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[SOLVED] August 2011 Build - Problems joining internet multiplayer servers

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  • [SOLVED] August 2011 Build - Problems joining internet multiplayer servers

    Quite a few people have noted that they are having multiplayer issues with recent UDK builds. They can connect to a server just fine over a LAN, but whenever they connect to a server hosted on the internet they get dropped. Since so many people are having this issue I decided to post a new thread instead of just posting my solution 7 pages deep in another one.

    The output is similar to the following:

    Client Log

    Code:
    [0058.77] DevNet: Browse: <ip>/TT-T_Sandbox1?Name=Player?Team=255
    [0058.77] Init: WinSock: Socket queue 32768 / 32768
    [0058.77] DevNet: Game client on port 7777, rate 10000
    [0059.67] DevNet: Welcomed by server (Level: TT-T_Sandbox1, Game: Titan.TitanGame)
    [0059.79] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 <ip>:7777 09/18/11 20:55:44
    [0059.80] Log: Pending connect to '<ip>/TT-T_Sandbox1?Name=Player?Team=255?game=Titan.TitanGame' failed; Your connection to the host has been lost.
    [0059.80] ScriptLog: (UTGameViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Your connection to the host has been lost.' Title:'Connection Lost'
    [0059.82] DevNet: URL: Adding default option Name=Player
    [0059.82] DevNet: URL: Adding default option Team=255
    [0059.82] DevNet: Browse: TT-T_Sandbox1?closed?Name=Player?Team=255
    [0059.82] Log: Failed; returning to Entry
    [0060.10] Log: LoadMap: TT-T_Sandbox1?closed?Name=Player?Team=255
    Server Log
    Code:
    DevNet: NotifyAcceptingConnection: Server TheWorld accept
    NetComeGo: Open TheWorld 09/18/11 22:24:04 <ip>
    DevNet: NotifyAcceptingChannel Control 0 server World TT-T_Sandbox1.TheWorld: Accepted
    DevNet: Remote platform is 1
    NetComeGo: Close TcpNetDriver_0 TcpipConnection_4 <ip>:59619 09/18/11 22:24:04
    DevNet: NotifyAcceptingConnection: Server TheWorld accept
    NetComeGo: Open TheWorld 09/18/11 22:24:04 <ip>
    NetComeGo: Close TcpNetDriver_0 TcpipConnection_5 <ip>:59619 09/18/11 22:24:04
    DevNet: NotifyAcceptingConnection: Server TheWorld accept
    NetComeGo: Open TheWorld 09/18/11 22:24:04 <ip>

    I noticed that this problem vanished when I tested with a teammate after cooking and packaging, and I believe I know why. After cooking and packaging a file appeared in my UDK/<GameDir>/Binaries folder called UnSetup.Game.xml. This XML file contains two fields, GameUniqueID and MachineUniqueID. I noticed this file also was packaged with my installer. I decided to copy that file from package-created installation folder and place it in my development Binaries folder that is under source control which ensured all teammates had the identical file.

    This seems to have solved the problem. My assumption is that the engine cares about the GameUniqueID when an internet multiplayer session is started, but it seems to ignore it for LAN games.

    So to recap, if you are having this issue, please try the following.
    1. Using Unreal Frontend, fully recompile all scripts
    2. Cook all game packages
    3. Package your game into a UDK installer
    4. Install the game from that installer, and look in the Binaries folder in that new directory for UnSetup.Game.xml
    5. Copy that xml file back into the Binaries folder in your UDK development folder
    6. Ensure all teammates have an identical file


    Best of luck to you!

  • #2
    Originally posted by dsoltyka View Post
    Quite a few people have noted that they are having multiplayer issues with recent UDK builds. They can connect to a server just fine over a LAN, but whenever they connect to a server hosted on the internet they get dropped. Since so many people are having this issue I decided to post a new thread instead of just posting my solution 7 pages deep in another one.

