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I actually started the linux server using the manage-tModLoaderServer.sh, which apparently does not play well with Subworlds. After running the server with the regular start-tModLoaderServer.sh I am now able to enter Subworlds on my server.
System.Net.Sockets.SocketException : Address already in use
But the log from the main server has the line that you mentioned.
[SubworldLibrary]: FAILED:
[tML]: ILHook Terraria.Netplay::UpdateConnectedClients() added by SubworldLibrary
and
[SubworldLibrary]: FAILED:
[tML]: ILHook Terraria.Netplay::UpdateConnectedClients() added by SLUMP
I have no idea why it fails tho, the exact same server works when I run it on windows. Unless there's a difference in the start scripts...
A scenario like this is only possible when somehow the launch arguments are not applied or one of the injections of Subworld Library failed.
I would suggest checking the log files of the subserver to see if there are any lines that say 'FAILED: '.
If there are still issues when the above has been done, only then it is worth investigating what goes wrong.
Is this the issue people are experiencing with WoTG? I doubt if Subworld Library is the culprit here, WoTG is notorious for not being multiplayer compatible from what I've heard...
The current patches are based on my fork of Subworld Library, which used to be more stable (but now outdated).
I tested this patch using my own subworld testing mod and The Stars Above.
Yea I think I had it backwards and it was calamity.
The reset of boss progress sounds like a different issue. This could be caused by a mod. I know Calamity (WotG) has an issue like this (fixed by Calamity Boss re-syncer mod) where Calamity's boss progression is reset, but haven't heard it happening with vanilla bosses.
Another mod that broke my game was Cult of Azathoth in multiplayer. It reset all vanilla boss progression upon entering a subworld and coming back after my game crashed.