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View Full Version : Windows Dedicated Server multihome Error HELP :(



gor9e
11-21-2007, 04:26 AM
commandline:

server DM-Deck?game=UTGame.UTDuelGame?AdminPassword=*** -login=f00kclan.de[#1] -password=*** -log=DUEL.log -multihome=81.210.148.255

error:
(...)
Log: Game class is 'UTDuelGame'
Init: WinSock: Socket queue 131072 / 131072
Log: Failed to listen: WinSock: binding to port 7777 failed (10049)
Error: Error initializing network layer.
Log: Primary PhysX scene will be in software.
Log: Creating Primary PhysX Scene.
PerfWarning: InstanceGeom: 5.204618 ms - 812 Convex, Terrain 0.000000 ms, PerTriSM 0.000000 ms, InitArticulated 0.000000 ms, BodyInst Alloc 6.755482 ms, InitBody 40.534023 ms
PerfWarning: NxActor Creation: 20.905267 ms
Log: Bringing World DM-Deck.TheWorld up for play (0) at 2007.11.21-09.12.59
Log: Bringing up level for play took: 0.276211
Log: ########### Finished loading level: 1.091004 seconds
Init: Game engine initialized
Log: Initializing Game Engine Completed
ScriptLog: CustomChar - Load Assets: IRNM
Log: Begin Async loading packages for Family 'IRNM':
Log: - CH_IronGuard_Male
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_IronGuard_Male_SF
Log: CONSTRUCTIONING: LoadFamilyAsset (IRNM) Took: 0.61 secs
ScriptLog: CUSTOMCHAR Start: UTDuelPRI_0 Barktooth VBlue
Log: StartCustomCharMerge: 0.065334 ms initializing, 0.536107 ms texture streaming
Log: === Critical error: ===
General protection fault!

History: Address = 0x970340 (filename not found)

Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: Shutting down FaceFX...
Log: FaceFX shutdown.
Exit: Exiting.
Exit: Name subsystem shutting down
Uninitialized: Log file closed, 11/21/07 09:13:00





If i delete the multihome parameter there is no error anymore.
But i need this multihome right?

People can join my server via OPEN <IP> but not via UT3 Browser?
Whats wrong?

Dubious
11-21-2007, 09:42 AM
Log: Failed to listen: WinSock: binding to port 7777 failed (10049)
Error: Error initializing network layer.
What are the chances that the game engine is thinking that all .255 IP addresses are broadcast IPs and are therefore not allowed to be used by a host? I've seen this before in some poor TCP/IP implementations but I would be surprised if this were the case.

Epic would have to answer that - its more of a rhetorical question that I posed.

Specific to your problem, are you hosting this server behind a home router running NAT? I assume if you are that your ISP gives your your IP address via DHCP based on the MAC address on your router. A way to test the problem that I described above would be to go into your router and tell it to "spoof" a new MAC address. In theory you should then get a new IP address (that isnt a .255 IP) and see if that one works.

And yes, I realize that Im likely barking up the wrong tree here - Id have to think that the engine is smart enough to know that a .255 IP can be totally valid under the proper circumstances. Im just throwing this out there as a remote possibility.

gor9e
11-21-2007, 11:25 AM
yes i am running this server behind a NAT but ports from 6500-7780 (UDP/TCP) are open.
Beside this others can join my server via OPEN IP but not via server browser. I will try that "spoof" MAC adress trick. brb

gor9e
11-21-2007, 11:36 AM
indeed it was the ip ....

with another ip it works...

Dubious
11-21-2007, 11:51 AM
Thanks for following up. I reported a possible bug and pointed them to this thread.

WeirdBeard
11-21-2007, 09:55 PM
I am experiencing the same problem. If I use the -multihome switch with my external IP, I get the "Failed to bind to port 7777..." error as well and it causes the server to crash. (My external IP is not a special one, like xxx.xxx.xxx.255.)

Is there a fix for this or were you just able to confirm that it is not yet supported?

Thanks in advance! -WB

EDIT: This issue has been taken up in another thread. Here is the link:
Multihome error (http://utforums.epicgames.com/showthread.php?p=25107873#post25107873)

gor9e
11-22-2007, 10:12 AM
Thanks for following up. I reported a possible bug and pointed them to this thread.

Sorry it didnt work behind a NAT. Only after i removed my switchrouter (integrated NAT) it worked without problems.

joeGraf
12-04-2007, 05:56 PM
What are the chances that the game engine is thinking that all .255 IP addresses are broadcast IPs and are therefore not allowed to be used by a host?

I could not find any code that made specific assumptions about a broadcast address. I've asked QA here to reproduce the issue.