    The output is similar to the following:

    Client Log

    Code:
    [0058.77] DevNet: Browse: <ip>/TT-T_Sandbox1?Name=Player?Team=255
    [0058.77] Init: WinSock: Socket queue 32768 / 32768
    [0058.77] DevNet: Game client on port 7777, rate 10000
    [0059.67] DevNet: Welcomed by server (Level: TT-T_Sandbox1, Game: Titan.TitanGame)
    [0059.79] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 <ip>:7777 09/18/11 20:55:44
    [0059.80] Log: Pending connect to '<ip>/TT-T_Sandbox1?Name=Player?Team=255?game=Titan.TitanGame' failed; Your connection to the host has been lost.
    [0059.80] ScriptLog: (UTGameViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Your connection to the host has been lost.' Title:'Connection Lost'
    [0059.82] DevNet: URL: Adding default option Name=Player
    [0059.82] DevNet: URL: Adding default option Team=255
    [0059.82] DevNet: Browse: TT-T_Sandbox1?closed?Name=Player?Team=255
    [0059.82] Log: Failed; returning to Entry
    [0060.10] Log: LoadMap: TT-T_Sandbox1?closed?Name=Player?Team=255
    Server Log
    Code:
    DevNet: NotifyAcceptingConnection: Server TheWorld accept
    NetComeGo: Open TheWorld 09/18/11 22:24:04 <ip>
    DevNet: NotifyAcceptingChannel Control 0 server World TT-T_Sandbox1.TheWorld: Accepted
    DevNet: Remote platform is 1
    NetComeGo: Close TcpNetDriver_0 TcpipConnection_4 <ip>:59619 09/18/11 22:24:04
    DevNet: NotifyAcceptingConnection: Server TheWorld accept
    NetComeGo: Open TheWorld 09/18/11 22:24:04 <ip>
    NetComeGo: Close TcpNetDriver_0 TcpipConnection_5 <ip>:59619 09/18/11 22:24:04
    DevNet: NotifyAcceptingConnection: Server TheWorld accept
    NetComeGo: Open TheWorld 09/18/11 22:24:04 <ip>

    I noticed that this problem vanished when I tested with a teammate after cooking and packaging, and I believe I know why. After cooking and packaging a file appeared in my UDK/<GameDir>/Binaries folder called UnSetup.Game.xml. This XML file contains two fields, GameUniqueID and MachineUniqueID. I noticed this file also was packaged with my installer. I decided to copy that file from package-created installation folder and place it in my development Binaries folder that is under source control which ensured all teammates had the identical file.

    This seems to have solved the problem. My assumption is that the engine cares about the GameUniqueID when an internet multiplayer session is started, but it seems to ignore it for LAN games.

    So to recap, if you are having this issue, please try the following.
    1. Using Unreal Frontend, fully recompile all scripts
    2. Cook all game packages
    3. Package your game into a UDK installer
    4. Install the game from that installer, and look in the Binaries folder in that new directory for UnSetup.Game.xml
    5. Copy that xml file back into the Binaries folder in your UDK development folder
    6. Ensure all teammates have an identical file


    Best of luck to you!
    Hi, I still can't join a multiplayer game via a LAN server in UDK-2011-06. I guess the problem is, that I don't know how to set it up on the new UnrealFrontend... I have read, that it is possible to replace the "new" UnrealFrontend with the "old" UnrealFrontend. It seems to be the easiest solution for a beginner I hope someone can tell me more specific how to do it...

    Comment


    • #3
      Honestly, this worked for us for a while but now randomly still breaks, so something is still wrong.

      Ugh.

      Comment


      • #4
        I don't mean to necro this thread but I just wanted to post to say this fix didn't work for our dev team using the 2013-07 build so I feel this is still a relevant thread. However, cooking the game DOES work, so this thread was still a life saver because we were wondering why our steam enabled dev build wasn't able to connect over internet (lan works fine). Thanks again.

        Comment

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