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View Full Version : Sometimes people connect, sometimes they don't - long post -


knowley
17th October, 2002, 12:34 AM
Hi people

I am running a UT2003 server (retail), on a Windows XP Home machine, and using M$ Firewall.

Generally it works fine, I run a dedicated server, on an ADSL line (6 players MAX) and then open up UT2003 and play through that..

A lot of the time no one can connect to the server but myself!?!?!?

Wierd thing is, if I shut the server down and then load it back up (without changing anything) those same people can connect! All they see is the IP address etc when they click join when it fails.

Anyone else experiance this?

THANKS for any input!!

If anyone understand the server logs - then theres some more info below....If you can understand this stuff, then PLEASE read on, if not dont bother its boring!

I have copied the server logs from when it works, and when it does not work. I thought I should XXX out the ips... dunno y? sorry.

Everything is the same until this part: -- read on b4 lookng at this--
ScriptLog: Translocators: False
ScriptLog: Adjust skill False
ScriptLog: MinPlayers 0
ScriptLog: WeaponStay: True
ScriptLog: MasterServerGameStats initializing
ScriptLog: UdpServerQuery(crt): Port 7787 successfully bound.
Log: Resolving master0.gamespy.com...
Log: Resolving ut2003master2.epicgames.com...
ScriptLog: Loading Game Types
Log: Scanning and building mutator list
ScriptLog: MyWebAdmin.WebServerAdmin Initialized on Port 80
Log: xUtil::CacheLoad CachePlayers (0.037628 seconds)
Log: 14 ANTIPORTALS
Init: Game engine initialized
Log: Startup time: 0.942968 seconds
Log: MasterServerUplink: Resolved ut2003master2.epicgames.com as xxx.xxx.xxx.x.
Log: Connect() returned SOCKET_ERROR: 10035
Log: Resolved master0.gamespy.com (xxx.xxx.89.34)
ScriptLog: UdpGameSpyUplink: Master Server is master0.gamespy.com:27900
ScriptLog: UdpGameSpyUplink: Port 7788 successfully bound.
ScriptLog: Sending GameSpy heartbeat: \heartbeat\7787\gamename\ut2
Log: MasterServerUplink: Connection to ut2003master2.epicgames.com established.
Log: Master server requests heartbeat 0 with code 1508
Log: Master server requests heartbeat 1 with code 1508
Log: Master server requests heartbeat 2 with code 1508
---the next line is the 1st one thats different--

*When people can't log in:
Log: Master server assigned our MatchID: 164991
ScriptLog: Sending GameSpy heartbeat: \heartbeat\7787\gamename\ut2
and the "heartbeat" just repeats randomly

*When people can log in:
DevNet: NotifyAcceptingConnection: Server myLevel accept
NetComeGo: Open myLevel 10/16/02 20:52:23 xx.0.xxx.xxx:1861
DevNet: NotifyAcceptingChannel Control 0 server Level DM-Antalus.myLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=2000 VER=2111
NetComeGo: Close TcpipConnection 10/16/02 20:52:23
DevNet: NotifyAcceptingConnection: Server myLevel accept
NetComeGo: Open myLevel 10/16/02 20:52:23 xx.0.xxx.xxx:1861
DevNet: NotifyAcceptingChannel Control 0 server Level DM-Antalus.myLevel: Accepted
Log: Received ICMP port unreachable from client xx.0.xxx.xxx:1861. Disconnecting.
NetComeGo: Close TcpipConnection 10/16/02 20:52:23
Log: Received ICMP port unreachable from xx.0.xxx.xxx:1861. No matching connection found.
Log: Master server assigned our MatchID: 163959
DevNet: NotifyAcceptingConnection: Server myLevel accept
NetComeGo: Open myLevel 10/16/02 20:52:38 xx.0.xxx.xxx:1870
DevNet: NotifyAcceptingChannel Control 0 server Level DM-Antalus.myLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=2000 VER=2111
DevNet: Level server received: AUTH HASH=376facc27aadbae613a002c7a8882827
--everything after this is people logging in--

THANKS if you got this far.... sorry its such a long post, but its really bugging me!

knowley
17th October, 2002, 09:27 PM
hmmm well seemed to have sort it for now.

I turned off the M$ Firewall and tried the free Zonelabs one, and it works fine but so far so good.

But wierd how sometimes the firewall let people in and sometimes in did not? I relise that opening the ports may have also sorted it but it did work 50% of the time.

Killing
21st October, 2002, 01:12 AM
It will be to do with the state transition in the FW and it not tracking it correctly.