2023-07-28T01:59:49 60.271 INF WeatherManager: ApplySavedPackages 2023-07-28T01:59:49 60.320 INF Loaded player 2023-07-28T01:59:49 60.483 INF Setting for 'LootRespawnDays' does not match the default (server will go to the modded categ⏎ ory): current = 30, default = 7 2023-07-28T01:59:49 60.632 EXC Address already in use at System.Net.Sockets.Socket.Bind (System.Net.EndPoint localEP) [0x00043] in <9a5908592ec248aabadc2c9fa04395eb>:0 at System.Net.Sockets.TcpListener.Start (System.Int32 backlog) [0x00044] in <9a5908592ec248aabadc2c9fa04395eb>:0 at System.Net.Sockets.TcpListener.Start () [0x00000] in <9a5908592ec248aabadc2c9fa04395eb>:0 at ServerInformationTcpProvider.StartServer () [0x00028] in :0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) ServerInformationTcpProvider:StartServer() d__146:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2023-07-28T01:59:49 60.638 INF [EOS] Registering server [S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK. CAppInfoCacheReadF
The error “Address already in use” is thrown when you’re trying to bind a network socket to an IP address/port combination that’s already bound to a different socket.
In more detail:
The error message “Address already in use” means that another process or application on your machine is already using the IP address/port combination that your application is trying to bind to. It could be that another instance of the same application is running or a completely different application is using that port.
To solve this issue, you could either:
In either case, make sure your application correctly releases the socket when it’s done with it, especially if it crashes or is stopped abruptly. If the application doesn’t properly release the socket, it might still be bound to the IP address and port, making it appear as if the address is still in use even though the application isn’t running anymore.
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