Go Back   Epic Games Forums > Unreal Tournament 2003/2004 > General Chat

Reply
 
Thread Tools Display Modes
Old 03-19-2004, 09:43 AM   #1
legacy-PyrettaBlaze
Junior Member
 
Join Date: Mar 2004
Posts: 22
Default ServerBehindNAT=True does NOT work!

My server still is showing up in the master server list with the WRONG PORT NUMBER and a ping of N/A! Setting this from false to true does not change anything at all. Will this be fixed or am i SOL on running my own server?

Last edited by legacy-PyrettaBlaze; 03-19-2004 at 10:21 AM.
legacy-PyrettaBlaze is offline   Reply With Quote
Old 03-19-2004, 10:07 AM   #2
legacy-darkonrt
Senior Member
 
Join Date: Mar 2004
Posts: 259
Default

Id like to know that also........
legacy-darkonrt is offline   Reply With Quote
Old 03-19-2004, 01:45 PM   #3
legacy-hughbackov
Senior Member
 
Join Date: Jun 2000
Posts: 439
Default Re: ServerBehindNAT=True does NOT work!

Quote:
Originally posted by PyrettaBlaze
My server still is showing up in the master server list with the WRONG PORT NUMBER and a ping of N/A! Setting this from false to true does not change anything at all. Will this be fixed or am i SOL on running my own server?
Your port number is technically not wrong. That is your actual port number because you are using NAT.

If you want to run a server behind NAT, then simply turn that setting off and manually forward the UDP ports used by the game on your router to the PC which is hosting behind NAT.
legacy-hughbackov is offline   Reply With Quote
Old 03-19-2004, 01:55 PM   #4
legacy-PyrettaBlaze
Junior Member
 
Join Date: Mar 2004
Posts: 22
Default

The master server is still looking at the firewall and using the port that it is connecting from as the port for the game server. When this setting is set to true, the master servers are supposed to pull the game port from the heartbeat rather than looking at the incoming connection and labeling the port that way.

If i use 1 to 1 NAT it works because it is using the same ports at the PC and the firewall, but, thats not how its supposed to be. If that setting is set to false then you need to either use 1 to 1 NAT or have a direct connection with no NAT. If it is set to true, the master servers are supposed to read the port number from inside the heartbeat. But they are not reading the port number that way. They are 100% of the time reading the port from the connections source port reguardless if the setting is true or false.

This is why it works on Gamespy and not the UT master servers. Gamespy is pulling the port number properly but the UT master servers do not.
legacy-PyrettaBlaze is offline   Reply With Quote
Old 03-19-2004, 02:05 PM   #5
legacy-hughbackov
Senior Member
 
Join Date: Jun 2000
Posts: 439
Default

Pyretta Blaze, you are making this needlessly complicated.

Without using manually port forwarding, most servers behind NAT will eventually fail due to the port forwarding timeout period of the router. Unless the ports are manually forwarded, it is likely that the router will stop forwarding the port being used by the game server behind it.

Routers which support uPNP are supposed to eliminate the need for manual port forwarding, but I don't think UT2004 uses uPNP, and personally I have never gotten it to work properly (at least not in Microsoft products which implement it).

So, simply turn off the NAT game setting, set your router to forward the game data and server query UDP ports to your game server.
legacy-hughbackov is offline   Reply With Quote
Old 03-19-2004, 02:17 PM   #6
legacy-PyrettaBlaze
Junior Member
 
Join Date: Mar 2004
Posts: 22
Default

I did set the setting to False, and have all the proper ports forwarded from the Sonicwall firewall to the internal server. However, when the game server issues the heartbeat from port 7777 to 28902 to the firewall, the firewall grabs the next open port in its que say 63601 and sends the data to the master server port 28902 and the master server says, oh, the game server is on port 63601 and then it posts that port in the master server list.

Now what i am simply saying is that with that setting set to True, the master servers are supposed to look at the packet and extract the game port from the datagam versus looking at the physical layers source port. Thus why the setting is broken or not working as intended.
legacy-PyrettaBlaze is offline   Reply With Quote
Old 03-19-2004, 03:26 PM   #7
legacy-hughbackov
Senior Member
 
Join Date: Jun 2000
Posts: 439
Default

Quote:
Originally posted by PyrettaBlaze
I did set the setting to False, and have all the proper ports forwarded from the Sonicwall firewall to the internal server. However, when the game server issues the heartbeat from port 7777 to 28902 to the firewall, the firewall grabs the next open port in its que say 63601 and sends the data to the master server port 28902 and the master server says, oh, the game server is on port 63601 and then it posts that port in the master server list.

Now what i am simply saying is that with that setting set to True, the master servers are supposed to look at the packet and extract the game port from the datagam versus looking at the physical layers source port. Thus why the setting is broken or not working as intended.
I see. The way around that problem until Epic fixes the master server software is to set your router to never timeout the redirected port (63601). Clients will then be able to connect to the game server. Some NAT routers will not keep this port open for redirection from another outside host, but most will.

There is a utility I oncee found on a website which discusses this issue, and if I can find the link I will post it here. You run the utility and it will tell you if your NAT device/router supporta that type of redirection.
legacy-hughbackov is offline   Reply With Quote
Old 03-19-2004, 03:27 PM   #8
BesigedB
Senior Member
 
Join Date: May 2002
Posts: 1,043
Default

you still should need to set port fowards, unless they have worked out a magic way of how to avoid this
BesigedB is offline   Reply With Quote
Old 03-19-2004, 03:31 PM   #9
legacy-hughbackov
Senior Member
 
Join Date: Jun 2000
Posts: 439
Default

Quote:
Originally posted by BesigedB
you still should need to set port fowards, unless they have worked out a magic way of how to avoid this
True, but port forwarding alone won't solve this problem.

The timeout for the outgoing port needs to be set to infinite and the NAT device/router must allow incoming connections on that same port even if the incoming host's IP address is not the same.
legacy-hughbackov is offline   Reply With Quote
Old 03-19-2004, 03:32 PM   #10
legacy-PyrettaBlaze
Junior Member
 
Join Date: Mar 2004
Posts: 22
Default

hughbackov, Right. The only problem is though your not too sure what port the firewall would use to send data to the 28092 master server.

From what i see, the master servers from UT2003 did the same thing. Somewhere along the line from then till now the master server code changed and this was overlooked.
legacy-PyrettaBlaze is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Video Game Voters Network
 
All times are GMT -4. The time now is 02:38 PM.


Powered by vBulletin
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Copyright ©2009-2010 Epic Games, Inc. All Rights Reserved.