We thought we’d share with you more information on our disconnect codes that you can get in Star Citizen, as well as educate players on how they can better use this information to describe code-related errors in Issue Council.
- Important Note #1: Disconnection codes are symptomatic of something going wrong; they are not true diagnostics that you can use to resolve an issue. A good analogy is when someone is coughing… the cough is bad, but there could be any number of causes behind it. The cough is the disconnect code. :)
- Important Note #2: The steps to obtain each Code can be quite different per situation, which is why including precise Steps To Reproduce in the Issue Council is absolutely vital to our tracking the issue down. An example of this would be two friends each getting a Code 20007… while the error code is the same, the causes for each could be completely separate and independent of each other.
- Important Note #3: When entering an Issue Council report, make sure that you add the Code error you get plus a brief description in the subject, such as “Error Code 20007 When Loading Into Crusader”.
Code 10000 happens when the game client isn’t able to find us due to something preventing the game client from being able to find our servers. These will almost always be an issue that is client side.
Code 10001 happens when the game client is having issues connecting to the authentication service.
Code 10003 occurs when the game client can connect to the authentication service but either has corrupted persistence cache data, or is unable to reach the database to get its persistent data.
Code 20000/30000 is our general timeout message. You’ll get this message when your connection to the game server times out, but you’re still connection to the backend platform service is still active. In almost all cases, this is due to an actual game server crash or an issue within the game that can disconnect you.
An internal example of the latter occurred on our QA environment (this never made it to public) when one client would exit the game and all other clients were forcefully disconnected.
Code 20003/30003 is a version mismatch which occurs when the server checks the version of the game installed and finds that there is an older version of the client. The way to resolve this is to Verify Files or, in very rare situations, fully reinstall the game.
Our matchmaking service contains several different rules to assign clients to servers. This response occurs when the matchmaking service puts someone into a server that is full.
In most situations, the service should not assign you to a server that is already full, but we’re finding edge cases where this gets returned. We’ll continue to isolate, identify, and fix these as they come up.
Code 20005/30005 happens when a login attempt fails due to invalid data. Many of these can be fixed by doing launcher troubleshooting such as ensuring that the game folder has read and write permissions and running the launcher as admin to generate new login information.
Code 20007/30007s occur when the game client receives information that it isn’t expecting. A good example is when a bad asset in the game exists, such as when we discovered that Cutlasses were disconnecting all clients on the internal QA server because of an invalid ID.
Code 20008/30008 is defined as an authentication error. This infrequently can mean authentication in terms of your account ID and password, but for the most part indicates a backend data mismatch.
Code 20009/30009 occurs when someone successfully connects and authenticates into a game server but times out when verifying the session.
We hope this small insight into code errors has been helpful in understanding the nature of these disconnect codes and how it can help you provide more accurate information to Issue Council reports.