Announcement

Collapse
No announcement yet.

multihome not working (clients cant connect)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    multihome not working (clients cant connect)

    Hi,

    I've already posted this in the chivalry forums because I saw the problem there, but other games (e.g. primal carnage) are also affected.

    I have a windows server that has multiple IPs from different networks configured. The windows firewall is enabled. The Ports 27015-27020, 7777-7779 UDP+TCP are opened for all IPs.

    Example:

    Server has following IPs configured:

    1.2.3.4
    1.2.3.5
    1.2.3.6
    1.2.3.7
    2.5.4.3
    123.123.123.123

    All IPs - except 123.123.123.123 in this example - are configured with "skipassource=true".

    I startup the chivalry server with:

    UDK.exe AOCTD-Moor_p?steamsockets?dedicated=true?MaxPlayers=4 -seekfreeloadingserver -multihome=2.5.4.3 -port=7777 -QueryPort=27015
    # Also tried with -QueryPort=7778

    Everything looks fine on the first spot. The server is listed in the serverlist and I can query it.

    BUT: Many users cannot connect to the server. The client stays at "Please wait while the game loads...". I for myself was also affected so I started the debugging. Disabling the server firewall "fixed" it. So I digged deeper and started up wireshark.

    I saw that with the disabled firewall all of the game traffic went through the IP 1.2.3.4. I have removed this IP and then it was 1.2.3.5. It looks like that the gameserver uses the "first" IP when ordered by number (like with "netsh int ipv4 show ipaddresses"), instead of the IP given with -multihome.

    Using the UDKLogging.exe it displayed the message "NetComeGo: Open TheWorld..... x.x.x.x. (my IP)". So the server receives the connect request, but then uses a completely different IP as outgoing IP.

    It might be a general bug in the UDK.

    Cheers,

    Hi,

    I have a windows server that has multiple IPs from different networks configured. The windows firewall is enabled. The Ports 27015-27020, 7777-7779 UDP+TCP are opened for all IPs.

    Example:

    Server has following IPs configured:

    1.2.3.4
    1.2.3.5
    1.2.3.6
    1.2.3.7
    2.5.4.3
    123.123.123.123

    All IPs - except 123.123.123.123 in this example - are configured with "skipassource=true".

    I startup the chivalry server with:

    UDK.exe AOCTD-Moor_p?steamsockets?dedicated=true?MaxPlayers=4 -seekfreeloadingserver -multihome=2.5.4.3 -port=7777 -QueryPort=27015
    # Also tried with -QueryPort=7778

    Everything looks fine on the first spot. The server is listed in the serverlist and I can query it.

    BUT: Many users cannot connect to the server. The client stays at "Please wait while the game loads...". I for myself was also affected so I started the debugging. Disabling the server firewall "fixed" it. So I digged deeper and started up wireshark.

    I saw that with the disabled firewall all of the game traffic went through the IP 1.2.3.4. I have removed this IP and then it was 1.2.3.5. It looks like that the gameserver uses the "first" IP when ordered by number (like with "netsh int ipv4 show ipaddresses"), instead of the IP given with -multihome.

    Using the UDKLogging.exe it displayed the message "NetComeGo: Open TheWorld..... x.x.x.x. (my IP)". So the server receives the connect request, but then uses a completely different IP as outgoing IP.

    It might be a general bug in the UDK and it would great if someone from torn banner studios could forward this as a bug report or try fixing it (if that's possible).

    cheers,

    massl

    #2
    No idea anybody?

    Comment

    Working...
    X