared setting on modules, but this had been fixed and thought I had set everything good again, but somehow the setting returned. Will have to check whether this bug in Better Module Window showed up again.
While I am setting this up: do I need to share token modules if some tokens are used in my maps? Or can I leave those modules unshared to speed up the start?
Zacchaeus
October 29th, 2021, 22:13
Since players can’t use tokens there’s no point in sharing them
Moon Wizard
October 30th, 2021, 16:19
I would remove both your modulestate.xml and extensionstate.xml from your campaign; in order to rule out any data overload issues.
I could not see any issues in your log files; but as we mention in any situation with networking, you need logs from both sides to be able to see what is happening.
I can almost guarantee from previous experience that the volume of data traffic on initial connection is triggering some sort of security/router blocking on your network, and thus dumping all the connections at once. From the FGU application perspective, the player client connections are just being broken by something outside the application (OS, security software, router, Internet provider).
Here's a troubleshooting guide for various scenarios we've encountered in the past. Please work your way through the various scenarios and provide information relevant to your network and what you have explicitly checked.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1981349889/Network+Troubleshooting
Regards,
JPG
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