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  1. #1

    Default Can't join UDK dedicated server while Steam is running

    Question for you guys. I've been working on this for a while and I'm beginning to think I'm wasting my time.

    We're working on a UDK multiplayer game. Dedicated servers work fine and allow players to connect, however this ONLY works if Steam is NOT running. If Steam is running, it looks like the client connects and immediately disconnects from the DS. I get output like this:

    NetComeGo: Open TheWorld <date time ip>
    NetComeGo: Close TcpNetDriver_0 <connection info>

    Connecting to a dedicated server while Steam is running works fine if using the UTGame.UTDeathmatch game type, just not our custom game. Now I'm not sure if there is something more I need to implement for this to work or if it simply will not work until (or if) we get a Steam appid.

    Any insights?

  2. #2
    MSgt. Shooter Person
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    Mar 2010
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    Default

    DefaultEngineUDK under [OnlineSubsystemSteamworks.OnlineSubsystemSteamwork s] bEnableSteam. set it to false.

  3. #3

    Default

    Quote Originally Posted by ant900 View Post
    DefaultEngineUDK under [OnlineSubsystemSteamworks.OnlineSubsystemSteamwork s] bEnableSteam. set it to false.
    Is that implying that there is actually no way to have dedicated servers working without an appid if Steam is enabled? I have no problem disabling it, I just want to know if that is indeed the case.

  4. #4
    MSgt. Shooter Person
    Join Date
    Jan 2011
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    Default

    Well you can except that the normal udk appid has so many people using it that it will reject connections.

  5. #5

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    Quote Originally Posted by Object View Post
    Well you can except that the normal udk appid has so many people using it that it will reject connections.
    Well that's an interesting problem. Ok thank you for that.

  6. #6
    Palace Guard

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    Default

    I haven't come across this problem.

  7. #7
    MSgt. Shooter Person
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    Gamertag: IrishKilter

    Default

    Also, if you are trying to Host & Join on the same computer with Steam Enabled it won't let you join (as far as I've tried) because your UniqueID is set VIA Steam (AKA: The OnlineSubSystem) which means you're trying to join with the same UniqueID as the Server, it doesn't like to authorize you for that.

    Now I could be wrong, but that appears to be the link. There IS a LANUniqueID located in one of the Config files (forget which one) but, I haven't figured out how that works yet. Just you know, FYI.

  8. #8

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    Quote Originally Posted by IrishKilter View Post
    Also, if you are trying to Host & Join on the same computer with Steam Enabled it won't let you join (as far as I've tried) because your UniqueID is set VIA Steam (AKA: The OnlineSubSystem) which means you're trying to join with the same UniqueID as the Server, it doesn't like to authorize you for that.

    Now I could be wrong, but that appears to be the link. There IS a LANUniqueID located in one of the Config files (forget which one) but, I haven't figured out how that works yet. Just you know, FYI.
    I considered that to be the problem as well so I installed a UDK Dedicated Server on a virtual machine with another Steam account. Same story, immediately disconnects.

  9. #9
    MSgt. Shooter Person
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    Gamertag: IrishKilter

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    Are you able to see logs or anything for the Virtual Machine's game? If so, try logging

    PlayerReplicationInfo.UniqueID when you launch it, then check your client's version. If the UniqueID is the same even on the virtual machine, that would probably be why. If not, I'm not sure what else could bethe problem.

  10. #10

    Default

    Quote Originally Posted by IrishKilter View Post
    Are you able to see logs or anything for the Virtual Machine's game? If so, try logging

    PlayerReplicationInfo.UniqueID when you launch it, then check your client's version. If the UniqueID is the same even on the virtual machine, that would probably be why. If not, I'm not sure what else could bethe problem.
    The log shows nothing of consequence on the dedicated server. Just the immediate open and close of the tcpip socket.

    Is there anything codewise that needs to be implemented for this to work, perhaps related to the Steam online sub system? It works perfectly fine with UTGame.UTDeathmatch, but my game (which derives from GameInfo directly) has no luck. And yes, I've tried deriving from UTGame etc, no luck there either.

    Perhaps a related question, does anyone know how to attach an Unrealscript debugger to a dedicated server? That would probably help.


 

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