Ports - Page 2

Ports

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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RandomUser
Posts: 11
Joined: 29 Nov 2005, 16:29

Post by RandomUser »

Well I have ports forwarded and I used to host games for months but since the last update it doesn't work anymore.

What has been changed exactly with the last update concerning the ports for hosting a game? That's quite annoying ..
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

Well I have ports forwarded and I used to host games for months but since the last update it doesn't work anymore.
It has nothing to do with tha last update since on the host side nothing much changed except that you send udp packets to all clients participating in your battle just before it starts. But if you have port forwarded, then it is irrelevant. Perhaps your firewall is blocking tasclient.exe, since it was modified from "the last time"?
RandomUser
Posts: 11
Joined: 29 Nov 2005, 16:29

Post by RandomUser »

The change of the executable can't be the reason since the problem remains with the firewall being disabled.
Betalord wrote:ok, 0.18 doesn't need any more ports forwarded, most of your problems should be solved now.
Can you please explain in detail what has been changed there? I can't find the details anywhere and I'm pretty sure it must have something to do with that.

Thanks in advance
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

In 0.18 host sends UDP packets to each of the clients participating in the battle just before the game starts and so ensuring his router would open "connection" to those clients. On the non-host side, client uses fixed UDP source port rather than random one (or custom) as in previous versions. This is how source ports are assigned: first non-host client will use source port 8300, second one will use 8301, third one 8302, etc. This way host doesn't have to forward any ports. This also means that if host does forward the port, nothing would be different for him than before. Is it clear enough? :)
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Hmm, so with my problem, could I open say 830x for one roommate and 830y for another etc etc. Would that fix it or no? Or does spring not like multiple connections from 1 ip address?
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

Hmm, so with my problem, could I open say 830x for one roommate and 830y for another etc etc. Would that fix it or no? Or does spring not like multiple connections from 1 ip address?
Hm not sure what your problem is? Are you unable to host or join? Forwarding 830x might help only if you have problems joining other people's games, but should work in most cases without it anyway.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Well its like this.

My friends and I are roommates, and all 3 of us play spring.

1. If I host a lan game, they all can join and we can play fine.

2. If I host a game on the main server, other people can join and the game is fine.

3. If I host a game on the main server and my roommates try to join, we can sync, get into the game, but after choosing our start pos and everyone is ready, the game starts and they all have No Sync and eventually lose conn.

4. If I host a game on main server and my roommates join and other people join, only my roommates lose sync as described in 3.

5. If they host a game on main server, I have same problem as outlined in 3, or, I cannot connect to them at all (ie the 30 sec timeout).

So thats our problem. We are behind a router, but I forwarded the ports and all that. Basically, the only way we can all play together is if all 3 of us join a game that someone else is hosting. That is a feat in itself. Any suggestions?
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

i guess i hit same problem as badman ....

2 machines behind NAT firewall/router ... these 2 machines are in same subnet just 1 digit different IP number ... both machines got no firewalls (disabled them) ... so all there are just machine 1 cable to switch and cable to machine 2 and cable to firewall/router and that all connected to internet ...

both can join lobby, both can host, both can play someone else game and both can play LAN games ...

but in moment one machine hosts game for "outsiders" then second fails to join ingame ...
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

I rewrote the network code a bit so that now client sends his local IP to server and when server sends host IP to clients participating in the battle, it sends local IPs to clients who share same external IP address... We will see if this fixes it with next update.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Cool. Thanks a bunch. I been posting this problem since spring came out, but at last, it was worth being patient :)

thx :)
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Excellent, that means I'll be able to play when my brother is home from college.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Betalord wrote:I rewrote the network code a bit so that now client sends his local IP to server and when server sends host IP to clients participating in the battle, it sends local IPs to clients who share same external IP address... We will see if this fixes it with next update.
Hey, that's pretty neat. But could you try to do the same for Hamachi support? I've got a friend who's aching to play some online games, but unfortunately he's behind a firewall.
In principle I could host a battle while we're both on the same Hamachi network and still allow others from over the internet to join. But the client doesn't use Hamachi ip-adresses, so the only way we can currently play is to manually hack the script.txt file. It'd be great if the client does this automatically.

(btw I've assumed you know what Hamachi is / does. If not, check http://www.hamachi.cc and be amazed ...)
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Hello again,

Well, I tried to host a game on the main server with the new version to see if my roommates could join, but still no luck. We still get to the point where the game starts and they have no sync and thus lose conn. I know some others tried this too to no avail.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

BadMan wrote:Hello again,

Well, I tried to host a game on the main server with the new version to see if my roommates could join, but still no luck. We still get to the point where the game starts and they have no sync and thus lose conn. I know some others tried this too to no avail.
x2 :(
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

Well, I tried to host a game on the main server with the new version to see if my roommates could join, but still no luck. We still get to the point where the game starts and they have no sync and thus lose conn. I know some others tried this too to no avail.
Do you get sync errors or you don't get to see your friend in-game at all?
Judgment123
Posts: 5
Joined: 01 Sep 2005, 17:53

Post by Judgment123 »

I have a similar problem. I'll host, people will join the battle screen, but when I actually start the game, people say they get the "Connecting to server" countdown. I know they're connecting, as I can see people's names turning yellow and what not. When a person has to calc the map, their name doesn't turn yellow for awhile, and then the second time I start the game, their name turns yellow much faster. If start positions are not set to 'choose in game' then I will see everyone connect, the game will start, and then everyone but me will have sync errors.

This bug mostly seems to be happening to people who use routers, perhaps it has something to do with their private IPs. I forwarded all the neccesary ports and disabled my firewall. I even tried a DMZ on my computer. So I think it's fair to say that the router isn't dropping any packets or anything. I also tried uninstalling, cleaning all the folders TASpring was in and the registry and then reinstalling, which didn't work.

I've hosted in the past, so the bug definitely came with this new version of TA.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Betalord wrote:
Well, I tried to host a game on the main server with the new version to see if my roommates could join, but still no luck. We still get to the point where the game starts and they have no sync and thus lose conn. I know some others tried this too to no avail.
Do you get sync errors or you don't get to see your friend in-game at all?
No sync errors. We all make it to where we can choose start pos and click ready. They green up in game and then soon as the actual came starts, I just get "No Sync" on them and they eventually lose conn. On their computers, they are just frozen (like a really long lag) then they lose conn. We can chat in game and everything till it actually starts.

LAN games work great. But with this problem, it makes playing with friends hard due to the 3 of us trying to get in one game.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

When you say you can chat in-game, does it mean that you can chat ingame with everyone else, even the peopel who are outside of your network?

Or does it mean that all of you behind the router can chat amongst yourselves, but those outside of the LAN cant "hear" you, and you cant "hear them?

Or does it mean that you aloen can hear and communicate with all others, but they cannot?


?
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Well, I posted this about 3-4 times in this thread alone and I don't want to repeat myself. Look on page 1 or further up.
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